Blender advanced rigging: How to create a Pin/Rivet
ฝัง
- เผยแพร่เมื่อ 28 มิ.ย. 2024
- -------------------------------------------------------------------------------------
❖Get all CGDive courses for just $5.99 per month!❖
academy.cgdive.com/courses
Note: This is like Patreon but much better :)
-------------------------------------------------------------------------------------
RECOMMENDED PRODUCTS
❖Rig Anything With Rigify (coupon code "cgdive" = 20% off)
toshicg.gumroad.com/l/rigify
Alive! Animation course in Blender
www.p2design-academy.com/p/al...
❖The art of effective rigging in Blender (coupon code "cgdive" = 10% off))
www.p2design-academy.com/p/th...
❖Hard Surface Rigging In Blender
blendermarket.com/products/ha...
❖Auto-Rig Pro
blendermarket.com/products/au...
❖RBF Drivers
gumroad.com/a/348001395/XzWpB
❖Bonera
gumroad.com/a/99062899/oXuxm
0:00 Rivet Rig intro
0:59 Mesh Prep
2:15 3 vertex parent
3:38 Single vertex parent
5:03 Bone rivet rig
5:38 Parent Empty to 3 verts
7:22 Create a prop bone
8:58 Child of constraint
9:33 A "strange" dependency loop
11:51 Child of (caveats)
12:27 Copy Transforms
her32756743edjhfkjhdfslkj - ภาพยนตร์และแอนิเมชัน
If you want to make them game-ready, you can only do it with the bone-to-empty trick or weight paint. My approach is generally to select the whole rigid object, and then a vertex of the surface I want it to be pinned to (making sure that the surface vertex is selected and active) and then copy all the vertex weights. Unfortunately, it is not as accurate as the triangle approach as it only copies the weights of a single vertex and clips, but is a very decent approach in most cases. The good thing with the copy weights method is that it follows rotation.
For the three vertices is generally a good practice to select them a bit further apart so there is less chance to clip.
Always a joy to see your content, thanks!
Awesome walkthrough!
Thanks, man!
Thank you for showing the common problems and fixes! It helps so much to understand what can go wrong and the steps needed to fix it! Thank you!
You're welcome!
Sir you can move bone with copy transform with some constraint setting and there is shown mix and there you can choose after original full and you can move constraint bone individually...
Loved this! Great content!
Nice man, thanks! :)
Great channel man! Just the tutorials I was looking for, thanks for sharing :)
Glad I could help!
Thank you for the awesome video!
That's incredible. Now days, I'm wondering how to create a Rivet in Blender because Maya has this function in constraint menu. However, I couldn't find video like this. This video is so helpful. Thank you so much!
Nice! And thanks for taking the time to say hi haha
Awesome video! I would love to see how you would rig a car driver with a steering wheel and a gear shift knob. 😊
haha, not sure that will happen. I am lazy and the rigacar addon does more than enough automatically and for free. :P
@@CGDive I tried to rig a car include the driver with Rigacar. I failed miserably 😄 Sadly I couldn't find a video that explains the hole workflow.
@@CGDive pls make video on wheel auto rotation on every angle while rotating on different axis its having issue
Wow. Super cool stuff bro
This was riveting. Thank you.
hahah, you win the comments today! :D
Nooooo! 😲There is a much cleaner simpler way to do this! You can avoid separate objects, vertex parenting, the Child Of constraint, etc. The secret is the Armature Contstraint!
1. Create a prop bone (called "Knife Bone")
2. Add an Armature Constraint to Knife Bone.
3. Find the vertex near the desired pivot point of the knife. Look at its vertex weights. We'll pretend it's 0.25 pelvis and 0.75 thigh.
4. In the Armature contstraint add all weighted bones and adjust the influence of each (0.25 pelvis, 0.75 thigh).
5. Weight the knife mesh vertices to the Knife Bone. That's it!
6. You should not animate this the Knife Bone. If you want to animate it, create a new Control Bone in the same place and set the original bone as its parent. You can freely move the Control Bone.
This method basically does the same thing as a vertex parent, except it's all contained in the same rig and same mesh. This method should replace this entire video! Sorry 😅
The Armature Contraint is designed to make an entire bone act as if's it's being deformed with the mesh. So any time you want a bone to move the same way that deformed verts do, use this constraint!
Whip up a video to demonstrate this.
THIS! Is a much better solution. No need to avoid any possibly weird dependancy loops. I kind of just want to make a button which can copy the weights from a selected vertex over the constrain :D
@@NathanCaban I might make a video for it. I plan on making rigging tutorial content soon 😄
@@jadonmullinex9389 I'd sub for that. 👍
Dude you are abselutly nuts
Nice 👍
Nice and clear.
Glad it was helpful!
I would love to see how we can make gravity affect a bone such that the knife would always point down as the leg bends
Maybe try wiggle bones.
you are the rig master!
lol impostor syndrome kicked in hard as soon as I read this :P
@@CGDive This is a cool trick that a lot of people don't know how to do. If you figure out something cool like this, teach it!
Big thanks for the tutor, it's really useful! Another thing is bothering me and I don't know where to find a solution. Let's say I want to reparent this knife to the hand during an animation. Or even lose it (unparent at all). Is it possible with rigify? M.b. you already have such vid?
Thanks for all you are doing, it's really invaluable stuff!
nice!
Could you make a video on how to pin knees and elbows with rigify rigs?
It's on my list but not something that is coming soon.
When using the child of constraint I have found that it is important to have the object origin and the object at the world origin and then add the child of constraint and it will move to where you expect the object to be and it won't have funny movement behavior like you have seen. The child of is taking the offset from the world origin and adding that into the movement.
Thanks for your input but no, this has nothing to do with the origin.
I always enjoy your content.
If the rivet-to-bone approach (around 10:12) isn't a dependency loop, could it be related to evaluation order? Especially since it "catches up" to where it ought to be once the scene/viewport is evaluated (such as nudging the view or advancing a frame).
I honestly don't know what "evaluation order" is so not sure. :) What would the evaluation order issue imply?
It's a dependency loop because there are circular references, even if the influence is set to zero, still causes the issue.
Whenever you see bones "catching up", it means the rig needs to be fixed. You can run into issues if you leave things broken
Software loops through instructions that make updates to the data and display the results. The software has to dictate what to update at any given moment. I've heard of problems in other software where the code to display a result isn't triggered until some scene update ("evaluation") like changing the current frame or beginning to tumble the viewport. A complete guess on my part, though. No expert here!
I am learning everything with your video...i really appreciate you. I have an important question: how i can use mixamo or other armature animation on blender Human armature? I know the problems are about the different name and characteristics of the bones...but there's is a way to solve these problems? Thanks for everything
You can use retargeting to trasfer the motion. I have a playlist on the subject :)
th-cam.com/play/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP.html
Where have you been all my life
lol
why 3 verts?
Explained in the video. 🙂
I doubt most of these solutions will work when exported into any game engine though
Anything can be exported out with a good game-ready rig. Check out my dissertation on the topic :D
th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
It won't
@@AlexiosLairThis definitely exports to game engines 😅
When you export animation, you can choose to export only deform bones. You can also give deform bones their own hierarchy. Blender will bake the transformations of all bones, and doesn't matter how they get there, Blender handles all that
will it work in unreal?
I would also like to know this, and to know if it works in unity, this would save me so much time in weight painting
Baked animation can be exported to unreal but the constraint itself can't. Check out my game-ready rigs series to learn what can be exported and what can't
th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
note: this *will not* work with linked/library override assets as you can't enter Edit Mode on them