Note: I'm showing a Master control at the end of the video, but the way I set it up isn't that great cause the IK controls aren't in World Space anymore. I shouldn't directly parent them to those orange intermediary objects (which are lineary parent-constrained between the Master and the first IK control). Instead I should leave the IK controls attached to the Reference (world-space) and use a space switcher to snap them to the orange objects on the fly when needed.
Hello Jonathan! Watched a few of your videos recently, really awesome tutorials! One thing I'm not getting is that you always ALSO parent the ctrls to their respective bones, why do we do that step? I'm so use to the Maya pipeline were you never animate on the joints :'O Is it to give the animators full control of the rig or..? Thank you in advance! :D
Hi Tova, This is a good question. Coming from a video game anim pipeline (and also mocap pipeline), we often import RAW FBX data (I mean FK Skeletal data, just bone hierarchy data, NOT HIK / ControlRig data) into our scene, to edit raw mocap or update an animation someone's made. Or if you've made significant updates to your rig base scene and you want your animators to stop using older scenes.. (MoBu doesn't have Referencing :'( ) So you also create a constraint with the Controls parented to the Bones and use that when importing that FBX data (File > Motion File Import) to bake the data from Bone to Controls. For all the custom Controls that aren't part of the basic Human IK definition. More at: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DtOEPslVhDg.html&ab_channel=JonathanC
Hi Jonathan! I want to create a snake or a rope that can be animated in IK, and have tried to use the IK-spline in MoBu but it's terrible to animate as it unexpectedly random flips and twists the joints. I was thinking your tail rig might be a good solution but how can I rig it (as a prop) as I can't characterize a joint chain, not sure how I should set up the rig in this chase?
Hi Simon That's a good question, I haven't rigged complex non-character objects in MoBu but I believe the Sets (next to the Properties and Groups tabs) are made for grouping objects you want to key all at once as if ut was a Body Part. I wouldn't bet on it though.. not 100% sure
@@JoCoAnim I was trying the sets the other day and it works. Although when you make the Master control if you would have more joints than in the tutorial above how would you set it up? With the creature in the video it works to parent the IK ctrl:s under the Master ctrl:s as they have the same amount of ctrl:s for booth IK and Master. But if you would make rig with multiple joints having IK ctrl:s in-between every section of the master controls how would you set that up? That is the thing I'm trying to find a solution for. Thanks! :)
@@paddflask glad the Sets work! I oughtta use those more often For more bones you would create more of those intermediary nulls and parent constraint those between the tail root and the master control. Then spread the parent weights differently. If you have 3 intermediary nodes you probably do 25%, 50, 75 If you have let's say 4 intermediaries you'd do 20, 40, 60, 80 etc.