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Blender advanced rigging: How to create a Pin/Rivet 

CGDive (Blender Rigging Tuts)
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21 окт 2024

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Комментарии : 77   
@notthatnda
@notthatnda 11 месяцев назад
If you want to make them game-ready, you can only do it with the bone-to-empty trick or weight paint. My approach is generally to select the whole rigid object, and then a vertex of the surface I want it to be pinned to (making sure that the surface vertex is selected and active) and then copy all the vertex weights. Unfortunately, it is not as accurate as the triangle approach as it only copies the weights of a single vertex and clips, but is a very decent approach in most cases. The good thing with the copy weights method is that it follows rotation. For the three vertices is generally a good practice to select them a bit further apart so there is less chance to clip. Always a joy to see your content, thanks!
@reitoi7761
@reitoi7761 2 месяца назад
"Copy all the vertex weights to object" working excellent, thank you! But the most important thing for me is that it works in game engines when exporting to FBX. All other ways for me do not work because my character has no animation and without baking animation "parent to vertex" and "constraints" are not exported to FBX. "Copy all the vertex weights to object" is the only way (apart from weight painting) to rig additional objects on the character (like a knife on the belt) so that after exporting to FBX it would work in game engines? I want to rig additional objects on the character so that the rig works equally well both in blender and in Unity, so that when loading the character in Unity I can easily set the script with physics on the desired objects.
@Dikko
@Dikko 11 месяцев назад
Awesome walkthrough!
@CGDive
@CGDive 11 месяцев назад
Thanks, man!
@Blendermaterial
@Blendermaterial 20 дней назад
I watched 100 videos and failed to do it, finally, I did it because of this video, thank you so much!
@CGDive
@CGDive 20 дней назад
Awesomeness!
@BarrettSmithBB
@BarrettSmithBB 9 месяцев назад
Thank you for showing the common problems and fixes! It helps so much to understand what can go wrong and the steps needed to fix it! Thank you!
@CGDive
@CGDive 9 месяцев назад
You're welcome!
@sottozen
@sottozen 10 месяцев назад
Loved this! Great content!
@CGDive
@CGDive 10 месяцев назад
Nice man, thanks! :)
@jhlim9440
@jhlim9440 11 месяцев назад
That's incredible. Now days, I'm wondering how to create a Rivet in Blender because Maya has this function in constraint menu. However, I couldn't find video like this. This video is so helpful. Thank you so much!
@CGDive
@CGDive 11 месяцев назад
Nice! And thanks for taking the time to say hi haha
@thegigio3724
@thegigio3724 6 месяцев назад
Great channel man! Just the tutorials I was looking for, thanks for sharing :)
@CGDive
@CGDive 6 месяцев назад
Glad I could help!
@mrbeschissen6690
@mrbeschissen6690 11 месяцев назад
Awesome video! I would love to see how you would rig a car driver with a steering wheel and a gear shift knob. 😊
@CGDive
@CGDive 11 месяцев назад
haha, not sure that will happen. I am lazy and the rigacar addon does more than enough automatically and for free. :P
@mrbeschissen6690
@mrbeschissen6690 11 месяцев назад
@@CGDive I tried to rig a car include the driver with Rigacar. I failed miserably 😄 Sadly I couldn't find a video that explains the hole workflow.
@avinashkaushik7181
@avinashkaushik7181 11 месяцев назад
@@CGDive pls make video on wheel auto rotation on every angle while rotating on different axis its having issue
@dangerdoberman
@dangerdoberman 7 месяцев назад
This was riveting. Thank you.
@CGDive
@CGDive 7 месяцев назад
hahah, you win the comments today! :D
@고혁-m8b
@고혁-m8b 10 месяцев назад
Thank you for the awesome video!
@Herr_Keks
@Herr_Keks 11 месяцев назад
Dude you are abselutly nuts
@CGDive
@CGDive 11 месяцев назад
Nice 👍
@Reikon_a
@Reikon_a 10 месяцев назад
Big thanks for the tutor, it's really useful! Another thing is bothering me and I don't know where to find a solution. Let's say I want to reparent this knife to the hand during an animation. Or even lose it (unparent at all). Is it possible with rigify? M.b. you already have such vid? Thanks for all you are doing, it's really invaluable stuff!
@GameDevAraz
@GameDevAraz 11 месяцев назад
Wow. Super cool stuff bro
@powmod1
@powmod1 11 месяцев назад
I would love to see how we can make gravity affect a bone such that the knife would always point down as the leg bends
@artemiasalina1860
@artemiasalina1860 11 месяцев назад
Maybe try wiggle bones.
@TomCAT_Character_Art
@TomCAT_Character_Art 11 месяцев назад
you are the rig master!
@CGDive
@CGDive 11 месяцев назад
lol impostor syndrome kicked in hard as soon as I read this :P
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
​@@CGDive This is a cool trick that a lot of people don't know how to do. If you figure out something cool like this, teach it!
@TamerBayouq
@TamerBayouq 11 месяцев назад
Nice and clear.
@CGDive
@CGDive 11 месяцев назад
Glad it was helpful!
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
Nooooo! 😲There is a much cleaner simpler way to do this! You can avoid separate objects, vertex parenting, the Child Of constraint, etc. The secret is the Armature Contstraint! 1. Create a prop bone (called "Knife Bone") 2. Add an Armature Constraint to Knife Bone. 3. Find the vertex near the desired pivot point of the knife. Look at its vertex weights. We'll pretend it's 0.25 pelvis and 0.75 thigh. 4. In the Armature contstraint add all weighted bones and adjust the influence of each (0.25 pelvis, 0.75 thigh). 5. Weight the knife mesh vertices to the Knife Bone. That's it! 6. You should not animate this the Knife Bone. If you want to animate it, create a new Control Bone in the same place and set the original bone as its parent. You can freely move the Control Bone. This method basically does the same thing as a vertex parent, except it's all contained in the same rig and same mesh. This method should replace this entire video! Sorry 😅
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
The Armature Contraint is designed to make an entire bone act as if's it's being deformed with the mesh. So any time you want a bone to move the same way that deformed verts do, use this constraint!
@NathanCaban
@NathanCaban 11 месяцев назад
Whip up a video to demonstrate this.
@fleity
@fleity 11 месяцев назад
THIS! Is a much better solution. No need to avoid any possibly weird dependancy loops. I kind of just want to make a button which can copy the weights from a selected vertex over the constrain :D
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
@@NathanCaban I might make a video for it. I plan on making rigging tutorial content soon 😄
@NathanCaban
@NathanCaban 11 месяцев назад
@@jadonmullinex9389 I'd sub for that. 👍
@HarryClipzFilmz
@HarryClipzFilmz 10 месяцев назад
Could you make a video on how to pin knees and elbows with rigify rigs?
@CGDive
@CGDive 10 месяцев назад
It's on my list but not something that is coming soon.
@adriansmith5348
@adriansmith5348 11 месяцев назад
When using the child of constraint I have found that it is important to have the object origin and the object at the world origin and then add the child of constraint and it will move to where you expect the object to be and it won't have funny movement behavior like you have seen. The child of is taking the offset from the world origin and adding that into the movement.
@CGDive
@CGDive 11 месяцев назад
Thanks for your input but no, this has nothing to do with the origin.
@davide.desimone
@davide.desimone 11 месяцев назад
I am learning everything with your video...i really appreciate you. I have an important question: how i can use mixamo or other armature animation on blender Human armature? I know the problems are about the different name and characteristics of the bones...but there's is a way to solve these problems? Thanks for everything
@CGDive
@CGDive 11 месяцев назад
You can use retargeting to trasfer the motion. I have a playlist on the subject :) ru-vid.com/group/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP
@wpmultimedia
@wpmultimedia 11 месяцев назад
I always enjoy your content. If the rivet-to-bone approach (around 10:12) isn't a dependency loop, could it be related to evaluation order? Especially since it "catches up" to where it ought to be once the scene/viewport is evaluated (such as nudging the view or advancing a frame).
@CGDive
@CGDive 11 месяцев назад
I honestly don't know what "evaluation order" is so not sure. :) What would the evaluation order issue imply?
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
It's a dependency loop because there are circular references, even if the influence is set to zero, still causes the issue. Whenever you see bones "catching up", it means the rig needs to be fixed. You can run into issues if you leave things broken
@wpmultimedia
@wpmultimedia 11 месяцев назад
Software loops through instructions that make updates to the data and display the results. The software has to dictate what to update at any given moment. I've heard of problems in other software where the code to display a result isn't triggered until some scene update ("evaluation") like changing the current frame or beginning to tumble the viewport. A complete guess on my part, though. No expert here!
@UhGoomba
@UhGoomba 11 месяцев назад
nice!
@3dreels485
@3dreels485 10 месяцев назад
Sir you can move bone with copy transform with some constraint setting and there is shown mix and there you can choose after original full and you can move constraint bone individually...
@PrilDarill
@PrilDarill 6 месяцев назад
Where have you been all my life
@CGDive
@CGDive 6 месяцев назад
lol
@davidffortesmeireles5328
@davidffortesmeireles5328 Месяц назад
nice =D
@Rin8Kin
@Rin8Kin 11 месяцев назад
I doubt most of these solutions will work when exported into any game engine though
@CGDive
@CGDive 11 месяцев назад
Anything can be exported out with a good game-ready rig. Check out my dissertation on the topic :D ru-vid.com/group/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@AlexiosLair
@AlexiosLair 11 месяцев назад
It won't
@jadonmullinex9389
@jadonmullinex9389 11 месяцев назад
​@@AlexiosLairThis definitely exports to game engines 😅 When you export animation, you can choose to export only deform bones. You can also give deform bones their own hierarchy. Blender will bake the transformations of all bones, and doesn't matter how they get there, Blender handles all that
@oxicemusic
@oxicemusic 11 месяцев назад
why 3 verts?
@CGDive
@CGDive 11 месяцев назад
Explained in the video. 🙂
@apologise2bisons
@apologise2bisons 11 месяцев назад
will it work in unreal?
@mikeylarsen5627
@mikeylarsen5627 11 месяцев назад
I would also like to know this, and to know if it works in unity, this would save me so much time in weight painting
@CGDive
@CGDive 11 месяцев назад
Baked animation can be exported to unreal but the constraint itself can't. Check out my game-ready rigs series to learn what can be exported and what can't ru-vid.com/group/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@Im_Ninooo
@Im_Ninooo 11 месяцев назад
note: this *will not* work with linked/library override assets as you can't enter Edit Mode on them
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