It never ceases to amaze me how much time we put into the smallest details that NOONE sees to get them looking good. But just dare not add those details and it is immediately noticeable. Great video, really appreciated Pierrick.
I swear, Pierrick is such blessing to all generation animators, I have been watching his videos and techniques ever since I started my animation course in college. I purchased his animation tutorials and oh my God❤. I would want to learn more from You. Long live Pierrick🙏
Thanks a lot for your selfless sharing.Since I started to watch your video and courses,I felt I am no longer confused about how to study the charactor animation.You're the best teacher.
At 9:40 i think you can use "Visual Location/Rotation" keyframes in the whole IK chain before switching to FK (1 keyframe before switching and in the same keyframe you switch to FK) to keep the exact same position of the arm.
BEAUTIFUL! I've been wanting to learn more about this, and here's one of my favorite content creators on the TH-cams making a video about it! I love it! Thank you so much for doing what you do! I hope you have a fantastic week! 😃
Thanks so much for this tutorial Pierrick, especially on IK/FK switching when animating. Couldn't find any tutorials addressing these techniques. I'm watching your "The Art of Effective Rigging" course, after which I'll move on to Alive! :)
Pierrick, I've been looking for an indepth course on rigging and animation for like forever. After visiting your website and watching the course breakdown video, I'm fully convinced that this is the course I was looking for. I plan on enrolling a few days from now. Can't wait to get started!!
By doing the animation myself for my game, I have realized that I have to sacrifice a lot of key frames to get responsiveness. Until I learned about time remapping in blender that can actually export well into game engines. It gives you extra frames to work with at the cost of being confusing sometimes, so it's best to get the blocking done first, time your animation, then set markers for your animation when you've changed the time remapping.
I think I just found a workaround if auto snapping is not set up. Instead of grease pencil, we can: 1. Duplicate the whole rig/mesh collection. 2. Change the influence on the dupped one, and the arm/leg will move to fk position, key them. 3. Match changed limbs to the original since the rigs are overlaid, and it's easy to see. Set all the keys you need without baking. 4. Since the dup is linked by default, all the keys is applied to the original! 5. Scrub the timeline and the dup/original will match up. 6. Delete hierarchy and eventually Recursive Unused Data Blocks to get rid of the junk. Any downsides to this? I'm still new
Thank you! Is it possible/adequate to use space switching to reparent IK hand to an empty in the shoulder, so that you can create arcs with it? Or is it easier to just switch to FK?
Well, you can do it and try if it fits your workflow. There is no golden method until you've tested it and see if it works and feels comfortable to you.
You can, but more often than not, it will not look like your character is moving his arm. It will rather look like his hand is possessed and moving on its own without any grounded physicality and without the character's control. You can work from that and spend time polishing the arcs on the entire limb afterwards, but in my experience that's not worth it.
Hello! I am new to animation in Blender and am really thinking of getting your Alive course! I am curious though as to how you have that "Rig UI" menu there on in you viewport and if that is some sort of add on or something? Also just curious if you are using any add ons when animating in these tutorials as I see a lot of things that I dont typically see within Blender itself. Thank you!
4:13 I'm curious. Once done animation. Why would you want to get rid of the constraints and bake the animation? Does it help with render times? Or help exporting to game engines or something?
Once you clear parent an object its unparented for the whole animation. So you loose everything you did. That’s why you need to bake the motion before unparenting.
Exemple : character throws a bottle : the bottle is parented to the hand. When it leaves the hand, you need to get rid of the constraint or you’re in trouble. Please, someone correct me if I’m wrong. I’m not a professional !
Personally, I'd rather have a FK/IK snap key. Do you have a script or least know where find one for current versions of blender? one I had is pretty old and doesn't seem function at all.
There is no universal script for that, because it is entirely tied to how a rig is built. Some people try to make somewhat universal scripts for that, but it always requires the rig to be built in specific ways for them to work. So usually it's up to the rigger themselves to make one for their rig, some rigs have it and some don't. Rigify has it for example.
This a super specific problem I have but well it's not the first time you are the coolest guy in the world and go and make a super specific video 😁. I'm transitioning from maya and I still have problems understanding what constraints corresponds to the one in maya so I'm having problems making my own space switching, for example I like to animate the arms in fk, but I like to be on a different space of the torso, so I can move the clavicle or the chest and not influence the chest. I some times also do this for the head, but haven't found a video about this in blender. I know is super specific I understand if you don't have time for this, but thanks anyway for this video it's super useful even for handling props.
Hi, that would be hard for me to answer as I never used Maya nore 3Ds max. The best advise I could give you is to try my rigging course or try to reverse ingeener rigify rig
What you will often do is to have your controllers with several Child Of constraints, which will allow you to dynamically change the space of the controller. As target for these Child Of, you might use what is supposed to be the anatomical parent, but you might also create specific mechanical bones that for example are at the tail location of the anatomical parent but are parented to the root, or have a word space rotation, etc... You can use Copy Location/Rotation for such mechanical bones.
sir how can we make a human body parts or anything of human slice effect. For example in a sword fight can you reccomend any tutorial I searched many times in youtube
First of all really inspiring animation, now I know things as good as those can be done too 😅 I like to use influence for the controller s, that's a good option for later times. How did you warped the character to mimic motion ? I am really surprised.
Hey man, amazing stuff! I am extremely interested. Just one question though, are you going to go through creating all these custom properties in the course? I've seen the other video you have on explaining how to add it, but do you actually go through it in both your courses? as I am interested in both courses at the moment.
While watching this I had a bit of a blane blast about how my brain uses "inverse kinematics"/ (brain decides on goal, and motion part of brain handles the implmentaion details) for motions i do all the time, while more rare motions require me to think about each joint much more. It is amost like we have an higher order abstraction for the most common movments like picking up things and flipping things around. But if i put a card between my pinky and ring finger, and want to flip the card around, i need to activly focus on the movement.
Thanks a lot for the tips ! Your work looks amazing !! What is the project behind ? Can we find or buy it ? If it's a film, i want to see it and if it's a game, i want to play it ! lol ^^
@@PierrickPicaut_P2DESIGN Ok thank you ! I think I will take hours on all of that, your work is so cool !! It's just what i need to improve my animation skills and blender in general, thanks a lot for that ! :D
It's really personal preference and comfortability. I never switch off IK and can get great arcs just like fk but I totally understand swapping to make it easier for swinging movements like with walking.
I love this guy, and his animation courses. But why'd he have to give this character butt cheeks and two arrows pointing to the butt cheeks. I don't want to keep seeing the butt cheeks when doing the course
It never ceases to amaze me how much time we put into the smallest details that NOONE sees to get them looking good. But just dare not add those details and it is immediately noticeable.
Great video, really appreciated Pierrick.
everyone sees it, just people won't notice unless it's actually wrong
Exactly! haha
Pierrick working overtime on Alive, it's a gift that keeps on giving! I hope sales met the expectations!
Hi Mate, yes it's a successful course :)
Tutorials that explain slowly and in detail are such a boon for beginners
Never thought of using annotations to draw on screen to match poses!! Genius!!! Thanks for this awesome tip!!!
You are a true blessing for everyone Pierrick. PERIOD!
aside of the tutorial itself, the animations that show case in your videos are amazing, they have so much character
amazing work man
I swear, Pierrick is such blessing to all generation animators, I have been watching his videos and techniques ever since I started my animation course in college. I purchased his animation tutorials and oh my God❤. I would want to learn more from You. Long live Pierrick🙏
Impressive explanation of how to use IK & FK mechanics, looking forward to the full tutorial to arrive.
THIS! this is where I struggled so much the last time I tried animating a character with a hammer, that I just quit. I will try again! thank you :)
Thanks a lot for your selfless sharing.Since I started to watch your video and courses,I felt I am no longer confused about how to study the charactor animation.You're the best teacher.
That's a great sum up! Next time someone asks me when to switch, I'll drop this video.
At 9:40 i think you can use "Visual Location/Rotation" keyframes in the whole IK chain before switching to FK (1 keyframe before switching and in the same keyframe you switch to FK) to keep the exact same position of the arm.
BEAUTIFUL!
I've been wanting to learn more about this, and here's one of my favorite content creators on the TH-cams making a video about it! I love it!
Thank you so much for doing what you do! I hope you have a fantastic week! 😃
Thanks ☺️
Thanks so much for this tutorial Pierrick, especially on IK/FK switching when animating. Couldn't find any tutorials addressing these techniques.
I'm watching your "The Art of Effective Rigging" course, after which I'll move on to Alive! :)
Pierrick, I've been looking for an indepth course on rigging and animation for like forever. After visiting your website and watching the course breakdown video, I'm fully convinced that this is the course I was looking for. I plan on enrolling a few days from now. Can't wait to get started!!
This tutorial is pure gold!
By doing the animation myself for my game, I have realized that I have to sacrifice a lot of key frames to get responsiveness. Until I learned about time remapping in blender that can actually export well into game engines. It gives you extra frames to work with at the cost of being confusing sometimes, so it's best to get the blocking done first, time your animation, then set markers for your animation when you've changed the time remapping.
Awesome! Explained well, detailed, with examples. Thank you!
Fascinating tutorial! Did you make any tutorials on cinematic camera movements like the ones in this video?
I’ve made a lesson about it that will be available with the course update.
@@PierrickPicaut_P2DESIGN Cool! Thanks 👍
This is one of the part of the puzzle...
Thanks !
great I will try
U are the best animation teacher I ever seen.
The most complete video on subject, thanks
Goat of animation
wow wow wow, this is so impressive. The rig and animation and the shaders just make me so happy,
nice and detail tutorial
7:53 how did u get that menu ???? I use meta rig but I don't have it
Thank you so much! Just what I needed for my robotic arm project
it's really helpful tutorial tnxs bro
Wow great animation!
I think I just found a workaround if auto snapping is not set up. Instead of grease pencil, we can: 1. Duplicate the whole rig/mesh collection. 2. Change the influence on the dupped one, and the arm/leg will move to fk position, key them. 3. Match changed limbs to the original since the rigs are overlaid, and it's easy to see. Set all the keys you need without baking. 4. Since the dup is linked by default, all the keys is applied to the original! 5. Scrub the timeline and the dup/original will match up. 6. Delete hierarchy and eventually Recursive Unused Data Blocks to get rid of the junk.
Any downsides to this? I'm still new
Or you can use the copy world addon that is available in blender now
Simply awesome.
even though I animate in Maya your content is equally applicate for any software !
Thank you!
Is it possible/adequate to use space switching to reparent IK hand to an empty in the shoulder, so that you can create arcs with it?
Or is it easier to just switch to FK?
Well, you can do it and try if it fits your workflow.
There is no golden method until you've tested it and see if it works and feels comfortable to you.
You can, but more often than not, it will not look like your character is moving his arm. It will rather look like his hand is possessed and moving on its own without any grounded physicality and without the character's control. You can work from that and spend time polishing the arcs on the entire limb afterwards, but in my experience that's not worth it.
Hello! I am new to animation in Blender and am really thinking of getting your Alive course! I am curious though as to how you have that "Rig UI" menu there on in you viewport and if that is some sort of add on or something? Also just curious if you are using any add ons when animating in these tutorials as I see a lot of things that I dont typically see within Blender itself. Thank you!
I also have the same question, Let me know if you've found it!
Wow bro your knoweldge Is Amazing . Thank YOU! SOO MUCH!!!!
Wow, OK! I just learned something.
wonderfully explained
A oui très très bon chapeau ! merci ;) Ps j'adore l'accent !
4:13 I'm curious. Once done animation. Why would you want to get rid of the constraints and bake the animation? Does it help with render times? Or help exporting to game engines or something?
Once you clear parent an object its unparented for the whole animation. So you loose everything you did. That’s why you need to bake the motion before unparenting.
Exemple : character throws a bottle : the bottle is parented to the hand. When it leaves the hand, you need to get rid of the constraint or you’re in trouble.
Please, someone correct me if I’m wrong. I’m not a professional !
Personally, I'd rather have a FK/IK snap key. Do you have a script or least know where find one for current versions of blender? one I had is pretty old and doesn't seem function at all.
There is no universal script for that, because it is entirely tied to how a rig is built. Some people try to make somewhat universal scripts for that, but it always requires the rig to be built in specific ways for them to work. So usually it's up to the rigger themselves to make one for their rig, some rigs have it and some don't. Rigify has it for example.
@@WaddleQwacker If anything, the example can least help to see how to make one that works for own rigs.
Hey, Pierrick any coupons for your training? --I would like to take the whole course.
how to do you make your rigged character very stretchy? it looks amazing!
how can i scale the animation and make it longer without slowing the speed in (nonliner animation)
This a super specific problem I have but well it's not the first time you are the coolest guy in the world and go and make a super specific video 😁. I'm transitioning from maya and I still have problems understanding what constraints corresponds to the one in maya so I'm having problems making my own space switching, for example I like to animate the arms in fk, but I like to be on a different space of the torso, so I can move the clavicle or the chest and not influence the chest. I some times also do this for the head, but haven't found a video about this in blender. I know is super specific I understand if you don't have time for this, but thanks anyway for this video it's super useful even for handling props.
Hi, that would be hard for me to answer as I never used Maya nore 3Ds max.
The best advise I could give you is to try my rigging course or try to reverse ingeener rigify rig
What you will often do is to have your controllers with several Child Of constraints, which will allow you to dynamically change the space of the controller. As target for these Child Of, you might use what is supposed to be the anatomical parent, but you might also create specific mechanical bones that for example are at the tail location of the anatomical parent but are parented to the root, or have a word space rotation, etc... You can use Copy Location/Rotation for such mechanical bones.
@@WaddleQwacker oh thanks that make sense, that's why I see blender rigs have binding bones and other secondary bones 🤔, thanks.
Joyeux noël, Pierrick.
Salutations des États-Unis.
Merci :)
Toi aussi
sir how can we make a human body parts or anything of human slice effect. For example in a sword fight can you reccomend any tutorial I searched many times in youtube
how is the wireframe still colored in solid mod?
First of all really inspiring animation, now I know things as good as those can be done too 😅
I like to use influence for the controller s, that's a good option for later times.
How did you warped the character to mimic motion ? I am really surprised.
thank you
thanks
very nice explanations, but I din´t undestand how do you change between ik and fk in normal situatils, I mean using a custom rig not a prebuilt one
All my rigs are custom made. Creating a switchable chain is not that complicated.
Chjeck how to here : th-cam.com/video/ZwJxDj69IoI/w-d-xo.html
Hey man, amazing stuff! I am extremely interested. Just one question though, are you going to go through creating all these custom properties in the course? I've seen the other video you have on explaining how to add it, but do you actually go through it in both your courses? as I am interested in both courses at the moment.
Yes, most of them
Amazing😍🤩
While watching this I had a bit of a blane blast about how my brain uses "inverse kinematics"/ (brain decides on goal, and motion part of brain handles the implmentaion details) for motions i do all the time, while more rare motions require me to think about each joint much more. It is amost like we have an higher order abstraction for the most common movments like picking up things and flipping things around. But if i put a card between my pinky and ring finger, and want to flip the card around, i need to activly focus on the movement.
A video 🙏Animation cloth for character thank you👌🥇
Thanks a lot for the tips ! Your work looks amazing !! What is the project behind ? Can we find or buy it ? If it's a film, i want to see it and if it's a game, i want to play it ! lol ^^
These are taken from my courses www.p2design.com/
@@PierrickPicaut_P2DESIGN Ok thank you ! I think I will take hours on all of that, your work is so cool !! It's just what i need to improve my animation skills and blender in general, thanks a lot for that ! :D
Is the new upcoming chapter of alive free to those who paid for the course?
Absolutely.
Every new chapters will be free
@@PierrickPicaut_P2DESIGN Amazing. Your course helped me alot!
i need something in blender like step snap in maya, can u give us tutorial please.. thank you :)
good Pierrick
useful~
Why should we constraint an object with the finger rather then constraint with a hand
Since the only advantage of FK is arcs, If good arcs are achieved with IK, doesn't that man it better for animation generally?
There is no good answer.
Sometimes FK is better.
It's really personal preference and comfortability.
I never switch off IK and can get great arcs just like fk but I totally understand swapping to make it easier for swinging movements like with walking.
cool but didn't really teach me how to enable it in anyways.
Do you have a discord community
Any love for Auto IK?
I want to be part of your students Pierrick. I was wandering if you would accept to be my mentor😢( In a humbling request Sir🙏❤️)
100 ik & fk videos later and I still don't understand it.
uhhh is this begginer stuff ? i ended up here..
Welcome to blender hell my friend
@@cheezeebutter452 u should see me now ;)
🥰😘🤪✌
😘
I love this guy, and his animation courses. But why'd he have to give this character butt cheeks and two arrows pointing to the butt cheeks. I don't want to keep seeing the butt cheeks when doing the course
it's normal anatomy homie
UK(Ukraine)
I HATE animating 😡