🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com ❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
For few years of making some videos i found for myself that the best rig is just a few basic bones, a bit of "tweak" bones for posing and few IK's for handlegs and eyes. Always work best, fast AF, minimalistic AF, always works best with model scaling childing bones for any purposes. And more important its easy to understand the rig when u want to tweak something :)
Dude i have been struggling with cyclic parenting for months. parenting things to scale instead of location is genius, since blender measures scale as a multiplier. This solves so many problems! My rig is already looks WAY better than it did before!
I'm just a junior animator with barely two years of experience on the field but I can't agree more on the principle to let the animators control the rig. It's not just our job, it's a requirement. We need the freedom of motion.
T'es le GOAT. Je suis en train de me faire toutes tes vidéos autour du rigging pour un projet que j'ai, après avoir regarder un autre tuto sur ce que c'est que IK et FK, j'arrive à faire ce que je veux ! J'adore ! Merci pour le partage de ton savoir :)
I solved the problem with the "Limit Distance" constraint. Make a scripted driver (Expression must only say "var" (variable)) for the distance value, then set the driver type to "distance" and parent two empties, with a distance equal to the bones’s distance, to the rig. Use the empties as the objects for the driver. The distance value will now adjust itself whenever you confirm your change in scale.
Never thought of rigging as of an art. After some of your in-depth videos I just went ahead and purhcased your rigging course. You are amazingly talented, hoping to learn from you.
This is an absolutely fantastic video for me, I can't stress that enough! When it comes to learning brand new concepts that have various techniques, I'll spend so much time attempting one, then considering a shift in my approach when it gets difficult, without fully knowing what to expect long-term. This is multiple tutorials in one to achieve the same thing with different pros and cons, which is incredible. Thank you so much!
I watched your whole rigging course, so not much is new to me here, but that length limiter is a new one :D and also the fact you own chickens is also pretty new lol :P
Thanks for another great, comprehensive tutorial. I really like the way you show some obvious approaches and point out where they fail, rather than just showing the final setup. It's about time I picked up "The Art of Effective Rigging" to learn more secrets of great rigs.
it would be nice to have a tut about how you built that leg. is there some tool to set alignment of axes after you draw out the leg? ideally, you'd what the knee bend to exist on a single plane, on a single axis and it's possible to end up with a leg skeleton where even locking off the other two axes would result in a bad rotation relative to the character model.
I will still try to buy your courses even tho its very expensive for my countries economy(50 dolar course is around 1350 units xd). Thats how good they are.
How do you keep all of these bones organized when you're planning a rig? I found this a bit hard to follow, if I were working on a complicated rig I'd probably use a flowchart to keep track of the hierarchy of parents and the constraints. A node-based rigging system would probably be my preferred method, at the very least I'd create a diagram that would mirror the flow of information
There are bone layers, and there's an addon called Bone Layer Manager, which are super useful in organizing a rig. You can apply names to layers and easily create a simple UI for it. There's also an actual node-based rigging addon. I can't personally vouch for it, since I've seen only a little bit of its use, but there are tuts out there for it which look good and just as complex as Pierrick's. Also, if it helps you understand organizing your bones, one thing I do to organize them is to use a bone's dimensions to signify its role. I like using the BBone style instead of the default octohedral look, because I can use the bbone scale to create a pyramid look for when I stack mechanism and control bones in the same spot. Hope this helps!
It’s a matter of habit, at some point everything makes sense and you don’t get that lost. I’m working on a chart actually. Node based rigging is planned for Blender, it’s part of the development we’re working on. There is a node based rigging addon but it’s pretty limitated. Check pixel level pixel’s channel
Hello Pierrick. I am looking to brush up my rigging skills. Have I come to the right place? I am a professional modeller and I would like a painfully in depth exploration of rigging. Do you have such a thing?
Great vid and thanks for the info. I think I am missing something in my understanding, but at 13:55; What is the benefit of creating smaller copies of the original deformation bones for the copy scale constraint? Why can't we just apply the copy scale constraint from the root to the original deformation bones while still having the original deformation bones copy the transform of the IK bones? I tried this and it appears to yield the exact same result, but not sure if I'm missing something. Thanks
+1 always quality and every now and then there’s an update like when you went to this last BCON. That was inspiring, you were so buzzed about it. Congrats on the first 100,000
Wish I needed something like this but... cascadeur exists and is far superior compared to configuring IK. Modelling and bone placement still required, but auto IK does most of the stuff in this video.
I dont get your point. Why wishing something you don’t want ? What about stylised animation ? What about bone biped rig ? This is not limited to leg rig.
15:04 Instead of using a "Root" bone to limit the leg scaling, I just set inherit scale to none for the "ORG-LEG.001" bone. I got the same results, but is this bad practice? Will I run into issues down the road? I'd like to learn from my mistakes now rather than later when i've set up a dozen more rigs.
Hi. Thank you so much for this great tutorial. I wondering to know how can I implement or use the Blender animation in Unity or UE without losing all the jobs done in Blender. If there is a youtube tutorial on your youtube channel that would be great to watch in order to learn from the expert.
First of all, thank you. Recently i'be started to learn animation and rigging, so your courses help me a lot. But have a question should i remember exact your rig set-ups and steps, or it is more direction and I can not try to follow it to the letter?
Like anything you will learn in your life, it’s me about understanding the process and concepts and add them to your workflow than reproducing the exact same steps.
The problem is that when I move the Ik control bone up, it squashes the bones in the chain instead of rotating them even if it is just a little, the software that my animations are meant to be used with does not support stretch/squash at all, and all of these methods squash the ik chain, no luck here for me, at the very least this gave me an idea for how I can stop the foot from detaching from the leg if the control bone is moved too far.
Well this didn't work I built my own rig as well I wanted my IK bones for my feet and arms but they don't do what their suppose to. So if I move the IK bones it doesn't move with it at all. I didn't miss a step I'm sure.
I'm 3/4 of the way into this video, I have a rig not deforming my mesh (which I feel like should of been discussed as far as parenting it to the mesh), I have 2 legs that kind of function but really do not in terms of fundamental function, and....that's it. Please.....PLEASE realize most times, people are searching for blender tutorials for things like this. I've wasted well over an hour from going back in the video to figure out what I did wrong. I feel like the title " the perfect rig" is misleading, as it implies that this video showcases a fully functional IK rig, which it does not. Maybe it's my own fault for assuming this was a tutorial but it's just frustrating because with 4 minutes left in the video, I'm realizing that's not the case.
Honestly, why to bother with it in 2023? While We have all the presets etc? That was a case in I don't know Blender 2.43... But now? Yeah I get it, still a lot of customs need to be made, or could be made, etc. But for humanoids? Everything is there, and building anything like that is just a waste of time. What We need in Blender is the same funcionality which Cascadeur has. Because We need FullBodyIK, animating in Blender now is archaic as hell, and a waste of time. For hand animation, for fixing mocap, for taking poses from mocap, basically for everything. Blender need a huge upadte here. I'm switching to Cascadeur for main movement, fixes, then will export from Blender via AutoRig Pro and AutoRig Custom to UNREAL. Lately I'm after a project where I was fixing mocap, and that is just a mistake in Blender, a hassle, and a waste of precious time... And don't tell Me please You can do it blah blah blah, it doesn't matter. We need the best tools, to work the best We can. I know You are teaching, nothing writing in this direction, only about Blender :) Cheers My friend :)
@@pinx5976 It is actually simple he just goes on about every conceivable problem and work around for that problem just watch the time lapse videos I learnt better there straight to the point and you can understand why and what is being done. My adhd brain cant handle this run around for more view time 14:52.
his videos are always so complicated. buddy has a million bones to do the same thing. Its so difficult to follow along and you get easily mixed up. This is why i hardly watch his tutorial. Its just too complicated and im sure this is done in an easier manner.
@@dirverslicense tf you want? You took a shot at my intellect. So cuz someone learns differently, they are stupid or something. What were you implying?
🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com
❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
For few years of making some videos i found for myself that the best rig is just a few basic bones, a bit of "tweak" bones for posing and few IK's for handlegs and eyes.
Always work best, fast AF, minimalistic AF, always works best with model scaling childing bones for any purposes. And more important its easy to understand the rig when u want to tweak something :)
Dude i have been struggling with cyclic parenting for months. parenting things to scale instead of location is genius, since blender measures scale as a multiplier. This solves so many problems! My rig is already looks WAY better than it did before!
I'm just a junior animator with barely two years of experience on the field but I can't agree more on the principle to let the animators control the rig. It's not just our job, it's a requirement. We need the freedom of motion.
Absolutely
T'es le GOAT. Je suis en train de me faire toutes tes vidéos autour du rigging pour un projet que j'ai, après avoir regarder un autre tuto sur ce que c'est que IK et FK, j'arrive à faire ce que je veux ! J'adore ! Merci pour le partage de ton savoir :)
I solved the problem with the "Limit Distance" constraint.
Make a scripted driver (Expression must only say "var" (variable)) for the distance value, then set the driver type to "distance" and parent two empties, with a distance equal to the bones’s distance, to the rig.
Use the empties as the objects for the driver.
The distance value will now adjust itself whenever you confirm your change in scale.
You can also use custom space. And as a custom space object, the closest bone in the hierarchy, I figured this out like a couple of days ago.
@@PierrickPicaut_P2DESIGN I’ll have to try out your solution too. Doesn’t hurt to have more options to solve a problem after all
@@PierrickPicaut_P2DESIGN I found a flaw in my method and have corrected my comment
I may not do it correctly, but when I try out your solution, it doesn’t work when I apply all Transforms
Never thought of rigging as of an art. After some of your in-depth videos I just went ahead and purhcased your rigging course. You are amazingly talented, hoping to learn from you.
Thanks for your kind words
@@PierrickPicaut_P2DESIGN and his money ;)
This is an absolutely fantastic video for me, I can't stress that enough! When it comes to learning brand new concepts that have various techniques, I'll spend so much time attempting one, then considering a shift in my approach when it gets difficult, without fully knowing what to expect long-term. This is multiple tutorials in one to achieve the same thing with different pros and cons, which is incredible. Thank you so much!
honestly hands down, THE most technical and precious knowledge in the industry. Thanks a million for educating us! Money well spent
I watched your whole rigging course, so not much is new to me here, but that length limiter is a new one :D
and also the fact you own chickens is also pretty new lol :P
Hey Pierrick, bit of an odd comment but I really appreciate the improvement in your subtitling, it makes your videos much easier to follow.
That's fine :)
I found a good service online. It's pricey but the quality is pretty satidfying
Thanks Pierrick!
Solves exactly my issue, thank you so much!!!
Thanks for another great, comprehensive tutorial. I really like the way you show some obvious approaches and point out where they fail, rather than just showing the final setup. It's about time I picked up "The Art of Effective Rigging" to learn more secrets of great rigs.
Thank you. Just trying to show that there is no perfect option :)
Super interesting! Thanks for this, stretching in games is such a pain.
thank for your video, i hope one day i can enroll your course
2:04 THANK YOU SO MUCH I WAS WONDERING WHY MY KNEE KEPT GOING SIDEWAYS 😭😭😭😭
it would be nice to have a tut about how you built that leg. is there some tool to set alignment of axes after you draw out the leg? ideally, you'd what the knee bend to exist on a single plane, on a single axis and it's possible to end up with a leg skeleton where even locking off the other two axes would result in a bad rotation relative to the character model.
I will still try to buy your courses even tho its very expensive for my countries economy(50 dolar course is around 1350 units xd). Thats how good they are.
Thank you so much, master of rigging!
I just purchase your course, great tutorial I hope you will update the course with exclusive content and new features in the future
As a beginner, it looks a bit complicated to me, but very interesting.
Incredible breakdown. Very nice.
This is by far the best explanation of how IK works in terms of rotations, axis, everything. Thanks so much for this tutorial.
really helpful. it's really hard for me to make my character walk using my IK rig. Stretching a little bit will solve that clumsy bending animation.
You are my hero! I just found your channel and it's like I'm a kid on Christmas morning. Thank you! Je vous remercie.
How do you keep all of these bones organized when you're planning a rig? I found this a bit hard to follow, if I were working on a complicated rig I'd probably use a flowchart to keep track of the hierarchy of parents and the constraints. A node-based rigging system would probably be my preferred method, at the very least I'd create a diagram that would mirror the flow of information
There are bone layers, and there's an addon called Bone Layer Manager, which are super useful in organizing a rig. You can apply names to layers and easily create a simple UI for it.
There's also an actual node-based rigging addon. I can't personally vouch for it, since I've seen only a little bit of its use, but there are tuts out there for it which look good and just as complex as Pierrick's.
Also, if it helps you understand organizing your bones, one thing I do to organize them is to use a bone's dimensions to signify its role. I like using the BBone style instead of the default octohedral look, because I can use the bbone scale to create a pyramid look for when I stack mechanism and control bones in the same spot. Hope this helps!
It’s a matter of habit, at some point everything makes sense and you don’t get that lost.
I’m working on a chart actually.
Node based rigging is planned for Blender, it’s part of the development we’re working on.
There is a node based rigging addon but it’s pretty limitated.
Check pixel level pixel’s channel
@@PierrickPicaut_P2DESIGN Are you involved in the development of Blender’s rigging and animation tools?
@@mixchief i try to, I attend some of the animation module meetings and make suggestions whenever I feel it’s relevant
Sir plz upload video about animating wrinkles plzz
I have learned so much with this one video.
holy hell this was amazing.
nice video, "story" style tutorials are just about the hardest kind to script, and you did a great job with this
this is gold.. thank you so much
Sorry to ask you make a tutorial for all the body ik and fx is hard to fund a video explaine how make it and your animation is amazing.
Does this tutorial come with the rigging course on p2design? Would be cool if the other parts of the rig were as advanced as this
We cover more advanced things in the course, don't worry
Thanks, you saved my day.
Terima kasih from Indonesian.
I love how detailed this is! Will this translate to Unity engine without issue or is there a plugin I need?
Thank you!
Hello Pierrick. I am looking to brush up my rigging skills. Have I come to the right place? I am a professional modeller and I would like a painfully in depth exploration of rigging. Do you have such a thing?
the video I've found in youtube! thank you!
Sir plz upload video how to make perfect deforming skin in blender
This helped up a lot, thank you so much!
Great vid and thanks for the info. I think I am missing something in my understanding, but at 13:55; What is the benefit of creating smaller copies of the original deformation bones for the copy scale constraint? Why can't we just apply the copy scale constraint from the root to the original deformation bones while still having the original deformation bones copy the transform of the IK bones? I tried this and it appears to yield the exact same result, but not sure if I'm missing something. Thanks
Thank you for creating such amazing videos. Content is made of 100% awesome. Congratulations on reaching the 100K milestone !
+1 always quality and every now and then there’s an update like when you went to this last BCON. That was inspiring, you were so buzzed about it. Congrats on the first 100,000
Thanks for your support
Wish I needed something like this but... cascadeur exists and is far superior compared to configuring IK. Modelling and bone placement still required, but auto IK does most of the stuff in this video.
I dont get your point. Why wishing something you don’t want ?
What about stylised animation ?
What about bone biped rig ?
This is not limited to leg rig.
Thank You ❤❤❤
i love your work
15:04 Instead of using a "Root" bone to limit the leg scaling, I just set inherit scale to none for the "ORG-LEG.001" bone.
I got the same results, but is this bad practice? Will I run into issues down the road?
I'd like to learn from my mistakes now rather than later when i've set up a dozen more rigs.
Yes, you will have problem as you won’t be able to scale your rig using bones, it won’t follow.
I was happy that I disaid a robot for my character model for my game
It makes everything esier wean talking for animation's
Hi. Thank you so much for this great tutorial. I wondering to know how can I implement or use the Blender animation in Unity or UE without losing all the jobs done in Blender. If there is a youtube tutorial on your youtube channel that would be great to watch in order to learn from the expert.
Great video! Sad I missed the sale T_T
First of all, thank you. Recently i'be started to learn animation and rigging, so your courses help me a lot. But have a question should i remember exact your rig set-ups and steps, or it is more direction and I can not try to follow it to the letter?
Like anything you will learn in your life, it’s me about understanding the process and concepts and add them to your workflow than reproducing the exact same steps.
The problem is that when I move the Ik control bone up, it squashes the bones in the chain instead of rotating them even if it is just a little, the software that my animations are meant to be used with does not support stretch/squash at all, and all of these methods squash the ik chain, no luck here for me, at the very least this gave me an idea for how I can stop the foot from detaching from the leg if the control bone is moved too far.
Hey I have the same issue, knee and ankle joints squash too much before the knee begins to bend towards the pole target. Did you find a workaround?
@@JoeDraws5 Nope, I just ended up not using this method.
Hello online teacher, do you know "Rigging Nodes" ? it may be help if you do some tutorial about it :)
❤ and support. Thanks for the video
Does knee popping happen to arms as well?
I will buy yout course of rig and animation. I m brazilian, Florianópolis - Santa Catarina. Thank you for your videos
Thanks for your support
for some reason clicking lock IK does not produce the desired result. The knee still does not point straight forward.
(logo whooshes)
Can we be 3d generalists and make beautifu looking l art?
Still I recommend Sebastian League. You Must watch him
Well this didn't work I built my own rig as well I wanted my IK bones for my feet and arms but they don't do what their suppose to. So if I move the IK bones it doesn't move with it at all. I didn't miss a step I'm sure.
Merci pour cette vidéo gold !
Avec plaisir
I would like to know if you have project to experiment with Ai as a tool, to smoothing even more.
super tutoriel
Thanks.
why do you need ik to stretch the mesh?
thank you but what, my brain stopping working on 10th minute regardless of what am i trying to do, looking on the 15 bones in one leg is making me cry
I love you so much
Doesn't work for me, will have to re rig my whole model.
Your joints really need an extra bone. They don't bend well at all.
Thanks for your enlightenment, made my day.
show the chicken!
Alright
Check this out 🥰
twitter.com/pierrick_picaut/status/1677024934965460992?s=46&t=DrATt88Rthk_XdJUmC-uqA
@@PierrickPicaut_P2DESIGN Just can't say how much tanksful I am, this video is treasure
TE AMO UwU
interesting
👍👍👍
Stay great brother! Thank you again for another great video!
Thanks :)
oui 🐔
❤❤❤❤
Why isn't the foot fixed on the floor, the man's foot goes under the ground, this shouldn't be
damm very hard that
I'm 3/4 of the way into this video, I have a rig not deforming my mesh (which I feel like should of been discussed as far as parenting it to the mesh), I have 2 legs that kind of function but really do not in terms of fundamental function, and....that's it. Please.....PLEASE realize most times, people are searching for blender tutorials for things like this. I've wasted well over an hour from going back in the video to figure out what I did wrong. I feel like the title " the perfect rig" is misleading, as it implies that this video showcases a fully functional IK rig, which it does not. Maybe it's my own fault for assuming this was a tutorial but it's just frustrating because with 4 minutes left in the video, I'm realizing that's not the case.
not suitable for game engines is all I had to know
Honestly, why to bother with it in 2023? While We have all the presets etc?
That was a case in I don't know Blender 2.43... But now? Yeah I get it, still a lot of customs need to be made, or could be made, etc. But for humanoids? Everything is there, and building anything like that is just a waste of time.
What We need in Blender is the same funcionality which Cascadeur has. Because We need FullBodyIK, animating in Blender now is archaic as hell, and a waste of time. For hand animation, for fixing mocap, for taking poses from mocap, basically for everything. Blender need a huge upadte here. I'm switching to Cascadeur for main movement, fixes, then will export from Blender via AutoRig Pro and AutoRig Custom to UNREAL. Lately I'm after a project where I was fixing mocap, and that is just a mistake in Blender, a hassle, and a waste of precious time... And don't tell Me please You can do it blah blah blah, it doesn't matter. We need the best tools, to work the best We can. I know You are teaching, nothing writing in this direction, only about Blender :) Cheers My friend :)
This is a bit advance in term of rigging no ? hahaha
I dont understand why would you want the legs to be stretching
For stylized animation… as in most games
@@PierrickPicaut_P2DESIGN thank you
why is this all so over-complicated?!
Because IK calculation is not that simple. And as anything in life, if you want to understand it properly, it's painful.
@@PierrickPicaut_P2DESIGN i dont like pain, maybe blender could do some better rigging tools....
@@pinx5976 It is actually simple he just goes on about every conceivable problem and work around for that problem just watch the time lapse videos I learnt better there straight to the point and you can understand why and what is being done. My adhd brain cant handle this run around for more view time 14:52.
his videos are always so complicated. buddy has a million bones to do the same thing. Its so difficult to follow along and you get easily mixed up. This is why i hardly watch his tutorial. Its just too complicated and im sure this is done in an easier manner.
Skill issue on your part
@@dirverslicense you thought you ate huh. Boy sit down somewhere
@@Omnivoid22?
@@dirverslicense tf you want? You took a shot at my intellect. So cuz someone learns differently, they are stupid or something. What were you implying?
Info 6/10.
Teaching lvl 0/10.
Yeah 😽
❤❤❤❤