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 :)
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 :)
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.
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
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.
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 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
@@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.
@@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
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.
@@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
Blenders capabilities will never cease to excite and amaze me. And your tutorials explain it really well. Thanks.
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 :)
huge help thank you
I'm very happy to have found your comment, thanks a lot
Thank you man
Yep same happened to me, just had to fix the roll of the bones to 180.
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 :)
Thank you for the tip!
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.
Thanks! A few people have asked for that too, hope to cover that sometime!
Cool video man, really love it, I'm keeping yours tutorials and they're awesomes!, take care!
Alternatively you can use constraints (copy/limit rotation) instead of drivers (I did)
Amazing tutorial, keep it up!
Aarigatou
Can you please tell me What are the specifications of your computer?
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
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.
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.
@@TwiiK so after renaming e.g. Bone_Toe_L.002 what is the new name? i'm struggling with the same issue. thanks
@@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
@@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.
hey do you reply or not cuze I've question
Did you try the discord?
@@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
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.
@@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
@@AmgedAlfakih I’ll keep that in mind, thanks!