Dual Quaternion Deformation Blender Rigging | Preserve Volume Option

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Level Pixel Level

Level Pixel Level

Күн бұрын

Пікірлер: 36
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
I hope everyone likes this quick guide, I'll be doing a couple of quick theory videos for the next little while. If you want more info on drivers check out my playlist here: kzbin.info/www/bejne/o6mqinWreb9je6M&ab_channel=LevelPixelLevel
@JimPAnimation
@JimPAnimation 3 жыл бұрын
I'd like to thank all his patreon subscribers for making this content possible!! This is fascinating stuff! Thanks
@Butterbilk
@Butterbilk 3 жыл бұрын
Excellent video. I really appreciate the thought and preparation you've put into the explanation and your three examples. It's a great format. The dual armature modifier technique looks very useful. Thanks!
@3dcube348
@3dcube348 Жыл бұрын
Great idea combining 2 armature modifiers. That was very helpful. Thanks a lot!
@yuki948yt
@yuki948yt 4 ай бұрын
Thank you ! it is what i was looking for. how is possible in other tutorials doesn't teach this??
@felipealbuquerque6309
@felipealbuquerque6309 3 жыл бұрын
This is great. Never knew about this option
@WaterShowsProd
@WaterShowsProd 3 жыл бұрын
Excellent as always.
@CG_MIGHTY
@CG_MIGHTY 27 күн бұрын
I think i have just been enlightened by You!!!
@intrigazTV
@intrigazTV 3 жыл бұрын
Awesome tut.
@lurking3140
@lurking3140 2 жыл бұрын
stressed myself out for 45 minutes tryna fix my rig and preserve volume was the answer
@wadeeliason969
@wadeeliason969 2 жыл бұрын
Thank you for this video. I find my shoulder joints always get really thin
@neail5466
@neail5466 3 жыл бұрын
Thanks, another useful ( actually I haven't seen useless one from you yet😉) one, now I have to revisit shape key. Can you please attach a link to the driver expression keywords!!
@RomboutVersluijs
@RomboutVersluijs 9 ай бұрын
Wouod be nice if preserve volume had its own vert grouo to work with, that would save you a modifier and thus better playback
@nostaljicizgifilmler
@nostaljicizgifilmler 3 жыл бұрын
Great
@AdrianLopez_vfxwolf
@AdrianLopez_vfxwolf 3 жыл бұрын
Fantastic content as always. Could you do a tutorial on how to set up the curve/boolean shrink-wrap mouth that was used by the Blender guys on the Gabby character in "Settlers'?
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
That one is a curve I believe, and they just added hooks to the points and then moved around the joints. They talk in detail about this here: kzbin.info/www/bejne/d5rMiIN3fpmab7M
@Liveimprov
@Liveimprov 3 жыл бұрын
Great music :)
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
Only the best :)
@glenfoxh
@glenfoxh 3 жыл бұрын
This is a great video, with some very useful info. Am wondering if there is a similar option in Unity when exporting a ring from Blender to Unity. Would be nice to preserve this effect somehow when converting from Blender to Unity.
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
I was wondering the same thing, and I found this old post: forum.unity.com/threads/dual-quaternion-skinning-for-unity.501245/ github.com/ConstantineRudenko/DQ-skinning-for-Unity I will say I have not tested this out and I cannot confirm if this works, but I hope it points you in the right direction.
@glenfoxh
@glenfoxh 3 жыл бұрын
@@LevelPixelLevel Thank you. That does look like it would be good. One thing I have tested in the past, that can work to a degree in some cases, is just adding another bone between bones at the nee and elbow. And Weight paint it so that extra bone is used. I have also added three to four bones along the forearm, to help reduce the squeeze effect when twisting the forearm. Yes it adds extra bones, but the result are at times worth it. Even for some real time bending.
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
@@glenfoxh That is a great technique as well, and something I've used for animation and game characters. I've been using that for arm pits as well with a constraint pointing to the hip bone to maintain the weight as the arm moves up.
@EosFoxx
@EosFoxx 3 жыл бұрын
You probably never see this comment but may be others XD Just wanted to thank you for your work it helped me so much. I dont have a patreon but I leave you tips on Gumorad when I purchase a thing! Your stuff is great!
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
Thank you! You made my day! I'm glad you are enjoying the videos and thank you for your Gumroad tips!!
@RomboutVersluijs
@RomboutVersluijs 9 ай бұрын
I'm Abit confused about that script on the driver. At the beginning it's normalized, so it's 0-1, than you xconvert it to a degree, so it's 0-90, but than you divide it by 99. So we're back at 0-1. Is the degree working together with the degree in the driver, that must be right otherwise it would exactly the same
@RomboutVersluijs
@RomboutVersluijs 9 ай бұрын
But that means when you at 45 degree, you also get the shapely at 0.5. However, isn't the original exactly the same when you start with the driver? Edit, never mind, I paused it and saw the issue. Wonder why default settings don't work out of the box. I mean the driver is on a rotation input, would be nice if it was smart enough to use rotational value from the start
@DmitryPekarev
@DmitryPekarev 2 жыл бұрын
As I understand, this doesn't work when I export it to FBX, right?
@LevelPixelLevel
@LevelPixelLevel 2 жыл бұрын
This will not export with fbx. There are methods in Unity and Unreal to activate a quaternion deformation, but I have tried them out.
@ampmodclips
@ampmodclips 3 жыл бұрын
Great Tut thanks! would you or have ever done a wrinkle maps tutorial ?
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
Hey, I have not, but it is something I can add to the list!
@RomboutVersluijs
@RomboutVersluijs 9 ай бұрын
I wonder, why this happened s not ON by defautl
@gower1973
@gower1973 3 жыл бұрын
What the heck is Bind to Bone Envelopes in that modifier?
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
That's a good question, and something I'll try to answer in a future video. But the short answer - under the bone tab under the deform panel is an option called Envelope Distance and Envelope Weight. You also have to switch the viewport of the rig from Octahedral to Envelope. Once this is done you can flip from Vertex Groups to Bone Envelopes on the modifier. Although I have never found a use for the Bone Envelopes on any rig, for personal or for production projects.
@joelmayerprods
@joelmayerprods 3 жыл бұрын
Fancy title that sais „How to make Pac-Man“ 😅
@LevelPixelLevel
@LevelPixelLevel 3 жыл бұрын
Haha, for sure, that will be next week, my 4 hour 10 part series on how to make a pac-man in Blender.
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