Love how it’s sounds like you’re about to burst with laughter through the whole vid. Exceptionally useful tut!
@sweatygreasestudio5 күн бұрын
Very fun tutorial and very fun guide man, so cool! thank you for sharing this! I love you
@HampsterGirl5 күн бұрын
Best Tail rig!! GOAT!!
@kurenai_chi4 ай бұрын
this tutorial is actually fucking nuts, WOW. im always trying to find a cool tail rig thats fairly easy to follow and doesnt take one million bones to set up, aand here we have it!!! thank you soo much
@debokkavadebokkava7967 ай бұрын
great , amazing , i was searching for this one
@tylerscoding6 ай бұрын
np
@StarsStellar6 ай бұрын
If anyone is unable to Ctrl+Shift+C at 5:12 and you have it on pose mode, then I suggest seeing if anything else in your PC has that same hotkey (like a AMD graphics card)
@vivianmello12787 ай бұрын
just when I'm starting to learn blender! I'm trying to sculpt a cute fox, a quadruped, in my style, and her legs aren't normal quadruped legs. So i'm heaving a really hard time founding alternatives hahahaha thank you for your vid!
@tylerscoding6 ай бұрын
Thats exciting how did the fox turn out id love to see it😊
@mubarizsaeed18711 күн бұрын
How do I add a rigged tail to an existing character in Blender that already has weights and a full armature setup? When I try to use automatic weights, it destroys all my existing character weights. I just want to add tail bones and have them affect only the tail portion of my mesh while keeping all other weights intact. What's the proper workflow for this
@cleytonmarciosouza53334 ай бұрын
Wow! Great tutorial! Thanks!
@senwongsenimation7 ай бұрын
This is really helpful! Thank you very much!
@tylerscoding6 ай бұрын
Im glad I was able to help 😊
@shadowfelled2 ай бұрын
7:30 - noticed when I set both to Local, all my bones go nuts as if they twisted out of time - ie, they're not flat anymore. Any clue on how that heppens?
@gregoliveira1809Ай бұрын
Any chance you can make one showing the correct way to animate and render this? I found this very helpful but not sure if I'm using it correctly.
@beccadepotato22 күн бұрын
thanks for the vid!
@cyberwolf5708 ай бұрын
Thank you so much for this video! It really helped me :)
@tylerscoding6 ай бұрын
Np, I love teaching blender lol
@kingjw92 ай бұрын
I got it to work but when I move the thing the tip of the tail Texter starts breaking apart how do I fix this?
@ezgit65197 ай бұрын
Thank you 🙏🙏🙏
@tylerscoding6 ай бұрын
np
@cg_lexus5 ай бұрын
But its creating dependency cycle, how to fix it? Or if I understand correctly, is it used for this effect? Thank you very much anyway! Thanks to you, I understood my problem :)))
@Silly-goober-w7w10 күн бұрын
I wish I could install blender but I'm out of ram 😭
@julienteral91405 ай бұрын
is there any way to add collisions to this? ive tried adding rigid body passives + collisions n there's still overlap between the two meshes ;/
@tylerscoding5 ай бұрын
I haven't experimented enough with bone collision's to give a good answer, but there are some addons that I believe do it though I haven't tried them myself one is Wiggly Bones which also does something similar to damptrack. Another method is to bake cloth sim to bones
@ManagerClodagh-qq5fp8 ай бұрын
Hi! Awesome video dude, it really helped me with my project! One problem tho, there is one chain that no matter if I follow this video word by word, the deforming bones will separate when rotating instead of staying as a chain. Of course the effect is the same but I can’t tell why is that happening… I’ll be forever grateful if you could give me some type of answer. Cheers!
@tylerscoding8 ай бұрын
Thank you 😊, and I believe if you add 1 keyframe to the root bone I usually do scale it should fix your issue its an odd thing that happens with damptrack but when you add a keyframe it usually fixes any issues like that.
@wingedaxolotlproductions5320Ай бұрын
@@tylerscoding thank you SO MUCH for this! i had this problem too, and im glad i found the solution!
@giorgi_baramidze7 ай бұрын
thanks
@tylerscoding6 ай бұрын
Np😊
@PhamHaiDangArenaHN3 ай бұрын
thanks you so much, this have me a lot. ;*
@DonaldDrennan4 ай бұрын
So, this is great for real time controlling the tail, but, how is this helpful in animating?
@davepenajr5 ай бұрын
10:11 I don't have the MDD Bone Tools box
@tylerscoding5 ай бұрын
For the custom properties its below that category so you shouldn't need it
@tuanngo-ei6pt8 ай бұрын
a question pls, what if i use only damped track constraint, I found that the same result
@tylerscoding8 ай бұрын
The damptrack has a delay on it so I use an extra bone so the rotation is always in the exact direction you want, however the damptrack method is great even without the second set
@POLY__3D10 ай бұрын
HI mom, I'm on TV !
@helloitsokyrago7 ай бұрын
i have to export in alembic in order to use it because it resets and messes up hair particles in render
@tylerscoding6 ай бұрын
Sorry for the late responce I can help if you weren't able to find a solution
@helloitsokyrago6 ай бұрын
@@tylerscoding i think exporting is only way we can stop it from resetting
@cozz1246 ай бұрын
i still remember your comment "finally i have all knowledge sculpting modeling texturing fluid sim rigging animation jiggle physics"
@belpetr17 ай бұрын
This is an incorrect setting. Because it uses a cyclic dependency. You cannot define the purpose of restricting the bone descendant. This leads to failures. This is especially noticeable in complex installations. Instead, create a soft body. Tie it to the first bone of the chain and set the vertices of this object as the target for the bones.
@Whitespider027 ай бұрын
It's not Useless, These techniques used in Game Industry ( I Mean in Every Game ) cause you can't Simulate everything in Game that's why these techniques are Made 🙂
@belpetr17 ай бұрын
@@Whitespider02 Of course, you can do whatever you want. But in this case, there is a fundamental mistake in rigging. You cannot specify a restriction on a bone that is lower in the hierarchy (on a descendant bone). It turns out to be a cyclical dependence. After you have moved your system, select all the bones and try to return it to its original form using the alt + R command. You will see that you need to click several times. This is due to the fact that the computer does not process the data in the correct sequence.
@emeraldviolet20017 ай бұрын
You are correct, anyone that tries to use this rig for more than a single movement will see for themselves. Just get wiggle bone addon.
@tylerscoding6 ай бұрын
This method does create a circular dependancy which is why one bone needs to have a keyframe, in this method you have to play the timeline to reset the bones. never the less its a very nice technique if used right. the purpos of this method is to avoid sim stuff lol
@DarkHarpuiaАй бұрын
You're creating a dependency cycle tho...
@ISlayerSwift6 ай бұрын
I don't like that voice but ty, Nice tutorial
@ISlayerSwift6 ай бұрын
(sorry for say that, you're a kidness person)
@tylerscoding6 ай бұрын
Thank you and lol
@AMTx11385 ай бұрын
@@tylerscoding I think your voice is really chill and peaceful fwiw
@cj5787Ай бұрын
voice is strangly annoying. but ok. thanks for the tutorial.