3:25 disable waist rotation 3:48 Hip controller 5:36 Upper spine controller 7:44 Head controller 9:28 Neck bend controller 10:36 Adjust neck controller to mimic angle of neck 11:07 Neck controller tweak influence 11:24 Connect head controller to hip controller 12:33 link hip and torso controllers 13:16 adjust bone layers
I've been using blender and Unreal for years and I actually teach it as well. Once I got more serious about animating I knew I needed to update my rig. Out of all the vids I've seen this one is by far the most efficient with my time and has the solution that I enjoy using the most
These tutorials are so good. I used to rig in maya years ago, and I'm having to pick up blender for rigging basic stuff. This is super helpful, thanks for making these
Hi Kiwi . Have you seen a Kiwi TH-camr named Karl Rock. He is from your country but married to a girl here in India. My word, if you listen to him with your eyes closed, you cant tell the difference. Your sound and accent so closely matches to his. Just incredible. The only difference is that he can speak Hindi as well
Much simpler than what I was trying to do to get the hips and chest to work independently. I just turn off Inherit Rotation on one bone and I'm nearly done.
some may say this is outdated since it was made in 2.9.. nope still works~ I'm using 4.2 btw~ you can follow this since it only use constraints to make your spine rig~
Rather than having the hips and shoulders + spine move completely independently, is there an easy way to have the spine gradually interpolate between the rotation of the hips and the shoulders? Particularly around the Z axis. This way, it's more continuous and fluid. Also, do you have any advice on setting up IK for the spine? It seems like it would be useful, but when I tried it myself the spine bent completely the wrong way! Is this something you'd recommend, or should I just stick to Child-Of constraints?
Another method for the spine is Spline IK, it's more complicated than this but it gives you way more versatility and it's the standard way of using IK's for the spine. Though it does require way more spine bones than this one, at least double.
Is there a way to move the extruded spine IK bone to the center of the spine without destroy the deformation? It would be more easy to pose it. Amazing tutorial!
This was very helpful, I was looking for a way to add controls without breaking the hierarchy like a lot of the methods do. For the hips, you can just duplicate the hips, remove the parent and then set a custom mesh eg a circle. Add a constraint to the hips to copy transform from the control.
Is there any functional difference between having the hip bone connected to the spine + rotation controller vs just having a single offset hip bone with the hip bone head sharing the same space as the spine bone's head?
hey @12:35 after I follow the steps to add child of constraint to the hip bone it doesn't follow the top properly like when i move the top one it moves really slowly and the hip one doesn't move at all have you got any idea why?
When I grab the extruded Hips bone(which controls the rotation) and pull down as you can see at 11:19 my character only lifts the hips instead of pulling down the character. Can anyone please help?
I can't get this one to work. After I've added the child of constraint to my spine bones when I rotate the spine control bone the spine bones don't inherit the rotation of the previous spine bone so they separate from each other and it becomes an unusable mess. I have your Blender project files and I can't see any differences between my setup and yours so I have no idea what's wrong. There's not really any relevant settings to play with for the constraints either.
@@Iolaini Nah, sorry. I gave up on Blender to be honest. I was mostly interested in the game development part, and now try to avoid having to create assets myself 😅
3:25 disable waist rotation
3:48 Hip controller
5:36 Upper spine controller
7:44 Head controller
9:28 Neck bend controller
10:36 Adjust neck controller to mimic angle of neck
11:07 Neck controller tweak influence
11:24 Connect head controller to hip controller
12:33 link hip and torso controllers
13:16 adjust bone layers
At 5:10. I passed out laughing. The jiggle comment 😂
your tutorials are really helpful.
Such an amazing group of videos explaining the rigging process. I honestly think its the best tutorial series on rigging for blender.
I've been using blender and Unreal for years and I actually teach it as well. Once I got more serious about animating I knew I needed to update my rig. Out of all the vids I've seen this one is by far the most efficient with my time and has the solution that I enjoy using the most
These tutorials are so good. I used to rig in maya years ago, and I'm having to pick up blender for rigging basic stuff. This is super helpful, thanks for making these
Thanks a lot for this useful, clear and concise tutorial. Being able to animate so many motions with only 3 controlers must feel great! ^_^
i had to make a project to finish high school and i used your tutorial to set it up. Amazing job 10/10, thanks for all the help
Hi Kiwi . Have you seen a Kiwi TH-camr named Karl Rock. He is from your country but married to a girl here in India.
My word, if you listen to him with your eyes closed, you cant tell the difference. Your sound and accent so closely matches to his. Just incredible. The only difference is that he can speak Hindi as well
Haha, I can hear a slight resemblance.
Super helpful tutorial, very clear explanations, thanks!
Much simpler than what I was trying to do to get the hips and chest to work independently. I just turn off Inherit Rotation on one bone and I'm nearly done.
some may say this is outdated since it was made in 2.9.. nope still works~
I'm using 4.2 btw~
you can follow this since it only use constraints to make your spine rig~
I've been looking for days how to do this, thank you so much
No problem!
Rather than having the hips and shoulders + spine move completely independently, is there an easy way to have the spine gradually interpolate between the rotation of the hips and the shoulders? Particularly around the Z axis. This way, it's more continuous and fluid. Also, do you have any advice on setting up IK for the spine? It seems like it would be useful, but when I tried it myself the spine bent completely the wrong way! Is this something you'd recommend, or should I just stick to Child-Of constraints?
Another method for the spine is Spline IK, it's more complicated than this but it gives you way more versatility and it's the standard way of using IK's for the spine. Though it does require way more spine bones than this one, at least double.
Is there a way to move the extruded spine IK bone to the center of the spine without destroy the deformation? It would be more easy to pose it. Amazing tutorial!
This was very helpful, I was looking for a way to add controls without breaking the hierarchy like a lot of the methods do. For the hips, you can just duplicate the hips, remove the parent and then set a custom mesh eg a circle. Add a constraint to the hips to copy transform from the control.
i have a question, why the hip is not parent to the bone controller directly instead of copy the transform of the other bone?
thank you, this series is amazing :D
Is there any way to make the spine rotation control bone follow the spine when rotating?
Is there any functional difference between having the hip bone connected to the spine + rotation controller vs just having a single offset hip bone with the hip bone head sharing the same space as the spine bone's head?
hey @12:35 after I follow the steps to add child of constraint to the hip bone it doesn't follow the top properly like when i move the top one it moves really slowly and the hip one doesn't move at all have you got any idea why?
Cara você não tem ideia de como seu vídeo me salvou! Muito obrigado!! Se eu pudesse te dava um beijo haha
very good tutorial. Thanks
SUPER
very very nice bro 👍👍👍
7:54 saving where i left
When I grab the extruded Hips bone(which controls the rotation) and pull down as you can see at 11:19 my character only lifts the hips instead of pulling down the character. Can anyone please help?
Make sure the spine is parented to the hip bone and connected (not 'keep offset)
I can't get this one to work. After I've added the child of constraint to my spine bones when I rotate the spine control bone the spine bones don't inherit the rotation of the previous spine bone so they separate from each other and it becomes an unusable mess. I have your Blender project files and I can't see any differences between my setup and yours so I have no idea what's wrong. There's not really any relevant settings to play with for the constraints either.
maybe you renamed your spine control bone and doing so you lost the control over your spine bones.
Make sure your spine is connected. The tick box is under 'Relations'.
also having the same issue, did you find a way to fix this?
@@Iolaini Nah, sorry. I gave up on Blender to be honest. I was mostly interested in the game development part, and now try to avoid having to create assets myself 😅
@@TwiiK 😅😅alright thanks
This is incompatible with a root bone
It works if you parent the hip control bone to the root bone.
Hey how would you create a Root Bone for this, because I've been trying to make one but it doesn't work right. Got any possible solutions?