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slephy
United States
เข้าร่วมเมื่อ 8 พ.ย. 2006
Blender tools and models
The Why & The How - Kinematic Tool for Blender - Animation & Rigging Addon
Get the Kinematic Tool with this link:
slephy.gumroad.com/l/kinematic_tool
This video was created using Kinematic Tool v2.0.3 inside Blender v4.2.1
== CHAPTERS ==
The Why:
00:00 - Introducing the features
The How:
02:21 - Installation & Menus
03:02 - IK Ranges
08:09 - Pivoting
12:56 - Chain Visibility
13:43 - Follow Rotation
14:32 - Motion Paths
15:19 - Automatic Features
16:59 - Pre-Rigged Models
17:41 - Rigging
slephy.gumroad.com/l/kinematic_tool
This video was created using Kinematic Tool v2.0.3 inside Blender v4.2.1
== CHAPTERS ==
The Why:
00:00 - Introducing the features
The How:
02:21 - Installation & Menus
03:02 - IK Ranges
08:09 - Pivoting
12:56 - Chain Visibility
13:43 - Follow Rotation
14:32 - Motion Paths
15:19 - Automatic Features
16:59 - Pre-Rigged Models
17:41 - Rigging
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Just bought. It's amazing.
Could you please post a tutorial on how to setup this rig on human character
Bro, great video, I'm just starting out with Blender and I wish you could update the last paragraph rigging part of the video to make it easier to apply like Auto rig pro, or at least have more tutorials for beginners to follow step by step, because it's still a bit difficult for me.
Maybe a preset template would be good, how do you assign weights? A rigging tutorial from scratch would be good as well.
What sort of presets? Sounds like a rigging tutorial would be helpful for people, and the end of the video shows you how to rig, but there's also a lot of quality tutorials out there on assigning weights that are separate from the kinematic tool procedure.
@@slephy Like rigify you have a human armadure or quadruped.
You made a plugin? How to make it, i also have several ideas on how to improve animations but idk how to approach to making a plugin.
This is amazing. do you have any social media so I can follow your work?
Does this work with Auto-Rig Pro?
Does this work with Auto-Rig Pro?
@@spittingame4241 Not currently, unless you're just using auto-rig pro to assemble your base deformation bones, then the Kinematic Tool can build on top of that.
@@slephy I see. Thank you.
It would be nice if you could pair this tool with mocap rigging data using stock footage to capture movements you want for your animation, and setting limb constraints of how much limbs can twist and turn, because there are limits to how much limbs can twist and rotate, but with variable flexibility for Hypermobility if you choose to have that for certain character animations.
Hi again. I've just tried using this again and I'm having an issue (Self inflicted I'm sure but I cant figure it out). When I use this and try to move the body, via anything at and above the hips, it leaves the limbs behind, stretching the vertices between the bones. I can't figure out why. Before creating the kinematics tool bones they are connected fine and move with fk as expected. From what I can tell the bones that should be connected are connected and the upper legs and arms are parented with keep offest. Any ideas?
@@Hyruleearth If I understand the problem properly, it sounds like you haven't setup the parenting properly. Check the chapter of this video on rigging. There's a section on parenting. Let me know if it's a different issue.
@@slephyThank you. I still think it's something I messed up but when I set up generic IK on my limbs they work correctly. Before setting up the kinematics tool and this problem occurring, I had already rigged and then used the kinematic tool once. That first setup, I believe I rigged some things incorrectly because after using the kinematics tool all the targets were pointing in the wrong direction. So I deleted the rig and started again. Now everything points the right way when I set it up but I have this new problem that I mentioned. Could my problem be caused but not deleting the kinematics tool setup correctly? I think I completely deleted everything but there's a very real chance I missed things. Other problems that I've seamed to cause are the auto update for FK to IK positions.
@@Hyruleearth if you deleted everything and started from scratch, it shouldn't be a problem. Simplify your problem by first getting it to work on just a limb and working out from there, or even just creating a standalone three-bone armature and playing around with it. It's possible you're overlooking something.
@@slephy Thanks for that info. I can get it to work on any limb that isn't connected to anything and it's leading me to think it's something like "keep offset" that isn't working. When making a limb that all works correctly its just the following the parents part that isn't working. I created a new rig in the same project and am still having the same issue. if you have any other thought's I'm happy to give them a try?
@@Hyruleearth have you watched the rigging section of this video that explains parenting, or checked the rigging section of the user manual that explains parenting?
jo this is actually sick! i love that :D considering to buy your tool for animation a full body character i wanna use for a shooter deving with godot engine
or you can keep it in ik and then switch to fk when necessary
Can we apply this to a rigged model from Rigify or auto rig pro addons?
Hmm, if you're just building off of a base deformation layer, then yes. But I wouldn't recommend building off of their mechanical assemblies. Lotta peeps have recommended some sort of conversion, so I'm aware it would be a useful addition to the tool.
@@slephy yeah. Most Animators dont like rigging so they use automatic rigging tools so would be really cool if we can just add these functions to rigify or auto rig pro! Cheers on making such a great tool 🙏
This is how animation should be done in every software. Creative freedom in the hands of the animator.
💪
Nice
I love blender because of people like you thanks alot
🤗
Every time I watch a video like this I'm reminded of my lack of intelligence.
:(
How long did this addon take to make ?
I spent about a year on v2.
This is a really cool way of working- I've already got a character rigged with ARP that I'm committed to for this project, but I'm assuming since this is a control rig that sits on top of deform bones I should just be able to add it to any character that has bones? Cascadeur has an IK/FK workflow that is like this and it's super convenient, would love to have it in Blender as well.
This can assemble on any 3-bone chain. I recommend assembling it on the deformation layer.
Do I get it right, I can animate any skeleton that doesn't have any manual IK/FK setup?
You can rig the assembly on a base layer, like a deformation layer.
i have a question? i have normal rig does convert the rig this addon? or i need remake rig and weightpaint?
You can build on your deformation bones.
@@slephy so is possible to use on top like a layer intested of remake everything, like a editing but for ik. That's cool thxx 🙏🏻
I would suggest a Blendermarket link, since Paypal dont affiliate with Gumroad anymore
You are breathtaking.
I wish there was an automatic setup for auto rig pro here. It wouldve helped out soooo much! Def going to buy tho
opinions on cascadeur?
For anyone in 2024, Godot 4 now has Input.MOUSE_MODE_CONFINED_HIDDEN :)
Thank goodness
Do some of the features work with other rigs like rigify?
Not currently, you'll need to use the rigging options within the Kinematic Tool to get access to the features.
Maya is where you go when you're got money to burn. 💸 Blenders where you go when you’ve got brilliance to share🫡
Works with autorig?
Not currently
I think it's cool. But I am waaaay to far away from ik rigging 😅
All in time :)
💪💥🗯🔥💭❤💨🕊
I started playing with the add on and it’s way easier than I expected. I do have one question though. My characters elbow is bending on the wrong local axis (z but I need x). Is there a way to fix that? She has an elbow pad so it looks really out of place while bent. And unrelated to the question, my original confusion was the starting point that my rig needed to be at before using your tool and if there was any specific set up it needed but a plain rig worked perfectly. I’m pretty new to blender so I only understood about half the documentation but that’s on me. I just looked up things I didn’t understand and it made following the instruction easier.
Also, the elbo can only rotate 180 degrees in fk, +/-90. Is there something o can do to enable another -70 degrees (the - direction is the natural bend. The + is broken elbow direction)?
With a bone selected in edit mode, ctrl+r allows you to twist the bone. The Kinematic Tool assembles the joint and bend depending on the direction the joint is pointing, no matter what axis you decide to bend on.
@@slephy Thank you! I've got one more question but first, that made a massive difference. So it's controlled by the "Roll" parameter by the look of it. For some reason it also fixed the forearm to have the 180 degree constraint like how you'd imagine. For my question, I'm doing anime style animations that tend to exaggerate range of motion/hyper extend joints in the animations but the elbow limit of 180 degrees prevents that. Is there a way for the user to edit that limit?
@@Hyruleearth In pose mode, select the FK middle bone and go to the constraints. There you'll find a Limit Rotation constraint. You can edit or remove it, but snapping (aka aligning) is unlikely to work properly. Also, you can scale bones, but if you scale on individual axes, the snapping is also unlikely to work properly.
@@slephy Thank you! I appreciate the help.
cant pay with paypal ?
I don't like the paypal arrangement at the moment, but perhaps in the future.
I've just bought the add-on and I was wondering if you'd consider making a video of the rigging process from scratch for a human shaped character? I'm somewhat new to blender and I'm not sure how to apply it to the basic rig I have. I am going through the manual but, because of my limited knowledge, my progress is slow.
Sounds good, that type of video would definitely be useful :)
@@slephy Awesome! If there’s a high likelihood of you making that video in the next three months I could move onto other parts of my game while i wait for it to release. Is it something that you could see possibly happening in that time? I totally get you’re probably busy and there’s now way to know for sure but I thought I’d ask as I’m behind on other parts of the game that I could spend time on while waiting for your video. No worries if you can’t say anything just yet as well.
@@Hyruleearth I don't make promises, but that looks like something I'll be able to do in the next few months. Others have requested this as well.
does it work with any rig or just yours?
Any model, check my most recent video "The Why & The How - Kinematic Tool..."
@@slephy well its pretty lengthy 😅 thanks for answer thou! ^^
@@soirema lololol
nice
Changing the Pivot point is SO CRAZY! Revolutionary for blender, maya has that! Never thought blender could
I wish ARP had these features 🥲
This is amazing!!!! 👏👏👏👏
Haha thanks :) very kind of you
this guys sounds like thor
Damm!
@@wolflyset 😎
If we use the tool, then we don't require riggify or auto rig pro for rigging?
@@pks001 It depends on how much rigging you need to finish the rest of the body and head. The Kinematic Tool rigs only 3-bone chains for Ik/Fk switching, such as arms and legs.
@@slephythanks for the reply. I am planning to purchase this addon. Is there a video on how to setup this addon rig
@@pks001 Yes check out my most recent video "The Why & The How - Kinematic Tool for Blender..." The last chapter of the video covers rigging.
I've been wanting this for so long and I've tried to make my own but it's too much work. This will really allow animation to be stress free.
yeah lol it's been quite a ride getting it to this point. I'm glad others find value in it as well :)
incredible fucking work.
Awesome!! I hope this working with Auto rig pro 😆
great tip, point the z axis in the direction of the bend!
Huge!
😎
Nice to meet you. I am a beginner in rigging and animation, but will I be able to use this tool properly even as someone like me?
@@TeacupPotato Yeah this is made to be easy to use, so if you have some basic knowledge in both animation and rigging, you'll get value out of it.
Well, I’m buying this on payday.
@@JohnSlaughterND 🤘
Amazing! IK/FK chain snapping alone is worth it. And you rock for supporting the power parity based on my location thing. I'll buy after I get pay next month.
Thanks! Gotta help out my international animators :P