Hey there, thank you again for making these tutorials, they’ve been so helpful. If you take requests, I could use a Control Rig tutorial on how to attach / constrain a character to a vehicle; i’ve been having so much trouble trying to figure out how to keep my characters hands on a motorcycle’s handlebars, etc.
Please make a video about "Project to New Parent". Old parent and new parent are same. I don't understand. I'm just assuming that Node wants two parents and you give it two but they are same. Would it work the same if Node wanted only one parent?
Actually yes! Those are coming. I just finished and advance leg recording that includes "stretch" for something like a knee offset but we will get into stretch for things like cartoony stuff too if it's helpful
Hello! your videos really soo cool, thanks!!!!! Im have question, how to make backward solve with "fk/ik switch" rig? Im tried, but nothing. only work for fk?
actually....your Align IK to FK IS the backward solve for IK. So you can align the FK to the joints or the IK to the joints as part of the solve. Once we finish forward solve, we'll go back and do backward for each of our components so you have examples.
Trying this out in a control rig I'm working on but I'm getting this strange "twitching" behaviour. This shows up specifically in sequencer, not in the control rig graph. I'm using the rotation constraint in this case (ctrl is parented to null, null gets rotation of it's parent ctrl and root ctrl) and the issue starts once I activate the switch. Any idea what might be causing that? This unfortunately causes to not work at all when rendering out via movie quene, it simply ignores the rotation constraint altogether.
@@livinfreestyle6727 Edit: I just realized what it was. I needed to FIRST run the constraint THEN set the bone transforms to the controls, not the other way around. Adding a second null for the first rotation constraint parent instead of the head control also helped. Thanks for taking a look at it either way, hopefully this helps anyone else who might be having issues with it. Original message: The latter in my case, with the character just doing a standing gesture. In my case, I have it setup so the head control gets the rotation of the chest control. The issue becomes more exaggerated when both controls move at the same time when the head null is copying the chest control rotation. My best guess is that cycling is occurring (head control parented to null, null uses head control as constraint parent) so maybe a different constraint parent is needed?
Your lessons are a treasure trove of useful information, thank you very much!
You're welcome!
Every day I learn something new. Thank you so much.😍
You're welcome!
Great tutorial and channel Kev. Keep up the amazing work.
Appreciate the comment and the watch. Working on the next video now :)
Hey there, thank you again for making these tutorials, they’ve been so helpful.
If you take requests, I could use a Control Rig tutorial on how to attach / constrain a character to a vehicle; i’ve been having so much trouble trying to figure out how to keep my characters hands on a motorcycle’s handlebars, etc.
We can figure something like that out once we get through all the basic stuff and thanks for watching!
Please make a video about "Project to New Parent". Old parent and new parent are same. I don't understand. I'm just assuming that Node wants two parents and you give it two but they are same. Would it work the same if Node wanted only one parent?
Thank you, Sir!
You are welcome!
nice video!!! I.m trying to do the strech & squash funcionality for cartoon characters. Hopely is in your road map xD Thanks for the info
Actually yes! Those are coming. I just finished and advance leg recording that includes "stretch" for something like a knee offset but we will get into stretch for things like cartoony stuff too if it's helpful
Hello! your videos really soo cool, thanks!!!!! Im have question, how to make backward solve with "fk/ik switch" rig? Im tried, but nothing. only work for fk?
actually....your Align IK to FK IS the backward solve for IK. So you can align the FK to the joints or the IK to the joints as part of the solve. Once we finish forward solve, we'll go back and do backward for each of our components so you have examples.
Thanks you soooo much!
Trying this out in a control rig I'm working on but I'm getting this strange "twitching" behaviour. This shows up specifically in sequencer, not in the control rig graph. I'm using the rotation constraint in this case (ctrl is parented to null, null gets rotation of it's parent ctrl and root ctrl) and the issue starts once I activate the switch. Any idea what might be causing that?
This unfortunately causes to not work at all when rendering out via movie quene, it simply ignores the rotation constraint altogether.
I will see if I can replicate this. Just a standard walk or run or something in sequencer with the world align set to "world" or to the local?
@@livinfreestyle6727 Edit: I just realized what it was. I needed to FIRST run the constraint THEN set the bone transforms to the controls, not the other way around. Adding a second null for the first rotation constraint parent instead of the head control also helped. Thanks for taking a look at it either way, hopefully this helps anyone else who might be having issues with it.
Original message: The latter in my case, with the character just doing a standing gesture. In my case, I have it setup so the head control gets the rotation of the chest control. The issue becomes more exaggerated when both controls move at the same time when the head null is copying the chest control rotation.
My best guess is that cycling is occurring (head control parented to null, null uses head control as constraint parent) so maybe a different constraint parent is needed?
Nice work riddling this out and finding the solve