mr. Picaut, you are on another level. i really respect you and i hope you will gain more recognition. i finished your gameboy tutorial and just started watching "the art or rigging".thank you for your time.
Thank you so much! This is incredible!! I think it's the only thing I was a bit sad not to see on the actual course and now finally it is here!! Thank you thank you!! You continue to make some of the most clear, effective and entertaining Blender Rigging content!
Amazing tutorial Pierrick I really enjoy your teachings. I went a little crazy there trying to figure out why my bone roll feature wasn't working. But after really thinking about each step of the rig that you setup I realized my mistake occurred during the creation of the MCH Secondary Bones. During the duplication step I moved the wrong copy of the MCH bones to the new bone layer and the tweak bones were parented to the old MCH Bone Layer not the new MCH INT Bone Layer. I hope this explanation helps anyone else having this issue.
Hello! I followed your tutorial and it's amazing the amount of freedom of movement I can get with this! ALSO! I have experimented with something similar to the arms of a character using this type of rig and it works wonderful too! Thank you so much and I look forward to more tutorials!
This is exactly what I want for my dinosaur models. Thank you. I was quite curious how the riggers and animators could deform and animate the dinosaurs. From what I've seen with some behind the scene's footage of some dinosaur documentaries and Jurassic Park series, the rigs the animators' use were quite complex, and I want to know how they do it, especially with the legs. Once again, thank you for the tutorial.
If you don't want the Ik length problem your master chain ( the ik driver) mush be first created straight and has the same total length of the driven chain, then you use aim constraint to make the 2nd bones point on the ankle.
if you unparent the new ik bone, then change its parent BEFORE you create the ik control, it will create a circular dependency, which may royally screw you down the road. in my experiments, you MUST follow the steps in this order to avoid that: 1: extrude the control bone. unparent it. 2: create the IK constraint 3: parent the control bone to the root.
I was really hoping you would make this tutorial when I was seeing all the twitter posts on Maya dog legs that have been appearing the last week or so. Thank you!
sometimes (often times actually) when i see your videos it is like magic tricks. i see it, i see the result and everything from the begging to the end. but i just dont understand what happend there... then i try it step by step a few times and than i realize i am slowly becoming magician lvl 2 :D
i love all the content that you made, you one of the best rigging artist that i subscribed. i hope in future you are making how to export all the animation into unreal
Hi Pierick, Thanks for this lesson, is there anyway I can send you the blend file to take a look at via the rigging course? I cant figure out how to cancel the rotation of the limb when making the dog sit down.
Hi! I bought your rigging course and so far it was exactly what I was looking for. Thank you so much! I was wondering why you chose doing the course in english, considering there's a lot of french animation. I'm curious because I'm also in the process of making my own online art courses and I am about to decide whether I do them in english or spanish.
Because the french market is so small. There are users all over the world and English is the most comon used languaged :) So English is the best to get a broader audience
Pierrick Picaut Oh! I didn’t know that, I was under the assumption that the french animation market was big. Yeah, I guess if you’re using Blender and you would like to learn it online, you would do it in english anyway because the tool terms are in english and most tutorials are already in english. Thank you for your response, it has been very helpful!
This is a pretty cool solution for getting better control over the pose for the hind leg. The only unfortunate issue with it is the double ik popping that occurs when one of the ik chains reach their full length before the other. I wonder if some sort of soft ik can be used to reduce it.
Great ! Do you think it could be adapted to the front leg, which has a scapula in more? Est-ce que ce rig pourrait être transposé à un membre antérieur de quadrupède, qui dispose en plus d'une scapula (omoplate)? Bravo pour tous ces tutos super bien fait en tout cas !
Another excellent tut, PP. I'm currently rigging a mech with this leg type. I'm wondering, for the legs n arms, if it matters if X or Y or Z is pointing forward? I'm asking because when using IK and pole target it's the x axis that's looking at the pole. If we recalculate bone roll for the arms n legs to have x pointing forward then they won't flip when adding pole targets.
Thank you so much for the great tutorial! But I have a problem, I repeated the lesson several times and every time the CTRL-FOOT-ROT bone does not work for me, the whole chain of bones (MCH-INT_'name of the bone') associated with this bone works, but there is no transmission of the rotation of the CTRL-FOOT-ROT bone to the leg, it seems I'm missed something, but I can't find where I'm making a mistake. Everything else works great.
try to apply a copy location constraint with MCH-INT-CALF on MCH-TWEAK-THIGH and a copy location constraint with MCH-INT-FOOT on MCH-TWEAK-CALF [ someone give the good method in the comment, MCH-TWEAK-THIGH need to be parented to MCH-INT-THIGH and MCH-TWEAK-CALF parented to MCH-INT-CALF ]
This is the second time I watch this video and I couldn’t make it to the end, I find it really complicated to make such simple thing “dog leg” behave the way it supposed to, I watched a similar video for maya and it was so easy and straight forward where the person presented 6 different approaches to make a dog leg like and he used two different ik solver algorithms, anyway the results is good but can you make a simplified version that can get the job done? I use rigify and you’re right I’m having trouble switching between poses especially when they’re extreme poses. Thanks.
Hi!! I did the same process but the "advancced controller" doesn't work. It happend like in the video in the second 1:39 the TGT bones does'nt move. How do you solve this problem because at the final of the video all work perfectly. I did the rig like 3 times now nad always happend... Thanks for your greats tutorials!!
Hi, i'm kinda lost at 4:31...it seems like you select TGT-toes ad then parent it to CTRL-TWEAK-foot, but when i "connect" it like that, TGT-toes move to the position of CTRL-TWEAK-foot which doesn't happen in the video...what am i missing?
Anyone else having issues with the Foot Rotation technique at 11:50? I followed the instructions to the T, but the leg doesn't follow at all. It's a separate bone system that the Target bone doesn't seem to follow. Know a fix? T-T
Instead of adding an extra IK chain to limit the knee rotation, why not add a Limit Distance constraint to the IK bone targeting the thigh? I've tested it with a couple of Limit Distance constraints, one for the inside and the other for the outside clamp regions and it achieves the same effect.
@@PierrickPicaut_P2DESIGN I wasn't expecting to be told that it is also a valid way to do it. I thought it would have some limitations or downsides that I wasn't aware of, so thank you! I have also noticed that it completely avoids the issue of the mechanism chain reaching the maximum length before the deformation chain and doesn't require too much setup.
@@M.TT. Not saying it works as I havn't tested it. But you do need to understand and cultivate the fact that there are many different ways to rig things. And if you find a solution that fits your needs, then it's better than following a tutorial without thinking by youself. It means you're making progress with your rigging skills
So when you said I did keep offset but you do connected instead did you mean Specifically only connected between the mechanics bone chain or also the tweakers to the mechanics bones above them. Also I'm having odd behaviour where whenever I move the controllers right click it resets the controller position but the rig has odd transformation left. Similarly in pose mode when using alt-grs I have to spam it multiple time to get to the actual zero state? Anyone else experiencing this/clues as to what I fucked up? Hmm I'm also noticing my TGT, MCH, and MCH INT chains aren't staying perfectly aligned and moving the root bone in pose mode makes the whole chain wobble. Guess I'll have to try again tomorrow I probably fucked up at some point.
Hi, I meant the mechanism bone specificaly. So that the IK can work. It seems, from what I4ve read, that you have a lot of circular dependency. So you've probably parented the wrong bones together.
@@PierrickPicaut_P2DESIGN Okay went through it a second time and now I think the chains are mostly behaving but I've got some final questions if you could honor me with one more reply: - At the end you say you move the root bone back to the center of the rig but I don't see you doing this in the video? Would this just mean unparenting the first child of the root, moving it, and then re-parenting the first child to the root bone? - For the Foot roll controller I notice it only moves the MCH-INT chain. This seems to also be the case in the video at the end when you test it. However, what confuses me is then which bones exactly do you use for skinning the mesh? I was under the impression I would do all the skinning with DEF- bones but if the foot roll does only move the MCH-INT chain (I haven't just missed something) then Im supposed to skin with the MCH-INT bones right? EDIT: 4th watch through. I still don't get this. If I skin to DEF bones I get tweakers and IK but no Foot Roll because I still can't figure out how how the foot roll chain translates back to the other ones. If I skin to MCH-INT- bones I get IK and Foot roll, but then of course the tweakers don't work. EDIT: For now I've changed the parent of the MCHTWEAK- bones (Created to fix the scale for the CTRLTWEAK bones via the root bone in the last Q of the video) from MCH bones to MCH-INT bones instead this seems to give both behaviours for now. - How would you recommend mirroring this set-up? My initial intuition would be to Add L prefix to each bone, duplicate them, mirror over 3D cursor, Batch rename 'L'->'R' but.... I also feel like this would potentially open whole can of worms? Am I over worrying or is there tested and safe way to mirror rig parts? Thank you for this video. I bought your rigging course awhile back but haven't made much progress since it feels like too big of a bite to handle. This kind of bite sized video was more comfortable to process!
hey pierrick! Do you perhaps know the solution to my problem? Since 2.8 I haven't been able to select bones within bones except by clicking it a bunch of times. (Like when you use intermediate bones or mechanims bones) While you usually just click the inner bone with 100% succes. I tried unchecking "open GL depth picking" in preferences that only works sometimes(suggested on random website). Wireframe for armature in viewport display is already on... It used to work so good but since latest releases I can't find a solution anywhere. And for assigning constraints and parenting its so useful.
Hi Mate, same for me. Since 2.8 it has been a pain to select bones for me too. I got use to it and hide and unhide bone very oftenly. It was definitely better on 2.7.... got to make some reserch
Advanced rig videos are rare enough.
But an Advanced rig video about a non-human limb is an especially rare but Welcome one!
Pierrick: you are a rigging GOD. That copy scale bone trick is awesome! n_____,n
Hooo it’s something I’ve seen in the rigify structure. Super cool trick indeed 😊
mr. Picaut, you are on another level. i really respect you and i hope you will gain more recognition. i finished your gameboy tutorial and just started watching "the art or rigging".thank you for your time.
Thanks for your support :)
Thank you so much! This is incredible!! I think it's the only thing I was a bit sad not to see on the actual course and now finally it is here!! Thank you thank you!! You continue to make some of the most clear, effective and entertaining Blender Rigging content!
Thank you so much :)
Thank you so much for making this. I recently created an alien character with legs similar to those of a dog, so this is really helpful.
Amazing tutorial Pierrick I really enjoy your teachings. I went a little crazy there trying to figure out why my bone roll feature wasn't working. But after really thinking about each step of the rig that you setup I realized my mistake occurred during the creation of the MCH Secondary Bones. During the duplication step I moved the wrong copy of the MCH bones to the new bone layer and the tweak bones were parented to the old MCH Bone Layer not the new MCH INT Bone Layer. I hope this explanation helps anyone else having this issue.
yup, if you guys have a problem with the foot roll. Try setting the the parent of the tweak bones to the mch-int bones
I've done the same mistake. Thanks you for your comment that helped me ! :)
@@marcosramirez3609 Thanks you :)
there should be more such good blender rigging tutorials, thank you very much sir
Wow, I've been binged watching your channel. lol You have excellent tutorials.
Thanks, happy you joined :)
Pierrick Picaut, thank you so much for the tutorial! It's amazing as always!
Hello! I followed your tutorial and it's amazing the amount of freedom of movement I can get with this! ALSO! I have experimented with something similar to the arms of a character using this type of rig and it works wonderful too! Thank you so much and I look forward to more tutorials!
This is exactly what I want for my dinosaur models. Thank you. I was quite curious how the riggers and animators could deform and animate the dinosaurs. From what I've seen with some behind the scene's footage of some dinosaur documentaries and Jurassic Park series, the rigs the animators' use were quite complex, and I want to know how they do it, especially with the legs. Once again, thank you for the tutorial.
So simple, yet so effective!
So simple?
If you don't want the Ik length problem your master chain ( the ik driver) mush be first created straight and has the same total length of the driven chain, then you use aim constraint to make the 2nd bones point on the ankle.
if you unparent the new ik bone, then change its parent BEFORE you create the ik control, it will create a circular dependency, which may royally screw you down the road. in my experiments, you MUST follow the steps in this order to avoid that:
1: extrude the control bone. unparent it.
2: create the IK constraint
3: parent the control bone to the root.
I was really hoping you would make this tutorial when I was seeing all the twitter posts on Maya dog legs that have been appearing the last week or so. Thank you!
Cool ! Happy to help :)
I realize Im kind of randomly asking but do anybody know a good place to stream newly released tv shows online ?
@Cason Nelson Flixportal :D
@Maxwell Kenzo thank you, I signed up and it seems like they got a lot of movies there :) I appreciate it !
@Cason Nelson you are welcome :)
Very Good Tutorial ...
this leg rig has more bones that many complete rigs out there hahah!
you have so many videos of exactly what I need
sometimes (often times actually) when i see your videos it is like magic tricks. i see it, i see the result and everything from the begging to the end. but i just dont understand what happend there... then i try it step by step a few times and than i realize i am slowly becoming magician lvl 2 :D
i love all the content that you made, you one of the best rigging artist that i subscribed. i hope in future you are making how to export all the animation into unreal
Hi Pierick, Thanks for this lesson, is there anyway I can send you the blend file to take a look at via the rigging course? I cant figure out how to cancel the rotation of the limb when making the dog sit down.
Hi! I bought your rigging course and so far it was exactly what I was looking for. Thank you so much! I was wondering why you chose doing the course in english, considering there's a lot of french animation. I'm curious because I'm also in the process of making my own online art courses and I am about to decide whether I do them in english or spanish.
Because the french market is so small.
There are users all over the world and English is the most comon used languaged :)
So English is the best to get a broader audience
Pierrick Picaut Oh! I didn’t know that, I was under the assumption that the french animation market was big. Yeah, I guess if you’re using Blender and you would like to learn it online, you would do it in english anyway because the tool terms are in english and most tutorials are already in english. Thank you for your response, it has been very helpful!
My blender Master 👍👊👊
This is a pretty cool solution for getting better control over the pose for the hind leg. The only unfortunate issue with it is the double ik popping that occurs when one of the ik chains reach their full length before the other. I wonder if some sort of soft ik can be used to reduce it.
Great !
Do you think it could be adapted to the front leg, which has a scapula in more?
Est-ce que ce rig pourrait être transposé à un membre antérieur de quadrupède, qui dispose en plus d'une scapula (omoplate)?
Bravo pour tous ces tutos super bien fait en tout cas !
awesome
Another excellent tut, PP. I'm currently rigging a mech with this leg type.
I'm wondering, for the legs n arms, if it matters if X or Y or Z is pointing forward? I'm asking because when using IK and pole target it's the x axis that's looking at the pole. If we recalculate bone roll for the arms n legs to have x pointing forward then they won't flip when adding pole targets.
Hi, no it’s not a problem. Your method is correct
@@PierrickPicaut_P2DESIGN Thanks!
Thank you so much for the great tutorial! But I have a problem, I repeated the lesson several times and every time the CTRL-FOOT-ROT bone does not work for me, the whole chain of bones (MCH-INT_'name of the bone') associated with this bone works, but there is no transmission of the rotation of the CTRL-FOOT-ROT bone to the leg, it seems I'm missed something, but I can't find where I'm making a mistake. Everything else works great.
try to apply a copy location constraint with MCH-INT-CALF on MCH-TWEAK-THIGH
and a copy location constraint with MCH-INT-FOOT on MCH-TWEAK-CALF [ someone give the good method in the comment, MCH-TWEAK-THIGH need to be parented to MCH-INT-THIGH and MCH-TWEAK-CALF parented to MCH-INT-CALF ]
Sadly this doesn't work anymore. The Ankle rotation does not work. This technique needs a big update.
Planning to do this a bit more complex?
Like on a character, been useing a foot control for the toes too
Are there any resources for rigging the front leg?
just realise, all mamals (did i butcher it?) leg look kinda familiar
Posso usar esse rig em um gato?
This is the second time I watch this video and I couldn’t make it to the end, I find it really complicated to make such simple thing “dog leg” behave the way it supposed to, I watched a similar video for maya and it was so easy and straight forward where the person presented 6 different approaches to make a dog leg like and he used two different ik solver algorithms, anyway the results is good but can you make a simplified version that can get the job done? I use rigify and you’re right I’m having trouble switching between poses especially when they’re extreme poses. Thanks.
Hi!! I did the same process but the "advancced controller" doesn't work. It happend like in the video in the second 1:39 the TGT bones does'nt move. How do you solve this problem because at the final of the video all work perfectly. I did the rig like 3 times now nad always happend... Thanks for your greats tutorials!!
Hi, i'm kinda lost at 4:31...it seems like you select TGT-toes ad then parent it to CTRL-TWEAK-foot, but when i "connect" it like that, TGT-toes move to the position of CTRL-TWEAK-foot which doesn't happen in the video...what am i missing?
It seems to me that he almost accidentally clicked
Anyone else having issues with the Foot Rotation technique at 11:50? I followed the instructions to the T, but the leg doesn't follow at all. It's a separate bone system that the Target bone doesn't seem to follow.
Know a fix? T-T
Instead of adding an extra IK chain to limit the knee rotation, why not add a Limit Distance constraint to the IK bone targeting the thigh?
I've tested it with a couple of Limit Distance constraints, one for the inside and the other for the outside clamp regions and it achieves the same effect.
There are multiple ways to get to the same result. It's great you found yours.
@@PierrickPicaut_P2DESIGN I wasn't expecting to be told that it is also a valid way to do it. I thought it would have some limitations or downsides that I wasn't aware of, so thank you!
I have also noticed that it completely avoids the issue of the mechanism chain reaching the maximum length before the deformation chain and doesn't require too much setup.
@@M.TT. Not saying it works as I havn't tested it. But you do need to understand and cultivate the fact that there are many different ways to rig things. And if you find a solution that fits your needs, then it's better than following a tutorial without thinking by youself. It means you're making progress with your rigging skills
When I do copy transforms the bone goes in a wrong direction, lined up horizontally and pointing to the right... what's wrong?
The fun starts at 6:45 lol
So when you said I did keep offset but you do connected instead did you mean Specifically only connected between the mechanics bone chain or also the tweakers to the mechanics bones above them.
Also I'm having odd behaviour where whenever I move the controllers right click it resets the controller position but the rig has odd transformation left. Similarly in pose mode when using alt-grs I have to spam it multiple time to get to the actual zero state? Anyone else experiencing this/clues as to what I fucked up?
Hmm I'm also noticing my TGT, MCH, and MCH INT chains aren't staying perfectly aligned and moving the root bone in pose mode makes the whole chain wobble. Guess I'll have to try again tomorrow I probably fucked up at some point.
Hi, I meant the mechanism bone specificaly. So that the IK can work.
It seems, from what I4ve read, that you have a lot of circular dependency. So you've probably parented the wrong bones together.
@@PierrickPicaut_P2DESIGN Okay went through it a second time and now I think the chains are mostly behaving but I've got some final questions if you could honor me with one more reply:
- At the end you say you move the root bone back to the center of the rig but I don't see you doing this in the video? Would this just mean unparenting the first child of the root, moving it, and then re-parenting the first child to the root bone?
- For the Foot roll controller I notice it only moves the MCH-INT chain. This seems to also be the case in the video at the end when you test it. However, what confuses me is then which bones exactly do you use for skinning the mesh? I was under the impression I would do all the skinning with DEF- bones but if the foot roll does only move the MCH-INT chain (I haven't just missed something) then Im supposed to skin with the MCH-INT bones right?
EDIT: 4th watch through. I still don't get this. If I skin to DEF bones I get tweakers and IK but no Foot Roll because I still can't figure out how how the foot roll chain translates back to the other ones. If I skin to MCH-INT- bones I get IK and Foot roll, but then of course the tweakers don't work.
EDIT: For now I've changed the parent of the MCHTWEAK- bones (Created to fix the scale for the CTRLTWEAK bones via the root bone in the last Q of the video) from MCH bones to MCH-INT bones instead this seems to give both behaviours for now.
- How would you recommend mirroring this set-up? My initial intuition would be to Add L prefix to each bone, duplicate them, mirror over 3D cursor, Batch rename 'L'->'R' but.... I also feel like this would potentially open whole can of worms? Am I over worrying or is there tested and safe way to mirror rig parts?
Thank you for this video. I bought your rigging course awhile back but haven't made much progress since it feels like too big of a bite to handle. This kind of bite sized video was more comfortable to process!
With all of your bone duplications, this doesn't work for games at all which is sad, because this looks like a great solution.
You don’t export them to your game engine.
You just export the skinning bones. Fundamentals
hey pierrick! Do you perhaps know the solution to my problem? Since 2.8 I haven't been able to select bones within bones except by clicking it a bunch of times. (Like when you use intermediate bones or mechanims bones) While you usually just click the inner bone with 100% succes. I tried unchecking "open GL depth picking" in preferences that only works sometimes(suggested on random website). Wireframe for armature in viewport display is already on... It used to work so good but since latest releases I can't find a solution anywhere. And for assigning constraints and parenting its so useful.
Hi Mate, same for me. Since 2.8 it has been a pain to select bones for me too. I got use to it and hide and unhide bone very oftenly.
It was definitely better on 2.7.... got to make some reserch
@@PierrickPicaut_P2DESIGN oof in that case they Will probably fix it in Future update. Merci beaucoup my fren
@@Djmixtacy Yes, it's in their development To do list.
My respect Pierrick, I love your work but thik that this kind of rig works pretty bad with lots of IK movenments.
Your speaking fast and its hard to follow. Also the adverts are covering what your doing. :/
estas emparentando mal el ik ese es el pie .
na esta mal estas complicando las cosas por las puras