from chat GPT: In Blender’s Transformation Modifier, the "Map To" section allows you to remap an object's axes. The "X Source Axis" dropdown determines which axis of the original object (before transformation) will be mapped onto the X axis in the transformed output. Great tutorial. Thank you If "X Source Axis" is set to X, it means that the object's original X-axis is being mapped to the transformed X-axis-essentially, the X-axis remains unchanged. However, if you select Y or Z instead, then: Y: The original Y-axis will now be mapped to the transformed X-axis. Z: The original Z-axis will now be mapped to the transformed X-axis
@McPatooАй бұрын
Underrated
@anthonychacha5652 ай бұрын
Hey DanPro good work. And a quick question, how do I turn off the green colour of the bones to return to normal colour.
@slikeiscecks2 ай бұрын
A million times thank you!
@hurkdurkington50802 ай бұрын
Thank you SO much for taking the tune to share all your knowledge of this particular type of rigging! I cannot express how happy I am to have stumbled across your channel. You are an absolute gem, sir. 💜💜💜
@vekudazo69992 ай бұрын
Messed around creating an extra in-between joint and weight painting and finishing it off only to realize it fkd up the FK of the foot and had to regenerate again.. wish I searched for this sooner :'D
@5mania53 ай бұрын
Finally found a video that explains setting up the mouth lock, easy to follow too. Thanks a lot!
@private94025 ай бұрын
You're a fucking hero i love you, hope life is treating u good
@markw46135 ай бұрын
this solution doesn't actually do anything to the main shin bone though? It creates the deformation bone that changes its rotation, but that rotation is separate and doesn't affect anything? Am I missing a step?
@lomborg48766 ай бұрын
You can just use the "Child of" constraint for the eye pivot bone. Set the head bone as its target and make the driver for the influence.
@lexi-the-evee7 ай бұрын
what would i have to do differently if i was rigging a very cartoony character?
@lexi-the-evee7 ай бұрын
this the only Tutorial i could find that didn't say "just use the meta rig" lol
@ruztaletoons7 ай бұрын
agree
@pxy-gnomes97817 ай бұрын
This is extremely interesting Setup! One previous solution which I've found for High Heel Boots/Shoes was just binary, with some Driving Properties affecting Enable/Disable of specific Bone Constraints in the Advanced Foot Rig. I think your solution is not only simpler to build, but also more versatile. I'm eager to test this out. I just think you could have also added information about one or more approaches that may be employed for Skinning/Weight Painting the High Heel Boots/Shoes in relation to the Foot Mesh in the Body Rig, since this is not a trivial issue. But at least there is a depiction of how that Asset should be handled, 4:20, as a functional proposition. It's just might not evident how that should be Rigged. Yet, an excellent work you're done in this tutorial, congrats! And a great topic!
@롤롤만보8 ай бұрын
thank you for all your videos it helps a lot
@DigitalDuey8 ай бұрын
For whatever reason i cant get the eye controller to move the eye individually in pose mode. @4:25 I parent it to the bone but it acts like its not connected. Everything else works great. Awesome tutorial. Im using 4.1.
@TIMUN_ID8 ай бұрын
thank you for this tutorial!! You're awesome!!
@jesusroldan7399 ай бұрын
Primera vez que veo tus vídeos, la verdad que son buenísimos, deberías volver con la nueva versión y hacer más tutoriales tenes mucho conocimiento que muchos de los canales nuevos no publican, saludos
@Zukeenyx00710 ай бұрын
Seems doing all this work on the generated rig means we are locking ourselves out of re-generating. Am I missing something obvious for preventing that kind of restriction or potential loss of work? I'd like to be able to freely generate a rig still whilst making an anti-scissor rig. I guess that means it needs to be done via the metarig.
@EbersoleEngineering-lk3qj10 ай бұрын
Here is it 2024, I',m a CAD designer running SolidWorks 2020, I was given a full set of plans from a 50's era Australian engine that is a 4-8-2 2-8-4 Garratt configuration, and I made a full CAD model of it. I'm now trying to use that as a basis to learn computer animation and 3d asset creation using Unreal Engine 5.3. I'm stuck in South America at the moment and unable to find remote work in CAD, and have been without an income for about a year now, but seeing tons of remote offshore work available for 3d Assets and animation. Also, the video I'm trying to make is a trailer for a story I'd like to write or sell, and which besides being of interest in and of itself, is another possible means to keep my family fed. So this could help me on multiple fronts. Failing any of that Unreal Engine is also trying to posture itself for use in engineering and architectural visualizations and simulations, so mastering it helps my overall engineering resume too, if and when I'm able to get back to the US. Obviously (maybe not to the un-initiated) 3d assets are not CAD models, I had to simplify my model quite a bit within Solidworks, and via a UE5 plug-in I can easily bring that into UE5, which now supposedly supports building the skeleton right in the game engine, but what I want to do is either too complicated or even impossible within UE5. So I pushed it from UE5 as an FBX into Blender 4.0, and I'll push it back when I'm done. This video of yours is the best I've found for this, despite being dated, and it is surprisingly easy to follow in Blender 4.0. Some things have been hidden in different places, some things are actually easier now, and surprisingly some things are harder. Once I get it rigged, I'll push it back into UE5 for final animation, which is working great for the static stuff and will work well with characters. I'm going to need my engine to operate at slow speed in tight corners, so I do need to ramp up the realism of my rig a bit. In reality the pivot point of your front two wheels is probably about where the tail of the bone is, as the center of the axle must fall on the center of the track which will be outboard in one direction or the other from the center of the engine frame. I kept a cylinder in my model at the design location of this pivot, so I can handle this OK. One problem I'm going to have that is not a 1 to 1 with your model, my engine has trailing trucks pinned to the engine frames, which also must be able to shift left and right as well as turn. In real life the pivot is between two pairs of leaf springs lying flat so the pivot can shift left or right with a spring rate to return it to neutral on straight track for better stability. My thought on this is to set up a pair of collinear bones, heads in the right spot front to back and up and down relative to the engine frame, and all locked but the lengths (I think you do something like this in a following video for the steam cylinder action). The joined tails are then a shifting pivot point. They can then be tied to a center surface that follows the track path centerline. Do you follow me? and does it sound like I'm on the right track (no pun intended)? Anyhow, great video series and it has helped me enormously in this crazy endeavor. My biggest hurdle, being from CAD and manufacturing, is I want things to be more exact than necessary, or helpful, but the tight curves I have to deal with make this tendency spot on in this particular case.
@EbersoleEngineering-lk3qj10 ай бұрын
making it too hard, I just needed a bone that can rotate in one axis and move back and forth in another axis.
@carlosperezhoyos Жыл бұрын
Hi Dan great tutorials. I have a question. when you duplicate head and neck bones to add controls. do you add constrains to those bones? I rewatch the video a couple of time but can't see that. thanks
@itchytastyurr Жыл бұрын
My frustration is trying to make corective shapes for limbs in bent posistions. The translation tools remain in the position of the verts in the base mesh, so up might be sideways etc and make moving verts very difficult! I hope theres a setting to keep the translation tools over the verts as they are modeled so i'm not guessing whith way to move them- xsi was the same way but worse while 3ds max let you move points as normal...
@dominicamend38 Жыл бұрын
First of all, super awesome playlist! You've makes facial rigging feel digestible, so thank you very much for this! My question is how are you setting up the shape keys? I understand the basic concept of a shape key, but for instance with the mouth compress, are you going from your resting face position and dragging the verts over one another? Or are you manipulating the already existing rig then setting the shape key? Sorry if this is a silly question, I'm new to all of this
@AlbyTree-wg9ix Жыл бұрын
The model is no longer available... Is there anyway to get it ?
@DiscothecaImperialis Жыл бұрын
does the animation sequence also transferred as well ??
@Krzyh4 Жыл бұрын
Dude, holy fuck thanks! I've watched like 10 other tutorials about this and you are the first one that explained properly the driver graph editor and I mean PROPERLY. Everyone else in other tutorials just run through the easiest examples, not explaining how to set up the minimal value, only the maximum one. I know that you made this tutorial a while ago, but thank you very much my man, I was losing my mind with this!
@dro-q4u Жыл бұрын
sorry to ask and dont mean to be rude, but is this still relevant?
@mostlyharmless88 Жыл бұрын
I have a working understanding of rigging, and have it done it clunky and manualy ... .watching this just showed me how it's done with all the mirroring / snapping .... wow ... what a great tutorial -- 7 years later. xo
@davidffortesmeireles5328 Жыл бұрын
wooo all I need thank you
@kat_art Жыл бұрын
Excelente me encanto tu explicacion sobre el rigging, es mas claro, y siempre es mejor comprender los principios de como funcionan las herramientas para despues entender que hacen los plugins para rigging
@adamszczesny2646 Жыл бұрын
That's very clever, thank you:))) I gotta find a way to make it work with rigify!
@Theawesomepro Жыл бұрын
Even in 2023, it saves many. Tysm!
@Zarosian_Ice Жыл бұрын
Not sure why.... But the transform doesn't work for me. Extrapolation issue fixed. I tried doing this before and it didn't work, i understand why it didn't now.
@Bloodsong13T Жыл бұрын
dan, please never ever remove this video. i refer back to it constantly! :) (so many good blender tutorials are gone after the 2.8 armageddon :/ )
@KathyRoss Жыл бұрын
Your "anti-scissoring" solution doesn't work well, first you never explain what about WEIGHT, second WEIGHT tend to fail , so your solutions is a pile of a horse shit!!!!! BAD TECHNIQUE DONT EVEN TRY THIS !!!!!!
@keithtam8859 Жыл бұрын
I have one confusion... the eye bone, does it belong to the same set of armature to the head?? how did you able to parent them separately with the eye ball directly to the eye bones?? thanks.
@keithtam8859 Жыл бұрын
wish there is part that talk more about creation of the control key shape thing, I guess I need to look at other tutorials for this, thank you for this series of tutorials!
@alijall Жыл бұрын
absolutely
@keithtam8859 Жыл бұрын
too complicated for me at this point of the tutorial, I think I need to do and follow the first few chapters first, then perhaps then I would be able to understand it
@keithtam8859 Жыл бұрын
but why Action Constraint when you showed us the limit transform before?? sorry I am new to this
@AntoineVanGeyseghem Жыл бұрын
:o
@aimanbryan1424 Жыл бұрын
Your channel is a treasure trove of valuable information. Thank you soooo much!
@jussirautiainen77722 жыл бұрын
Yes ... this is the tutorial I was looking for!!
@LawrenceAaronLuther2 жыл бұрын
thank you for the video. When you twist the IK hand bone along its local Y axis, how is that moving the forearm bone? Rotation contraint or driver?
@quangvo98022 жыл бұрын
Thank you so much!
@ViceN53X2 жыл бұрын
I hate that a lot of these other rig set ups don't have any controllable rigs on the knees and the elbows. It makes it hard to construct a proper pose since the elbows keep moving towards the back
@phalhappy86122 жыл бұрын
Do you have online course about these technical rigging? If not, could you recommend some? Thanks
@dhruvverma29512 жыл бұрын
Finally found the video I was looking for. Thank You!
@apieceoftoast7682 жыл бұрын
I simply added the modifier and already my issue seems as good as solved. Thank you so much for the video.
@pinx59762 жыл бұрын
are these pose-tools an addon? (left side at 00:06)