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Character Rigging Sequence: Part 5 of 6: The Shoulders, Elbows, and Knees

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Uploaded by on Nov 13, 2009

This tutorial focuses on creating a rigging system for a bone system of a simple 3D character. By using IK Solvers, motion controllers, and linking, the shoulder rigs, elbow rigs, and knee rigs can be created in order to control additional arm movements and advanced arm and leg movements. These rigs offer a luxury when manipulating the parts of the model in human ways.

I apologize the video quality is not great, I plan to re-record these videos soon. Rate and Subscribe for more information about design software programs and animation.

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Uploader Comments (jonjd46)

  • 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.

  • Excellent tutorials! This will definitely get me through my animation class! I greatly appreciate it!

  • @donpapinski No problem, glad to be of help

  • Why the dick is your screen so jittery?  Besides that, great tut.

  • @IronmanRyanBoyce Thanks

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  • @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. :)

  • @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.

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