I was looking for a method to make my bendybones compatible with Godot -- this worked like a charm, thank you!
@CGDive7 ай бұрын
Nice!
@Legend64Project2 жыл бұрын
You’re the only person I’ve seen cover this. Thank you so much 🙏
@Pouk3D2 жыл бұрын
Literally just what I was looking for. Thanks. :)
@saramarquezreina9538 Жыл бұрын
Es exactamente lo que estaba buscando, muchísimas gracias!!! No he visto ningún tutorial parecido. Para hacer colas o animaciones suaves los B-Bones son lo mejor, y saber que no hay que rehacer animaciones nuevas para exportarlas a otros programas es un gran alivio.
@myrminki Жыл бұрын
This will be a nice addition to my future custom rigs
@TimDownsAnimation2 жыл бұрын
I just had a realization. This could be useful for facial rigging! Instead of the bendy bones deforming the face, it's the individual bones parented to them. That way you can make large poses with the bendys' controllers, then fine adjustments with the bendys' child bones. Could also probably help simplify action constraints for a complex facial armature. It'd be kind of like the old method of "ribbon" rigging in Maya, which Blender can't do.
@CGDive2 жыл бұрын
Interesting. I haven't heard of the ribbon method. Googling now :)
@TimDownsAnimation2 жыл бұрын
@@CGDive Yeah I haven't the faintest idea why it's not doable in Blender. It comes down to how NURBS surfaces and constraints work in Blender. No way to hook something to a NURBS ribbon-- only the other way around. I think it's why they came up with Bendy Bones in the first place, also they're a bit more efficient. But if you want a lot of points of control, then the bendy-ness becomes kind of pointless unless you do something like in this video! I've been really excited to implement this in a real face rig, but I haven't had the time. Soon, though!
@CGDive2 жыл бұрын
@@TimDownsAnimation BTW, you can parent Empties to verts and then constrain the bones to the Empties. Would that be useful?
@TimDownsAnimation2 жыл бұрын
@@CGDive You can achieve the same effect using polygons and vertices, but it'd be much more expensive than with NURBS. Also to parent an empty to vertices, you can only either parent it to one vert (which has no rotation) or to 3 verts (which isn't accurate unless you subdivide the mesh, which makes it even more expensive).
@AdamJanz3D2 жыл бұрын
Thank you so much for these in-depth videos! They are incredibly helpful in showing how to get a rigify character (with face rig) into UE4.
@yvesmolina3 жыл бұрын
Brilliant, thank you 👍
@TraumaEcarlate2 жыл бұрын
Thanks a lot ! I may have seen this written soluce and missed the effectivness, thanks for putting this in video.
@Montogoronto5 ай бұрын
YES i searched so long for this. Thanks.
@CGDive5 ай бұрын
Enjoy!
@Montogoronto5 ай бұрын
@@CGDive i in fact did enjoy.
@hydrocosmo11 ай бұрын
Life saving and game changing. Thank you.
@stoplight2554 Жыл бұрын
also gotta say, the method to make normal bones follow the bendy bones curve is also just really great as a way to visualize the curve even when you have bones in the stick display mode
@buttons_ Жыл бұрын
Genius stuff thank you
@atkay46112 жыл бұрын
This is absolutely genius, thank you a thousand times!!
@ikarosainasoja19 күн бұрын
This video saved me, thanks! Works perfectly and imports flawlessly to Godot.
@CGDive18 күн бұрын
Great to hear!
@horiamihaipopescu47982 жыл бұрын
Exactly what I was searching, thanks!
@da_drood-digitalart Жыл бұрын
Thanks so much! I needed exactly this type of tutorial! Greatly explained and pretty simple to follow. You're awesome :) Subscribed
@ЖмыхАирлейнс-о8м6 ай бұрын
just what i need! Many Thanks!
@thomascrozelon16483 жыл бұрын
I'm not sure I got this right. I've found your video after the same answer on the thread, I've followed everystep but when I import in Unity it still doesn't work, my guess is that is because the bendy bone still there in blender does not import in unity, so my deform bone has no target. Am I right? Do you have any suggestions? Perhaps I need to re-animate everything with your technique? (because I tried your technique after I animated everything, I didn't know BBones didn't work in game engines :v )
@CGDive3 жыл бұрын
yeah, export may need special preparation. If you share your blend I could take a look and offer a suggestion.
@thomascrozelon16483 жыл бұрын
@@CGDive That is very kind of you. Here's the blend file: fromsmash.com/WJevK-~o7Z-ct Note that I deleted on purpose the step I've followed in your tutorial, let me know if you need me to re-do these
@CGDive3 жыл бұрын
@@thomascrozelon1648 Thanks, I am busy today. I'll try to have a look tomorrow :)
@CGDive3 жыл бұрын
I took a quick look. I can see that you parented the body of the robot directly to a bone. This will not work for game export. For export, you need to parent the whole character to the armature using *weights*. Please watch this video (at least the first 13 minutes or so) kzbin.info/www/bejne/Z4nQYpttZZWons0 I have a whole series on exporting to game engines and we also made an addon to make things easier. But you need to understand what can be done and what can't. The bendy bones setup may or may not need tweaking but there are other problems before that.
@thomascrozelon16483 жыл бұрын
@@CGDive Oh, I see. I'm used to 2D animation so I'm pretty new to this. Thanks a lot, have a nice day :)
@jamesgerard93302 жыл бұрын
Thank you
@TheYoukarel2 жыл бұрын
thank you !!! you saved my life !! :D THis is what I absolutely needed !!! :))))
@zegaroth959613 күн бұрын
a true life saver
@CGDive13 күн бұрын
Awesome!
@Lukes3D2 жыл бұрын
Will the "squishy" or volume preservation you get with bendy bones be preserved when exporting?
@CGDive2 жыл бұрын
If ou convert the bendy bones to normal bones and weight the mesh to the normal bones, then you are seeing exactly what will be exported :)
@MastersRoger2 жыл бұрын
OMG ,thank you 👍
@myrrysmiasi48664 ай бұрын
Thank you! You are a life saver!
@CGDive4 ай бұрын
Happy to help!
@iltaen3 жыл бұрын
Helpful, thank you!
@davidffortesmeireles5328Күн бұрын
great
@Vincentn643 жыл бұрын
Thanks! 🙂
@ekaterinamozharovskaya30532 жыл бұрын
Thank you for great tutorials! But there's one important thing that you didn't tell: when you add the stretch or damped track constraint, you have to choose the targets. )))
@luciox2919 Жыл бұрын
hi if i want to extrude again a second bendy bone, shall i leave the "end" bone parent cleared? or keep the "end" bone parented?
@CGDive Жыл бұрын
Hi. Hard to answer because I am not even sure what you are trying to do. Did you try it? I am not sure why you ask a theoretical question that you can test with a couple of clicks. :P
@luciox2919 Жыл бұрын
@@CGDive thanks.. thats what im gonna do
@jpaikmedia69722 жыл бұрын
your method works well. in unity when I stretch out the arm (for a cartoon character model) is there a way to prevent the hand from also stretching?
@CGDive2 жыл бұрын
There should be but I don't understand your setup well enough to make a suggestion.
@saikatazad32973 ай бұрын
Neat! the only bummer is that you have to weightpaint again. Regardless Cool stuff. Thanks!
@J_Mon3 жыл бұрын
NC tweaking at bendy ^^ . helpfull dude
@superwalnuts2855 Жыл бұрын
Is it possible to keep the bones connected, meaning the length of the chain won't stretch?
@CGDive Жыл бұрын
I am pretty sure it is but I am not in the headspace where I can give you the solution in a YT comment right now :D
@whiskerbiscuit66742 ай бұрын
If you hide bendy bones do they stop deforming for you? They are for me currently
@TNTthepyro5 ай бұрын
Would this work for things like VR models? As they are rigs being animated in the moment and not animated/exported as a full animation before hand? Has anyone tried this yet?
@CGDive5 ай бұрын
It should work if you understand how export works and what is being exported. Covered this extensively here kzbin.info/aero/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
@leonelsantos65173 жыл бұрын
Naice.
@XingyaChen Жыл бұрын
Can I use converted bendy bones for games?
@CGDive Жыл бұрын
It should work.
@illumisanic9 ай бұрын
Love U
@shadowknight__ Жыл бұрын
when I attempted to use this method when I added the object constraints the top half of the bone wouldn't conform with the new bones.
@CGDive Жыл бұрын
I am not sure why that is. All I can say is that I recently tested this workflow just to make sure that it works the same way in recent versions of Blender and the results were exactly as in the video.
@umarcga78232 жыл бұрын
Sorry but this constraint is not working properly... I have done this in past.... This constraint is great for realistic character and you dont have to damp track it... There is something off
@CGDive2 жыл бұрын
Which part doesn't work?
@umarcga78232 жыл бұрын
@@CGDive I don't mean the way you do it... I mean this constraint as it did before I used it.. I didn't do this complicated of a setup before.. And even if you can see the reference you gave the guy just use simple armature binding with the bendy bones.... I also get this info from there.. Today I started searching for it because I is not working the way it did for me..... So I found your video and then his post... And I realize I am doing nothing wrong!!!!! Or am I? Simple Armature Constraint Should work... Why its not working I don't understand... even in your video you are using damp track constraint Why?
@Hoichael Жыл бұрын
@@umarcga7823 O___O
@jmstudioman2 жыл бұрын
Really amazing stuff. just one problem when exported to unity. since its not connected to anything it automatically sticks to the root bone. and when it moves with a root motion setup the deformation bones offsets to the original bendy bone.
@CGDive2 жыл бұрын
Interesting. I'm not sure how this is different from any other type of bone that is exported to a game engine but I'll keep it in mind
@Haroon3D3 жыл бұрын
when will you upload Retargeting Video 3?
@CGDive3 жыл бұрын
Next week. I wanted to upload it this week but there were a few things to finish and polish.
@Pouk3D2 жыл бұрын
Oh in Blender 3.2 I don't see the individual Bendy Bone segments, only the whole "Bendy Bone" as a whole.
@CGDive2 жыл бұрын
Hmmm, I can see them here in 3.2
@Pouk3D2 жыл бұрын
@@CGDive Well I'd like to see them too! :) I'm working in Blender for about two weeks, so I don't know what it could be. I see there is a similar fuction in the Damped Track, you can click at "Follow B-Bone" in there and it sort of works similarly.
@CGDive2 жыл бұрын
@@Pouk3D I am not sure what the problem is. You can try to post images etc. on our Discord server. discord.gg/YFH5HUv
@junlinchen4363 Жыл бұрын
💋💋💋💋💋thank you ,you aer my god!
@322ss11 ай бұрын
Did you skip showing how twisting works? As a chain that isn't supporting twist feature is pretty much useless for many purposes.
@CGDive11 ай бұрын
Twisting works with this setup (as you can easily verify in 5~10 minutes if you test it for yourself).