[#4] Creating foot roll using drivers in Blender 2.9

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  • เผยแพร่เมื่อ 25 พ.ย. 2024

ความคิดเห็น • 28

  • @HelicopterSchool
    @HelicopterSchool 3 ปีที่แล้ว +4

    Blenders capabilities will never cease to excite and amaze me. And your tutorials explain it really well. Thanks.

  • @agix666
    @agix666 3 ปีที่แล้ว +13

    I don't know if anyone else was having this issue like I was but it took me a while to figure it out. The X rotation wasn't rotating like yours. It was rotating the foot left to right instead of up and down. Turns out all my rolls were off in edit mode. I don't know how I did this by mistake as I thought I followed pretty closely lol but once I fixed the rolls from like -3.. to 0 and 180 respectively it worked out perfectly. This stuffs tedious but thank you for the tutorials, I've been enjoying them thoroughly :)

    • @blazrejak6684
      @blazrejak6684 2 ปีที่แล้ว +1

      huge help thank you

    • @MCAltar68
      @MCAltar68 2 ปีที่แล้ว

      I'm very happy to have found your comment, thanks a lot

    • @spagheto_
      @spagheto_ 8 หลายเดือนก่อน

      Thank you man

    • @karonuva
      @karonuva หลายเดือนก่อน

      Yep same happened to me, just had to fix the roll of the bones to 180.

  • @donmiko345
    @donmiko345 ปีที่แล้ว +1

    My 2 cents:
    1. it seems the same thing would be possible with the Transformation constraint, no drivers.
    2. You can open the drivers editor in a temporary separate window, this way you don't need to switch the side panels back and forth, and it doesn't disappear on mouse out :)

  • @TwistedSisler
    @TwistedSisler 4 ปีที่แล้ว +5

    Hey man, love your content so far, it's been incredibly helpful! Would you consider doing a tutorial series similar to the third person setup you have but for first person and how to switch between first and third person in game? I've been struggling with this a lot for a long time now.

    • @TheKiwiCoder
      @TheKiwiCoder  4 ปีที่แล้ว +2

      Thanks! A few people have asked for that too, hope to cover that sometime!

  • @cesarheiberg
    @cesarheiberg 3 ปีที่แล้ว

    Cool video man, really love it, I'm keeping yours tutorials and they're awesomes!, take care!

  • @lomborg4876
    @lomborg4876 8 หลายเดือนก่อน +2

    Alternatively you can use constraints (copy/limit rotation) instead of drivers (I did)

  • @later251
    @later251 4 ปีที่แล้ว

    Amazing tutorial, keep it up!

  • @gst976
    @gst976 2 ปีที่แล้ว

    Aarigatou

  • @kemogamer3187
    @kemogamer3187 4 ปีที่แล้ว +1

    Can you please tell me What are the specifications of your computer?

  • @TwiiK
    @TwiiK 3 ปีที่แล้ว +2

    None of this was mirrored to the other foot for me and if I try to symmetrise the rig again as per the previous video then I get duplicate bones on the right side and still none of the drivers are actually setup for the right foot. The only way to get this right for me was to follow all the steps again for the right foot. Was this expected or did I do something wrong? I've had X-axis Mirror on the entire time. I'm also getting some slight twisting on my foot when I switch between edit mode and pose mode now after setting up the bones in this tutorial. I'm using my own character while following this tutorial so I'll double check to see that I haven't messed something up somewhere. And lastly my rotation was positive when I rotated the heel control up towards the toe and negative when I rotated it down towards the heel, ie. opposite from you. Not sure why that is either. It just meant I needed to tweak the expressions for my drivers slightly. Just mentioning everything I noticed that didn't go perfectly according to plan following this as it has been smooth sailing up to this point. :D

    • @TwiiK
      @TwiiK 3 ปีที่แล้ว +3

      I figured out the twisting. It was some bone roll that was inherited down through the chain. I also think my mirroring/symmetry didn't work because most of the bones created in this episode ended up being named stuff like Bone_Toe_L.002 etc. Not sure if the 002 suffix makes a difference, but either way I renamed all of them to make it clear to me they are controls/helpers and not normal bones. And after taking this into Unity I discovered that all these newly created bones should be marked as not deform bones. For all I know all of this could be assumed on your part or there is a cleanup episode later on, but again I'm just mentioning everything that caused me to stumble while following this.

    • @TheKiwiCoder
      @TheKiwiCoder  3 ปีที่แล้ว +2

      Yep everything you’ve said is correct. Naming convention is important, but blender seems to not correctly mirror every action when it comes to rigging. I end up having to duplicate the work on both sides.

    • @Mark_bretner
      @Mark_bretner 3 ปีที่แล้ว

      @@TwiiK so after renaming e.g. Bone_Toe_L.002 what is the new name? i'm struggling with the same issue. thanks

    • @TwiiK
      @TwiiK 3 ปีที่แล้ว +1

      @@Mark_bretner Ahh, that was just for organization sake after fixing it. I still had to do the work twice, once for the left foot and again for the right. I just assumed that the naming could have been the cause of the mirroring not working, but I never checked because by that point I had already done the work twice. :p

    • @Mark_bretner
      @Mark_bretner 3 ปีที่แล้ว

      @@TwiiK Yes, redoing it for the right leg did the trick. also somehow I had duplicated Ankle bones, which overlayed the functional/good ones and didn't move. after hiding them I got the proper ones visible and now the right leg moves the right way. I hope this helps others as well.

  • @AmgedAlfakih
    @AmgedAlfakih 4 ปีที่แล้ว +2

    hey do you reply or not cuze I've question

    • @TheKiwiCoder
      @TheKiwiCoder  4 ปีที่แล้ว +2

      Did you try the discord?

    • @AmgedAlfakih
      @AmgedAlfakih 4 ปีที่แล้ว

      @@TheKiwiCoder I just wanna know if you'll make a multiplayer Fps with character cuz in the all TH-cam they make it with a capsule or with out a character

    • @TheKiwiCoder
      @TheKiwiCoder  4 ปีที่แล้ว +2

      I will focus on TPS rather than FPS, but a lot of the multiplayer techniques will be common to both. Hoping to cover this soon but I don’t have an ETA just yet.

    • @AmgedAlfakih
      @AmgedAlfakih 4 ปีที่แล้ว

      @@TheKiwiCoder but in fps the player just see hand and legs but the other player see a full body, will you cover that cuz I've searched in all the internet but no one says how to do it

    • @TheKiwiCoder
      @TheKiwiCoder  4 ปีที่แล้ว +2

      @@AmgedAlfakih I’ll keep that in mind, thanks!