Can't thank you enough for all of your videos. Thank you for taking the time to so generously share your tips and expertise. As a generalist newcomer to MoBu this has given me a huge helping hand
nice video! i have a question, that do you know how to rotate middle joint of finger backwards, like bend to other way? human can do this especially for thumb, but i cannot do it for MoBu Rig
Hey Rosario, I must have posted a link to some Google Drive folder somewhere. If not in that video, probably some other from the series. Anyway, you should search for"Stay on Floor Neil 3d" on google ;)
Found it after a bit of searching :) github.com/Neill3d/OpenMoBu/blob/master/PythonScripts/Startup/StayOnFloor_2013.py and the video by developer introducing the script: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-i93xSLig4IU.html
This has been a great tutorial, but for the life of me, I can't figure out why my AnimLayer1| Weight is NOT showing up in the fcurves. It shows up as keyframed on the dopesheet, but no where to be seen in the fcurves. Its driving me mad. Any suggestions ?
@@JoCoAnim So I figured it out, on the top right corner of the "animation layers" toolbox/window there is a button with three lines and dots on it. It has to be clicked on for the layer parameters to show up. Really triggeringly annoying, and not sure what the purpose of it being on/off is. But yeah, for anyone else experiencing this problem. Thats the fix ! Again, thank you so much for your videos, they are awesome !
I bake the null's anim and copy one of the curves, for example Y translation, as a layer's weight curve. On that layer I applied a finger pose beforehand, so that the base layer has the fingers opened vs. the additive layer, closed fingers, for example.
@@prashantshukla6814 haha thanks Not sure tbh Over ten years of experience, I don't always recall if someone taught me something if it came to me during my sleep hahaha
How do you create the finger controllers? The mocap data I'm using didn't capture the finger motion, so when I try manipulating the control rig to clean up animation, I can't move the fingers
The fingers have to be part of the Characterization. First your model needs those bones in obviously, with an extra bone at the finger tips for the ik, and then they need to be added in the definition. Watch my Characterization tutorial for more details ;) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HORQ-VjbydU.html
how do you do a situation where you need the characters to rotate from the elbows? (like if the character has their elbows on a table and upper body and hands are moving? ) Or another example would be if the character is bent over sitting and has their forearms on the legs? ((almost like reverse IK, where the elbow, or forearm would control what the arm does)) Could you do a tutorial on that? Cheers!
Sounds like playing around with the IK Blend Translation of the elbow and removing keys when you need them locked should do the trick (or keying on an override layer and animating that layer weight on and off). If you need the hands to follow something you should add Auxiliary Effectors and parent those to the legs (if I follow your second example). I recommend this core tutorial about using the HIk: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-h3Nw_2pUIYw.html
And this one is about easily reducing motion intensity (which you'd want to clean "elbow contacts" just like you would foot contacts) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NlzC63OWCqQ.html
And that one should include Auxiliary Effectors ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9zGRIHn__5c.html (Those don't exist for elbows but you should get good results by making the hands follow what you want and adjust the elbow afterward)