pxy-gnomes
pxy-gnomes
  • 279
  • 23 008

Відео

Neocene III ~ Animatic Opening WIP (⚠️old experimental iteration; 'NOST' no commercial use intended)
Переглядів 210Місяць тому
Neocene III ~ Animatic Opening WIP (⚠️old experimental iteration; 'NOST' no commercial use intended)
🌉WikiRigs ~ Fan Bones: Simple Joint
Переглядів 122Місяць тому
🌉WikiRigs ~ Fan Bones: Simple Joint
📼DEMO ~ Dorothy's 👀Eyes Rig
Переглядів 25010 місяців тому
📼DEMO ~ Dorothy's 👀Eyes Rig
WikiRigs Tutorial ❅ Mesh Topology FACE LOOPS: preservation & instant recall
Переглядів 123Рік тому
WikiRigs Tutorial ❅ Mesh Topology FACE LOOPS: preservation & instant recall
Rigs of the Trade # 06 - Part 21/21 (Step By Step: Sixteen) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 92Рік тому
Rigs of the Trade # 06 - Part 21/21 (Step By Step: Sixteen) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 20/21 (Step By Step: Fifteen) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 35Рік тому
Rigs of the Trade # 06 - Part 20/21 (Step By Step: Fifteen) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 19/21 (Step By Step: Fourteen) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 25Рік тому
Rigs of the Trade # 06 - Part 19/21 (Step By Step: Fourteen) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 18/21 (Step By Step: Thirteen) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 21Рік тому
Rigs of the Trade # 06 - Part 18/21 (Step By Step: Thirteen) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 17/21 (Step By Step: Twelve) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 37Рік тому
Rigs of the Trade # 06 - Part 17/21 (Step By Step: Twelve) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 16/21 (Step By Step: Eleven) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 33Рік тому
Rigs of the Trade # 06 - Part 16/21 (Step By Step: Eleven) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 15/21 (Step By Step: Ten) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 36Рік тому
Rigs of the Trade # 06 - Part 15/21 (Step By Step: Ten) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 14/21 (Step By Step: Nine) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 50Рік тому
Rigs of the Trade # 06 - Part 14/21 (Step By Step: Nine) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 13/21 (Step By Step: Eight) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 50Рік тому
Rigs of the Trade # 06 - Part 13/21 (Step By Step: Eight) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 12/21 (Step By Step: Seven) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 39Рік тому
Rigs of the Trade # 06 - Part 12/21 (Step By Step: Seven) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 11/21 (Step By Step: Six) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 41Рік тому
Rigs of the Trade # 06 - Part 11/21 (Step By Step: Six) ❅ An Integrated Eyes Rig [ Advanced ]
❄ Animation: From 2D To 3D ❄ # 01 - Stacking Transforms & Safe Regions
Переглядів 231Рік тому
❄ Animation: From 2D To 3D ❄ # 01 - Stacking Transforms & Safe Regions
Rigs of the Trade # 06 - Part 10/21 (Step By Step: Five) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 93Рік тому
Rigs of the Trade # 06 - Part 10/21 (Step By Step: Five) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 09/21 (Step By Step: Four) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 74Рік тому
Rigs of the Trade # 06 - Part 09/21 (Step By Step: Four) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 08/21 (Step By Step: Three) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 38Рік тому
Rigs of the Trade # 06 - Part 08/21 (Step By Step: Three) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 07/21 (Step By Step: Two) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 39Рік тому
Rigs of the Trade # 06 - Part 07/21 (Step By Step: Two) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 06/21 (Step By Step: One) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 90Рік тому
Rigs of the Trade # 06 - Part 06/21 (Step By Step: One) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 05/21 (Fundamentals V/V) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 21Рік тому
Rigs of the Trade # 06 - Part 05/21 (Fundamentals V/V) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 04/21 (Fundamentals IV/V) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 28Рік тому
Rigs of the Trade # 06 - Part 04/21 (Fundamentals IV/V) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 03/21 (Fundamentals III/V) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 30Рік тому
Rigs of the Trade # 06 - Part 03/21 (Fundamentals III/V) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 02/21 (Fundamentals II/V) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 35Рік тому
Rigs of the Trade # 06 - Part 02/21 (Fundamentals II/V) ❅ An Integrated Eyes Rig [ Advanced ]
Rigs of the Trade # 06 - Part 01/21 (Fundamentals I/V) ❅ An Integrated Eyes Rig [ Advanced ]
Переглядів 261Рік тому
Rigs of the Trade # 06 - Part 01/21 (Fundamentals I/V) ❅ An Integrated Eyes Rig [ Advanced ]
🌺 Demo #005 - Top Eyelash Rig (successful approach)
Переглядів 808Рік тому
🌺 Demo #005 - Top Eyelash Rig (successful approach)
🌺 Demo #004 - Some Weight Painting on delicate (Shrinkwrapped and Bone Deformed) Eyelids Mesh
Переглядів 24Рік тому
🌺 Demo #004 - Some Weight Painting on delicate (Shrinkwrapped and Bone Deformed) Eyelids Mesh
🌺 Demo #003 - Some Weight Painting on delicate (Shrinkwrapped and Bone Deformed) Eyelids Mesh
Переглядів 44Рік тому
🌺 Demo #003 - Some Weight Painting on delicate (Shrinkwrapped and Bone Deformed) Eyelids Mesh

КОМЕНТАРІ

  • @tvcomputer1321
    @tvcomputer1321 18 днів тому

    yeah the goal is to get a viable yoga posing female who can wrap her legs around her head and still have a sexy looking crotch area. my rigify tests are terrible so far. gonna try your blender fu style and maybe combine with some stuff that Philo demonstrated in his yoga posing pelvis video (omg tho that shit looks intense, drivers with voodoo math etc)

  • @motivationtiktokvideo8667
    @motivationtiktokvideo8667 Місяць тому

    Hindi vdo

    • @pxy-gnomes9781
      @pxy-gnomes9781 28 днів тому

      Hi there! what do you mean? But, just out of curiosity: are the subtitles (audio transcription + translation) working well for Hindi? That would be cool.

  • @futurezoodini4681
    @futurezoodini4681 Місяць тому

    love the character designs great work ❤

    • @pxy-gnomes9781
      @pxy-gnomes9781 Місяць тому

      Sorry for the delay; Thank you so much! This means the world to me. I hope I can bring sooner than later, more of this content. Take care! 🌟

  • @lomborg4876
    @lomborg4876 2 місяці тому

    Is that a plane and a siren in the background?😅

    • @pxy-gnomes9781
      @pxy-gnomes9781 2 місяці тому

      😹That was my 10-years old PC trying to handle the new age streaming softwares. Noise was scary, but it was 'normal' apparently 😹; and couldn't find a way to silent the noise from the recordings. Fortunately, last year (2023), I've got a new PC. As I'm just restarting to make Rigging Tutorials, I hope I can make a brand new one about this subject (Complex Joint Rigging) with updated techniques, on Blender 4.1+, _AND WITHOUT ALARMING AIR PLANES AND SIRENS!!_

    • @lomborg4876
      @lomborg4876 2 місяці тому

      @@pxy-gnomes9781 Really sounded like it struggled too😅 Glad you got a new one. Animation can get quite resource heavy after all To silence the noise, you could record a couple of seconds without saying anything, then load the audio clip into Audacity, analyse the noise profile from those seconds and remove the noise from the entire recording

    • @pxy-gnomes9781
      @pxy-gnomes9781 Місяць тому

      ​@@lomborg4876 Sorry about delay. Wow! That solution is something I didn't know how to approach; Thanks for sharing. I'll keep that in mind for future background noise problems; maybe that could help with certain cases of voice recording too. Unfortunately, for all the already uploaded videos to UA-cam, the company wants to make sure re-edition is forbidden; except using inner UA-cam's edition tools, which are extremely limited and hardly solve anything serious --one cannot even place proper text notes here and there! Anywyas, good information and resources, should be disseminated. Cheers!

    • @lomborg4876
      @lomborg4876 Місяць тому

      @@pxy-gnomes9781 I think you can replace audio on UA-cam videos. In that case you could extract the audio from your videos and analyse the noise in quiet parts maybe, then add back the edited audio file?

    • @pxy-gnomes9781
      @pxy-gnomes9781 Місяць тому

      ​@@lomborg4876 Maybe. I know about 2 features for the Audio Edition in UA-cam... but they don't seem to fit very well the purpose: 1) there is (I believe this is the feature you're referring to) a multi-audio track system, but its original purpose is mainly for multi-language video audio-track swapping solutions while whatching a video; 2) and the other audio edition feature, is just an in-built, pre-made background music library. So, maybe, it is possible to actually use the first feature, in order to definitively swap the current, whole main audio track, with a new uploaded one on the same language, and junk the older one, without requiring to create a secondary language audio track (that could be a mess!). I would need to be sure, just in order to consider, some time in the future when I have more time, to implement decisive correction to these videos' audio tracks. Various people commented about the audio track already, often with humor, which is a positive thing in that case; because any available solution would be difficult --at least currently.

  • @user-uo1ld9pr2u
    @user-uo1ld9pr2u 3 місяці тому

    классно вышло

    • @pxy-gnomes9781
      @pxy-gnomes9781 3 місяці тому

      Thanks! Even though that approach (of having the Camera relating to generated "Motion Paths", through a Bone in the Armature on Pose Mode) is still experimental, it does seem to facilitate some wild investigations of Camera Motion.

  • @julmar9153
    @julmar9153 3 місяці тому

    I can ear your computer is about to explode

    • @pxy-gnomes9781
      @pxy-gnomes9781 3 місяці тому

      😸Thankfully, in 2023 I was finally able to get a new PC. Btw, if you're looking for more ideas for Complex Joint Rigging, I have recently made this Live-Stream series in the link below (unfortunately, it's not a tutorial and it's very long; but there are some good ideas for Pelvis Rigging; like, the Fan Bones method, Automation with Action Bone Constraints, and some more or less useful Bendy Bone Splines); if you access it, make sure you jump to more productive parts; and certainly get at look at the comments on the last one of the list. ua-cam.com/video/lhJRtQfsCJA/v-deo.html

  • @user-uo1ld9pr2u
    @user-uo1ld9pr2u 4 місяці тому

    молодец класс смотрю твой канал

  • @TheWeirdSide1
    @TheWeirdSide1 4 місяці тому

    wtf is going on. mad professor in low res

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      Do you really mean, resolution is not good enough for the techniques being shown? Because if that's the case, I might be able to improve it. (Or is it just the confusing impression that the wrongly scaled text info gives at upper right corner? Sorry about that, I couldn't see it on my screen while streaming, it was only visible in OBS Studio (the streaming app) and it didn't seem bad from there (smaller screen area); text information not too useful though in this series). Btw, by the end of this particular Experiments series 2:31:46, I've realise that the Bendy Bone Splines could be substituted by just regular Bones! (maintaining partially as I was testing, or not maintaining at all, the Handles' system (Parenting + Stretch To Bone Constraint, not the Bendy Bone Panel's features though); but, maintaining partially, might be safer, for keeping the smooth Deforms more alike the original Bendy Bones Splines did, or at least making Posing easier since everything would still be interrelated, Bones' system Looping around the Upper Thigh.

    • @TheWeirdSide1
      @TheWeirdSide1 4 місяці тому

      I think your hip rig is epic! But the 720p is difficult to see, especially with so much going on the screen. 1080 and 30fps is standard. I was assuming this must be part 3 of some series and was totally lost. But the mad professor is a compliment. If you point me to other videos leading to this one I'll watch all of them!

    • @pxy-gnomes9781
      @pxy-gnomes9781 3 місяці тому

      @@TheWeirdSide1 Thanks for your feedback. Fortunately, you've watched exactly from the last video: because it's when I've realised that certain things should be simplified (the "Profile Bendy Bone Splines"). I believe that realisation would have saved me many hours. I've separated the whole Playlist if you're interested (link below). The BIG problematic of this series however, was not so much what to use in combination with Fan Bones, nor the concept of Automation with Action Bone Constraints, nor even the fact that there was the fundamental Leverage system (Belly/Hips/Buttocks) for eache side of the Body; but actually the quite complicated and obscure problematic of the "Diagonal Poses" for Automation, which requires combined Rotations (XZ Axes). Now I want to figure out how to achieve this kind of "Diagonal Poses" Automation but with Drivers (for the application of Corrective Shape Keys). Although I ended up with a relatively good Armature Deforms in the end through this whole series without Corrective Shape Keys, one thing that seems a great advantage of these, is the fact they are sort of idependent from Armature Deforms (they do not interfere one with each other, in some sense). Conceptually, my understanding is that, if we can use Corrective Armature Deforms methods, just in order to 'regularize' the Mesh to some extend, smoothing out the Artifacts to some amount, then, we can, on top of that primordial Mesh Corrected condition, have a much easier time creating artistic, sculptural Morphs from the Corrective Shape Keys method (because the Mesh, on the difficult Poses, would have been 'smoothed out' already). However, if we do as I did in this series (trying to solve everything, that is, Artifacts on one hand and anatomical shapes on the other hand, using Corrective Armature Deform techniques only), there is a grand chance that, due to the Weight Paint Ratios reality, we end up doing lots of back-and-forth because we tend to solve as much as 'corrupt' the Mesh problems we've just solved previous. By implemeting a cleaner method, it might be possible to bypass the 'corrupting' events. But that might be a story for a new... experimental series. Glad this can be inspiring. ua-cam.com/video/lhJRtQfsCJA/v-deo.html PS: I'll be looking forward regarding the video resolution/fps.

  • @user-uo1ld9pr2u
    @user-uo1ld9pr2u 4 місяці тому

    привет хорошие решения вопросов по риггу молодец

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      Thank you! Specifically, for the *Eyelids* Rig solution that I were using on that Demo, I've got this Rig file on Gumroad; you can download it for free. The key is the correct use of the Shrinkwrap feature in Blender (either Shrinkwrap Modifier(s) or Shrinkwrap Bone Constraint(s)). app.milanote.com/1RuT2H1eL41kcS/systems-thinking

    • @user-uo1ld9pr2u
      @user-uo1ld9pr2u 4 місяці тому

      @@pxy-gnomes9781 thank you, I'll be interested

  • @soursesource
    @soursesource 4 місяці тому

    How to port this rig to the game engine? With modifiers?

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      I do not have direct experience with game engines; but there is a fundamental problem if the Blender's original Rig contains Shrinkwrap Modifiers, since Object Modifiers are a Blender thing: they will be automatically Applied prior to Exporting. This will make the Shrinkwrap feature to vanish from the Rig (unless the game engine can emulate a Shrinkwrap feature; which I have no idea if that is plausible). However, a concrete workaround would be: Trying to substitute Shrinkwrap Modifier feature to Shrinkwrap Bone Constraint feature, and then Bake the 3D Animation of the Deform Bones in motion for Exporting preset Actions. Or something on this direction, using Shrinkwrap Bone Constraints. I do not know if there is a way to make this Universal Sonic Mouth Rig without any Shrinkwrap Modifier. Theoretically, it should be feasible, but might require a legion of Shrinkwrapped Deform Bones (Deform Bones with a Shrinkwrap Bone Constraint); this would require experimentation.

  • @diadepedra9004
    @diadepedra9004 4 місяці тому

    Legal

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      Obrigado! O vídeo está um pouco confuso. O ideal seria tentar reproduzir em Animação 3D no Blender o mesmo tipo de problema, envolvendo os Ossos da Root, do Pé e do Torso (ou Bacia) por exemplo. Quando eu retornar pra Animação 3D (ao invés de Rigging), espero conseguir fazer uma versão aprimodada deste conteúdo.

  • @realzanark8914
    @realzanark8914 4 місяці тому

    The hardest rigging part, you did a excelent job

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      Thanks! It's still a WIP though; I think Pelvis Rigging is rather plausible (on different approaches even), but it can get really messy and very hardworking, even with an ok/adequate/good method. So these correspond to two issues I'm trying to solve at once in the same Pelvis Rig (it must be easy to achieve, and it must be good Deforms-wise). If this later experiment succeeds for such combined purposes, I'll get to make a special video for on it. Also, may I suggest that, in my opinion, there *is* something even harder to Rig than the Pelvis (or Shoulder) Complex Joint: it is the highly expressive 3D Cartoon Mouth Rigging, like those of Pixar (or, try to imagine a 2D Cartoon like Hazbin Hotel in 3D, for the Mouth shapes). But, I must agree with you that Pelvis Rigging can be extremely daunting, and it does still haunt me since the early times, because I can't formulate an "elegant" solution yet (if this is even possible in current Blender).

  • @fandeasanh3092
    @fandeasanh3092 5 місяців тому

    Could you explain it again like im having no idea how to bone the mesh 🙏🙏

    • @pxy-gnomes9781
      @pxy-gnomes9781 4 місяці тому

      Hi, sorry for delay. Ok, so it would be a bit difficult to explain in here; basically, there are 2 Rigs going on there: the Eyelids Rig and the Eyelashes Rig; they are related, but they are different things; the Eyelids Rig is actually the most challenging one. Maybe you know already, but this year (2024), I've made have a free Gumroad Blender file for the Eyelids Rig with different setups/variations, so you can check there (there's also a video playlist for building the Rig stuff, but it's not like clean tutorials unfortunately). animaticblender.gumroad.com/l/4eyelidsrigsetups?_gl=1*1f7zgc3*_ga*MTk3NTg0MzQxMS4xNjg4MTk1MDQ4*_ga_6LJN6D94N6*MTcwOTEwNDc1MC4zMS4wLjE3MDkxMDQ3NTAuMC4wLjA For the Eyelashes Rig, actually I have got an improved variation of it. You can see the building process in this last video of the playlist (so it is actually the most important video, because the Eyelashes Rig is not present in the Eyelids Rig Blender file); Note that I've set the timestamp directly to where the building process starts (for the Eyelashes Rig): ua-cam.com/video/WdbRELd-W4A/v-deo.html

  • @princechaudhary2255
    @princechaudhary2255 7 місяців тому

    Keep Going love it 😍

  • @322ss
    @322ss 8 місяців тому

    Pretty good video, you get more things correct than most of the big name youtube Blender "rigging" guys. I've learned these things years ago, by trial and error method, and now folks get such information on a platter! Of course video and audio quality could be better, but doesn't matter very insightful observations, so any beginner viewing this video should make notes.

    • @pxy-gnomes9781
      @pxy-gnomes9781 6 місяців тому

      Thanks for your feedback! (Sorry for delayed answer). I'm actually curious about what things could be made different and better in this setup, as you made distinction between correct and incorrect concepts. Over time, since this tutorial was made, I've done more experimentation and progress in Pelvis Rigging; yet, until this day I must also say I do not hold an ideal solution. PS: Today, I'm using a combination of Helper Bones' techniques (e.g., Fan Bones + Simple Joints Corrective Bendy Bone Splines + Profile Bendy Bone Splines), which I believe I've occasionally shared on some live streams; but, despite of all my efforts, I must say Complex Joints, notably the Pelvis Rigging, remains quite painful and challenging regarding the achievement of real good and clear results. If I ever reach a safe solution, I'd probably make a revamped tutorial on this subject.

  • @vladimirallodski3949
    @vladimirallodski3949 9 місяців тому

    Can you make a ship look like a dick? No, it was already in the series "Lexx"

  • @vladimirallodski3949
    @vladimirallodski3949 9 місяців тому

    this is a fiasco, bro

    • @pxy-gnomes9781
      @pxy-gnomes9781 6 місяців тому

      Yeah, very chaotic. Sorry, friend! 😿 I have plans to get something real solid, if I can ever figure out a real elegant (simple and effective) solution for this Complex Joint, of the Pelvis Rig. What can go wrong?? 😹 (I've replied this message previsouly, but I just didn't realize it was you 😹).

  • @blackessence3933
    @blackessence3933 10 місяців тому

    keep the good work

  • @Mike-jd7qj
    @Mike-jd7qj Рік тому

    Awesome video! By any chance, would you know how to make the drivers work in unity?

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Thank you! This means a lot. Actually, I believe it is feasible (I only know from theory though), there would be at least two methods, for CG Game Engines (you may check more details in the Part 1/6 on the comment section; as someone has asked a similar question). One method (a very conventional one apparently for Blender to Game Engine pipelines) consists of Baking the 3D Animation output only for the DEF (Deform) Bones in Blender, and then Exporting those Baked Animations (so no need of Control Rig outside of Blender I guess); the other method would be making a Control Rig and/or, with the help of scripting, in Unity, code some specific relations which could mimic, for example, Bone Constraints features. One day I'd like to try it myself, but for the time being, I just got Blender. I hope you'll be able to find a proper solution from these information; good luck!

    • @Mike-jd7qj
      @Mike-jd7qj Рік тому

      @@pxy-gnomes9781 thank you for this information! Appreciate it.

  • @pxy-gnomes9781
    @pxy-gnomes9781 Рік тому

    Hey, @DarkLigma I'm sorry I didn't answer in the middle of the stream; I missed the message (still getting used to UA-cam Streaming), will have to figure out how to receive the notifications. Thank you for commenting! This 3D Character is adapted from 2D Style btw (still making the adaptation as it goes). I'm interested in ARP, but I'll have to wait for a while until I can test it out. Oh, I see, Spaces for Bones and Bone Constraints are challenging to deal with; sometimes I wish there were better visual representation in the UI for what we'd be attempting to make in Rigging; it keeps being too abstract while it could be certainly improved.

  • @supa3ek
    @supa3ek Рік тому

    SHIT explanation

  • @DarkerCry
    @DarkerCry Рік тому

    You're a highly underrated channel. I hope you continue making videos!

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi; thank you for this genuine consideration. I will continue making Blender tutorials; but right now I'm a bit slow on uploads because I'm being through some challenges of reshaping the own methods I've been using for making the tutorials. As soon as I get this revamped (and finish to publish the last videos on this current, older tutorial), things should get much better. Cya; Best regards.

    • @DarkerCry
      @DarkerCry Рік тому

      @@pxy-gnomes9781 Yes no worries, I understand where you're coming from, looking forward to the revamp!

  • @SeianVision
    @SeianVision Рік тому

    😮‍💨 It's true

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Yes, unfortunately. Although CG Arts & Technologies are incredible, we must remember they are still on a very early stage in history. I've seen information out there showing there already exist much better Skinning algorithms for Organic Rigging, but they aren't readily available for the time being. Meanwhile, we can sure get some good countering methods for horrid Deformations, with a bit of extra work and learning.

  • @goastmaster
    @goastmaster Рік тому

    This is really interesting, the head tracking that you have setup reminds me of Maya's Aim constraint that is used for the eyes and head as well. Keep up the good work.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi, there. Yeah, at least some Bone Constraints 'theory' can be learned from this tutorial. But I'm ashamed to recognize (even though this was my first tutorial in this channel) that this actually a problematic solution for Head Tracking -at least regaring 3D Animation in Blender. There are simpler ways to develop it and I should be able to make a new tutorial on Head-Track Rig as soon as I learn a better solution that would solve everything that causes issues -there is something I'm missing regarding the behavior interaction between Rigging and 3D Animation (Key Framing) that I still don't know how to engage. For the time being, let's assume this Head-Track is more like a funny… exercise. I need to put some alert message on this tutorial by the way. Thanks for commenting.

  • @goastmaster
    @goastmaster Рік тому

    just discovered your channel, really interested on seeing your approach on semi-realistic character models. Do you also rig them and if so, can you make videos showcasing how to weight paints in areas of high deformation (that being knees, arms, chest and between the armpits and elbows)

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Welcome here, @Ghost Master. Unfortunately, I never attempted Modelling nor Rigging Semi-Realistic Characters; I don't have the same motivation for those, even though I know some Human Figure and Human Anatomy from 2D artistic background -so, in terms of developing such features in 3D Rigging, this is mostly a question of getting deeper in the detailing of the elements composing the 3D Character; it certainly adds additional complexity, but in some sense it's just a 'LARGER SCALE BODY' to work with (naturally, with denser Mesh Geometry and much more shapes and irregularities I guess). So far, the most interesting Muscle Rigging that I've seen in Blender involves the use of a Bendy Bone Sets Sequence as a Corrective Helper Bones' system. This is something I would like to try out. Unfortunately, it doesn't really solve the structural Skinning algorithms issues, but it should be an interesting solution as to smooth out Corrective Deformations through Armature Deform. Basically, it would be a combination of Helper Bones Corrective method having the benefit of Spline Skinning algorithm thanks to the use of Bendy Bones feature (more basic Helper Bones for Corrective methods don't usually use Bendy Bones). Fortunately, there is one tutorial which I would like to make this year that is about Shoulders Rig (in my opinion a complex Joint just as the Hips Region, which I've already made a tutorial about); and so even on a stylized Model, it should have relevance to your investigation.

    • @goastmaster
      @goastmaster Рік тому

      @@pxy-gnomes9781 woah...this is amazing. You've seriously taken the time and replying with a full breakdown answering my question. Thank you so much. I'd love to see that tutorial of yours when you get to it. Keep up the good work. I can see why you've taken the stylized character and it's true what you've said regarding Blenders weighing system. I subscribed and you deserve more subscribers. Seriously underrated channel.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      @@goastmaster Thank you also for the encouragement and for developing the investigation, because new Rigging solutions might be right ahead. I guess then this Shoulders Rig subject should be my next tutorial project for the channel (for next month, March); it's a very interesting topic, and I believe with some experimentation I should be able to get to a valuable, shareable solution. Best regards; ¡Happy Blending!

  • @rawpowergroudon1
    @rawpowergroudon1 Рік тому

    Hot DAMN, this is helpful...! I encountered a similar tutorial to this for Autodesk Maya (Corrective Joint-based Rig), and the results were similar to yours (You need several nodes to implement it into effect, which is a pain to implement in Maya, though.)

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi, and sorry for the delayed answer (I was traveling abroad without proper internet connection); and thank you for your feedback and correlation; I didn't know Maya had a similar solution -even though I do not use Maya, I find it very relevant to know and compare what other CG software can do; so, I'm gathering some tutorials that seem related to Corrective Joint-based Rig in Maya to take a look. Maybe this is not specific enough, but I believe in Blender what I've done on that tutorial might be classified as some form of 'Corrective Helper Bone Rig', although I've mostly seen Blender riggers just refer to such kind of method as 'Helper Bones', and, on some older jargon 'Fan Bones'. There is probably more to all these. ¡Happy Blending!

    • @322ss
      @322ss 8 місяців тому

      @@pxy-gnomes9781 There have been several neat and very anatomically correct deformation rigs built like this. I've seen several Maya demo reels back in the day with a ton of small bones that move based on joint orientation (like your helper bones) basically simulating corrective blend shape. Other way is also to do corrective mesh shaping in blend shape target (like t-pose mesh that gets shaped using small bones) and then pipe that to your deforming mesh.

    • @pxy-gnomes9781
      @pxy-gnomes9781 8 місяців тому

      @@322ss Interesting feedback! Occasionally, I reasearch Maya tutorials for Rigging, but it's often difficult besides some generic notions because I mainly use Blender as CG software. I currently am not aware of an actually good Maya tutorial (e.g., on UA-cam) that would use and properly explain step by step Helper Bones, but I guess there should exist by this time? Feel free to reference/link if you know about anything of the kind, I'd find this mostly interesting. Some of the main Helper Bones concepts I've used here, are borrowed from other riggers in some adaptive way. For example, I've adapted the Drivers system to a full Bone Constraints system, while trying to expose how this can be achieved in a relatively simple way using the Transformation Bone Constraint as a basis. I also attempted to bring some theoretical input regarding the Skinning methods and the causes of horrid Artifacts generation (e.g., Deform Bones excessive Rotations); but I was probably a bit immoderate in avoiding by default 100% Rotations of the Helper Deform Bones in this tutorial: actually, a bit of Rotation for the Helper Bones might actually be beneficial to the Deform Rig, causing no problem to the Mesh (but it adds another layer of complication to the Rig, because it's an extra input to control in terms of Bone Constraint work). My tutorial needs a revision/revamp, because there are lots of possibilities that I've missed. And Corrective Shape Keys method, as you mentioned, is often more valuable than not; also because of good compatibility and easiness in dealing with Artifacts. Currently, specifically for neutralizing the Artifacts as an Armature Deform Corrective method, I'm investigating a very old method from 2005, called "Fan Bones". It seems one of the most accurate method for that purpose, while using conventional Skinning Algorithms.

    • @pxy-gnomes9781
      @pxy-gnomes9781 8 місяців тому

      @@322ss _Other way is also to do corrective mesh shaping in blend shape target (like t-pose mesh that gets shaped using small bones) and then pipe that to your deforming mesh._ I'm not sure I could visualize this approach properly; can you show some example? I do not see the relation between the small Bones and the Shape Keys/Blend Shapes that would occur for the T-Pose. If those small Bones are just Driver Bones for the Shape Keys/Blend Shapes, then, yes, this I understand. But why for the T-Pose (it's usually not the T-Pose the one that requires Corrective inputs, since the T-Pose is 99% of the cases the Rest Position/Binding Posed State of the Mesh & Armature), and the Rest Position for the Mesh is usually 100% accurate by default when on Pose Mode. Thanks for the comments!

    • @322ss
      @322ss 8 місяців тому

      @@pxy-gnomes9781Sorry if that sounded confusing. I simply meant that in Maya and 3ds Max for example, it is possible to use separate objects as shape keys (so the source shape can be changed). Then you can deform the shape key using bones or other deformers (lattices, influence objects), and then transfer that deformation to your skinned main character mesh body or face for example. Actually now that I think about this, I'm not sure if that is even possible in Blender as shape keys are vertex position deltas stored in mesh, and not as separate objects. Forget the t-pose part, by that I meant that mesh/shape is in its non-deformed default shape, so sometimes it is easier to see what kind of changes are created by specific deformation, and in what direction the bones that I use are moving, instead of seeing those bones move as part of already posed skeleton and already deformed mesh which may or may not look very messy at that point.

  • @ScottRuggels
    @ScottRuggels Рік тому

    Does this approach export to Unity, or Unreal?

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Good Question. I'm also willing to understand this. Currently, a Game Dev friend of mine, and who uses Unity, at some point would investigate this for me because I don't have experience with modern Game Engines. What I know from theory however is that they have to reproduce Bone Constraints from Blender, _but in their own ways_ ; so, I believe it _should_ be pretty feasible, mainly _because_ the Transformation Bone Constraint in Blender seems to be a very, very simple feature, mathematically speaking; it's not something like the more complex Bendy Bone feature which grants Spline Skinning for Deform Bones and has lots of specialized settings. *TRANSFORMATION BONE CONSTRAINT* It works a bit like a simplified Driver. Basically, you take a Transform input from one Bone, like Local Space X Axis Rotation, establish 2 extreme points of Rotation (a Mininum and a Maximum Values allowed), and then associate, have this scope of Transformation affect, proportionally, another Transform from a different Bone, like World Space Z Axis Location, with also the establishment of 2 extreme points of Location (a Minimum and a Maximum). Once one can configure this 'translation' of Transformations between the 2 Bones (proportional exactly as Tales's Theorem, if we deal only with Location Tranforms), everything else is just about the Weight Paint and the Armature Bones' Relations, which already comes from the Exported file(s). So, the question becomes: ¿is there something like a preset Transformation Bone Constraint in the Game Engines?, ¿If not, is there a way to develop a feature like the Tranformation Bone Constraint in the Game Engines? I hope this helps; if you happen to find the solution, please tell me; this is a critical issue regarding Organic Rigging for Games.

    • @ScottRuggels
      @ScottRuggels Рік тому

      @@pxy-gnomes9781 Thank you for the prompt reply. I will go over the Unity documents, and see what they say. but if characters have dynamic hair and cloaks, there must be something that allows bones to react to things other than baked animation. I look forward to hearing from your friend's experiments.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      @@ScottRuggels Welcome. Btw, ¿I guess you should already know that "Shape Keys" feature in Blender (sort of equivalent to "Blend Shapes" in Maya and in certain Game Engines), from using the Corrective Shape Keys method, is also a main solution for countering Skinning algorithms' Artifacts, and a solution that I've learned _works_ in Game Engines. So, if for some reason this Helper Bone method cannot be used for Game Engines, there would still be the Shape Keys to Blend Shapes approach. *ACCESSORY PROLEMATIC* As for the other issue, 'Bones to react to Mesh'… If I understand correctly, in Blender I know some similar cases that this can be achieved, for example with Copy Location Bone Constraint on a Bone, Targeting a Vertex Group (for a simple example: a single Vertex's Vertex Group in the Mesh Object); this method can be combined with Shape Keys, so that as the Shape Key Morphs the Mesh, any Bone that has this kind of Bone Constraint setup will 'follow the Mesh' -so some Control Bones will indeed control the Shape Keys Morphs, while some other Bones will be controlled by the Morphing (& possibly also Armature Deforming) Mesh. Of course, this approach is still not the same as Physics and Collisions and the relations that may exist (even in realtime Bone Posing) between Key Framed 3D Animation and Physics Simulation in the Timeline (where both features they interact spontaneously; I'm not sure theoretically where the Baking comes in but it should be somewhere part of it). In Blender at least, we can have indeed independent Bones being Bone Constraint to… Vertex Group, the problem is that it would be imperative to avoid any depency loop: of Bone Controlling Mesh through Armature Deformation (as the expected behavior) and Mesh Controlling Bones (as alternative, creative methods); I'm not using any solution like that currently, but I was successful once making Eyelashes Bones following Eyelids Border Mesh which were being controlled by Shape Keys which were themselves controlled (Driven) by a Shape Key Driver Control Bone. They didn't struggle because there was this hierarchy of what controls what. It's probably dangerous if any Bone that is Bone Constraint to a Vertex Group, is itself a Deform Bones… Influencing the same Mesh elements which are being Deformed/Transform originally, whether by Shape Keys Morphs, Physics Simulations, more Deform Bones… this would be probably wreak havoc the Rig with depency loops; so whatever such Vertex Group Bone Constraint Bones do, as being part of a lower hierarchy level Rig, the Deform Bones or Mesh they Influence should be something 'below', which holds no direct dependency to the higher features in the Rig hierarchy. Sorry if this is too theoretical; without examples it's not good to explain, but I hope this offers extra insight in some problematics regarding Rigging in Blender, even though it's not exactly the issue. Regarding my friend's investigation; he is a bit busy right now with job switching, but as soon as I can talk with him in a better condition, I'll remember to check how this is going.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      @@ScottRuggels I suspect you'd like do something like the inverse of this case, but not necessarily in Blender, but in the Game Engine: ua-cam.com/video/uJtou3_1lW4/v-deo.html If the Physics Simulation can affect the original Rig… yes, there should be ways, but I'm not sure about the limitations atm. This would require special investigation.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hello, @ScottRuggels; I finally found some answer to your question (maybe you found it yourself already). Sorry it took me so long, because my friend wasn't available anymore to research a solution for me, and since I don't have any experience with Game Engines there was little I could do. But then someone get me good insight into plausible solutions; there would be 2 ways in Unity for example: 1) In principle, the base workflow for making animations for games, is to Bake the animations inside Blender (probably having Action, right?), and then Exporting this 3D Animation Data and getting them inside the Game Engine; only the Deform Bones matter in this output. And Since the entire motion of the Deform Bones (including the ones of the Helper Bones in my Rig setup) gets Baked, the Corrective Deforms they generate should be preserved (thanks to Baking), even though the Rig system itself will be destroyed in Exporting; but this is ok, since the Deform Bones Transforms is what matters in this approach. In this approach, the character animations are all readied from Blender; there is no need or no immediate Control Rig in the Game Engine to tweak stuff. 2) With some Programming skills, it is actually possible to make lots of functionalities inside Unity for example. Even the Transformation Bone Constraint in Blender, then, can be emulated in the Game Engine: the person who helped me gave me this code example (althought probably an innacurate example, it gives an idea of how this can be approached: if(object.transform.position.x > 0) { bone.transform.rotate = transform.eulerAngles(*something something*) } So, the cool thing is that there is some flexibility, yet, there is apparently this need for some manual adaptation, from Blender to the Game Engine. Also, remember that, for making direct 3D Animation inside the Game Engine at least in the case of Unity (this would be closer to the 2º approach btw) there is that Avatar system. I find all this stuff quite interesting, and I hope this solves your issue. Currently, I'm up for remaking this whole Rig Tutorial solution for Complex Joint Rigs in Blender, as there seem to exist easier and better solutions for this Armature Deform thing already (but they, themselves, bring new challenges towards Game Engine adaption, which I cannot answer yet).

  • @usamanaeem3705
    @usamanaeem3705 Рік тому

    can you tell how you set that rig up on your character it will be much better to understand

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hello. Fair enough; Usually, the _Step-by-Step_ section I place it after the _Fundamentals_ section. In the case of this (very long) tutorial, I should probably invert that order --definitively. However, there's a big problem atm. The video edition is taking so long (about 8h of video content in total) that I've decided, exceptionally, I'll be publishing the whole tutorial gradually, as I complete bit by bit the video editing. I'm sorry about that, but the good news are: I'm already publishing videos from such Step-by-Step section that you are looking for (look for the latest videos); about every 1 or 2 days I'm publishing an additional 15min video, and eventually this will complete the whole tutorial -and I'll be able to invert the order. So, please, be patient. This Integrated Eyes Rig is the last of a phase for me; after which, I'll be focusing on shorter, simplified tutorials -which will be more beneficial to everyone including myself. Thanks for the feedback. Btw, if you have any particular question about the Rig I can still answer you meanwhile the content is not 100% ready. Happy Blending.

    • @usamanaeem3705
      @usamanaeem3705 Рік тому

      @@pxy-gnomes9781 i appreciate your work and effort. And i will subscribe you my brother.

    • @usamanaeem3705
      @usamanaeem3705 Рік тому

      @@pxy-gnomes9781 also take your time and make beautiful tutorial.

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      @@usamanaeem3705 ¡Thank you! This means a lot. ¡Happy Blending!

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      @@usamanaeem3705 I will. Thanks again for your support. There has been a growing list of what I believe would be interesting Rigging content in Blender I would like to make as Tutorials; but Tutorial-Making is also a learning process… as I complete this one (the largest I've ever made), I start to realize the pros & cons of taking this same approach ---which needs a critical revamp. 😹And that's what I will be up to next. ¡Cya!

  • @Soliddimension3D
    @Soliddimension3D Рік тому

    This is actually a gold mine! Do you have discord?

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi, and thank you for the observation. Yes; sure, you can tag me in the Discord channels "Blender Community" and "Blender Discord" (¿maybe you are in them as well? let me know), I use the same nickname there btw [pxy-gnomes].

  • @LapisSea
    @LapisSea Рік тому

    This is great! I have always struggled with this. Thank you very much!

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      ¡And thank you for the feedback! Glad this is being helpful. ¡Happy Blending!

  • @yehonamgeker
    @yehonamgeker Рік тому

    cool!

  • @Bad_Chad
    @Bad_Chad Рік тому

    Very cool tool and clear tutorial. Thanks for doing what you do!

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      ¡You're welcome! I'm glad that it is being useful content. Thank you for the feedback, it's very important; especially because this is the first "minimalist" tutorial (from this _WikiRigs Tutorial Series_) that I make. I need to be making a lot of these.

  • @lululucuma1666
    @lululucuma1666 Рік тому

    Hey. Just wanted to say this approach for helper bones is very interesting. Great videos!

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi; ¡Thank you for the feedback! So far, some people that gave me feedback on this approach told me they've had positive results on their characters; although I didn't ask for visual examples, some were even successful combining this approach with other Rigs they were developing on Joint regions; so it's interesting that this also shows some adaptability to different cases. ¡Ciao!

  • @edmatrariel
    @edmatrariel Рік тому

    I made a helper bone for the character's knee with constrain in calf bone and child of the thigh bone, but when the thigh bone is rotated the helper bone returns to the starting position. Just when the calf bone is rotated run everything ok. Note: Target and owner is in local position. Thanks

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      Hi; It's a bit difficult for me to visualize what's going on. Because there are few communications options here in UA-cam comments section, if you are in Discord's channel Blender Community or Blender Discord, you can find me there to get more in-depth. However, maybe you can solve it by developing over these ideas: A problem is that I do not know which Bone Constraints you used. I assume the Transformation Bone Constraint; but then there is the Parenting to the Thigh Bone (Connected or Disconnected/Offset)… ? Or, instead, is it a Child Of Bone Constraint? Child Of Bone Constraint doesn't give you as much Location Options as Copy Location Bone Constraint. And Direct Parenting, whether Connected or Disconnected/Offset, will make the Child Bone Inherit, by default, all Transforms: and then you lose control over the Bone, furthermore you get probably unwilling Bone Rotations on all XYZ Axes, which are problematic because of the Skinning Algorithm. For the Transformation Bone Constraint on the Helper Bone, you must make sure you analyze the Rotation Angle of the Shin, Target Bone, using Map From: probably Min from 0° to Max somehwere about (+ or -) 170° (the Knee bending fully as the Shin touches the back of the Thigh). I think the problem is the Parenting and/or the Location Constraints you've made, because the Location of those Helper Bone are highly dependent on the IK Chain Bone Locations; it's very tricky to set up a correct Addition of Constraints for Locations in Blender. I recommend you Parent Offset the Helper Bone to a stable, Master Bone, like a Hips/Torso/Spine Bone; and that you use the method of stacking Copy Location Bone Constraint + Transformation Bone Constraint that I've presented just at the end of the whole tutorial (for fixing the Volume Loss on the back of the Thigh Bone as it Rotates forwards; Leg's front bending). Hope this helps; ¡Good Luck!

    • @edmatrariel
      @edmatrariel Рік тому

      @@pxy-gnomes9781 Your answer was enlightening and helped me a lot. The problem was caused by the inversion of the bone axis after the mirror. This problem occurred because I applied this technique in auto rig pro, where I can't control the bone axis freely. But in a common skeleton this problem does not occur. I'm not a rigger and I always use rigify or ARP for my characters. They are great but in the customization part, sometimes they bring problems. I love the videos on the channel about custom bones, because believe me, I searched a lot and only found it well explained here.

  • @druidpeter
    @druidpeter Рік тому

    This is all incredibly helpful, pxy-gnomes. Thank you. I'm subscribing. :D

    • @pxy-gnomes9781
      @pxy-gnomes9781 Рік тому

      ¡Thank you for the feedback, and welcome to the crazy House of Organic Rigging!

  • @vikaskumar-lr4cn
    @vikaskumar-lr4cn Рік тому

    hii

  • @MTPadDev
    @MTPadDev 2 роки тому

    Great and very informative tutorial! Thanks and looking forward to the next ones :D

  • @denieltonn
    @denieltonn 2 роки тому

    great content, mate!