Blender 2.7 Tutorial #38 : IK Rigging (Part 2/2) #b3d

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Visit my Blender 2.7 Tutorial Series playlist for more Blender Tutorials:

In this Tutorial #38 I cover:

-setting up bone constraints for IK and copy-rotation.
-We'll duplicate, flip, and re-name the character's left bones for the right.
-We'll add required new geometry (edge loops, etc) to the mesh to accommodate the new joints
-We'll attach the mesh to the armature [and re-unwrap + re-do the UV map of the texture].

Thanks for watching, and don't forget to Like & Subscribe!

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you can press w and use symmetrize instead of that whole process, it also changes the names 11:56

sebbsebsb
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I want to thank you for your tutorial series. I'm an old lady and can no longer draw, which I loved. Now I do all my work on the computer. I have just recently started to delve into 3d and animation. I felt lost till I found your videos. I've only watched the first 8, but have already created my own cartoon fish without help from a video. Again thank you. Ladyroze

backbeatmaster
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You could have used symmetrize at 13:28 to copy the bones from the left side to the right side. That's much easier than the method you used in this video. However, your video series on Blender is one of the best I've seen so far.

basiladeeb
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I want to thank you for these tutorials. I'm doing my best to teach myself Blender for future projects and these tutorial series have been a God send. Thank you!

Daitomodachi
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A great video but I will recommend keeping your audience aware of when you are switching the mode of the work environment/interface (edit mode, pose mode, etc). That has been the most confusing thing in your videos. It took me a while to figure out this issue and I know many beginners like me will be going through the same issue.

ndinhilton
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You could use a limit distance constraint to keep the IK target bones from getting lost. Just set it to keep inside, and set it higher than the default value, enough that it allows you to put the bone where ever needed, but not too far

DerekPetersonLives
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It's OK about the elbow joints. :) I follow along using very different model so...

PapaArif
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Fantastic Tutorials, honestly best ive seen on youtube. No sarcasm

Espionok
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I've seen that in game engines you can use the IK bones to be affected by the ground/environment, but I don't know how much that relates to the program the animation was created in, or whether it's just a matter of setting it up correctly in the engine with an IK rig.  Do you plan on doing any videos covering topics like this? Perhaps like a simple walk cycle with feet-on-ground type of stuff?

jschoch
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Thanks. What is the difference between these two techniques? ... 01. The video demonstrates an IK constraint on elbow, chain length 1, no pole target. 02. Other documentation from different sources uses the pole target entry on the IK Constraint panel. Why did you choose not to have a pole target? What are the advantages?

videofountain
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best ik video I've ever seen. -_-b

himacor
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awesome rig totural but is there a way where a bone can be moved by a mesh? like rotation for a fps?

browpjp
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Everything works up until adding the lowerleg to the footIK. Before I even sort the bend out, if I try to move the footIK up/down as you did, the lower leg does nothing. I thought I might have missed something so I d/l'd your file and its the same.

dominicsibthorp
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Hi, thanks for the awesome tutorials. really helped me. I have a question- when i try to parent the mesh to the armature it says "Bone heat weighting: failed to find solution for one or more bones". Is this because of my computer or did i do something wrong?

tarekel-agroudi
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alright so i did the adding bone constraint of the elbowik to the upper arm for my model
I did it and went to 1 for the chain length....yet it seems distorted still, the rest of the armature is fine..but the arm however is not
anyway i can fix this?

movedfurryyinyangs
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Im looking for abit of help, I have tried a few of theese tutorials now, and no matter wich I follow whener I set the pole target only the first bone of the chain will move. So, before i set the pole target it rotates as it should from the elbow, but as soon as the pole is set, it starts rotating from the shoulder and the elbow wont rotate at all.

TheLokefot
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hello, i was wondering± i am plannng to learn all about your blender, and watching all your tutorials. do you also have a tutorial about making figures hollow, and adjusting the thickness of the sides.
like you would need to do for 3d printing a model.
if so could you link me-tell me which video
and if not, can i please request a video for that,
thank you

soramirai
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My texture is turning black at some places while applying automatic weights please help.

neelkansagra
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Great as always! But... why on Earth does adding an IK start moving bones around as soon as you apply it? It's still rearranged after I correct the chain length. Does that mean something is wrong? Shouldn't the rest pose NOT deform the mesh? Also, my old rotation bone constraints do strange things with an IK added. Like the one I had that only allowed the knee to bend on one axis, like a real knee. Is there a way to do that with IK? Thanks again!

nunya
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I'm having an issue with my IK rig. Mine is on a model exported from MakeHuman. When I create the IK for the elbow, it keeps snapping the elbow straight to that IK and I can't move the arm.
I'm selecting the IK, then the upper arm, shift-i, chain length 1. But still can't move the upper arm. And when I move the fore arm it just rotates around the IK joint. And yes I cleared the parent. Help?

maxschuessler
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