06:23 When rotating the heel_controller.L and the Foot_controller.L it moves different. To fix this, you have to select the controllers in the opposite order. First you select Heel_controller.L, SHIFT and then Ankle_controller.L (no the other way), and the CTRL+P -> Kee Offset. Same with the other two: First you select Foot_controller.L and then Heel_controller.L (no the other way). Then CTRL+P -> Keep offset. Great tutorial series.
there's so much stuff but this is the clearest foot rig, heck a rig tutorial, i've ever seen and i love it. i finally made my leg & foot move. thank you.
Just to let you know guys, if your IK mods deform your amature weirdly meake sure to check all origins of the bones are allinged on the x axis in the same direction through the roll value!
This is a great video. I just wish you;d add more significance as to why you're doing things instead of just a 'click this, then click that' anyway I have learned a lot, thank you. For instance, you could have demonstrated why you set the Limit X to -180d. I understand this could be obvious for you, but to folks new to this it isn't. And all you have to do is add 5 more seconds to open your mouth and say it. You already know this stuff so not sure why. Again, with the IK bone parenting - why does it work? Even 1-2 sentences of significance as to why it works would be enough. Your tutorial is amazing, don;t get me wrong, but these issues were big stopping points and I had to figure it out on my own. If a tutorial is truly great, the viewer shouldn't have to constanty google for stuff to understand things - or at least that's the bar you should be aiming for. Regardless, appreciate your work. Have a good day
I don't understand the pole angle. I have rigged a fair amount of foot already (4-5 different armatures but I am still starting to learn blender since last month); I have followed a few different tutorials and just can't figure this out; sometimes you have to use 90 degree, sometimes you don't have to and the leg is perfectly bent. Sometimes it just rotate at a weird angle. Of course with the weird angle I can still pose/animate my character by eye balling the model and move the pole to whatever location it needs to be, but I aim to have a clean rig and I am not sure what is causing this. The Pole bone also seems like it gets offset to one side as soon as you lift the legs up. Is a "clean rig" possible or with IK and pole angles it is supposed to be like this?
I am try catch your Screencast Key appear then disappear too fast. I am deaf and low vision. You did very good job but there point cursor move and shake too much. Try make sure slow move point cursor so I can my eyes catch where your point cursor move.
I am at the end of tut 4. You do this very good, congrats and thanks! I like, that you do really every step, that helps a lot, if we get in trouble. Also the music is nice (thankfully not too loud) and you voice very relaxing. I am not at the end of your videos, I wonder, if we could replace the figure with another one at the end. Would be cool, because Remy is quite nice, but it could be also a she 🙂 and a bit more "elegant". Good work!
8:18 Why is it when I copy the rotation the entire IK breaks? Do I need to fix the roll for *everything*? (EDIT: It was definitely a case of the IK bones and ones they were constrained to not sharing a roll value, but also certain origins not matching between them either. :p)
@@Omnivoid22 i don't know, sometimes people call this "empathy" or something I mean, I tried to implement an advanced foot rig like that 2 years ago and... well, this just seemed hopeless for me Today I randomly remembered about it and finished it in 20 minutes with this video There's something really wrong with the way I learn things...