Good tutorial. Not only you know what you're talking about and explaining it well, you're also great to listen to, quick on your feet, entertaing and insightful at the same time. Great. :)
This is a very good tutorial and easy to follow up to 8:46 when it becomes quite advanced and difficult to follow while one creates one own drivers. The steps to follow are intricate and moving back and forth from ones' own window makes one lose the thread. I found it best to write the steps onward from 8: 46 down as a list and work from the list, and then catch up afterwards. It is the better choice to download the character used in the tutorial, it is free and very considerately and kindly made available by our tutor. What I would like to see is how to make a one single optional driver that moves both eyes simultaneously. In the comments Michael Holloway has the question; why do we not do the opposite, and move a bone by means of shape keys that has the very convenient slider. Thanks to PIXXO 3D for this exemplary tutorial that is free from the usual irritants such as bad elocution and sordid background "music/noise".
"Because this character is perfectly Geometrical" Uhh, you meant "Symmetrical". Just messing with yah. I know how difficult it is to do two things at the same time. Keep it up! More tutorials to come!
This video helped me a lot. I followed every step and it wasn't working. The bone moved the area of my character's face without following the shape keys. I clicked in DEFORM (turn off) in bone properties and it worked. If the same thing happens to someone, maybe it will help.
I saw your videos on UA-cam and I'm just starting animation and I have a lot of questions. I rigged all my characters with Auto Rig pro NOT rigify. The characters have shape keys to go with the elevation of the shoes (no shoes, boots, high heels etc). I would like to attach and remove the shoes with the rig of the character and animate them. I don't want to make separate animations for different shoes. Like how they do video games where you can customize your character and give them different clothes and shoes How do I achieve this?
Do you have any idea how shapekeys can be used as driver between two objects? Example: I have a face with shapekeys and a set of teeth as a separate object. I want to use the shapekey opening of the mouth at object A (face) as driver for the movement of the jaw at object B (teeth). I can't figure out if and how this is possible.
My shape key goes from -1 to 1. What do I set in the Driver Graph Editor in order to constrain both the positive and the negative. What if I want -1 of the shape key to be affected by 0 on the bone...meaning, I don't want to drag the bone down to get to -1, rather I want -1 to be happening at the bone's "starting position"
9:48 Note: you have to right click over the number specifically or the value field below. I momentarily got stuck on this step because I thought I could just right click anywhere on the highlighted line.
But why? Why do you want to create a driver bone AFTER you've created a shape key? I'm trying to find out how to do the opposite. I have a model with the Rigify face rig and I'm trying to use it to now make shape keys. I'm starting to think that I wasted my time with learning rigging when my goal all along was to make shape keys.
Sure about that? I just followed the whole tutorial and it worked, I'm on blender 3.0. You have to rightclick on the numbers/value (or pres ctrl+D), it should appear.
@@IamRash Yeah, I found that part out days latter. A lot of tutorials don't say you click on the number itself. I was clicking on the group names, which doesn't bring up most of the options when done.
Once you have a Pose library I really do not see the point in making drivers. Once you get used to working with pose libraries adding drivers is an over kill. And making one side of the face smile is also a waste of time if you are new to animations as most of your smiles use both sides of the mouth. The same is true for blinking eyes. 99% of the time you blink with both eyes at the same time. So why waste time making a blink motion for each eye.
i dont agree. adding drivers is surely up toto the person but individual shape keys is a must in my opinion if you are going for very customizable and realistic animation. obviously it always depends on what you do but if you want a high set of expressions, you need it. for example a confident smirk is only possible if one mouth corner is higher. same as winking at someone with one eye only. also slightly different blinking speeds also gives a cool touch to some realistic animations. its a small detail but i like it. so yeah its surely not needed in every case but i definitly wouldnt call it waste of time
Drivers as a concept are still good to learn to have supporting shapekeys you dont want to manually change every time. Shoulder are often a spot where certaint positions look weird on the mesh, cause shoulder IRL have more than 2 sticks controlling all of it. So having a shapekey that fixes these issues (for example if the arm is raised up) that automatically applies itself based on the rotation of the upper arm bone sure is usefull. Also have you heared of winking or smirking?
@@ceepert2153 Dude I have been learning 3d meshing and animation since 2000. I started with Animation Master, then 3ds Max and I only got into Blender 4 years ago. From my experience if you are forever waiting for the next update or feature then you are never going to create anything that sells. If you are forever trying to get the shoulders to look correct then you will be forever trying to fix things that do not need fixing. The companies that make tools for artiest are only interested in selling their tools even if you do not need them
What you have to do is, instead of just using var as your expression in the driver editor, use "var if var > 0 else 0" or "var if var < 0 else 0" and it will do what you need
Good tutorial. Not only you know what you're talking about and explaining it well, you're also great to listen to, quick on your feet, entertaing and insightful at the same time. Great. :)
What a great tutorial! Just what I was hoping to find, all the relevant information, presented in a way that makes it easy to take in
Thank you very much for demystifying a feature that remained totally unknown for me. You have no idea how my work will speed up with your tips !
Currently struggling on shape keys with driver. This tutorial really helps, thank you very much.
You're amazing! This is exactly what I was looking for. Drivers are a must-have for animators!
Very well explained. Also very encouraging at the end, for us to not worry, to believe if we try, we can do it! Thanks
Only tutorial on this topic that worked for me.
What a godsend, thank you
This is the best video on how to learn drivers it helped me alot thanks so much !
This one is easy, fast and understandable
Thank you for the simple and straightforward tutorial. Thanks for taking the time to make this :)
Finally! Drivers clearly explained.
This is a very good tutorial and easy to follow up to 8:46 when it becomes quite advanced and difficult to follow while one creates one own drivers. The steps to follow are intricate and moving back and forth from ones' own window makes one lose the thread. I found it best to write the steps onward from 8: 46 down as a list and work from the list, and then catch up afterwards. It is the better choice to download the character used in the tutorial, it is free and very considerately and kindly made available by our tutor. What I would like to see is how to make a one single optional driver that moves both eyes simultaneously. In the comments Michael Holloway has the question; why do we not do the opposite, and move a bone by means of shape keys that has the very convenient slider. Thanks to PIXXO 3D for this exemplary tutorial that is free from the usual irritants such as bad elocution and sordid background "music/noise".
This video helped me big time. Thanks for posting!!
Skip to 9:45 to get to the Adding Drivers part.
Time to update this for blender 4.1? Thanks for sharing 😊
Thank you so much for such a helpful tutorial.
"Because this character is perfectly Geometrical"
Uhh, you meant "Symmetrical".
Just messing with yah. I know how difficult it is to do two things at the same time. Keep it up! More tutorials to come!
This video helped me a lot. I followed every step and it wasn't working. The bone moved the area of my character's face without following the shape keys. I clicked in DEFORM (turn off) in bone properties and it worked. If the same thing happens to someone, maybe it will help.
Thank you a lot. this Tutorial helped me very much. take care
5:33 rigging starts
When I right click on the Shape Key, it does not give me an option to 'Add Driver'. (I have the object selected)
Found the solution. You need to right click the 'value' slider, and not the shape key name if you are having a similar problem.
I saw your videos on UA-cam and I'm just starting animation and I have a lot of questions.
I rigged all my characters with Auto Rig pro NOT rigify.
The characters have shape keys to go with the elevation of the shoes (no shoes, boots, high heels etc).
I would like to attach and remove the shoes with the rig of the character and animate them. I don't want to make separate animations for different shoes.
Like how they do video games where you can customize your character and give them different clothes and shoes
How do I achieve this?
Thanks, I needed this to move the shape keys into the action editor. Very useful and well explained👌👍
Nice Tutorial. Thanks
Thanks for the tutorial
Very nice way of doing it. Are u working with rigify?
I was not using rigify this time.
@@PIXXO3D was more pointing into to genereal direction.
thanks for the help but what if you want to move both left and right together as a single driver was it posible?
So helpful! Thanks!
Do you have any idea how shapekeys can be used as driver between two objects? Example: I have a face with shapekeys and a set of teeth as a separate object. I want to use the shapekey opening of the mouth at object A (face) as driver for the movement of the jaw at object B (teeth). I can't figure out if and how this is possible.
great tutorial
My shape key goes from -1 to 1. What do I set in the Driver Graph Editor in order to constrain both the positive and the negative. What if I want -1 of the shape key to be affected by 0 on the bone...meaning, I don't want to drag the bone down to get to -1, rather I want -1 to be happening at the bone's "starting position"
Thank you!
Is there a way I could do this with key frames in the animation panel? Whenever I use shape keys the scales gets messed up and everything goes insane
how did you made add driver function to appear? I tried a lot of versions and none of them has this option?
You need to right click the 'value' slider
Great , thanks a lot.
9:48 Note: you have to right click over the number specifically or the value field below.
I momentarily got stuck on this step because I thought I could just right click anywhere on the highlighted line.
THANK YOU A LOT! IF YOU DIDNT WRITE THIS I WOULD STRUGGLE AT THIS A LONG TIME! THANK YOU!
THANK YOU!!!!!
Can you rig faces using bendy bones
that worked nice
Thanks!
Question regarding the shape key. I set the min value to a -1 to achieve a frown and +1 for a smile. Is this a good practice? pros? cons?
you can even set the values in genereal higher. the offset will be multiplied
It's useful!THANKS
Thank you
thank you:)
can I add keyboard keys as drivers? thx
But why? Why do you want to create a driver bone AFTER you've created a shape key? I'm trying to find out how to do the opposite. I have a model with the Rigify face rig and I'm trying to use it to now make shape keys. I'm starting to think that I wasted my time with learning rigging when my goal all along was to make shape keys.
I know it's a different version now, but for the life of me I can't get a change of value when I do this in local, only world space.
what if i want to trigger -y . the bone moving down ? :O
How to make the driver work in object mode?
Is there any way to export this type of rig?
Love you
thanks
sometimes driver editor doesn't show any options.
Oh. You also NEED to have your object selected. Not just click on the shape key.
Is it possible to trigger different shapekeys with the same bone depending of the direction of its movement?
Yes, it is possible, just add a driver to both and make it so they activate in different positions
@@haggets_ Thank you
Hoe to use both type of bone at once... I mean bendy bone for jiggle poly hair and stick bone for skeleton....
from the beginning pleaseeeeeee
It was from the beginning
please put on subtitles. thanks
Im thinking of creating a channel as well.
Ans that mase animation so damn easy...
Tutorial starts at 9:40, and it's out of date for 3.0. There is no "add driver" in the context menu anymore.
Sure about that? I just followed the whole tutorial and it worked, I'm on blender 3.0.
You have to rightclick on the numbers/value (or pres ctrl+D), it should appear.
@@IamRash Yeah, I found that part out days latter. A lot of tutorials don't say you click on the number itself. I was clicking on the group names, which doesn't bring up most of the options when done.
Once you have a Pose library I really do not see the point in making drivers. Once you get used to working with pose libraries adding drivers is an over kill. And making one side of the face smile is also a waste of time if you are new to animations as most of your smiles use both sides of the mouth. The same is true for blinking eyes. 99% of the time you blink with both eyes at the same time. So why waste time making a blink motion for each eye.
i dont agree. adding drivers is surely up toto the person but individual shape keys is a must in my opinion if you are going for very customizable and realistic animation. obviously it always depends on what you do but if you want a high set of expressions, you need it. for example a confident smirk is only possible if one mouth corner is higher. same as winking at someone with one eye only. also slightly different blinking speeds also gives a cool touch to some realistic animations. its a small detail but i like it. so yeah its surely not needed in every case but i definitly wouldnt call it waste of time
Drivers as a concept are still good to learn to have supporting shapekeys you dont want to manually change every time. Shoulder are often a spot where certaint positions look weird on the mesh, cause shoulder IRL have more than 2 sticks controlling all of it. So having a shapekey that fixes these issues (for example if the arm is raised up) that automatically applies itself based on the rotation of the upper arm bone sure is usefull.
Also have you heared of winking or smirking?
@@ceepert2153 Dude I have been learning 3d meshing and animation since 2000. I started with Animation Master, then 3ds Max and I only got into Blender 4 years ago.
From my experience if you are forever waiting for the next update or feature then you are never going to create anything that sells. If you are forever trying to get the shoulders to look correct then you will be forever trying to fix things that do not need fixing. The companies that make tools for artiest are only interested in selling their tools even if you do not need them
Great tutorial
Are you able to combine 2 shape key dependency into one bone? For example frown and smile. 0 to 100 for smile and 0 to -100 for frown on Y axis.
Absolutely, just tried that exact thing and it works, just make sure both drivers on the shapekey values are pointing to the same bone
What you have to do is, instead of just using var as your expression in the driver editor, use "var if var > 0 else 0" or "var if var < 0 else 0" and it will do what you need