I've never saw a tutorial that explain how to rig that way, so simple and straight to the point! Thanks a lot!!! Can't wait for the next tutorial... cheers!!
Thank you... I've been struggling trying to rig my very first Character and I was having a hell of a time trying to properly rig a hand. Praises to you, Sir.
LOVE your tuts so much man! would be cool if one day you can show how to make a short run cycle by animating by hand, like showing the correct way to do it with a rig, can be short like 12 frames even and then just loop it, keep it up man!
Man, I'll be the last person showing you how to animate. I truly suck at animating a character. I can do it, but I wouldn't feel comfortable sharing it.
I wonder why I didn't know you sooner :) So freaking awesome!!! This is almost all I need and I'll wait for the cartoon full body and face rig tutorial!!! Keep it up man!!! It's really really helpful for me as a beginner!!!😍😍😍😍
Haha thank you! Better late than never :) Not sure when I'll do a full rig tut as im not a character animator really and theres a lot of good tuts out there fo sho! But there's many many many many other tuts coming from me brother, so stay tuned!
Hmm yeah ! That might be a good idea for each parent-joint of a limb (the first joint of a limb). However would you do that for each child-joint of each limb? My point of zeroing out each child of a limb is to make sure it is aligned to its parent, so if its set on zero, you know for sure it's set to the same position/rotation of the parents.
@@NewPlastic Yes and I believe that only applies for that (the first joint of a limb). Yeah, I get your point. Good job mate! This a great tutorial! Btw, I bought the unrigged and untextured version of this cartoon hand. Keep doing great!
Thanks, this has been really helpful for a project I'm working on - clear, concise, to the point and most importantly, you explain *why* you're doing things a certain way! I wondered if it's possible, once you've set up bend morphs for each finger, to then combine those into a separate additional morph to bend all the fingers in one go with a single slider? Like a 'grip' morph, but without having to position all of the fingers all over again? There seems to be a 'merge' command when you have more than one pose selected, but it doesn't do what you expect, just replaces the second morph with whatever was in the first. Any idea? Thanks again.
I did this and my model works flawlessly. Only this cursed part (3.50-6.00) did nothing but make me want to puke on the screen. I didn't do this part, so it wasn't 'necessary'. It was just a nightmare.
Haha yeah this shit does suck, I'm not a huge fan of rigging. I found that aligning everything reduces unexpected issues when you start to animate, but there is an Align tool which should make this easier, I haven't messed with it tho but you should check it out!
Hi, Thanks for the amazing Tutorials, always a big fan here, I have a question, I'm on the latest 2023 version. With the joint Tool I can make a joint path, the problem occurs when I want to to add joints to a different path which is branched off of the same set. I can't branch off, for example here at 1:37, you create another path for another finger from the thumb joint, on my side selecting the desired joint and Ctrl+Clicking creates a new joint separate from the existing path. [the situation is where the pelvis joint splits and becomes two paths towards the feet] any advice is appreciated.
Hmm interesting, I haven't tried 25 yet so I'm not sure but I doubt they have significantly changed anything in that regard. Are you still having this issue? Did you try the Align tool?
hello thanks for your amazing tutorials. need help. i have painted the weights but it restarts when i change finger. every fckn time.. why its not saving wheights. again your tuts are awesome !:P
Hello man thanks for best tuts! i followed every step, everything great, but when i get to the wrist weight it looks ok, but when i rotate it (wrist) fingers start to act crazy, they deform (some part of polygons stay at start position, other follows the rotation of wrist like they should behave) when i rotate wrist, same polygons doesn't move when I clone rig for left hand and try to move away, may be you can help, what i am doing wrong, checked if there wrists weits on them, but they seem ok, i don't know, any suggestions? and thanks again for great tuts! Love you man!
I bought a model and I don't know how to move it around the stage. Any clue? I have recently been working in C4D (previously 3ds max) and I do not know much yet. Is there freez transform on or something like that? If I add null to the top it doesn't change anything.
Yoo I just did an animation with low poly character but I've been busting my ass tryin to figure out how to transfer it to the high poly version for the final render, rigging the bones to the high poly version can't be the way because I'm getting alot of errors so if anybody knows how to do it that'll be GREAT!!
Yeah you wouldn't want to rig the highpogly character. If you need to end up with an animation, you only want to stay with the lowpoly one. Get all the details through the material. I'm not sure if there's a way in cinema to transfer a pose from a lowpoly to a higpoly model but in Zbrush I know that you can just import a posed model onto a model and it'll change the pose of the model. But they need to have the exact same topology and vertex count.
@@NewPlastic No dude if you stay lowpoly with detailed textures the character looks boxy and its for like a short story Im making like a movie type thing so there'll be alot of close ups when the character is talking and that's just a half-assed way of doing things that's why I need to do it this way but I don't think you're understanding me mann, and there is a way to do it in cinema 4d but I just don't know how I've read of people doing it on some forums.
Hey! SO, I noticed that the hand isn't subdivided when you're animating - but it was in the last tutorial with the Box Modeling- So why not use a subdivision surface when animating? And then in your UV unwrapping video between times 04:24 and 04:25 the hand is suddenly subdivided again...
Lol i dunno if it's a compliment but hey he's the goat so thanks. I sure do hope I dont sound like him tho lol that voice is great for laughs for it would kill me to listen to him making a tutorial
@@NewPlastic You almost sound identical lol, nah you pump out some of the best most elaborate tutorials out here in dis bitch, I want to say a huge thank you to you for solving my rigging issue I've been having for a week keep doin em I looking forward for something new ! 👍
@@NewPlastic It's all right, i think it's because i'm looking the guizmo of joint with the move tool selected instead of the rotation tool selected, it don't show the same axis orientation
@@louisbernard7030 Hmm, being on Rotate or Move tool shouldn't change how each joint's axis is shown. Are you on Object Axis mode? Not on World Axis mode
Hah good question! When I started making tutorials I decided to do them the way I always wished tutorials would be when I would watch them - super fast and to the point, while still getting all the valuable information to the front. One of my pet peeves was when the people who make the tutorials would linger around and take their time to get to the point. My other pet peeve was when a tutorial would skip over too many important things and would coldly show you how to do something without showing you the mentality of how they got there and why. So I combined both these realizations in my own tutorials - where I would go fast, I would stall at all, and I would also try and show you how and why I do what I do so hopefully, on the way, you learn things you didn't even think about. Which is how the tutorials end up being short and dense. I know this might be slightly difficult to follow through for anyone who's just starting out with C4D, but my tutorials are not oriented towards beginners - even though I have lots of beginners watching my videos! I did the same thing when I started out, I would watch an advanced tutorial, realize how much is possible for me to create in the future and wished I could do that, go back to my basic stuff, and a year later would go back to the tutorial being able to follow through! Also, there's always the ability to roll the video back, press pause to see the screen, or run the video at a lower speed. Anyway yeah I have a lot to say about this! I've been watching tutorials for the past 5 years, this is how I learned c4d! Thanks for watching bud, if you have any questions you can always ask me.