Added: 1 year ago
From: TheDamagedDesign
Views: 4,540
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  • Using the MCC ik solver and setting the degrees of freedom and rotation limits per joint would make all this much easier, it would eliminate the need for the set driven key and only require one set of bones. Also doesn't need a Pole vector. Just remember to orient each bone along the rotation axis of the mechanism it corresponds too.

  • @UnEmployedGnome Hi, I must admit I am not familiar with the MCC solver. However I do find that all the studios I have worked at and rigs I have used still need a pole-vector to animate, this still is a necessity of animation and can not be removed. Plus the aim of the tutorial is not just the simplest way to do this but also to educate people about joint axis and rotation order.

  • @UnEmployedGnome The reason a set-driven setup was added is because invariably any set of deform joints is always used in connection with at least 2 setups or more. The tutorial must be educational about how this can be done, I chose set driven, but there are also many other ways to do this.This process is much more helpful than just locking joint axis and applying IK to the same joints. What you suggest as a workflow might be simple but wont be a very educational or studio production friendly.

  • @TheDamagedDesign EDIT: I didn't use set driven, used connection editor. 

  • Awesome tut. Hope to see more of ya :)

  • thanks bro.

    

  • This is amazing, so much education in so little time! Unfortunately the only part I was hoping you would go into was the part you said was "simple and not worth going into".... How do you break a solid object such as your arm into sections that relate to certain bones? When I try to do this with smoothskinning and painting it glitches out like hell!

    Thanks!

  • @soaringchicken , Thanks for checking out the tutorial. What I will do is cover this question in another video. Its a simple enough process. I'm just working on a small web design project at the moment, once its complete I will work on a few more vids. Glad you enjoyed the tutorial.

  • Excellent tutorial. Just shows you once again the joint orientation order is very important. you helped me allot my friend. Cant wait to see the rest of the rigging setup.

  • @Angelbladecobus Thankyou, I will be posting the torso and leg tutorials in a short while. Glad this helped :)

  • Thank you for this tutorial, it really helped me.

  • Thank You...

  • This is really great, thank you! I was looking exactly for this kind of tutorial.

  • bah... i watched it all but the part i need is the one you skipped ( assigning joints to 3D model) ;/

  • thanks for the lesson. long time could not solve this problem.

  • @nikakihimen

    Glad it helped :). Stay tuned for more tutorials to come.

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