This was more informative than the blender tutorials where they talk. Most of them don't even mention bone roll, but yours did! If there's anything I'd add, is enable the key bindings view for those that are beginners and perhaps some annotations. Either way, this was great. Thank you for sharing!
You can always tell an amazing tut from a mediocre one. Yours is truly breathtaking. So much essential info in so short time! Million thanks. I wish I could subscribe a couple more times.
I just want to point out to you guys that. I had to keep stepping backward. Until I simplify the foot root. I would use a 3D model with complex geometry. But for a short story, like creating a monkey character for my game. So I kept simplifying until the hands and feet were now mittens. While using this video. For sure, I got the foot rigging part down. That's a good thing. Just to note you guys. Keep downsizing the work you do until it's easy for now. This means I got the IK for rig setup from this video. Now I need to make an IK Arm. Then FK arms and foot. Last is an FK slash IK Setup for my simple Purple Monkey Character. May you all enjoy your journey to CGI and game dev! ^^
if i use motion capture, will that still works? i had some problems before where the toe and IK toe dont move when the model is moving . They just stay where they are :(
Why foot roll is handy? As a result, we still have two bones that will need to be edited during the animation - the rotation of the foot and the toe. It seems that the Foot Roll is just for beauty and that's it, I don't understand how it makes the animation process easier, it looks more beautiful and that's it. I don't understand how the Foot Roll helps other than decorating your barn. Am I right or am I missing something?
Hey, thanks for sharing your knowledge! Is it possible for a foot to rotate when shin rotates, As in reality? In every rig I've seen the foot itself stays in horizontal position unless you manually rotate it but it should rotate a little bit when shin changes it's orientation.( maybe 50% influence) Do you know if it's possible?
Why dont you just use a tracking constraint and constrain the toes to point towards a target bone? That'd be way easier than just setting up this web of bones and parenting.
This was more informative than the blender tutorials where they talk. Most of them don't even mention bone roll, but yours did! If there's anything I'd add, is enable the key bindings view for those that are beginners and perhaps some annotations. Either way, this was great. Thank you for sharing!
I always try to share my knowledge. I will listen to your advice for the next videos, thanks!
amazing, thank you very much
you save my life. thank you for sharing this.
You can always tell an amazing tut from a mediocre one. Yours is truly breathtaking. So much essential info in so short time! Million thanks. I wish I could subscribe a couple more times.
Thanks!
Exactly what I was looking for.
Fantastic tutorial, thank you for sharing! :D
This is exactly what I needed the most! Thank you! Subbed immediately.
Thanks!
I needed this for my project! Be very successful in your channel!
Awesome! thank you for sharing!
So beautiful
grazie per il tutoriel!
I just want to point out to you guys that. I had to keep stepping backward. Until I simplify the foot root. I would use a 3D model with complex geometry. But for a short story, like creating a monkey character for my game. So I kept simplifying until the hands and feet were now mittens. While using this video. For sure, I got the foot rigging part down. That's a good thing.
Just to note you guys. Keep downsizing the work you do until it's easy for now. This means I got the IK for rig setup from this video. Now I need to make an IK Arm. Then FK arms and foot. Last is an FK slash IK Setup for my simple Purple Monkey Character. May you all enjoy your journey to CGI and game dev! ^^
Thanks mate! :)
if i use motion capture, will that still works?
i had some problems before where the toe and IK toe dont move when the model is moving . They just stay where they are :(
Why foot roll is handy?
As a result, we still have two bones that will need to be edited during the animation - the rotation of the foot and the toe. It seems that the Foot Roll is just for beauty and that's it, I don't understand how it makes the animation process easier, it looks more beautiful and that's it.
I don't understand how the Foot Roll helps other than decorating your barn. Am I right or am I missing something?
Hey, thanks for sharing your knowledge!
Is it possible for a foot to rotate when shin rotates, As in reality? In every rig I've seen the foot itself stays in horizontal position unless you manually rotate it but it should rotate a little bit when shin changes it's orientation.( maybe 50% influence)
Do you know if it's possible?
bem legal parabens
Why dont you just use a tracking constraint and constrain the toes to point towards a target bone? That'd be way easier than just setting up this web of bones and parenting.
kYAAA... I dont geth it...