Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
@pckables3 жыл бұрын
24:30 For those using Maya 2022 or later, there's a new method to do this: You can now instead select the Group, then the Joint, and use Modify > Match Transformations > Match Rotation to achieve the same result without creating a constrain.
@calebellison68172 жыл бұрын
You are the best. For some reason I had issues when trying to parent.
@msb75832 жыл бұрын
OMG
@loretah Жыл бұрын
That saves so much time, thank you!
@Jason-ml7zp Жыл бұрын
is it me or constrain parent keep messing up the join rotation ?
@ShankABat Жыл бұрын
thank you! this worked so much better than parenting
@DesignThinkerer4 жыл бұрын
Timestamps -------------------- 0:00 - intro 1:06 - FK vs IK 5:20 - Building the base skeleton 6:18 - How to place the bones in the middle of our mesh 8:23 - Fixing the wirst orientation 9:08 - Adding metacarpal joint for extra hand flexibility 12:09 - Correcting the bones radius 12:30 - The importance of the initial bend 13:27 - Moving the clavicule joint 14:42 - Correctly naming the hierarchy of your rig 16:30 - Checking the alignement of the rotation axis 16:53 - Correcting the curl of the thumb 18:50 - Setting up the FK and IK arm 21:32 - Tip : use set preferred angle to avoid problems later on with the IK 22:30 - Adding controls 26:28 - Creating the FK arm 28:17 - Building a control from scratch for the IK & FK 34:11 - Control for the elbow 37:03 - Creating the IK handle 42:50 - IK/FK switch 49:56 - Extras
@rachitdarra53754 жыл бұрын
we need teachers like u........best rigging tutorial
@floda19844 жыл бұрын
One of the best rigging tutorial series you can find. Fantastic tricks and very nice teaching skill. Thanks a lot!
@zizheliu72404 жыл бұрын
THE BEST rigging tutorial series I have watched! Thanks so much for sharing your knowledge!
@antCGi4 жыл бұрын
Thanks! Just working on parts 14 & 15 👍
@cartoonfive3 жыл бұрын
Great series of tutorials. There is a lot to absorb, try, rewatch and then try again. Perfect for learning. Thank You so much for sharing these!
@antCGi3 жыл бұрын
Glad you are enjoying them!
@fabiobustamantesalama1793 жыл бұрын
this is amazing, even though I had to redo everything at least 3 times to get it right, besides the legs too, I'm learning a lot as I apply all this to my own character, let's see where we get to and once it's all done, I hope I can share my results. Thank you very much. Best regards
@whocares77674 жыл бұрын
Literally the best rigging series i have watched so far! It´s also amazing that you take the time to reply to all the questions people are posting here aswell as on your discord. Thank you so much for doing this
@antCGi4 жыл бұрын
Thanks for posting! I try to answer as many questions as I can 😊
@김키니-z8c Жыл бұрын
As an animator new to rigging, I'm very happy with this setup. Thanks as always for the whole series and I'm going to follow along with the next video, because I can only imagine how good the details will be.
@Matrinique2 жыл бұрын
This was excellent, thank you! I could never get the FK/IK switcher right. And you taught a lot of neat tricks too.
@mudzi94335 жыл бұрын
Been looking for a good IK/FK tutorial and finally found this amazing one that was thorough and easy to follow C: Thank you!
@Jooyink5 жыл бұрын
You save my semester
@aayushrajput86062 жыл бұрын
are you animation student
@Jooyink2 жыл бұрын
@@aayushrajput8606 i was a student wow, i studied game design and i had a class about this 2 years ago haha
@aayushrajput86062 жыл бұрын
@@Jooyink so you work now
@sridharan51722 жыл бұрын
@@Jooyink cool
@kityor18414 жыл бұрын
Thanks for your tutorials. I'm understanding everything you explain. Great teacher. I'm impressed with that group offset trick indeed
@pinetreeYT4 жыл бұрын
May Her Majesty The Queen bless you with all the Yorkshire tea in the world. Thanks a lot Antony, I’m learning so much!
@federicoguillen76083 жыл бұрын
The best tutorials of Rigging on youtube. Thank you, Sir.
@antCGi3 жыл бұрын
Wow, thanks!
@ileavolkomurov3 жыл бұрын
You are a strong teacher in terms of education. Thank you
@krzysztofmazurkiewicz52704 жыл бұрын
I thought i knew alot about rigging... but watching this showed me i can/need still to learn :D Nice one :D
@antCGi4 жыл бұрын
Thanks!
@creieru3 жыл бұрын
So explicit and clean. Thank you !
@tyktonix25194 жыл бұрын
You make the complexity of Maya a lot less daunting and more simple and easy to follow. ;')
@antCGi4 жыл бұрын
TYKTONIX great! Happy to hear the tutorials are easy to follow and thanks for the comment!
@timgraybill39253 жыл бұрын
Awesome Tutorial !! Very well Presented and easy to Follow along.
@anshutrivedi4702 Жыл бұрын
Very usefull and indeed free... Lot of blessings from small creaters who don't have any expensive training... Thnx bro.. 😊
@JakeKydd5 жыл бұрын
perfect tutorial, well done.
@kevinkuhn18864 жыл бұрын
48:28 Got to the end of this tutorial and the wrist IK control was not rotating the hand. Spent two days trying to figure out where I went wrong, but it was in this tutorial all along. Ugghhh. Btw thank you for this tutorial. I feel like I am learning a lot from it
@aks1994u4 жыл бұрын
how did you solve it ?
@kevinkuhn18864 жыл бұрын
@@aks1994u Sorry for the very late reply. At 48:28 I missed the part where he uses an Orient constraint to connect the IK control to the wrist IK
@peiyaolu005 жыл бұрын
Amazing tutorial, better than most of the online courses
@wordsshackles4414 жыл бұрын
Excellent work, really, bravo.
@noahdelviso32314 жыл бұрын
Hey, im really thankful for these tutorials, its amazing that you dont charge even a single dollar! Expect a donation whenever i can! and please, keep the work up!!
@maxer1675 жыл бұрын
very clean lecturing . thanks a lot.
@Damage21X22 жыл бұрын
This was awesome. Incorporating FK into my animation pipeline from now on. Very easy to follow
@Ren7424 Жыл бұрын
great series of lessons.. Thanks so much!
@sachinsendre76542 жыл бұрын
This series is Very Very useful for me I loved it . Thankyou very much Sir 😃
@dhead004 жыл бұрын
Thnks very usefull!!!!. The node editor is so powefull now that i see it in use, i would love to see more of the node editor. Thanks for the tutorial!!!
@thffkfltm Жыл бұрын
Thanks so much for amazing tutorials!
@DamienDesign3 жыл бұрын
Great video hello from Canada !!
@antCGi3 жыл бұрын
Hello from the UK 👋
@israel_ns4 жыл бұрын
I've been searching for this. Great video. Thx.
@jocadel46354 жыл бұрын
Amazing! Just Found GOLD!! Thanks! This is amazing !!
@kate_metlin4 жыл бұрын
Thank you for so good free tutorials!)
@fagunshukla92334 жыл бұрын
Can u show us a little bit about how we can blend with IK FK controls while animating?
@badcopEGOR9 ай бұрын
Dear God, thank you for this work.
@alenabejenarou8605 Жыл бұрын
Really appreciate your videos! Thank you!
@unikumd2 жыл бұрын
It was very helpful and informative I really appreciate it
@saunterfilms4 жыл бұрын
Best on KZbin! Thank you!
@nialismcreates3 жыл бұрын
Here we go. The start of my journey learning about rigging. I can already see this is going to be difficult!
@davidleal64223 жыл бұрын
The hardest part in my opinion is organization of the Outliner. Once you get the basics down and do a little practice its not as hard as it seems! Just takes patience and the will to spend hours on one little bit haha
@pabitrakumarpradhan4 жыл бұрын
Thank You so much sir for sharing your knowledge. God Bless You 🙏 ❣️
@antCGi4 жыл бұрын
It's my pleasure
@Daria-t3n1k3 жыл бұрын
Ooo, is very useful!)) Thanks!)
@september.designer3 жыл бұрын
I'm searching to tell you the word more powerful than the "THANKS".
@tyleryoung1123Ай бұрын
By far my favorite rigging tutorials in Maya. antCGi not only teaches how to rig but how to avoid so many pitfalls I have encountered following other tutorials. I do have one question with this video however, if anyone can answer it. antCGi deletes nodes from the node window at timestamp 57:10, if I do that it deletes the groups, constrains etc.. entirely. What is the manner in which he is using the node editor that allows him to delete nodes and maintain the established connections and systems created? Not a big deal as I just left the nodes existing and connected the new ones, just curious how that is happening.
@hamzaahmad97355 жыл бұрын
its really help me out.....huge appreciation
@aeroseal24 Жыл бұрын
Thank you for this lessons!
@anychannel7103 жыл бұрын
This is the best rigging series I've seen - how possible is it to add some time annotations across these videos? The series is more like a text-book than a novel so it makes sense to come back and search for specific pieces as you need them.
@jtricker16143 жыл бұрын
epic tutorial thank man for your huge help!
@benalicaustics54193 жыл бұрын
with you maya is very easy to undertend thank you
@deniskardash7676 Жыл бұрын
Amazing tutorial!! Thank you
@antCGi Жыл бұрын
You're very welcome!
@aravindeep62594 жыл бұрын
you are the ultimate sensei
@ahmetsemihkalkan35193 жыл бұрын
perfect tutorial, thank you
@cheeryberrie3 жыл бұрын
I am a newbie at this rigging stuff and this tutorial is making me dizzy but really help me at the same time. Particularly the node editor part (my IK control's visibility is locked off, i disconnect it and will try it again later). Thankyou
@insaneGG13 жыл бұрын
man i love you this is just brilliant muuuuuuuuch love from russia
@7gaggo3 жыл бұрын
Hello, i'm currently following your tutorial and it's really great, thank you for that. However i've got a problem, I have a rig that came from DAZ studio, and i'm setting up controls with your tutorial. But the problem i have is my arms have 4 joint, 2 for the humerus and 2 for the radius. When i'm blending between IK and FK, the joints are changing lenght. For example, my all radius stays the same lenght but the 2 bones inside are changing lenght. I don't know how to prevent that from happening. When i'm in full IK the lenghts of the bone are correct, same with FK. Do you have a idea why it's doing that ?
@pitemac81483 жыл бұрын
Thank you , just thank you .
@BotakSendok5 жыл бұрын
Wooow, create fk ik switch using utility node is faster than using driven key. Amazing tutorial
@ellawy36965 жыл бұрын
nice man keep going you make my dy
@robbie_4 жыл бұрын
At 24:39 you parent constrain. When I tried that my circle orientation didn't change.
@Yotunhe1m4 жыл бұрын
What a wonderful series of tutorials. Thank you a lot! I wonder, what should I do to make positions of the IK control and the end joint of the IK chain always be the same? For example, when I move hand control far enough it straightens the arm at first and then the control separates with the dependent joint. How may I prevent that? When I'm trying any type of constraining between control itself and, lets say, dependent wrist joint that leads to a dependency loop and wrong behavior.
@antCGi4 жыл бұрын
Hi and thanks! That's covered in part 11, when we add stretchy limbs :) - kzbin.info/www/bejne/qJiXhH2AasuortU - I would suggest working through the other parts before then though.
@Yotunhe1m4 жыл бұрын
@@antCGi Awesome! I'd definitely watch the entire series. Although, I hope there is a solution without stretching joints. Trying to make a rig for a more "realistic" character.
@antCGi4 жыл бұрын
@@Yotunhe1m but if the wrist joint needs to stick to the control then the arm has to be stretchy, doesn't it? Or do you want the joint to stay where it is once the arm straightens?
@Yotunhe1m4 жыл бұрын
@@antCGi Yes, either stay at the maximum position of the straightened arm or "jump" there when I release the mouse button like the ikHandle do when it's not parent to a control. Maya HIK rig system builds IK controls that way if I'm not mistaken, but I have no idea how.
@zurovskyvision4 жыл бұрын
antCGI --- I've a question, is there an option to mirror existing rig + controls? Or I have to create the right/left arm/leg rig+controls step-by-step? Btw. I've learnt a lot following your tutorials, so I want to say Thank you!
@s.a.newton41613 жыл бұрын
At 26:35 parenting the ctrl to humerous did you select maintain offset in parent constrain or was it unchecked at that time bcos in ur fubdamentals playlist u clicked the maintain offset during parent constraining the ctrl & humerus
@abhinavsrivastava60184 жыл бұрын
I dont know why but my IK FK blending is not working properly its changing the values only of the IK or Fk to which i had connected my left arm controller. TIme 44:27
@pavelmikulevich1524 жыл бұрын
Highly recommend!
@Ren7424 Жыл бұрын
I think a video on how to make the mirror of the skeleton first an the controls then would be great (even if the mayority of the functions needs to be reconstructed from left to right)
@rizaljamaludin12883 жыл бұрын
Hello Sir.. awesome method. Thanks for sharing. i do have a question at the time 57:10. you deleted the previous note editor. is this action effecting the previous work? i don't really get it. Thank you for your feedback sir.
@saskewoo2 жыл бұрын
I have to be honest, I loved the video, definitely one of the best ones for a good and usable rig, but I found it pretty difficult building the leg rig from there...
@traianbadea73893 жыл бұрын
thank you for your tutorial is very professional
@tomcotom83 жыл бұрын
Great! At 1:00:35 as you move the elbow control back, the bones are actually moving and then not matching between fk and ik. What's a good way to solve this?
@antCGi3 жыл бұрын
kzbin.info/www/bejne/bYPCYaKjfL5gg9U
@lizard-table0314 Жыл бұрын
HI! sorry to bother, i am just have the leason at the video 48:13 , i can see when you switch the IKFK switch, the Base join will smooth move between IK&FK , how ever when i try to do the same , my base joint is just flash form the IK to the FK , i am not sure is it normal ,or i have just missing something many thanks
@andrewbyrnes63893 жыл бұрын
at 49:20, when I constrain using orient constraint, my IK control offset flips the hand to face upwards. Yours doesn't move. Any tips for fixing that? I believe I parented it earlier to that joint so perhaps it's doubling up?
@andresmauriciorojasmarquez9933 жыл бұрын
hi, i believe it's cause of the orientation of the pivot of the IK control, you need to match the orientation of the pivot the IK control so all axis match orientation with the wrist joint, also make sure to parent the offset group of the IK control in object mode in the transform options when you are parenting to the joint to match orientation
@andrewbyrnes63893 жыл бұрын
@@andresmauriciorojasmarquez993 yeah, i'm not sure. it was difficult to fix and things started breaking as there were constraints and parents going on everywhere. I'm remaking the rig from scratch today with a better understanding of the pitfalls and desired end result. For what it's worth, I found some code online that creates a zero value offset group though. It works pretty decently if you want to clean up a mesh that has some errors in the offset groups. I can post a link to where i found it if anyone is interested in the future.
@GrierDill Жыл бұрын
I followed these tutorials and made a very useful rig. Thank you. BUT, I'm trying to reuse the rig for different characters of different body shapes and I'm having serious trouble with the IK/FK switching adjusting placement of the rig/bones. Do you have any tips on how to adjust/change the rig to use on different models? Thanks.
@Sonic-wolf Жыл бұрын
Thanks for this Tutorial. I have a Q?. Is IK & FK handle can be use same time or differently in body because when i give rotation or other direction to FK handle and if i change it into IK handle joints came into original position or vise-versa. please explain how to use IK & FK in body
@adewale81644 жыл бұрын
Hello! I have been following your tutorials on this particular series and I have a problem with the challenge you gave us in this particular episode of the tutorial regarding creating the rig for the leg. I couldn't get the correct orientation of the ankle control and I've tried so many options but still didn't work. Can you please make a video on that, please? And please keep up the good work. I am a huge fan of yours. I really really love your tutorials! 👍
@antCGi4 жыл бұрын
Hi and thanks! Yes, I should’ve maybe covered the leg too as the ankle is a bit different. Have you downloaded the rig and looked at how it’s setup?
@adewale81644 жыл бұрын
@@antCGi I haven't actually. I will though. All I just is to see a process of how the ankle control is been setup. When I tried using parent control, the control rotated which isn't the same as yours
@HB-wk6zj2 жыл бұрын
@@adewale8164 How did you fix the issue of the ankle control please ? I'm struggling too..
@gherat5 жыл бұрын
I was wondering, are you using parent constraints for the ik fk blend for a particular reason? It causes to move the bindjoints in a straight line rather than an arc and shrink halfway. When you use a blendcolors node instead to blend between the rotations of the ik and fk chains, the bind joints will move in an arc. The blendcolors node goes from 0 to 1 as well, so everything else will work just fine (the hiding of control curves etc..)
@antCGi5 жыл бұрын
Siebe Janssen thanks I’ll give that a try! I mainly use the constraint because it helps with stretchy limbs and when pulling the limbs around. Thanks for the tip!
@gherat5 жыл бұрын
@@antCGi I would like to built in stretchy limbs too, so I'll stick with constraints and just make a shelve button for a ik_fk_match with mel's matchTransform command (see below, control and joint names are different then the names in the video..). Thanks! // match fk chain to ik chain for left leg.. select l_upperleg_fk_CTRL l_upperleg_ik_jnt; MatchTransform; select l_lowerleg_fk_CTRL l_lowerleg_ik_jnt; MatchTransform; select l_ankle_fk_CTRL l_ankle_ik_jnt; MatchTransform; //match ik chain to fk chain for left leg.. select l_ankle_ik_CTRL l_ankle_fk_jnt; MatchTransform; select l_lowerleg_ik_CTRL l_lowerleg_fk_jnt; MatchTransform;
@TheIcemanModdeler3 жыл бұрын
Do u add extra joints in the shoulder area for better skin deformation? I see some riggers doing that and they don't even need corrective blendshapes.
@quentinjuhel7884 Жыл бұрын
Hello antCGI, I know this video is a bit old now, but it's very helpfull to learn the rigging. I have a question, maybee you show that in a next video of the series, but when you move the arm with the IK, the FK don't move, right ? So when switch from IK to FK, the main arm will take the FK position. So is it possible to create a IK to FK and FK to IK snap, like that the main arm is still at the same place when we switch ? Because sometimes in animation it's needed to switch between both. Again thank you for that course =) (also, sorry for my english, this is not my first language)
@rahulsaxena99973 жыл бұрын
parent constraint in fk controller while grouping them isnt changing the orientation of move tool.... can you please help me 24:35
@theshimmerglimmers1052 жыл бұрын
Amazing tutorial thanks!
@antCGi2 жыл бұрын
Glad it was helpful!
@killar1795 жыл бұрын
hi i have a question, is it necessary to make the extra joints for IK and FK? Because i was playing around with an ikHandle and they seem to have this attribute called ikBlend and it seems to work similarly. would love to hear ur thoughts on it :D
@kanishkakumarmaurya40044 жыл бұрын
love that
@rob_meade4 жыл бұрын
I really enjoyed this tutorial, thank you @antCGI! One quick question, right at the end you check to see if the controllers are visible over the mesh... in my specific case, my shoulder controller is only just visible and I would ideally now make it larger. Adjusting the curve's scale now affects the mesh. Is there a way, at this point, to increase the size of the controller curves? In hindsight, I should have flicked the mesh on when creating these so I could check earlier on! Lesson learnt! :)
@rob_meade4 жыл бұрын
I think I worked it out... I right-clicked on the controller curve and selected "Control Vertex", then selected each vertex, and then used the scale tool to increase the size. I flicked the visibility on/off on the layer I'd popped the mesh into to see if it was manipulating the mesh too and it didn't appear to be. If there's anything wrong with this as a solution to my problem I'd be very grateful to hear of alternatives/better way etc. Thanks again :)
@rishabhc4935 жыл бұрын
so goood! thx a lot sir.
@antCGi5 жыл бұрын
You're Welcome!
@chanellekeoghan32153 жыл бұрын
Awesome video! hey quick question, will the cluster you created of the nurb line coming from the wrist work in a gaming rig?
@sidarthshukla11584 жыл бұрын
Very awesome tutorials really appreciate your work, just a quick question, While orienting joints how to know which axis should be the primary one?
@antCGi4 жыл бұрын
Thanks! That’s entirely up to you, but it’s worth checking with what game engine your using or what the animators prefer.
@sidarthshukla11584 жыл бұрын
@@antCGi thanks sir, i will try that and sir could you please open up your part 3 fundamentals of rigging video I have a doubt and I commented on that video your guidence can be really helpful...
@hanaafaleh37423 жыл бұрын
Thanks a lot for your efforts ☺️ i loved rigging because of you, you made it easy for me. Can you explain the difference between the world matrix and the local matrix, in the distance connection what will happen if we connect matrix instead of world matrix? and Can you make video explain the matrix family "invers, world, parent,..."
@patrickhamu81464 жыл бұрын
best rigging tutorial. im a newbie so im finding it hard to grasp alot of things. What tricks are you people using to master this? i so badly want to master
@ItsNuree3 жыл бұрын
Newb here in need of enlightenment haha, wouldn't it be weird if the arm's joints move when switching between IK and FK? I love the set up but I'm confused whether the animator had to fix the location of the arm back before the switch. Am I missing something? Maybe its not that a big deal since you can just refer to the channel box attributes?
@alicelambert8594 жыл бұрын
Hi, thanks so much for these tutorials! They are such a great help :) I just wanted to check, when I mirror my joints is it ok that for the orient rotation the X-axis is now pointing up rather than down. The Z and Y-axis are still in the same position. Would this cause any problems later on or would that be ok?
@antCGi4 жыл бұрын
Alice Lambert thanks! The key with the arm joints is that you can almost flap them like a bird, both at the same time. So you rotate them both at the same time and they mirror each other. So long as they do that then you are ok 👍
@alicelambert8594 жыл бұрын
@@antCGi ah! ok. They don't mirror each other, but when I attached them to the mirrored controls them match the movement.
@apollinebethenod88424 жыл бұрын
Thanks for this tutorial, you make things so much clearer. How do you feel about doing the IK/FK blend with a color blend node instead of the parent constraint? is there a difference or similar results? thanks
@daveyhu5 жыл бұрын
Fantastic tutorial series. I guess what's most confusing for me wrt Maya's utility nodes is the weird names. "Reverse" for 1-x, "plusMinus" for add/subtract etc. It would be so much easier if they were more math-sounding.
@antCGi5 жыл бұрын
Hi and thanks! Still lots to come...I agree though, some of the names can be confusing and intimidating.
@morin66614 жыл бұрын
Hi, Thank you for the really awesome tutorials. I have one question. Is it true that arms and legs work better when length of the thigh and shin or upper arm and lower arm are equal?
@AkashDhiman7Circles4 жыл бұрын
Hello! Thank you for making these awesome tutorials. I am loving them! I just started learning rigging and I tried to create a leg from the same technique you've shown. What happens is after I make connections in the node editor the base skeleton stops following both ik and fk skeleton. I made the arm as well and it works fine. Do you have any inputs on this?
@NGTM73 жыл бұрын
Having the same problem here, did u fix it yet ?
@seok12052 жыл бұрын
Having the same problem here too
@benwilson90153 жыл бұрын
Very well explained! good job sir. we need more tutors like you. ps: Is there a link for the model you use. it Calls to be rigged
@antCGi3 жыл бұрын
You can download everything here - www.antcgi.com/store 👍
@benwilson90153 жыл бұрын
@@antCGi thank you
@johngrivas29153 жыл бұрын
Awesome Rigging Series ! You never actually mention on what node is the animation placed ????
@AnitoonJapan Жыл бұрын
Thanks for the wonderful tutorial! I have one question I'm dealing with. For the IK hand controller, I prefer the translation axis to face the world space when it's set to Parent mode. This way, animators can animate IK hands more easily. While following this tutorial, I noticed that the axis of wrist controllers for IK arms is parallel to the arms. Does anyone know how to set this up so the IK controller has world space axes in Parent mode, as is the case in most rigs? I don't mean to giving "world space mode" as a choice on the channel box. I want animator to animate translate Y as up and down on graph editor