whenever i use the rectangles with the knees & shoulders my bones twist. should i move the rectangle until they go back to normal or am i doing something wrong? thanks for the tutorials!
@akuamakana You can move the rigs back to normal to get the twist out. All rigs typically need to be adjusted in a simple move on a character. It works similar to a natural move by a human. We move all parts of our body just for a simple arm extension or contraction.
@jonjd46 I'm having the same problem. I can't get the model to bend at the elbow. I've followed everything very closely. Also, why do we rig the fingers to the IK and not the hand bone itself. If you try to move the y axis out on the wrist gyro the fingers get left behind.... Thanks for the tutorials, but I'm stuck when it comes to animating this. Please help.
As mentioned by another person, all of your videos for skeleton/rigging are jittery. It makes it difficult to follow your movements and what you're doing. If you didn't narrate it, these videos would be near useless.
However, considering you did narrate them, they're awesome videos. I've learned more from your videos than I have from the college I'm paying for. Good job, just get rid of the jittering in your vids. :)
Amazing tutorial, very usefull, thanks a lot. I have some problem with the attachement of the model to the bones structure, as it is fat, there are some areas that the bones don't manage to include and they stay in place. Do you know what I may be doing wrong?
Again, thanks for your tutorial man, I have learnt a lot!
Amazing tutorial, very usefull, thanks a lot. I have some problem with the attachement of the model to the bones structure, as it is fat, there are some areas that the bones don't manage to include and they stay in place. Do you know what I may be doing wrong?
Again, thanks for your tutorial man, I have learnt a lot!
@tourlangosta May be that your not weighting your vertices for the skin the right way. If there are many excess fatty areas, your going to have to hand select vertices and add weight when you edit the envelopes. That and work with the bends when you do skin morphs, if you skin in MAX.
Ok, I get to the part where I have to link the clavicle bone to the rig... and when I do my arm goes wonk and rotates. Obviously, this isn't supposed to happen. I've done everything just as shown in the video, so I'm confused.
@justxpeachy86 There something up with your orientations. If you check your orientations and make sure you are orienting the pivot points and position the right way. The bones shouldn't move, only the rig itself when you align the two elements. Or its in your linking, but I don't think that would cause the rotation at this point.
@jonjd46 How would I go about checking the orientations? As I said, I did everything just like it was shown in the video. I didn't stray from it at all. So, I don't know where I could have gone wrong.
@justxpeachy86 the orientations could be checked by redoing them. If you reapply the orientations, everything should be in place. That is the only way I know of to check the orientation of an object. Let me check again in the program and get back to you.
For particular character, I've made a spine system consisting of 4 spine bones, a very large head bone, but no neck. Because of the design of the character, the arms are placed level with the head bone. Should I still link my clavicle control rigs to my top spine bone or should I link them to the head?
link them to the top spine. If you link them to your head, your arms will rotate with the head. A unique design, but probably not what you're looking for.
Not really sure about using Motion Capture with this kind of rig. I don't have much experience with that. This rig was originally made for hand animation, but I suppose it could be used with mocap, just don't know how.
whenever i use the rectangles with the knees & shoulders my bones twist. should i move the rectangle until they go back to normal or am i doing something wrong? thanks for the tutorials!
akuamakana 8 months ago
@akuamakana You can move the rigs back to normal to get the twist out. All rigs typically need to be adjusted in a simple move on a character. It works similar to a natural move by a human. We move all parts of our body just for a simple arm extension or contraction.
jonjd46 7 months ago
@jonjd46 I'm having the same problem. I can't get the model to bend at the elbow. I've followed everything very closely. Also, why do we rig the fingers to the IK and not the hand bone itself. If you try to move the y axis out on the wrist gyro the fingers get left behind.... Thanks for the tutorials, but I'm stuck when it comes to animating this. Please help.
battlesignsusmc 7 months ago
Excellent tutorials! This will definitely get me through my animation class! I greatly appreciate it!
donpapinski 9 months ago
@donpapinski No problem, glad to be of help
jonjd46 9 months ago
As mentioned by another person, all of your videos for skeleton/rigging are jittery. It makes it difficult to follow your movements and what you're doing. If you didn't narrate it, these videos would be near useless.
However, considering you did narrate them, they're awesome videos. I've learned more from your videos than I have from the college I'm paying for. Good job, just get rid of the jittering in your vids. :)
torchkc 1 year ago
Why the dick is your screen so jittery? Besides that, great tut.
IronmanRyanBoyce 1 year ago
@IronmanRyanBoyce Thanks
jonjd46 1 year ago
This has been flagged as spam show
Amazing tutorial, very usefull, thanks a lot. I have some problem with the attachement of the model to the bones structure, as it is fat, there are some areas that the bones don't manage to include and they stay in place. Do you know what I may be doing wrong?
Again, thanks for your tutorial man, I have learnt a lot!
tourlangosta 1 year ago
Amazing tutorial, very usefull, thanks a lot. I have some problem with the attachement of the model to the bones structure, as it is fat, there are some areas that the bones don't manage to include and they stay in place. Do you know what I may be doing wrong?
Again, thanks for your tutorial man, I have learnt a lot!
tourlangosta 1 year ago
@tourlangosta May be that your not weighting your vertices for the skin the right way. If there are many excess fatty areas, your going to have to hand select vertices and add weight when you edit the envelopes. That and work with the bends when you do skin morphs, if you skin in MAX.
jonjd46 1 year ago
Very Very helpful! I was stuck on figuring out how to do the elbows and knee controllers. Thank you so much for this tutorial!!!!
*if you like comedies/parodies come check out my channel! =)
Xerxes4497 1 year ago
Thanks for this tut man! You saved me! Cheers
robd3d 1 year ago
Comment removed
justxpeachy86 1 year ago
Ok, I get to the part where I have to link the clavicle bone to the rig... and when I do my arm goes wonk and rotates. Obviously, this isn't supposed to happen. I've done everything just as shown in the video, so I'm confused.
justxpeachy86 1 year ago
@justxpeachy86 There something up with your orientations. If you check your orientations and make sure you are orienting the pivot points and position the right way. The bones shouldn't move, only the rig itself when you align the two elements. Or its in your linking, but I don't think that would cause the rotation at this point.
jonjd46 1 year ago
Comment removed
inuyashafreak8625 1 year ago
@jonjd46 How would I go about checking the orientations? As I said, I did everything just like it was shown in the video. I didn't stray from it at all. So, I don't know where I could have gone wrong.
justxpeachy86 1 year ago
@justxpeachy86 the orientations could be checked by redoing them. If you reapply the orientations, everything should be in place. That is the only way I know of to check the orientation of an object. Let me check again in the program and get back to you.
jonjd46 1 year ago
Comment removed
justxpeachy86 1 year ago
For particular character, I've made a spine system consisting of 4 spine bones, a very large head bone, but no neck. Because of the design of the character, the arms are placed level with the head bone. Should I still link my clavicle control rigs to my top spine bone or should I link them to the head?
ReekoArch 2 years ago
link them to the top spine. If you link them to your head, your arms will rotate with the head. A unique design, but probably not what you're looking for.
Sorry for the late reply.
jonjd46 2 years ago
great tut series... but how can i apply mocap to a custom ik rig like this....
keep it up
KingLeonaides 2 years ago
Not really sure about using Motion Capture with this kind of rig. I don't have much experience with that. This rig was originally made for hand animation, but I suppose it could be used with mocap, just don't know how.
Thanks though.
jonjd46 2 years ago