Added: 1 year ago
From: PXstriker
Views: 21,568
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  • very very very good..... 

  • I love your characters.

  • Very interesting! I think I'll be doing some low poly stuff now.... It looks kind of fun, and a heck of a lot simpler than my high poly models. I was worried about your characters pits and pelvis areas after the riggin, but they seem to be deforming just fine.

  • Comment removed

  • 1:34 - 1:42 willy windmill!

  • @ImJustSlime that may show up in some weird japanese stuff lol

  • Why dont you use weight paitning it seems that if you can just paint the verts

  • great tutorials, really helpful!! I have a question: Is there a way to mirror the vert group assignments to the bones after mirroring the armature? In your video, do you mirror the armature first and then do the assigning of vertices for each side seperately?

  • nice little girl! cool low poly construction and riggin

  • it needs bigger TITTIES!!!

  • @KOTAmusic1992 imamture

  • @TheMycollect Shut up you Denmark pussy. Sorry next time i wont be so Imamture? Learn how to spell you fuck.

  • @KOTAmusic1992 You wish you came from Denmark, but it is not everyone that can have a good life you stupid American pig.

  • @KOTAmusic1992 you have alot to learn about anime

  • Very helpful don't stop making tutorials! The only problem with this video was that I had to watch it twice cause the first time I was too busy dancing...

  • Just saying you missed out quite a few things here that could've been answered. =/

    The Mirroring X Axis requires further input, like the parent to the shoulder thing not is getting mirrored.

    Pretty much stuck on it and almost so pissed off about it I'll just do both sides. >.<

  • @TheRealVordox If other people have trouble with this, there's a small thing you can do.

    Firstly, go into object mode, and select your bones, after that go into edit mode, and then select ALL left bones on your model, then press Shift+D, then Rightclick on the mouse, after that press G, X, Then pull your bones to the other side of the X axis, Once you get close to -1 press in Shift to snap to Grid, and rightclick it, after that you need to rename the bones correctly with the .right.

    Have fun.

  • Nice dance moves at the end :D

  • The L doesn't have to be uppercase. You could have named it "shoulder1.l" or "shoulder1_Left" or even "left shoulder1" and Blender would still recognize it.

  • @LabbedX

    Yes, i just noticed that a little while ago :D

  • @PXstriker really? I've never had that problem. Then again I lay out my armature a little different than you to. To each his own I suppose.

    Great tutorial series. Hope you do more

  • I find it interesting that never once you used an IK Constraint for the Armature. Is that necessary for animation.

  • Great video man! Just wondering though, I usually use "Create from Bone Heat" when setting up my armature parenting system. Is there a reason why you don't use that?

  • awesome

  • Yea!!!!

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