Blender Secrets - Robot Rigging (Part 2 - Parenting to Bones, Symmetry and Bone Roll)

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Having aligned half of the Armature to the robot, we look at symmetrizing the Armature and parenting the rigid robot parts to the bones, as well as recalculating the bone roll.

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You can actually do this without constantly switching between object and pose mode. First you go to pose mode, then click Edit>Lock Object Mode. This will allow you to select different objects while in pose mode. Another thing I do to speed things up is by using Shift+R to repeat my last action, in this case my last action is making the parent. These two things combines significantly speeds up the parenting process.

madaton
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For anyone curious about this. The video is one minute but you'll spend hours going through the video to get the same result as him. This is not beginner stuff so just be aware of that :)

Mocorn
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If your armature is meant to be symmetical then a much easier method is to name your bones properly and give one side suffix .r for right side or .l for left, then simply delete the unwanted side, select bones you want mirrored, right click and press symmetrize. Blender will automatically name new bones and give them the opposite suffix and set them to the correct orientation. Cheers!

Dredenot
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BRILLIANT! worked like a charm and easy to understand

denime
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Seeing this guys Robot over the past few months omfg 💯

ogkinglyle
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Wow this is easy I've been autorigging my robots . This is going to make my job alot easier rigging. Thank you.

RuinBrand
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I was looking for this guide for a few days <3

BodyTherapy
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Very good. I've never been actually be able to set proper limits to rigged objects movement/rotation.
A tutorial about it would be very welcome. 😊

pile
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another possibly easier way to mirror the armature. press F3 and type auto name left-right, then press F3 and type symmertrize (in the options that pops up in the bottom left you may need to change "-X to +X" to "+X to -X")

starscuffle
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I like the option to parent to the bone directly. But is it possible to do the same but instead of Object relation parent using an armature modifier?

whatthequack
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im trying to rig some fingers but when i parent them the thumb components move forward a bit. how do i stop/prevent this? it worked for the fingers so why not the thumb?

shellshockhkmk
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Did you use S (scale) instead of rotate (R) to keep the right orientation?

pile
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Two dislikes from Autodesk shareholders.

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