For anyone struggling getting the waist CTRL & clavicle CTRL to work with FK, you could try the following. select your waist CTRL then your left leg (femur) FK offset group and do a parent constraint with maintain offset, repeat for right leg (femur) FK offset group. For the arms you select your left clavicle CTRL then your left arm (humerus) FK offset group and do a parent constraint with maintain offset, repeat for right clavicle CTRL with right arm (humerus) FK offset group. I prefer this approach so I can keep my outliner hierarchy intact.
That's not correct setup, because l_humerus_fk_ctrl is connected to humerus_fk bone. If you delete this constrain it can work just half way because humerus_fk_bone lost control by rotation l_humerus_fk_ctrl. There is just one simple solution. Move FK controls to Cog hierarchy...femures to waist and humerus under clavicle
One of the best rigging tutorials I've ever used! I feel like I finally understand why and what and how I'm doing everything, and new, cleaner and efficient ways to achieve those things. Thanks so much.
One of the nicest things about your videos is you keep your mistakes and then show how to fix them. Super helpful for when we inevitably make mistakes! Also, you show the reverse of how to do something, like with the... I think it was the channel editor... you just move the attributes you want locked and hidden to the appropriate columns.
Under options, you can also check the "pin all nodes by default" option. I've found this to be the best option for stopping Maya from destroying your node layout.
Hello, I found your channel this past summer and have been learning through trial and error on the rigging process and have achieved a good amount of success so far with a dog rig I'm working on while following these instructions. The one thing that I wanted clarification on was the way things are organized in the Outliner. There are: Base_Skeleton Base_Controls Rig_Systems I assume the Base_Skeleton to be only the main skeletons of each arm and leg (Not the hidden IK and FK skeletons). What I don't know is if the Base_Controls are the IK and FK skeletons, or if they belong in the Rig_Systems. I assume as well that all the offsets belong in the one that the IK and FK skeletons are not in. Lastly, I'm not quite sure where the clusterhandles go, as well as the "_viz nurbscurves" that you left out in the Outliner in the previous videos. I assume Rig_Systems. I'm a stickler when it comes to organization, so I do like knowing where each piece of the puzzle belongs. Btw, your channel has been quite the pleasant surprise to stumble upon. There is no one else to my knowledge that has made tutorials at the same level as you have, and it is truly a lifesaver for someone who has merely only scratched the surface with college level courses where not even the professor knows what exactly is wrong with the rig because their qualifications are only geared towards the animating side of Maya, not the rigging side. I do hope your channel grows, as it is terribly underrated for how professional and incredible it is.
I think you missed something. When you made controlling the arm by the clavicle control by parent constraint the arm group with the FK and IK joints to the clavicle control. The IK follows because the IK shoulder joint doesn't have any control. That why I think when you switch to the FK, it won't follow the clavicle control because the FK shoulder joint has control that not move.
Apoologies for the late reply, but you want to make sure that the FK control chain you've made (both groups and curves) are parented under the clavicle control, otherwise it won't move.
Would be great if you make a video talking about the bad side of using HumanIk. What HumanIk don't have. Your videos are awesome, you are the greatest.
Hello, I've a question regarding the Fk & Ik joining part. After the connection of humerus joint and femur joint to the cog joint & shoulder joint, the waist wriggle and shoulder movement in Ik part is fine but in FK it won't move.? could you please clarify that ?
This is awesome but there is one thing I don't understand. I can't see anything that would make your FK legs follow your waist control. What did you do about that?
Hi Ant, Would you mind adding this Video to the "Basics" playlist, please? Unless you left this episode out on purpose! My partner and I got a bit confused when following the playlist after you seemed to have jumped from legs to painting weights, Whilst having a completed Spine, head and eyes!! Thank you! :)
Not done with the video yet, but I figure I'd ask now in case I forget... What if you use an aim constraint for the eyelids too, but using a multiply-divide node on... the weight of the constraint, maybe? Or whichever attribute the constraint uses to track with the constrainee's rotation. Would that work?
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
How do I create specific, intricate controls, in the position i need them to be in, and then set the pivots to match the offset, if that makes sense? Essentially I have a character with a bow in her hair. I created a controller that matches the outline of one side of the bow. and the best way to do this was to just trace the shape of one of the topology with an ep curve and snapping it to each points. and i have everything set in a way where its placed exactly where I want it to be But i cant just put it into an offset group, parent the group to the joint, zero it out, etc. because then the final result of the controller will have shifted so far away from where its needed, and manually resetting every point of the curve would take a while, and I dont want to have to do that for every custom controller essentially. How do I get the pivot point to be zero, and match the location and rotational values of the joint it will be driving. without moving the controller
Thanks so much for these tutorials, I am having a problem with clavicle control, FK controls aren't following like IK, can you please help me with this, I have checked your model but I can't solve the problem.
Hello again! While working on the eye controls I do have another question. Maybe you explain this in a later video but the eyelids following the eyeballs is a great addition. However it seems that they rely on the translation of the LookAt_Control. So when you rotate the head, the eyes keep aiming forwards but the eyelids don't do anything in this situation. Is this something that gets fixed in a later video? Thanks again for all the tutorials.
@antiCGi, if you could, please respond. I've been following these tutorials and so far everything worked as intended. But after this video FK arms turned out broken and useless. You haven't touched FK arms in this video and worked only with IKs, frget to say what needs to be done with FKs. IK arms work perfectly, but FK don't follow the shoulders. I tried parent constraint shoulders' controls to the humerus' control (with maintining offset). it worked and FK arms follow the shoulders, but only when they are not rotated. When I do even a slight rotation with FK arms at the humerus contorl and then add any kind of torso rotation, FK arms break and go to their base rotations/transitions. They also stop working permanently, they no longer can be rotated with the body while having rotations themselves, they even ignore keys and if you try keying their rotations ,they just ignore that. Same thing happens if I parent constraint FK humerus controls to the clavicle joint or clavicle control or shoulder joint or shoulder control. I'm pretty much stuck and I have no idea what to do next, because such FK arms not only useless, but are also a detriment to the rig. If you or anyone else could say what to do with FK arms after the clavicle part in this video is done so that they would follow the shoulders, it would be highely appreciated.
I've found the problem. I don't know if we did it during the arms construction or if I did it on the accident, but the problem was lying within the FK arms controls offsets. I found out that I locked and hided their rotation and translation attributes. which didn't allow them to rotate normally. After I unlocked these attributes back for l_humerus_FK_ctrl_offset, I was able to parent constraint it (!offset, not the control!) to the l_clavicle_ctrl and that did it (other way around though - clavicle_ctrl to the humerus_offset). And after doing the same for the right arm, now FK work properly as well, following the shoulders and the clavicle.
In your opinion, whats the most commonly use spine setup in the industry? Be it game or films: what type of spine is the most essential for making a good rig?
I'm finding that the clavicle and waist controls are not moving as they should when I am switched to FK mode for all the joints. For example, in FK the clavicle control rotates as normal but the root of the joint spins in place instead of following the control axis.
i have the eyelids following nicely with eyelookat control now. When i tried skinning it to the eyelid joints the mesh is moving from its default state :O. Any ideas? It looks fine when i skin it to the main eye joint. It only happens on the eyelids :/.
First of all thank you so much for the rigging tutorials, your knowledge and explanation is perfect! :) One question, at around 23:00 you make the legs follow the waist movement. Should the FK rigg system of the legs follow the movement as the IK does? cause in my scene it doesn't. Maybe it is an stupid question but just want to make sure Im doing it right. Thank you :D @antCGi
@@antCGi I have fixed it! it was just the hierarchy of my leg controls. I realized while painting the skin weights, and could see how important are the local rotation axis for the geometry to deform right. Thanks a lot :D
One question i want to make is how to fix the waist movement with the FK joints, cause in my scene the FK joints doesn't move with the wais, Thanks for the rigging series
Thank you for your videos. I am currently having trouble getting the individual spine controls to control the spine joints. I did everything you did but they only rotate the little balls and not the entire joint chain. Would happen to know what I did wrong?
oh just minutes later, i found out what i did. i parented the spine offsets to the offsets instead of parenting them to the controls in the hierarchy. im dumb xD will keep this up for posterity just in case someone else runs into this!
I love these Tutorials. But i am really confused about the hirarchy in the outliner, because I cant read the Text. I suppose I missed some of the grouping. There is a Base Model, wich i assume is the Mesh. The Base Sekleton and rig systems and... i am just confused. Can someone help me with the basic structure of the hirarchy?
Hi I have some questions. How would you rig a cloth for game engines? would it be several joints with fk controls? or with ik handles? will I need joints and skin weights for weapons such as swords? all I need for them is to switch between hand contraint and back contraint. thank you for all these knowledges, learning so much from them
There is a way of setting up dynamics to drive joints, and I will cover this in a future video. I am currently working on a video which covers space swapping, so this should help with your sword :)
I use the humanik and make the controllers of the eyes by myself, but the controllers i'he made don't follow when i move the controllers of humanik, even parenting them. Do you know why?
What I do is group everything and then flip the group, you can then I group them to retain the position. You may need to then freeze the scale transforms.
Hi ant CGi, after make the left side rigging, is there a quick way to copy left side rigging to right side? or it is a manual process? It's totally fine to make it manually for the right side because I am learning, just wonder if there is a fast way to achieve that in future. Can't thank you enough for those tutorial you made!
Hi @@antCGi, I have an follow question regarding to copy controllers to right side. How to counter the mirrored controller upside down when lineup with the joints on the right side? And since there are some drive keys on the left side, is there a fast way to carry it over to right side? Very Appreciate!
I don't know anything to mirror all the controls...😥 I cannot mirror after grouping controls and bones. and how can i rename all L_bone into R_bone after mirroring? do I have to do node editor again? Please help me.
hi, I'm following your tutorial hand in hand, but I don't understand why every time when I connect nodes I don't see unit conversion nodes, I always have to put them on and arrived at 1:04:59 the eyelids don't move. I tried to change values, connect other nodes to others, but nothing, everything stays still unless I connect the lookat_ctrl. AntCGi can you explain to me why? or anyone else can?
Okay so I have all of this set up but my clavicle joints aren't driving the arms at all when they are switched to FK. Is this supposed to happen or have I done something wrong? Everything is parented up correctly to my knowledge.
Okay so to kinda fix this I have parent constrained the FK shoulder offset group to the clavicle joint. (idk if it's useful or not tho as I'm not rly an animator)
Hello (I'm french) I have a problem with the FK which does not follow like the IK (no problem with). The waist controller is the most problematic for which I cannot find an alternative. If I parentage the skeleton directly I have a big problem for the rest of the way. Should I ditch the size controller in FK? It's a shame that he does ellipses, we don't know what is normal or not ... I don't understand why, we parented the whole l_leg file that's supposed to follow, right? So it is the controllers of the FK which come into conflict? If I parentage the FK controllers we have something that no longer looks like the IK movement of the waist controller... we have a very straight movement of the legs that leave the ground (sorry I don't know if that will be understood). Maybe this is normal ?... I have also a problem with eyes ctrl, if I move on the z axis all axes do anything... Is this good/normal ? Did you say something about the cog_ctrl, because in part 10 (ending) you make the whole model move with it, but how ? You do very violent ellipses and we get lost ! I did an offset parenting of the cog_ctrl with the waist_ctrl ?
yes. i think you answer in the comments actually but it would be great to see you do it as i didn’t quite understand the process but don’t worry its great that you make these available !
my shoulder controls are not working in the fk controls of both arms but they work in ik controls what i did wrong i dont know can anyone help and solve my problems.
Gotta say I know people like these tutorials but the way he over uses shortcuts without letting you know which ones are applied makes it very difficult to follow sometimes. It can be very frustrating
@@antCGi No worries, I think I just had to be more patient. I appreciate the quick response, I purchased both biped and quadruped packages on Cubebrush just as appreciation to your tutorials, there is much more content in the packages than I expected, great job man, you should consider making more tutorials, we are all learning a lot from you. Cheers!
This whole tutorial is like, "I'm gonna teach you math from scratch, and I'll do that by solving complex equations" and also "Watch me do a bunch of minor fixes all the time that can't mean anything to you right now but might be useful in the hypothetical future". I don't understand the logic of teaching something in this format, this would have been a far better experience if each of these core features were explained on simple individual pieces and at the end of this, a final "project" would be to rig a whole body, the outline becomes clogged with a a bunch of stuff, difficult to follow, a lot of hypotheticals "watch out for this in the future" that don't mean anything to me, a lot of stuff to follow and keep track of.
For anyone struggling getting the waist CTRL & clavicle CTRL to work with FK, you could try the following.
select your waist CTRL then your left leg (femur) FK offset group and do a parent constraint with maintain offset, repeat for right leg (femur) FK offset group.
For the arms you select your left clavicle CTRL then your left arm (humerus) FK offset group and do a parent constraint with maintain offset, repeat for right clavicle CTRL with right arm (humerus) FK offset group.
I prefer this approach so I can keep my outliner hierarchy intact.
thank you! I was scratching my head rewatching the video thinking I missed something
That's not correct setup, because l_humerus_fk_ctrl is connected to humerus_fk bone. If you delete this constrain it can work just half way because humerus_fk_bone lost control by rotation l_humerus_fk_ctrl. There is just one simple solution. Move FK controls to Cog hierarchy...femures to waist and humerus under clavicle
@@thomasrigg1774 I will give it a try, ty for pointing it out.
@@thomasrigg1774So I basically drag the offset humerus group under the clavicle ctrl ? Like no parent constrain?
@@neelampratimdas9548 Yes, do what I texted. What would you like contrain? l_humerus_fk_ctrl is constrained to humerus_fk bone
One of the best rigging tutorials I've ever used! I feel like I finally understand why and what and how I'm doing everything, and new, cleaner and efficient ways to achieve those things. Thanks so much.
One of the nicest things about your videos is you keep your mistakes and then show how to fix them. Super helpful for when we inevitably make mistakes! Also, you show the reverse of how to do something, like with the... I think it was the channel editor... you just move the attributes you want locked and hidden to the appropriate columns.
"yes, this rig is very basic..."
...and I thought this is the most professional rig i have created in my rigging life
Hhh xD same bro
have a look at the free zelda rig online. it's from another planet.
before dat statement i was like "damn i'm already a god rigger now
Same 💀
it is a basic rig but a professional one. It is basically the start of the professional quality rig.
you saved my life, making an animated shortfilm and learning of face rigging
I can't wait to see the full facial rigging.. Tutorial, thank you soo much
I'm seriously overwhelmed by the sheer amount of information and I didn't feel like I've learned anything at all.
If you hit P on a selected node in the node editor you can pin nodes and stop them from moving when making connections
Amazing thanks! This is just what I need 👍
Under options, you can also check the "pin all nodes by default" option. I've found this to be the best option for stopping Maya from destroying your node layout.
Hello,
I found your channel this past summer and have been learning through trial and error on the rigging process and have achieved a good amount of success so far with a dog rig I'm working on while following these instructions. The one thing that I wanted clarification on was the way things are organized in the Outliner.
There are:
Base_Skeleton
Base_Controls
Rig_Systems
I assume the Base_Skeleton to be only the main skeletons of each arm and leg (Not the hidden IK and FK skeletons).
What I don't know is if the Base_Controls are the IK and FK skeletons, or if they belong in the Rig_Systems. I assume as well that all the offsets belong in the one that the IK and FK skeletons are not in.
Lastly, I'm not quite sure where the clusterhandles go, as well as the "_viz nurbscurves" that you left out in the Outliner in the previous videos. I assume Rig_Systems.
I'm a stickler when it comes to organization, so I do like knowing where each piece of the puzzle belongs.
Btw, your channel has been quite the pleasant surprise to stumble upon. There is no one else to my knowledge that has made tutorials at the same level as you have, and it is truly a lifesaver for someone who has merely only scratched the surface with college level courses where not even the professor knows what exactly is wrong with the rig because their qualifications are only geared towards the animating side of Maya, not the rigging side. I do hope your channel grows, as it is terribly underrated for how professional and incredible it is.
I think you missed something. When you made controlling the arm by the clavicle control by parent constraint the arm group with the FK and IK joints to the clavicle control. The IK follows because the IK shoulder joint doesn't have any control. That why I think when you switch to the FK, it won't follow the clavicle control because the FK shoulder joint has control that not move.
I think you nail the problem. How Did you solved it? I'm going crazy
Apoologies for the late reply, but you want to make sure that the FK control chain you've made (both groups and curves) are parented under the clavicle control, otherwise it won't move.
Hello Sir.. The Right Part. did you mirror the controller from left part? or you did all over again from the beginning. Thank you sir..
Would be great if you make a video talking about the bad side of using HumanIk. What HumanIk don't have. Your videos are awesome, you are the greatest.
i went to another road..when you started creating nodes for eyes...
Hello, I've a question regarding the Fk & Ik joining part. After the connection of humerus joint and femur joint to the cog joint & shoulder joint, the waist wriggle and shoulder movement in Ik part is fine but in FK it won't move.? could you please clarify that ?
This is awesome but there is one thing I don't understand. I can't see anything that would make your FK legs follow your waist control. What did you do about that?
He put those in the L_Leg and R_Leg groups that he created
These tutorials have been really helpful, whens the next video coming btw?
That's great to hear! I'm having to fit them in around work, so as soon as I can :)
@@antCGi nice, looking forward to it.
Hi Ant, Would you mind adding this Video to the "Basics" playlist, please? Unless you left this episode out on purpose! My partner and I got a bit confused when following the playlist after you seemed to have jumped from legs to painting weights, Whilst having a completed Spine, head and eyes!! Thank you! :)
Sure, sorry! I thought it was already in that playlist. Thanks for letting me know 👍
Thank you very much!
Not done with the video yet, but I figure I'd ask now in case I forget...
What if you use an aim constraint for the eyelids too, but using a multiply-divide node on... the weight of the constraint, maybe? Or whichever attribute the constraint uses to track with the constrainee's rotation. Would that work?
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above.
If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
How do I create specific, intricate controls, in the position i need them to be in, and then set the pivots to match the offset, if that makes sense?
Essentially I have a character with a bow in her hair. I created a controller that matches the outline of one side of the bow. and the best way to do this was to just trace the shape of one of the topology with an ep curve and snapping it to each points. and i have everything set in a way where its placed exactly where I want it to be
But i cant just put it into an offset group, parent the group to the joint, zero it out, etc. because then the final result of the controller will have shifted so far away from where its needed, and manually resetting every point of the curve would take a while, and I dont want to have to do that for every custom controller
essentially. How do I get the pivot point to be zero, and match the location and rotational values of the joint it will be driving. without moving the controller
Thanks so much for these tutorials, I am having a problem with clavicle control, FK controls aren't following like IK, can you please help me with this, I have checked your model but I can't solve the problem.
Hi! You coult try parenting the FK shoulder offset group to the clavicle control, or use a parent constraint to make the FK arm follow it.
@@antCGiyeah it worked thank you so much
@antCGi
i learned a lot from u
Is the spine auto limb coming soon guys ?
I love this tutorial so much , but there is a point confused me a lot is that how do i mirror the control properly?
The FK joints arent following the waist controller! Even after grouping them
Dude your the best
Hello again! While working on the eye controls I do have another question.
Maybe you explain this in a later video but the eyelids following the eyeballs is a great addition. However it seems that they rely on the translation of the LookAt_Control. So when you rotate the head, the eyes keep aiming forwards but the eyelids don't do anything in this situation.
Is this something that gets fixed in a later video? Thanks again for all the tutorials.
did you solve this question? im still wonder how does he do it
@antiCGi, if you could, please respond.
I've been following these tutorials and so far everything worked as intended. But after this video FK arms turned out broken and useless. You haven't touched FK arms in this video and worked only with IKs, frget to say what needs to be done with FKs. IK arms work perfectly, but FK don't follow the shoulders. I tried parent constraint shoulders' controls to the humerus' control (with maintining offset). it worked and FK arms follow the shoulders, but only when they are not rotated. When I do even a slight rotation with FK arms at the humerus contorl and then add any kind of torso rotation, FK arms break and go to their base rotations/transitions. They also stop working permanently, they no longer can be rotated with the body while having rotations themselves, they even ignore keys and if you try keying their rotations ,they just ignore that.
Same thing happens if I parent constraint FK humerus controls to the clavicle joint or clavicle control or shoulder joint or shoulder control. I'm pretty much stuck and I have no idea what to do next, because such FK arms not only useless, but are also a detriment to the rig.
If you or anyone else could say what to do with FK arms after the clavicle part in this video is done so that they would follow the shoulders, it would be highely appreciated.
I've found the problem.
I don't know if we did it during the arms construction or if I did it on the accident, but the problem was lying within the FK arms controls offsets. I found out that I locked and hided their rotation and translation attributes. which didn't allow them to rotate normally.
After I unlocked these attributes back for l_humerus_FK_ctrl_offset, I was able to parent constraint it (!offset, not the control!) to the l_clavicle_ctrl and that did it (other way around though - clavicle_ctrl to the humerus_offset). And after doing the same for the right arm, now FK work properly as well, following the shoulders and the clavicle.
just add ik joints to your l/r arm and leg groups.
In your opinion, whats the most commonly use spine setup in the industry? Be it game or films: what type of spine is the most essential for making a good rig?
The setup I see the most is a ribbon based based spine. It’s flexible and give good movement, as well as being stretchy.
@@antCGi Awesome, so I should be trying to use something like this?
vimeo.com/108727407
@@62cky4powerthirst what an extraordinary work..Amazing
@@amirmehmood3542 It's not mine: still it's amazing
Do you have a video tutorial to flip the rigging kit to the right ?
I'm finding that the clavicle and waist controls are not moving as they should when I am switched to FK mode for all the joints. For example, in FK the clavicle control rotates as normal but the root of the joint spins in place instead of following the control axis.
At this point the FK controls for the leg should be parented to the hip control or the cog control?
i have the eyelids following nicely with eyelookat control now. When i tried skinning it to the eyelid joints the mesh is moving from its default state :O. Any ideas? It looks fine when i skin it to the main eye joint. It only happens on the eyelids :/.
rigg system _L_Leg group parent constraint with Waist cntl but how FK controls follow the the join??
First of all thank you so much for the rigging tutorials, your knowledge and explanation is perfect! :)
One question, at around 23:00 you make the legs follow the waist movement. Should the FK rigg system of the legs follow the movement as the IK does? cause in my scene it doesn't. Maybe it is an stupid question but just want to make sure Im doing it right. Thank you :D @antCGi
Adrià Arañó Barenys it should yes, maybe I missed that in the video, sorry. Let me look back over the video tomorrow and get back to you 😊
@@antCGi I have fixed it! it was just the hierarchy of my leg controls. I realized while painting the skin weights, and could see how important are the local rotation axis for the geometry to deform right. Thanks a lot :D
@@adriaaranobarenys5434 nice one! :D
@@adriaaranobarenys5434 Can you tell me how did you fixed it, iam getting the same issue.
@@antCGi I'm having the same problem. How should the hierarchy of the controllers be so the FK system also follows the waist?
How did you duplicate the nodes in the node editor? Thanks btw. Rad ass tutorials man!
Thanks! Same as you do with anything else in Maya. Select and press Control + D :)
@@antCGi yes ok control D but it's a mirror copy right ? Super good tutorial but that part is missing. Thank you !
One question i want to make is how to fix the waist movement with the FK joints, cause in my scene the FK joints doesn't move with the wais, Thanks for the rigging series
Hi, have you downloaded the files? It might be easier to look at those and see how its setup.
@@antCGi Oh Thanks I'll take a look at it
@joaopedrocanal5431 hello brother
Same problem please help me
@@sisirsarker2521 don't remember exactly the problem but, as soon as I opened his project files I found out, try checking it
Question: How did you mirror your limb's rig with controls? Or you recreated by only mirroring the joints?
There yo go: ua-cam.com/video/GdexRVl9XBU/v-deo.html
Can't you just use an aim constraint when connecting the eyelids and eyelid controls?
Thank you for your videos. I am currently having trouble getting the individual spine controls to control the spine joints. I did everything you did but they only rotate the little balls and not the entire joint chain. Would happen to know what I did wrong?
oh just minutes later, i found out what i did. i parented the spine offsets to the offsets instead of parenting them to the controls in the hierarchy. im dumb xD will keep this up for posterity just in case someone else runs into this!
I love these Tutorials. But i am really confused about the hirarchy in the outliner, because I cant read the Text. I suppose I missed some of the grouping. There is a Base Model, wich i assume is the Mesh. The Base Sekleton and rig systems and... i am just confused. Can someone help me with the basic structure of the hirarchy?
You could download the source files, that way you will be able to see exactly how everything is constructed.
Why The clavicles ctrl doesnt affect the humerus when in fk mode but it works in ik mode
Hi I have some questions. How would you rig a cloth for game engines? would it be several joints with fk controls? or with ik handles? will I need joints and skin weights for weapons such as swords? all I need for them is to switch between hand contraint and back contraint. thank you for all these knowledges, learning so much from them
There is a way of setting up dynamics to drive joints, and I will cover this in a future video. I am currently working on a video which covers space swapping, so this should help with your sword :)
I use the humanik and make the controllers of the eyes by myself, but the controllers i'he made don't follow when i move the controllers of humanik, even parenting them. Do you know why?
How did you mirror those Controllers? When I mirrored in to group the axis are not facing different directions.
This tutorial helped me mirror the controls. Its also by the game guy.
ua-cam.com/video/GdexRVl9XBU/v-deo.html
Did you mirror all the left joints and control ...
I did, but be careful is using a -1 scale. You will need to freeze the transforms if you do.
@@antCGi I also trying to mirror .. but I can able to mirror joints but it's unable to mirror control offset .. ..
What I do is group everything and then flip the group, you can then I group them to retain the position. You may need to then freeze the scale transforms.
@@antCGi ooo thank you 😇 now I understand 🙏🏼🙏🏼🧡 thanks again
how did you mirror the right side
Do you have a tutorial for the clavicle rig?
Owesome
Hi ant CGi, after make the left side rigging, is there a quick way to copy left side rigging to right side? or it is a manual process? It's totally fine to make it manually for the right side because I am learning, just wonder if there is a fast way to achieve that in future. Can't thank you enough for those tutorial you made!
Hi! You can copy the controls and use mirror joints to flip the joints, but you will need to do the constraints again.
@@antCGi Cool! Thanks ant CGi !
Hi @@antCGi, I have an follow question regarding to copy controllers to right side. How to counter the mirrored controller upside down when lineup with the joints on the right side? And since there are some drive keys on the left side, is there a fast way to carry it over to right side? Very Appreciate!
I don't know anything to mirror all the controls...😥 I cannot mirror after grouping controls and bones. and how can i rename all L_bone into R_bone after mirroring? do I have to do node editor again? Please help me.
Are you mirroring joints? If so use the Mirror Joint Tool to mirror them, you can also automatically rename them too.
@@antCGi then, how to mirror controls? And after mirroring controls, ,do i have to add parent constraints to right ones?
same thing. How to mirror controls and maintain constraints?
can we get the base model that u used for ur videos for practice?
Sure, I will see what I can do. I was thinking of uploading them to my Cubebrush page at some point if people want them.
hi, I'm following your tutorial hand in hand, but I don't understand why every time when I connect nodes I don't see unit conversion nodes, I always have to put them on and arrived at 1:04:59 the eyelids don't move. I tried to change values, connect other nodes to others, but nothing, everything stays still unless I connect the lookat_ctrl. AntCGi can you explain to me why? or anyone else can?
Hi, I’d need to see the nodes really. Can you post in the Discord server?
@@antCGi yes, do I send them to the maya #rigging?
Okay so I have all of this set up but my clavicle joints aren't driving the arms at all when they are switched to FK. Is this supposed to happen or have I done something wrong? Everything is parented up correctly to my knowledge.
Okay so to kinda fix this I have parent constrained the FK shoulder offset group to the clavicle joint. (idk if it's useful or not tho as I'm not rly an animator)
That’s pretty much what I forgot to add I to the tutorial 😊
@@antCGi ah awesome I did it right. Thanks for the reply and for the tutorials in general, you’ve been such a massive help 😌
Hello (I'm french)
I have a problem with the FK which does not follow like the IK (no problem with). The waist controller is the most problematic for which I cannot find an alternative. If I parentage the skeleton directly I have a big problem for the rest of the way. Should I ditch the size controller in FK? It's a shame that he does ellipses, we don't know what is normal or not ... I don't understand why, we parented the whole l_leg file that's supposed to follow, right? So it is the controllers of the FK which come into conflict? If I parentage the FK controllers we have something that no longer looks like the IK movement of the waist controller... we have a very straight movement of the legs that leave the ground (sorry I don't know if that will be understood). Maybe this is normal ?... I have also a problem with eyes ctrl, if I move on the z axis all axes do anything... Is this good/normal ? Did you say something about the cog_ctrl, because in part 10 (ending) you make the whole model move with it, but how ? You do very violent ellipses and we get lost ! I did an offset parenting of the cog_ctrl with the waist_ctrl ?
Yes I have the same issue, he didn't address it unfortunately
Eye rig blink influence components Editor one eye to another how to mirror influence
how to run the code? is there a switch
hi great tutorial. just wondering how you mirrored the right to the right ?
Thanks! Do you mean the controls?
yes. i think you answer in the comments actually but it would be great to see you do it as i didn’t quite understand the process but don’t worry its great that you make these available !
Thomas Lisle a few people have asked about this so I’ll do a video on it 👍
great many thanks
look forward to it as by tuesday i will have built half a rig
hello you make this so cool i really really really need your help if i send my character to you can you tell me where is the problem ?
Hi, i'd love too but that's reserved for monthly supporters here - ko-fi.com/antcgi
why you give the every ctrl a offset group??? whats the use of that offset group
UDIT AGRAWAL it helps your controls maintain their orientation while also being set to 0, 0, 0.
and can u please share the full skeleton heirarchy image also
UDIT AGRAWAL I could put it on my Discord channel for you. If you add a post requesting it I’ll upload it next week.
You can get an invitation to the Discord channel here - www.tiny.cc/antCGiClub
hey my fk legs are not working as the ik legs ???
please help me out in this :)
Thank you :)
I'm still confused about the nodes.
my shoulder controls are not working in the fk controls of both arms but they work in ik controls what i did wrong i dont know can anyone help and solve my problems.
Are they patented to the clavicle control? You should download the rig and check it out.
@@antCGi Thanks Sir ,Yes they were not parented to the fk control.
1:06:06
28:00
oh so its simple then
If clavicle crtls parents to ik fk group joints ik is work but fk is not on clavicle crtls
texture
*spends 30 hours on tutorials*
"There you have it, a very basic rig"
o_______o
Gotta say I know people like these tutorials but the way he over uses shortcuts without letting you know which ones are applied makes it very difficult to follow sometimes. It can be very frustrating
Sorry about that! I do try to add in overlays in later videos to help 😊
@@antCGi No worries, I think I just had to be more patient. I appreciate the quick response, I purchased both biped and quadruped packages on Cubebrush just as appreciation to your tutorials, there is much more content in the packages than I expected, great job man, you should consider making more tutorials, we are all learning a lot from you. Cheers!
@@EduAntonMartinez thanks for the support! Plenty more tutorials to come 😁
This whole tutorial is like, "I'm gonna teach you math from scratch, and I'll do that by solving complex equations" and also "Watch me do a bunch of minor fixes all the time that can't mean anything to you right now but might be useful in the hypothetical future". I don't understand the logic of teaching something in this format, this would have been a far better experience if each of these core features were explained on simple individual pieces and at the end of this, a final "project" would be to rig a whole body, the outline becomes clogged with a a bunch of stuff, difficult to follow, a lot of hypotheticals "watch out for this in the future" that don't mean anything to me, a lot of stuff to follow and keep track of.
How did you manage to duplicate the arm and leg ctrls from one side to the other? I'm trying that, but I'm just getting problems.