There's an issue on the orientation of the wrists controllers, both FK and IK, it's not aligned with the bone it's controlling. We can see it at 0:12 in your video. That is a big issue when animating... Do you know how to fix this?
Sorry for the late reply. The control orientation is okay it's just visually wrong. There 2 ways you can fix it, The first is you can right-click on it and select 'control vertex' and orient it the way you want it to be just like this video ' ua-cam.com/video/1zR1bYDy1Wo/v-deo.html ', if it still doesn't feel right you can also change the pivot orientation with 'D' while it's selected. The second method is a bit complicated I learned this from using Zootools, you can group then unparent the control from the chain make sure the joint it controls stays with the rig then orient it, freeze transformation then parent the control back in without the group. Zootools has a button for that but the first method is easier.
They will remain the same. I haven't modified them. This tutorial is mainly about creating the body controls for both Metahumans and custom Metahumans made with Metapipe.
True that's why I am planning when I get time, I can remake some of these tutorials for Blender but until then am helping my fellow Maya users because Maya is my default animation software.
@@Darius.K_Gitonga Are these tools/similar tools available for Blender? I know one Blender Addon called "MetaReForge" which can be used to Customize Metahuman. Are you going to do tutorials on some addon or are you going to do it manually?
@@IamSH1VA Advanced Skeleton is not available in Blender but I will have to do my research for an alternative plugin for Blender that is also free and easily automates the creation of controls.
There's an issue on the orientation of the wrists controllers, both FK and IK, it's not aligned with the bone it's controlling. We can see it at 0:12 in your video.
That is a big issue when animating... Do you know how to fix this?
Sorry for the late reply. The control orientation is okay it's just visually wrong. There 2 ways you can fix it, The first is you can right-click on it and select 'control vertex' and orient it the way you want it to be just like this video ' ua-cam.com/video/1zR1bYDy1Wo/v-deo.html ', if it still doesn't feel right you can also change the pivot orientation with 'D' while it's selected. The second method is a bit complicated I learned this from using Zootools, you can group then unparent the control from the chain make sure the joint it controls stays with the rig then orient it, freeze transformation then parent the control back in without the group. Zootools has a button for that but the first method is easier.
@@Darius.K_Gitonga That was actually a pretty quick response.
I'm gonna try that. Thanks a lot, keep on the good stuff. :)
what about blend shapes of face
I don't understand. Do you mean face controls?
@@Darius.K_Gitonga yes
They will remain the same. I haven't modified them. This tutorial is mainly about creating the body controls for both Metahumans and custom Metahumans made with Metapipe.
Thanks for the vid! It helped a lot
Btw that batman model is really good, can you share a link for it? Would love to animate it :)
Glad you found it useful. Unfortunately I can't share the character model.
Bro Only Use Blender Because It's Much Effective & Powerful Than Any Other 3D Animation Software
True that's why I am planning when I get time, I can remake some of these tutorials for Blender but until then am helping my fellow Maya users because Maya is my default animation software.
@@Darius.K_Gitonga Are these tools/similar tools available for Blender?
I know one Blender Addon called "MetaReForge" which can be used to Customize Metahuman.
Are you going to do tutorials on some addon or are you going to do it manually?
@@IamSH1VA Advanced Skeleton is not available in Blender but I will have to do my research for an alternative plugin for Blender that is also free and easily automates the creation of controls.