For those of you who are more comfortable with graph editor, there's also a way to spin things using extrapolation. You can find the information for that here if curve based animation is more your thing: blender.stackexchange.com/questions/42001/how-can-i-properly-rotate-my-object Best of luck :)
to transform the rotation from Euler to quaternion , Or the opposite, use retarget add-on like (Rococo FREE ADD ON or ARP) make a copy of the Armature, if the first one is Euler make the second quaternion, select all the bones of the second Armature in post mode hold click Alt and switch the rotation to quaternion, and retarget the action to the second Armature, hope that helped ❤
"I'll try spinning, that's good trick!" Lol this could not have been timed better, I'm starting on a fight animation that'll undoubtedly have a couple spins!
I feel like I've been put onto a timeline where I *DON'T* have a nervous breakdown because 30 hours of animation work got game-ended the night before a deadline like five years from now. So, y'know, thanks!
Thanks man. Who could have guessed that rotation in Blender is so twisted. Now coming to this particular stage in animation myself and I can't even express how valuable your tips are to me.
Seriously, how is it every time I have some hair tearing out issue that no amount of google searching can seem to solve this guy demonstrates exactly what I'm supposed to do to fix it in like 30 seconds tops. Love this channel.
Been waiting for this one - I’m so glad you said the two root bones thing, because that was the only solution I could think of but worried I was missing something!!
oh boy, I wished this was out when we were working on a student project that involved a dancing with a staff protag... thank you for the video, I think I'll have to try this before understanding it fully!
This is really great man. I've been stuck on gimbel lock for like 6 years now and the best way to work around it, is to pair a root bone to another root bone? I would of never thought of that. Thank you very much, hopefully they fix this soon.
this is a well known rigging method, I remember I read about it for the first time in a rigging book for maya 5 back in the days, maybe 15 years ago. So is totally legit in other softwares too, I suppose
You can fix your rotation problem by changing it to YXZ Euler. Y will be top priority and always stay locally correct no matter what angle the other axis are facing. X will be mostly acceptable as a second option and Z will be a dumpster fire that doesn't really move with the other 2 and will still need a parent bone if you really needed that 3rd degree of movement. Also very important, when using Euler I highly recommend setting the transform orientation to Gimbal instead of Local to see where the axis are truly facing cause they start shifting when you rotate on multiple axis. I send these tips from the dark ages when there was no Quaternion option in most 3d programs.
Thanks for the tip! It's a good option for solving 'y', it's just kind unfortunate that it comes at the expense of x and z. Personally I find myself leaning towards quaternion just because I really need all 3 axis to do their job reliably. Also, appreciate the gimbal trick :) Thanks for the in depth reply -
love your tutorials thank you. and man i was just animating some ninja throwing stars last night and couldn't get the rotation right so might try your method of a couple of master controls to parent it to for different rotation axis.
The animations aren't actually lost, but they can only be used in that mode, so much so that if you add keyframes in Quaternion and then add some in Euler, both show up in the Graph editor.
A: I love your videos. I have learned so much from you. THANK YOU. B: What is the super cool rig you have with all the circles? What is this? I have looked everywhere and can't find the answer. Thanks so much, you are amazing, and Smash Bros is my favorite game too!
and this making me wonder if it's too much to ask you for a complete rigging that updated and how to control them properly? because you always improved your amature in a new clip but I second thought it's your hardwork you put in so
say these tutorials are amazing, could you also make some speedy tutorials about, making decent looking humanoid models? like making a base to build off of. these tutorials helped a lot for animating my crappy robot dude XD
Quaternion will always have a spin problem over 180º because when it reaches that degree, it flips the axis and instead the calculations goes through -90º towards 0. That problem is called the "candy flip/candy wrap" problem (because of the effects it had on wrists during animation since the dawn of 3D animation software) and is as common as the "gimbal lock" one. Is not a problem of Blender, is the maths' and happens on ALL 3D softwares out there. Just my two-cents.
Anyone else is having issues with the Blendo model and the master root bone on rotation? It deforms the mesh with 180 rotation. I've been trying so many things but can't figure it out. Looked at Blenda model and it works fine on this one but not Blendo.
great video.. do u move the master controller in all the game animation?! like if u have a running animation that has flips and other motions.. do u still move the master controller..??
This is actually so overlooked. There NO other channel doing any videos on rotation of a character using Quaternions vs. Euler and I think it has to do with Gimbal Locks. Just trying to find a tutorial on making a character flip, and theres nothing. NADA.
Anyone else binge watching this channel and having a literal barrage of "what the balls! Like what?! Like the Nani!?" floating around in your head... This channel isn't gold... It's... Diamond wrapped in gold, wrapped in emerald, wrapped in fine oppai, wrapped in diamond ruby, wrapped in a burrito, wrapped in a hundred layers of pizza, wrapped in qolden tin foil, wrapped in saphire gold from Hawaii....
I am a Singularity from the future. Came back in time to thank you for your tutorials. With your help i was able to create the perfect characters for the virtual prison that i built in 2031. As an appreciation i am sending you 100.000 SpaceBitCoins. Thank you Human
I'm wondering if you filed a bug report? Blender is really prompt about addressing bugs like this, although I'm honestly not sure if this is something that can be fixed mathematically speaking. Also, it's pronounced "oiler" like the guy who oils the hinges.
I have a very challenging question I have a moose that has both IP animation and RM that I bought online only thing is for unreal the RM does not works its there but none working this is what the seller told me ( Hello! Unfortunately, to work in UE4, you need to redo the animation of the root movement in the original Blender3D file There is no other way to fix it.) would any one know how to fix? would be very helpful.
I really wish animating in blender wasnt so destructive with how verbose you have to be with setting keyframes and such between animations. You change one thing and everything, and I mean *everything* just breaks and work is lost.
if you take closer look, when you change rotation mode from euler to quaternion or otherwise it will convert the rotation value with python you can convert that and assign to keyframe poseBone.rotation_euler = poseBone.rotation_quaternion.to_euler() poseBone.keyframe_insert("rotation_euler ") EDIT : you can extended insert keyframe shortcut with this
Hey, thanks for the video. This is one of the thing I've been pulling my hair out over... But just fyi, "Euler" is pronounced like "oiler" ( the guy who it's named after was a famous swiss mathematician). In physics, spinning objects are studied using "Euler angles," which is probably why that option is named "Euler." ( But you'd have to ask the people who wrote blender). I don't mean to nitpick... It's just that I have a degree in physics, and I heard the name over and over for years 😃 Thanks again for you animation tuts... I know the basics, but pushing beyond just the regular walk cycle has been a bit difficult. These are a great help!
IMO it's not a bug and won't be fixed, it's just unfortunate, but quats be what they are, and they're used because Euler rotations are fundamentally unstable, and there's no way to make them stable. There's also no known good way to make quats go arbitrary multiturn without ruining them. You have to work around the issue in your rig or in your animation by keying every 60°.
these videos NEVER help at all and only focus on being quick. how about you explain how to make the controller for the body in the first place and then explain how to move and animate it? and if that video exists already, why not link it at the start of the video so we can actually gain something from these "tutorials"?
I'm not sure if this is actually going to get "fixed". A game engine often uses the ground control as the neutral point for the character's position. If you animate this and import that animation to an engine, it may result in problems later on. Besides, in other programs like Maya you can rotate by 360° or more instantly. I animated with that a few times but it caused so many problems for me. Often there were situations where one bone suddenly rotated by 370° instead of 10° which was really annoying. I had to manually subtract 360° from the keyframe every time to fix this...
For those of you who are more comfortable with graph editor, there's also a way to spin things using extrapolation. You can find the information for that here if curve based animation is more your thing:
blender.stackexchange.com/questions/42001/how-can-i-properly-rotate-my-object
Best of luck :)
to transform the rotation from Euler to quaternion , Or the opposite, use retarget add-on like (Rococo FREE ADD ON or ARP) make a copy of the Armature, if the first one is Euler make the second quaternion, select all the bones of the second Armature in post mode hold click Alt and switch the rotation to quaternion, and retarget the action to the second Armature, hope that helped ❤
"I'll try spinning, that's good trick!"
Lol this could not have been timed better, I'm starting on a fight animation that'll undoubtedly have a couple spins!
rotations can leave me "flippin" mad, thanks again for another primo tutorial!
I feel like I've been put onto a timeline where I *DON'T* have a nervous breakdown because 30 hours of animation work got game-ended the night before a deadline like five years from now.
So, y'know, thanks!
Thanks man. Who could have guessed that rotation in Blender is so twisted. Now coming to this particular stage in animation myself and I can't even express how valuable your tips are to me.
It's not Blender it's Gimbal lock.
Seriously, how is it every time I have some hair tearing out issue that no amount of google searching can seem to solve this guy demonstrates exactly what I'm supposed to do to fix it in like 30 seconds tops.
Love this channel.
and that bone's entire purpose is to *S P I N*
Been waiting for this one - I’m so glad you said the two root bones thing, because that was the only solution I could think of but worried
I was missing something!!
oh boy, I wished this was out when we were working on a student project that involved a dancing with a staff protag... thank you for the video, I think I'll have to try this before understanding it fully!
this channel is beast mode
0:00 *spits glass of water*
I didn't think you would ACTUALLY quote me in one of your videos-
This is really great man. I've been stuck on gimbel lock for like 6 years now and the best way to work around it, is to pair a root bone to another root bone? I would of never thought of that. Thank you very much, hopefully they fix this soon.
this is a well known rigging method, I remember I read about it for the first time in a rigging book for maya 5 back in the days, maybe 15 years ago. So is totally legit in other softwares too, I suppose
OMG I totally forgot about the rotation modes and struggled for 10 minutes xD thx for that video
You can fix your rotation problem by changing it to YXZ Euler. Y will be top priority and always stay locally correct no matter what angle the other axis are facing. X will be mostly acceptable as a second option and Z will be a dumpster fire that doesn't really move with the other 2 and will still need a parent bone if you really needed that 3rd degree of movement.
Also very important, when using Euler I highly recommend setting the transform orientation to Gimbal instead of Local to see where the axis are truly facing cause they start shifting when you rotate on multiple axis. I send these tips from the dark ages when there was no Quaternion option in most 3d programs.
Thanks for the tip! It's a good option for solving 'y', it's just kind unfortunate that it comes at the expense of x and z. Personally I find myself leaning towards quaternion just because I really need all 3 axis to do their job reliably.
Also, appreciate the gimbal trick :) Thanks for the in depth reply -
love your tutorials thank you. and man i was just animating some ninja throwing stars last night and couldn't get the rotation right so might try your method of a couple of master controls to parent it to for different rotation axis.
I'm unironically dizzy... ...
Glad to know we can make a work-around through the rig, though.
Finally I found here the answer to the my question! Thanks a lot!
1:46: "Rotation kinda just stops working unless your character is perfectly flat."
So then it'll never work right with Blenda? 😂
SPIN TO WIN BABY!
The animations aren't actually lost, but they can only be used in that mode, so much so that if you add keyframes in Quaternion and then add some in Euler, both show up in the Graph editor.
God bless this channel
How exactly do you have your main armature parented to a “master root bone”???
Thank you! i seriously needed this info man! Lol
bro you're a life saver
Thanks for the tutorial !
At 1:38 you selected different animations how did you have pre saved animations ?
If you forgot to change to euler mode after animating. You can go to Pose>Convert Rotation Modes ( Its a life saver )
A: I love your videos. I have learned so much from you. THANK YOU. B: What is the super cool rig you have with all the circles? What is this? I have looked everywhere and can't find the answer. Thanks so much, you are amazing, and Smash Bros is my favorite game too!
It worked!! Thank you sensei!!
Still waiting for the advance Uv unwrapping in Japanese style
Will you ever make updated videos to this list? Im sure things have changed in 3 years , right?
Great.....thx u so much this is impressive tutorial...
and this making me wonder if it's too much to ask you for a complete rigging that updated and how to control them properly? because you always improved your amature in a new clip but I second thought it's your hardwork you put in so
say these tutorials are amazing, could you also make some speedy tutorials about, making decent looking humanoid models? like making a base to build off of.
these tutorials helped a lot for animating my crappy robot dude XD
I stumbled into this exact problem lol. How does one make a second root bone to spin?
Quaternion will always have a spin problem over 180º because when it reaches that degree, it flips the axis and instead the calculations goes through -90º towards 0. That problem is called the "candy flip/candy wrap" problem (because of the effects it had on wrists during animation since the dawn of 3D animation software) and is as common as the "gimbal lock" one. Is not a problem of Blender, is the maths' and happens on ALL 3D softwares out there. Just my two-cents.
Do we know if rotation is easier in 4.2? Or should I just have a spin and flip bone in my rig?
Will adding the second root bone cause any problems if I wanted to export this to unreal engine 4
finally. The wait to find out what caused error 32 on my rig is fixed.
How long have you been playing blender
I can't wait to put this into play once I get older
Why wait? Do it now! Age doesn't matter!
I can't afford a computer right now
Sadness
Have you ever had a mesh deform when you spin it or flip it upside down
Can you show how to refine mocap animation
Thank you!
You are awesome 🎉 thank you
Holy shit this channel it's puré gold My friend ur the Best with this format of tutorial.. where can i see the formulas forma this
👏 and in future (if you want) can you learn how to rig complex characters
yes
I think I miss something...
so how to make a Master root bone?...
Anyone else is having issues with the Blendo model and the master root bone on rotation? It deforms the mesh with 180 rotation. I've been trying so many things but can't figure it out. Looked at Blenda model and it works fine on this one but not Blendo.
great video.. do u move the master controller in all the game animation?!
like if u have a running animation that has flips and other motions.. do u still move the master controller..??
This is actually so overlooked. There NO other channel doing any videos on rotation of a character using Quaternions vs. Euler and I think it has to do with Gimbal Locks. Just trying to find a tutorial on making a character flip, and theres nothing. NADA.
Is this still a problem for 2.9
Does this have anything to do with gimbal lock?
Can you please put the clothed and armored Blenda models for download
cant you just apply the rotation on one axis and then rotate the other
wow. i didnt know that
Anyone else binge watching this channel and having a literal barrage of "what the balls! Like what?! Like the Nani!?" floating around in your head...
This channel isn't gold... It's... Diamond wrapped in gold, wrapped in emerald, wrapped in fine oppai, wrapped in diamond ruby, wrapped in a burrito, wrapped in a hundred layers of pizza, wrapped in qolden tin foil, wrapped in saphire gold from Hawaii....
This was my favorite metaphor ever -
I'm so glad to hear the channels been helpful :) You're very welcome -
Is this why my bones randomly spin between key frames?
I am a Singularity from the future. Came back in time to thank you for your tutorials. With your help i was able to create the perfect characters for the virtual prison that i built in 2031. As an appreciation i am sending you 100.000 SpaceBitCoins.
Thank you Human
Do a hole body hair partical... Then try to make clothing on top of it by cloth physics... You will face a problem... How to solve it...
Gimbal lock is a problem in every software. Would be nice if it got fixed, but seems unlikely D:
It's mathematics, it's not really possible to solve with software, unfortunately.
I Would like to have seen this tutorial 2 weeks ago... T_T
I'm wondering if you filed a bug report? Blender is really prompt about addressing bugs like this, although I'm honestly not sure if this is something that can be fixed mathematically speaking. Also, it's pronounced "oiler" like the guy who oils the hinges.
WHAAAAT ? thats fix everything =))))
please help me i dont even know how to animate
At least I'm not the only one who has these kinda problems.
I have a very challenging question I have a moose that has both IP animation and RM that I bought online only thing is for unreal the RM does not works its there but none working this is what the seller told me ( Hello! Unfortunately, to work in UE4, you need to redo the animation of the root movement in the original Blender3D file There is no other way to fix it.) would any one know how to fix? would be very helpful.
I hope devs patch that
I really wish animating in blender wasnt so destructive with how verbose you have to be with setting keyframes and such between animations. You change one thing and everything, and I mean *everything* just breaks and work is lost.
Euler is oy-ler... assuming its the mathematician
I want him to start a video by saying " SO you wanna make "...", well you're fucked"
if you take closer look, when you change rotation mode from euler to quaternion or otherwise it will convert the rotation value
with python you can convert that and assign to keyframe
poseBone.rotation_euler = poseBone.rotation_quaternion.to_euler()
poseBone.keyframe_insert("rotation_euler ")
EDIT : you can extended insert keyframe shortcut with this
still *QUATERNION* is the best
First coment here
Hey, thanks for the video. This is one of the thing I've been pulling my hair out over...
But just fyi, "Euler" is pronounced like "oiler" ( the guy who it's named after was a famous swiss mathematician).
In physics, spinning objects are studied using "Euler angles," which is probably why that option is named "Euler." ( But you'd have to ask the people who wrote blender).
I don't mean to nitpick... It's just that I have a degree in physics, and I heard the name over and over for years 😃
Thanks again for you animation tuts... I know the basics, but pushing beyond just the regular walk cycle has been a bit difficult. These are a great help!
X...Y...Z...
W.
IMO it's not a bug and won't be fixed, it's just unfortunate, but quats be what they are, and they're used because Euler rotations are fundamentally unstable, and there's no way to make them stable. There's also no known good way to make quats go arbitrary multiturn without ruining them. You have to work around the issue in your rig or in your animation by keying every 60°.
WHy is it this easy to F**** this up??????
😭
Speeeeuuyyeen! Sorry, sombody had to say that.
these videos NEVER help at all and only focus on being quick. how about you explain how to make the controller for the body in the first place and then explain how to move and animate it? and if that video exists already, why not link it at the start of the video so we can actually gain something from these "tutorials"?
I'm not sure if this is actually going to get "fixed". A game engine often uses the ground control as the neutral point for the character's position. If you animate this and import that animation to an engine, it may result in problems later on.
Besides, in other programs like Maya you can rotate by 360° or more instantly. I animated with that a few times but it caused so many problems for me. Often there were situations where one bone suddenly rotated by 370° instead of 10° which was really annoying. I had to manually subtract 360° from the keyframe every time to fix this...