This is one of those rare Blender tutorials that actually knows what is expected from a proper rig, unlike the many dozens of tutorial showing f.ex. 'how to rig a hand' and then doesn't even make a control to clench the hand into a fist. Great work there. Second, I think the reason this isn't getting more attention (and the reason Iirc. I found this from a Tech Art post instead of Google) is because it is frankly doing a very bad job explaining _why_ you're doing what you're doing. I've made a few decent rigs in Maya before (and worked as a Technical Animator for a short time), so I can puzzle together the pieces after a rewatch or two, but as a beginner this is less of a tutorial and more of do this step-by-step and you'll have a rig. If you explained the steps the video might take a bit longer but would be much easier to follow and for people of all levels. Anyway, excellent rig. Good audio recording etc. Could just use a bit more explanation for what's going on. :)
yeah, I have been using blender for 10 years, I have learned the basics of rigging in Maya, but I can't understand what he is doing unfortunately, so this is my last video with him sadly
I'm sorry but to make a custom shape for the spine ctrl bone to look like 4-arrows like that, what is it that you used? Is that custom-crafted mesh or there's a blender default-shaped mesh like that available that I still don't know of?
Honestly, I like the video but I find myself getting lost a bit. Would you be interested in making a video using a simpler spine example? To explain why you're doing what you're doing? Or maybe you can point me to a resource that uses Bbones as a controller system? And why would I use this over something like a spline controller which to me seems simpler to set up?
Hi Lonely Goblin! Thanks for the question. I plan to do more bbone videos in the future that will be more like that, explaining how they work step by step. Hopefully those will make it easier to follow videos like this one where I focus mostly on the setups themselves. Why would you use this over a setup with a spline, I guess it mostly comes down to personal preference. For a spline IK setup I would have to deal with hooks which I just don't like, and I couldn't divide the ik chain on the go as I can with bbone segments. But if you prefer that method then go with it, whatever gets the job done is good.
@@arminhalac Good! Looking forward to the b-bone videos, I see a lot about them being used for deformation but I can't seem to find many used as a controller. I've watched your arm video as well which was also interesting and a bit more clear than the spine (maybe because the orientation of the bones is a bit easier to visualize?) but I think if you could do a video on this topic with smaller rigs that would be very useful. You're right about hooks, one of the things I don't like about spline controllers as well, so I'm interested in this method.
Thank you but for me the disabling stretching solution is not working for me.. (12:20) Spine 3 and 2 are working holding the distance but spine 2 is deforming the bone shape. Spine 2 and 1 are not working but 1 to the base crtl is working. Not sure why..
Great tutorial, thank you very much! The only problem I have is with the limit distance constraint between the spine bones on the deformation rig - it doesn't seem to function no matter what settings or influence it has. It seems to me that the spine bones are scaling due to the copy transforms from the stretch to constraint on the upper/lower bendy spine bones. How would I work around that?
I actually got it to work in the end with a limit scale constraint on the spine bones instead, but I'm not sure if that's because of my own setup or a new blender version.
It might have helped some to leave the bone name display on, so the viewers could see which bones you are talking about. It is hard to remember which one is which otherwise.
This is one of those rare Blender tutorials that actually knows what is expected from a proper rig, unlike the many dozens of tutorial showing f.ex. 'how to rig a hand' and then doesn't even make a control to clench the hand into a fist. Great work there.
Second, I think the reason this isn't getting more attention (and the reason Iirc. I found this from a Tech Art post instead of Google) is because it is frankly doing a very bad job explaining _why_ you're doing what you're doing.
I've made a few decent rigs in Maya before (and worked as a Technical Animator for a short time), so I can puzzle together the pieces after a rewatch or two, but as a beginner this is less of a tutorial and more of do this step-by-step and you'll have a rig.
If you explained the steps the video might take a bit longer but would be much easier to follow and for people of all levels.
Anyway, excellent rig. Good audio recording etc. Could just use a bit more explanation for what's going on. :)
yeah, I have been using blender for 10 years, I have learned the basics of rigging in Maya, but I can't understand what he is doing unfortunately, so this is my last video with him sadly
fantastic tutorial, very well explained. I was able to make a torso rig perfectly with this elegant setup. thank you
I'm sorry but to make a custom shape for the spine ctrl bone to look like 4-arrows like that, what is it that you used? Is that custom-crafted mesh or there's a blender default-shaped mesh like that available that I still don't know of?
Honestly, I like the video but I find myself getting lost a bit. Would you be interested in making a video using a simpler spine example? To explain why you're doing what you're doing? Or maybe you can point me to a resource that uses Bbones as a controller system? And why would I use this over something like a spline controller which to me seems simpler to set up?
Hi Lonely Goblin! Thanks for the question. I plan to do more bbone videos in the future that will be more like that, explaining how they work step by step. Hopefully those will make it easier to follow videos like this one where I focus mostly on the setups themselves. Why would you use this over a setup with a spline, I guess it mostly comes down to personal preference. For a spline IK setup I would have to deal with hooks which I just don't like, and I couldn't divide the ik chain on the go as I can with bbone segments. But if you prefer that method then go with it, whatever gets the job done is good.
@@arminhalac Good! Looking forward to the b-bone videos, I see a lot about them being used for deformation but I can't seem to find many used as a controller. I've watched your arm video as well which was also interesting and a bit more clear than the spine (maybe because the orientation of the bones is a bit easier to visualize?) but I think if you could do a video on this topic with smaller rigs that would be very useful.
You're right about hooks, one of the things I don't like about spline controllers as well, so I'm interested in this method.
Thank you but for me the disabling stretching solution is not working for me.. (12:20) Spine 3 and 2 are working holding the distance but spine 2 is deforming the bone shape. Spine 2 and 1 are not working but 1 to the base crtl is working. Not sure why..
Great tutorial, thank you very much! The only problem I have is with the limit distance constraint between the spine bones on the deformation rig - it doesn't seem to function no matter what settings or influence it has. It seems to me that the spine bones are scaling due to the copy transforms from the stretch to constraint on the upper/lower bendy spine bones. How would I work around that?
I actually got it to work in the end with a limit scale constraint on the spine bones instead, but I'm not sure if that's because of my own setup or a new blender version.
It might have helped some to leave the bone name display on, so the viewers could see which bones you are talking about. It is hard to remember which one is which otherwise.
Good point, thank you. I try to have the selection info on so the names of active bones are displayed in the top left corner.
What are "bone_temp" for?