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Corrective Shape Keys - Blender 2.8 Tutorial
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- Опубліковано 18 сер 2024
- In this tutorial I demonstrate how to use Corrective Shape Keys to improve rigging in Blender 2.8
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FINALLY
OH MY GAWD
FINALLY SOMEONE EXPLAINS SHAPEKEYS AND DRIVERS SPECIFICALLY FOR CHARACTER MODEL DEFORMATION
sorry for shouting. i'm just so happy.
thank you mr danny mac
Im happy for you bro
Now i know how they make a perfect deformation in rigging. Thanks man
Hi.
I just wanted to say that your explanation is very informative and pleasant to listen. And I say this even if I've watched lots of tutorials.
My thinking was that, in order to get the desired deformation, let's say of the elbow, I would create a intermediate correction key and a fully bent corrective key, from which blender would do the transition in a linear . . . way. Seeing the need of a driver to trigger the deformation is a bit intimidating, but with your explanation I feel I'll manage to do it right. On the other hand, since the driver includes an editable transition curve, the possibility of fine tuning the transition is considerably increased.
Thank you.
Cheers.
danny mac always make complex things easy to understand, thank you! love all your tutorials.
FINALLY
U DON'T KNOW HOW MUCH I WAS SEARCHING FOR THIS
thanks man
;-;
U save my life
Your tutorials are great bro !
I dont rig a lot but man this info is gold!
Oh Thank you Danny ! You are the best, I asked for this tutorial and you provided! God Bless!
exactly what i was looking for
Rigging tutorial Please .
We want a facial rigging tutorial by you and your language, please.
The best rigging tutorial ever, thanks a lot
just discovered your channel via blendernation. Your tuts are really really well done, thanks
I come back to this each time i forget how to set a driver. Thank you!
You are a god!
Now im gonna go crazy!!
imagine doing this with your shoulders whennyou eaise the arm omg
Wow, ich bin begeistert. Super tolles Video 👌. Es hat mir sehr geholfen. Vielen Dank. Grüße aus Bayern
OK, This is gold!!!
Great! Thanks! Much needed update on that.
Thank you for the tutorials!!
Just wonderful
Nice tutorial. How do you solve deformation in joints with more than one axis though, like shoulders? Can you use shape keys for that as well?
I'm only just learning about this myself, but my guess is that you would create a corrective shape key for each axis, and then as you move the bone it blends between them.
For "sphere socket" type joints that can turn in almost any direction, like arms and legs etc, you usually need four corrective shape keys: FRONT, BACK, LEFT, RIGHT (or NORTH, SOUTH, EAST, WEST if you prefer).
That looks like a very Disney like character nice :)
thank you, very nice video!
this is why i subscribed :3
Very usefull!!
Dany, can i ask you, how can i make an ik/fk match?
i wanna know that too!
if you're using Rigify, make the ORG bone the target for the driver. It's moved by both the FK and IK controls :)
thank you
Did they remove "To Keys"? 2:49
Seems so, I can't find it either
Thanks mate!!
Thanks
Which mode you prefer orthographic or perpestive while sculpting
fantastic :)
Does the shape key only affect the mesh when the animation is turned on? Can shape keys be seen in real time when we pose the bones?
Вы нашли ответ ?
It isn't working, whenever I move the curve around in the driver menu, the shape key slider with a numerical value goes up and down, but whenever I move the bone, or animate the bone moving. The shape key doesn't seem to cooperate with the driver's directions of x rotation, or any other rotation for that matter.
EDIT: 2:31 "This red dot represents where the arm is rotated" No matter what I do in the 3D window, in object, or pose mode. I cannot get that red dot,(white square) to move. I can move it up and down in the driver window, but that's it.
"SHEP"
Wow! Ai Angel commenting on a video I'm about to watch! I love you, Angelica!
In the metarig every bone shows "0" rotation no matter what. Like, there is no bone in the elbow that displays anything other than "0". How to set up corrective shapekeys in the metarig?
you used a modifier in the stack in order to correct the mesh. what is name of modifier?
I use maya before and it have very old script is called pose reader, basically is a pose cone reader. the value is not driven by the axis , its driven by the cone. may I know how to do it??
*SHEAP*
I am sorry...
The white square in the Drivers Editor doesn't move when I scrub the timeline... I have my corrective shape key set to 0 at frame 0 and 1 at frame 10. But according to the F-Curve values (no matter what I change) in Blender 3 the shape key will only ever be 1 or 0... it refuses to let me drive the shape key based on the rotation of the chosen bone. So done.
I clicked on View to edit the cursor position and now the other tabs (Modifiers, Drivers, and F-Curve) have disappeared. How do I get them back???
OK, so I found a solution after a few minutes... right-click in the Shape Key value area > click Open Drivers Editor. This will open a new window but will ALSO restore the tabs to the Drivers Editor you created while following this tutorial. Why? No clue. But it works!
not all information i need has been found yet,i dont know how you managed to slide a new window open and i do not see any shape key or driver related things to select in my drivest tab once i do open it,despite the fact that i have one set up
I'm so discouraged from continuing working with 3D art. So much work, so many aspects to just create one character. Its so hard to self teach, but I'd rather that than student debt. Guess my hands are tied.
Good artists spend YEARS getting to their levels. Self teaching is fine and no less efficient than paying someone. You just need to have the will power to actually do the work, and not complain about how hard the work is. Your hands are not tied. The only thing stopping you is you. Get started today.
OMG, i love u
Hi Danny, I have a bit of a conundrum, I created a corrective shape for the under arm and shoulder when I bring the arm down, but how to create the driver when you have FK/IK setup using the default rigify rig? I need to have the corrective shape driver working for both modes? Never mind, I found this video ua-cam.com/video/wUs04SGUnVI/v-deo.html showing how to have driver woking in both modes.
Now only if this would work for vrchat
what a sexy accent 🔥🔥🔥🔥
I love corrective shape keys!
I cannot seem to find your email. Could you run it by me?
Peace.
👈👈👈👈👈👆👆👆👆👆👆👌👌
nothing i do here works
this is really hard to follow
What do you mean "hello boys and girls" how dare you misgender me
jk great tut +1sub
Cheating way, but im wondering if there another way to create good deformed, im trying to use muscle but not luck to find out
What's cheating? Depends on the destination of the model. Extra bones are a common solution, so are correctives. A combination of the 2 is good
@@DannyMac3d We use corrective shapes ALL the time at Disney Animation for face and body. So I guess that makes me a cheater as well!
@@ikerclon Naughty! :)
there is no way to get perfect weight paint corective shapes are fine there option to use cage for animation as well there is muscle add on for blender 2.79 but it is more for more realistic characters then cartoon
@@DannyMac3d cheating i meant tricky way, i just hope blender release modifier can handle deformed corrective also can adapt contact skin mesh :)
Blender is so stupid , instead of having these annoying shit drivers menu you need for corrective shapekeys , blender should have a 1 click button that save the bone's situation and automatically setup the driver according to current pose.....
I don't see the difference in the thumbnail-
Really? It's pretty obvious to me, the elbow joint on the right is correct, but the one on the left is extremely deformed and unrealistic, both on the inner AND outer edges of the elbow. No human joint behaves that way, but by default, that's how every modeling program treats joints because they don't know how to properly deform even with a perfect weight paint.
I dont rig a lot but man this info is gold!