I love this so much !!! Most youTube instructional videos I have to speed up to at least 1.5 or more but yours is super fast and onto it excellent work :)
Great Tutorial... about the ik/fk snap I wonder how the people developing Rigify do it, because in rigify the snap work great and there is no lag... to be honest, i watched the full video waiting to find the solution here, but well, the video was amazing so it was worth it
I've tried a few ways, but the results were satisfying enough for me to show people. I'm still looking for a good way. It's a good idea to try to reverse engineer rigify.
I just noticed an auto IK tool under pose in the top right of the pose mode viewport that dynamically creates temporary IK Bones while manipulating in Blender 4.0
I did get the video and what you were trying to tell but I still don't get that why do you need to do this?? Like if you can do it normally then why do this? What's the purpose? Does it have some advantage over the other???
if you're asking why people use FK and IK, its because it makes animation a lot easier. Instead of rotating every bone individually, the kinematics let you get realistic movement pretty quickly while also accounting for how those bones would move in 3d space. For simple posing and animation you absolutely don't need to set these up, but they are helpful and save a decent amount of time on longer projects.
@@TimurSokol Actually I got the answer. What happens is, when you are animating things like flips, throws, jumps or run actions, they need organic movement, where the flow of hands or legs is smooth. Achieving that with IK is kinda a headache as you have to position the frames well, but doing the same with FK is quite easy. So, you switch between the two according to the needs. IK is mostly used in cases where you don't want a bone to affect other unwanted bones. For eg, if you want your character to squat, doing that with FK is a hell. You don't want the legs to move when hips are moved. So IK comes into play there. But if you want to animate someone doing butterfly stunts (or windmill, maybe that's what it's called), then use FK as it will significantly reduce the amount of work.
I might in a future video but this would be for like an arm or leg rig where you want to be able to use either FK or IK. I talk about it a little in my walk cycle video.
your tutorials are some of the best. Even this 2 yr video holds up nicely!
I wasn't expecting this to sound easy, but it just sounds easy
i think this is the first time someone on UA-cam has shown production technique in a tutorial. thank you this is lovely
Thanks for making this awesome tutorial for free ❤
I love this so much !!! Most youTube instructional videos I have to speed up to at least 1.5 or more but yours is super fast and onto it excellent work :)
Great Tutorial... about the ik/fk snap I wonder how the people developing Rigify do it, because in rigify the snap work great and there is no lag... to be honest, i watched the full video waiting to find the solution here, but well, the video was amazing so it was worth it
I've tried a few ways, but the results were satisfying enough for me to show people. I'm still looking for a good way. It's a good idea to try to reverse engineer rigify.
Hi, I just followed this tutorial, works very good and very clear to understand... Thank you
I just noticed an auto IK tool under pose in the top right of the pose mode viewport that dynamically creates temporary IK Bones while manipulating in Blender 4.0
Very good tutorial, thakns ^^
Joey, you are my goat!
Thank you Joey! Fan!
how do you get that layers tab thing it doesnt show up for me
It was changed to bone collections tab. basically is a better layers tab
Super,Thanks dear!
Thx ;D you have a new subsrc
I did get the video and what you were trying to tell but I still don't get that why do you need to do this?? Like if you can do it normally then why do this? What's the purpose? Does it have some advantage over the other???
if you're asking why people use FK and IK, its because it makes animation a lot easier. Instead of rotating every bone individually, the kinematics let you get realistic movement pretty quickly while also accounting for how those bones would move in 3d space. For simple posing and animation you absolutely don't need to set these up, but they are helpful and save a decent amount of time on longer projects.
@BookWorm1117 yeah but why would you want to switch from ik to fk?
@@TimurSokol Actually I got the answer. What happens is, when you are animating things like flips, throws, jumps or run actions, they need organic movement, where the flow of hands or legs is smooth. Achieving that with IK is kinda a headache as you have to position the frames well, but doing the same with FK is quite easy.
So, you switch between the two according to the needs. IK is mostly used in cases where you don't want a bone to affect other unwanted bones. For eg, if you want your character to squat, doing that with FK is a hell. You don't want the legs to move when hips are moved. So IK comes into play there.
But if you want to animate someone doing butterfly stunts (or windmill, maybe that's what it's called), then use FK as it will significantly reduce the amount of work.
@@scale...3d Oh yeah I remember running into this problem a while back but I just flipped the whole mesh instead
@@TimurSokol LOL
GREAT
CAn you make a more Practical Example for this?
I might in a future video but this would be for like an arm or leg rig where you want to be able to use either FK or IK. I talk about it a little in my walk cycle video.
@@JoeyCarlino It's been a year and still waiting
Can you make a new video for that video, please?
Why?
Nodefication... switching then between without glitch hopfully sone..
blender has renaming by default
Bulk renaming?
@@JoeyCarlino Batch Rename , me confundi Crtl f2
I'll try it out, to see how it compares. I know you could already rename things individually, I think I mention that in the video.
Nice
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dont listen to korozelly