I honestly wish this tutorial came out a couple of months ago. I was sculpting a caterpillar like alien, and it had a bunch of cables on it's "armour" - reminiscent of Xerxes from 300, and I used a lot of cables to have sections of the armour connected. I used this hook technique for the cables. I had the middle vert have it's own hook, connected to the spine, so I could have the miniatures pose, and I could adjust these cables easily.
My apologies for promoting another channel, but a guy call Level Pixel Level has a tute dealing with that jumping of the cylinders. It's more work, but, yeah, it prevents the jumping of the cylinders. Edit: These are 2.8 but the principles are the same. Basic Rig: th-cam.com/video/QEUVgS3Ag-g/w-d-xo.html Advanced Rig: th-cam.com/video/3smICn4l-d4/w-d-xo.html
I was trying to find a way to do this recently and all I could come up with was making a lot of seperate bones that are small and using weight painting to have them "flex" almost like you would for rigging an animal tail. As long as the texture isn't too complex it should work.
@@danialsoozani oh cool! Thanks so much, I'll have to look into that. And I assume that works as you can attach both ends to the relevant bones. Nice one!
@@ArtisansofVaul since I did it for a tail, one side connection was important for me, but I think there is some tricks to make it two sided. I did an IK on the ending part of the tail. Maybe it works if we parent both start and end to other objects.
I honestly wish this tutorial came out a couple of months ago. I was sculpting a caterpillar like alien, and it had a bunch of cables on it's "armour" - reminiscent of Xerxes from 300, and I used a lot of cables to have sections of the armour connected. I used this hook technique for the cables. I had the middle vert have it's own hook, connected to the spine, so I could have the miniatures pose, and I could adjust these cables easily.
Thanks a cool idea for the middle vertex. I'll totally look into that more, I hadn't really considered it 👍🏻
And again a great tutorial.👍
Thanks man. And thanks for coming back for each video 😁👍🏻
My apologies for promoting another channel, but a guy call Level Pixel Level has a tute dealing with that jumping of the cylinders. It's more work, but, yeah, it prevents the jumping of the cylinders.
Edit:
These are 2.8 but the principles are the same.
Basic Rig: th-cam.com/video/QEUVgS3Ag-g/w-d-xo.html
Advanced Rig: th-cam.com/video/3smICn4l-d4/w-d-xo.html
No problem at all man. Share the love. Feel free to put a link to the video as well if can to help people find it 👍🏻😁
Great explanation.
I'm wondering if there's a similar way to rig cables after converting them to meshes. I want to unwrap and texture them.
I was trying to find a way to do this recently and all I could come up with was making a lot of seperate bones that are small and using weight painting to have them "flex" almost like you would for rigging an animal tail. As long as the texture isn't too complex it should work.
actually there is a way, you should make a bendy bone and then parent it to the cable. that's how i rigged a dragon tail for my character
@@danialsoozani oh cool! Thanks so much, I'll have to look into that. And I assume that works as you can attach both ends to the relevant bones. Nice one!
@@ArtisansofVaul since I did it for a tail, one side connection was important for me, but I think there is some tricks to make it two sided. I did an IK on the ending part of the tail. Maybe it works if we parent both start and end to other objects.
@@danialsoozani I'll have to look into that for sure. But thanks for giving me a good starting point.
Nice again.
Cheers 😁