How to Quickly Rig IK FK in Blender (For Beginners)

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  • เผยแพร่เมื่อ 7 มี.ค. 2024
  • #3danimation #blender3d #rigging
    How to make an ik fk switch in blender, the easy way. I'll show you the simplest way to rig a character for any animation!
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ความคิดเห็น • 49

  • @CJRXON
    @CJRXON 5 ชั่วโมงที่ผ่านมา

    This was a terrific guide!

  • @Wise_PT
    @Wise_PT 2 หลายเดือนก่อน +15

    you call this slower?

  • @thoisz1172
    @thoisz1172 2 หลายเดือนก่อน +2

    I ran into a problem on the legs, where I did everything the same way as the arms. When I try to copy transforms for the FK after doing the IK, the FK can now move the mesh but the IK can't anymore. It's the same vice versa. Do you know a solution?

  • @lucius5786
    @lucius5786 2 หลายเดือนก่อน

    hello just wanted to ask for help cause when i added the ik rig and everything just before fk rig, I noticed that my model's wasnt bending

  • @ygypt
    @ygypt 25 วันที่ผ่านมา +1

    So, I've followed both of your tutorials, and they take a slightly different aproach, and it's led me to have both a Deform rig, and Driver rig, and then these additional Control rigs for the limbs on top of that. Is the Driver rig redundant? or does it act as a layer of abstration from the Deform rig for game-readyness?
    Wouldn't you be able to get away with a Deform rig, a Control rig in normal FK, and then IK limb rigs without having to create another set of FK rigs?

  • @CGLife
    @CGLife 2 หลายเดือนก่อน +1

    Thanks very much for this setup brother much appreciated

  • @Matthew_Lawless
    @Matthew_Lawless 2 หลายเดือนก่อน +2

    Thank you so much!

  • @ezer1624
    @ezer1624 4 หลายเดือนก่อน

    Can you do a video on how to learn nodes or what the most common ones are you use?

  • @Spittoon
    @Spittoon 4 หลายเดือนก่อน +5

    Ik you're busy but, Can you make a full tutorial of the short film? (really short it's doesn't have long)
    how to set up a scene, plot, and animation. I want it to feel like an animated TV series. like The Amazing Digital Circus.

    • @richstubbsanimation
      @richstubbsanimation  4 หลายเดือนก่อน +10

      That's a great idea. It would definitely take a lot of work to put a video like that together. But if enough people are interested, it could be something to make in the future

  • @candyeyes1660
    @candyeyes1660 14 วันที่ผ่านมา

    3:02 At what point should these bones start moving like this? I did everything as shown in the video, but my FK bones move like regular bones, like one solid bone.

  • @adoggo9625
    @adoggo9625 4 หลายเดือนก่อน +1

    Are the fingers IK Ctrls or do I need to need to make finger armature and parent automatic weights ?

    • @richstubbsanimation
      @richstubbsanimation  4 หลายเดือนก่อน +1

      The fingers are just normal fk, they should be parented to the base deform wrist and will therefor follow along with the switching

  • @theamazinglordmilo9608
    @theamazinglordmilo9608 2 หลายเดือนก่อน +1

    for some reason Shift+M dosn't open that menu for me and instead opens the bone layers menu. Blender is also not allowing me to edit bone groups unless i'm in pose mode. Do you know what causes these issues?

    • @ygypt
      @ygypt 25 วันที่ผ่านมา +1

      Pretty sure thats just how gone group editing works, its all done in pose mode. Edit mode is exclusively for modifying the position and size of bones, the relationships are dictated by pose mode

  • @1985Nientiendo
    @1985Nientiendo 3 หลายเดือนก่อน

    There is a way to download the rig?

  • @neqtom
    @neqtom 4 หลายเดือนก่อน +1

    Hi, I started my first rig thanks to your previous video, and I was wondering: I already had to duplicate the skeleton to get deform and driver bones, do I still have to duplicate the arms twice, or can I take the DRV bones and just rename them FK?
    I don't know if my question is clear, sorry! Thanks a lot for the tutorials, they helped me a lot :)

  • @ft.harshsharma
    @ft.harshsharma 4 หลายเดือนก่อน +3

    while animating, IK and FK bones will be used simultaneously and that will leave ik and fk controllers all over the place, can you make the tutorial for how to snap IK controllers to Fk and vica versa. this paired with visibility controls you showed would be perfect setup.

    • @richstubbsanimation
      @richstubbsanimation  4 หลายเดือนก่อน +2

      The best and easiest way would be to use an addon like this 👉endertainer007.gumroad.com/l/mqheb.
      Alternatively, Pierrick has already made a tutorial on how to set this up manually here 👉 th-cam.com/video/6vdHwHSMeRQ/w-d-xo.html

    • @ft.harshsharma
      @ft.harshsharma 4 หลายเดือนก่อน +1

      @@richstubbsanimation thanks, do you use addon or setup manually ?

    • @richstubbsanimation
      @richstubbsanimation  4 หลายเดือนก่อน +1

      @@ft.harshsharma I don't use either. I just blend between the two when needed.

  • @Akhil_Edupuganti
    @Akhil_Edupuganti หลายเดือนก่อน

    Hi, I'm new to animation, I have created a 2d Puppet, while rotating elbow its moving the bicep away shoulder. what could be problem.

    • @richstubbsanimation
      @richstubbsanimation  หลายเดือนก่อน

      Looks like you may need to adjust your bone weights. If you select your armature, shift select the mesh and press Tab to enter into weight paint mode. You'll need to remove the influence of the elbow on the bicep

  • @DannysHauntedJourney
    @DannysHauntedJourney หลายเดือนก่อน

    Best video out there. Thank you.

  • @gabebatista4129
    @gabebatista4129 3 หลายเดือนก่อน

    When I add the FK constraint, the IK stops moving the DEFORM bones, what should I do?

    • @gabebatista4129
      @gabebatista4129 3 หลายเดือนก่อน

      Maybe it has something to do with the hierarchy of the FK chain, when I try to rotate like it's done at 3:04, all the bones rotate equally, they are still connected, but the rotation is not the same, but when I try to unparent and parent then again, the bones stay separated, even after the parenting, I have no idea what to do

    • @richstubbsanimation
      @richstubbsanimation  3 หลายเดือนก่อน +1

      @@gabebatista4129 Thats the correct behaviour, since blender only uses the last constraint in the hierarchy. Its the Influence of this constraint that can be keyed to enable fk an IK, and also allow a smooth transition for the two. If you watch the rest of the video, you'll see how to set that up!
      Also with the rotation of the fk bones, make sure the transform pivot is set to "Individual Origins" This is the button at the top of the 3D Viewport, to the left of the icon that looks like a magnet.

    • @DavidRamos-fh7qn
      @DavidRamos-fh7qn 3 หลายเดือนก่อน

      @@richstubbsanimation My FK wasn't bending like yours @3:04 and it was the individual origin points llke you said thanks a bunch!

  • @dragon1327
    @dragon1327 หลายเดือนก่อน +3

    guide is too confusing and the audio doesnt match up at some points...

  • @Toha312
    @Toha312 3 หลายเดือนก่อน

    good video! but why r u using "shift+m" (assign to collection) instead of just using "m" (move to collection)?

  • @thoisz1172
    @thoisz1172 2 หลายเดือนก่อน +1

    Your videos are a great help! Do you apply the same methods when it comes to rigging the legs/spine or?

    • @richstubbsanimation
      @richstubbsanimation  2 หลายเดือนก่อน +1

      This would be the exact same steps for the legs. I probably wouldn't do this for chains longer than 2 or 3 bones. For more flexibility in a spine I'd recommend bendy bones.

    • @thoisz1172
      @thoisz1172 2 หลายเดือนก่อน +1

      @@richstubbsanimation Thanks for the quick reply :)

  • @alexds6927
    @alexds6927 28 วันที่ผ่านมา

    Bro that's perfect! Amazing job thank you for all the straightforward information! ❤❤

  • @its3amagain.
    @its3amagain. 7 วันที่ผ่านมา

    bro why does everything in blender have to be so complicated. It's the 5th video I am watching about this topic and I guess I am having a mental breakdown now.

    • @Hussam112
      @Hussam112 2 วันที่ผ่านมา

      😂😂
      That's funny
      it's really complicated
      But look
      catch the main bone (def) and but 2 constraint (copy transform)1st to the ik and 2nd to the fk

  • @karyjas1
    @karyjas1 2 หลายเดือนก่อน

    Oh yeah, this tutorial is much better

  • @Fizzlegear
    @Fizzlegear 27 วันที่ผ่านมา

    I've been bashing my head against this for so long. I made the copies, turned off deform, put them in different layers, named them, and hit the remove thing. then im at the part where you actually set up the IK and when i put IK on the IK hand bone it is moving the model, like it's not supposed to move the model why is it moving? i have checked before and after to ensure the bones on the layer can't move the model but after IK is applied it moves it's 4am and imma scream

    • @richstubbsanimation
      @richstubbsanimation  27 วันที่ผ่านมา

      Theres a couple of things you could try. First setting the "Chain length" in the IK constraint to 2, this setting makes sure the IK is only controlling 2 bones in the chain and not all of them. You also want to check that the IK bones are not skinned to the mesh. You can do this in object mode by selecting the model, then the green triangle on the left hand side to open up the "object properties panel." Here you can scroll down to "vertex groups" and make sure it is just your deform bones that are listed here.

    • @Fizzlegear
      @Fizzlegear 26 วันที่ผ่านมา

      @@richstubbsanimation yeah did the chain length thing. it moves the mesh, though the bone doesn't follow completely. I just checked the vertex groups and the ik and fk bones aren't there even after adding the constraint and it starts moving the mesh. the only dot is on the IK layer of bone collections

    • @Fizzlegear
      @Fizzlegear 26 วันที่ผ่านมา

      I just noticed if I set the IK to 3 it moves the whole arm as though the upper arm bone is moving instead of keeping it there while the rest moves

    • @richstubbsanimation
      @richstubbsanimation  26 วันที่ผ่านมา

      @@Fizzlegear adding bones to bone collections doesn't remove their influence on the mesh. All bone collections do is organise bones by showing and hiding them, nothing more. It sounds like all you need to do is make a driver for the bone constraints of the IK

    • @Fizzlegear
      @Fizzlegear 26 วันที่ผ่านมา

      @@richstubbsanimation wait! i just realized! they are somehow moving the deform bones! idk how

  • @nightmareterrence
    @nightmareterrence 2 หลายเดือนก่อน +1

    that's a really helpful guide but you talking super fast slow down 😵‍💫

  • @ISlayerSwift
    @ISlayerSwift หลายเดือนก่อน +3

    You're a little impatient because it's hard understanding you

  • @akusukamultimedia2050
    @akusukamultimedia2050 หลายเดือนก่อน

    I really hope you could send your tutorial file modeling to us so we can following your step of tutorial. Thank you ♥