Exactly what I needed but didn't know what to search for. In my case it's not a hand and a gun, but a character ridding a dragon and I needed him to sit on the dragons back and follow the dragon flying animation. This worked great. Thanks!
hey i got a question: I can attach my weapon and after set inverse it looks fine. However when i try to play my previously created animation with the weapon my character me gets REALLY fckd up. Why is that happening and is there any fix?
Excellent work. One of the first peacetime uses is to be able to quickly change wigs on a character. I like to have real braids on my female characters, with armature bones that allow for easy posing. Many thanks. 😎
What about if I'm making animations with Action Editor and I'm making a character walking with no gun, then I make a new animation which he's holding a gun. But once I do your ''Child of'' Constraint, it works great, but then I go back to the first normal walking cycle and he's also now holding the gun too. Is there a way to have the character not holding the gun for the first animation?
Thank you! I tunnel visioned and forgot I could make my weapon into its own armature instead of part of the character armature, been searching all day for a way to make different animations for switchable weapons.
hey there. if I mport this to unity? any option to export the contratint? or unity bake the constraint ? I mean , I need clean animations, I prefer not to have multiples weapon but not unnecessary bones in unity that can break the avatar or some problems on the avatar.
Question: Do you export your weapons/arm together in a single file or separately? If separately, then how do you go about getting the arm and gun animations to match up?
@@elcinklc4070 yes and no, I'm still not sure if what I did was the right way, but I imported my weapon meshes in with the arms and animated the arms with the weapons as a reference, after which I removed the weapons and exported only the arms mesh/animations. In unity I attached an empty child object to the arms bone object as an transform offset, which I then parented the weapon to so its position/rotation/scale would look correct.
Well, both:-) Create the items and chararcter with Blender, attach it like I did to create the animations. Then export both as separate objects and import into Unity. In Unity you can arrage the items now, e.g. add a weapon to a character's hand (parenting) and then play the character's animation. It's quite advanced, but that's the most flexible way to make your items switchable.
Yea. Well I have basically learnt that. >In Unity code and basically assemble the stuff that needs to be assembled (The scenes, the complete setup etc...) >Make the rest in Blender EG. Terrain, Objects, Models, (Even animations just to see how it looks) and other stuff you can do in Blender but those were on my mind :D
Hi, the lesson is really useful, thank you, but could you tell me how to make such hands ? With a gun, there is a tutorial, but not with hands, please.
Hi, I have a question please. How to retain relative position of the hand and pistol when exporting to a game engine? Or I need tweak the pistol location manually after parenting it to the hand in game engine?
@@JayAnAm I am new to blender. I have a noob question. Pivot or world origin in blender, which will be the local origin for that mesh inside ue4? Thanks!
@@howiej2519 When u use set Origin in Blender (e.g. Set origin to 3d cursor for the object in object mode) it will be the origin in ue4, when exporting you should apply the transform (checkbox) in fbx export
One of the ways I learned to export objects, characters and vehicles with animation from Blender to Unity is by FBX format instead of OBJ format. Now, if you want to export only the animation instead the whole mesh and armature, I have little to no knowledge in how to do that.
God bro, I have spent like 2 hours scouring the internet on how to select to root bone...Maybe I'm not understand this but all the components of the gun are under a root which I'm assuming makes up the main part of the gun.....I can't select it because it doesn't have a bone....No body apparently has any clue how to select the parent bone in blender and I can't even get help on 5 different blender Discords....Any idea how to select the parent to add the constraint if it doesn't have a bone? I can't attach it too any of the bones on the gun because their all assigned vertex groups that apply only to a specific section of the rifle.
I would greatly appreciate it if you made another tutorial like this except for a two handed weapon. I am not sure how to make the other hand move with the gun. When I try, only the hand rotates to where the gun is instead of moving the whole arm, I think this is something to do with IK. Another video about how to attach a two handed weapon would be amazing! Thank you
Hey man, if you wanted to attack an accessory to the character, could you do it without having to add a bone to the accessory? assuming it's rigid and doesn't move? like, could you attach a helmet straight to the character's head bone or something?
How to export this for game engines ? , When apply the childof bone constraints after export and import to game engines gun is not active it's static . Please help me !
Heya, really helpful video! I was just curious would this set up work if I was trying to add a mask onto a rigged character? I’ve been trying to figure this out for 2 days now with no luck. The mask will attach but won’t move with the character and instead remains where it was while the animation runs.
cannot get this now to work like this in Blender 3.61 LTS - I do the exact steps - but Make Child of modifier - when I "apply" the modifier (there is a apply and duplicate pulldown now) so it's like the extra step to "commit" the modifier? it breaks everything. do I have to be in local space or something? you are in global. Clearly, the way this modifier now works in latest Blender has been tweaked significantly so that these steps as set out cannot just be "followed" as-is - there's something else going on that needs to be accounted for. As a Blender noob, I don't know *what* that missing step is.
for now, to fix, I took the bone out of the gun - and just took the combined gun "geometry" as an "object" and used "rigid rigging" techique to parent it to the armature hand bone. I selected my gun model (with no bone at all) after transforming it into characters hand I hit apply all for transforms and reset origin to same as model. I selected gun model in object mode, shift selected armature. In pose mode, I pick the nearest hand bone to gun and indvidually have it selected in pose mode - I go to Pose > Parent > Bone luckily, my character is a robot, so "individual limbs" etc work well for this rigid rigging. Including the "gun" asset. Hope the bone method here gets "updated" thanks
@@JayAnAm around 3.43 when you are making a pose library and selecting the rig to save the pose. It shouldn't mater if all the rigs are selected right? Because each rig has a seperat pose library?
Thanks for the video! If it helps anyone - when I selected my knife object (like he has Pistol_Arma) and exported it into unity, The knife I made had no animation information. Not sure why. I had to drop down all the children of the knife Armature and basically select everything in there, then export them, in order for the anim information to show up.
Thanks so much for this tutorial. I'm doing a skateboarding player and have an armature and a skateboard model and I assume you would attach it this way too. 90% of the time I want it attached and animated with the character. However, when the skateboarder does the trick (kickflip) I assume I need to detach skateboard and animate the trick and the board separately. Still new to Blender and animation so if you have any tips let me know. Thanks!
nice video. i dont know why but when i try it doesnt work when i use the child of constraint. i forget to apply the vertex groups of my weapon after importing to my fpsarm project. now its works
hi buddy first of all you are awesome... 2nd.. I need some help... please make a video on centrifugal endless rotation... I mean object rotating endlessly... from slow speed to high speed on it's origin.. please help... it would be most helpful for me
Thank you so much - following to a T(pose? see? I made a "funny") - alas, I get to the "Make Child of" stage and for some reason, I get that "pulldown" arrow in my Blender 3.61 modifier panel for the "Make Child of" Modifier- like I have option to "apply" the modifier/duplicate the modifier - but when I do that, after having hit the "clear inverse" - nothing seems to apply? I guess if I just "leave it" - ? it's sitting there I guess on export it will *apply* the modifiers? what is happening? LOL
when I "leave it" the modifier yes keeps the gun bound to the hand bone I selected, but I just wonder about what happens on FBX export to Unity and "Apply Modifiers" - like if I'm seeing it get "undone" when I manually "apply" the modifier?? this is what sucks about new versions of Blender - when things get a bit tweaked on the back-end, granted it's great there are improvements, new features - thanks for any help on understanding the difference we see now with this in latest Blender LTS thanks bigly
yeah, as suspected, i Unity, my gun just floats at the "posed position" and does NOT move with the hand. You do the steps here - but click "Apply" to commit the modifier - and it all breaks someHOW??? HOW? WHY?
Remember after creating pose library, to click this little Shield, to save library. Few times all of my libs were deleted after closing Blender.
It become my habit now.
Exactly what I needed but didn't know what to search for. In my case it's not a hand and a gun, but a character ridding a dragon and I needed him to sit on the dragons back and follow the dragon flying animation. This worked great. Thanks!
Thank you so much for this video, I watched several videos on how to do this but none of them worked and now I finally got two rigs attatched!
Alright, great to hear that
Man I've been searching for exactly this for so long! Thank you so much man. Life-saver.
It's like you can read my mind. Just what I needed as usual. THANK YOU!
Haha, alright, great you like it
thank you for not making this video 20 minutes long I appreciate it
man after 5 hours i finally found someone who has a good damn video. Thankyou so much.
:-) Great you like it
Such a good, concise and understandable tutorial! Keep it up! Thank you!
i was about to cry and give up before this video. thank you!!!!
Good to know about Pose library!
Yeah, it's great
Thank you! This video was so helpful and easy to follow.
I searched about a video like this so many times, you are a life savr. Thanks!
I legit needed this to create my viewmodel animation of roblox THANK YOU! you earned a sub :)
Great, glad it helped
hey i got a question: I can attach my weapon and after set inverse it looks fine. However when i try to play my previously created animation with the weapon my character me gets REALLY fckd up. Why is that happening and is there any fix?
Excellent work. One of the first peacetime uses is to be able to quickly change wigs on a character. I like to have real braids on my female characters, with armature bones that allow for easy posing. Many thanks. 😎
so dope I'm actually making progress thank you
Great to hear that
What about if I'm making animations with Action Editor and I'm making a character walking with no gun, then I make a new animation which he's holding a gun. But once I do your ''Child of'' Constraint, it works great, but then I go back to the first normal walking cycle and he's also now holding the gun too. Is there a way to have the character not holding the gun for the first animation?
Uff! Needed that video so much! Perfect! Thanks for the help:)
THANK YOU
Thank you so much this is exactly what i needed!
Thank you! I tunnel visioned and forgot I could make my weapon into its own armature instead of part of the character armature, been searching all day for a way to make different animations for switchable weapons.
how about to bone ? is it possible ?
hey there. if I mport this to unity? any option to export the contratint? or unity bake the constraint ? I mean , I need clean animations, I prefer not to have multiples weapon but not unnecessary bones in unity that can break the avatar or some problems on the avatar.
That was really helpful! Thank you very much my friend!
exactly was I was looking for! thank you :)
Thank you so much for the tutorial this really help me as a begginer
god makes you happy cause you made me happy .
thank you, it was so simple yet i was suffering parenting and joining the objects like a moron
:-) Glad it works now for you!
Thanks! Very helpful! Hope this turns out well for my game.
I literally could not do one of my homeworks at uni if it wasnt for this video. Thank you!
Question: Do you export your weapons/arm together in a single file or separately? If separately, then how do you go about getting the arm and gun animations to match up?
I have the same doubt!
did you find your answer?
@@elcinklc4070 yes and no, I'm still not sure if what I did was the right way, but I imported my weapon meshes in with the arms and animated the arms with the weapons as a reference, after which I removed the weapons and exported only the arms mesh/animations. In unity I attached an empty child object to the arms bone object as an transform offset, which I then parented the weapon to so its position/rotation/scale would look correct.
That's what I needed thanks bro
very nice! just what i needed. thanks
So if i want to create game with items in hands..
Better use Blender method or just create separate model and add inside Unity?
Well, both:-) Create the items and chararcter with Blender, attach it like I did to create the animations. Then export both as separate objects and import into Unity. In Unity you can arrage the items now, e.g. add a weapon to a character's hand (parenting) and then play the character's animation. It's quite advanced, but that's the most flexible way to make your items switchable.
Yea. Well I have basically learnt that.
>In Unity code and basically assemble the stuff that needs to be assembled (The scenes, the complete setup etc...)
>Make the rest in Blender EG. Terrain, Objects, Models, (Even animations just to see how it looks) and other stuff you can do in Blender but those were on my mind :D
Hi, the lesson is really useful, thank you, but could you tell me how to make such hands ? With a gun, there is a tutorial, but not with hands, please.
Hi, I have a question please. How to retain relative position of the hand and pistol when exporting to a game engine? Or I need tweak the pistol location manually after parenting it to the hand in game engine?
Yes, you parent it to the hand in the game engine
@@JayAnAm I am new to blender. I have a noob question. Pivot or world origin in blender, which will be the local origin for that mesh inside ue4? Thanks!
@@howiej2519 When u use set Origin in Blender (e.g. Set origin to 3d cursor for the object in object mode) it will be the origin in ue4, when exporting you should apply the transform (checkbox) in fbx export
Great tutorial. But how can I export those animations to unity
One of the ways I learned to export objects, characters and vehicles with animation from Blender to Unity is by FBX format instead of OBJ format. Now, if you want to export only the animation instead the whole mesh and armature, I have little to no knowledge in how to do that.
thanks this helped me a lot
Super
Thank you very much you really helped me!!!
Amazing video, thank you!
Nice, thanks for the tutorial, looking forward to learning how to import it to unity.
God bro, I have spent like 2 hours scouring the internet on how to select to root bone...Maybe I'm not understand this but all the components of the gun are under a root which I'm assuming makes up the main part of the gun.....I can't select it because it doesn't have a bone....No body apparently has any clue how to select the parent bone in blender and I can't even get help on 5 different blender Discords....Any idea how to select the parent to add the constraint if it doesn't have a bone? I can't attach it too any of the bones on the gun because their all assigned vertex groups that apply only to a specific section of the rifle.
I would greatly appreciate it if you made another tutorial like this except for a two handed weapon. I am not sure how to make the other hand move with the gun. When I try, only the hand rotates to where the gun is instead of moving the whole arm, I think this is something to do with IK. Another video about how to attach a two handed weapon would be amazing! Thank you
It is all down to IK
Thank you sooo much, you are life saver!
Thank you
How do you attach the other hand and have it stick to the gun as well? PLEASE!
can you make a pose library for animations? like all the keys will be copied too?
Hey man, if you wanted to attack an accessory to the character, could you do it without having to add a bone to the accessory? assuming it's rigid and doesn't move? like, could you attach a helmet straight to the character's head bone or something?
Can anybody tell me how i can attach both of my arms on the weapon so i can move it all?
how do you skin them? mine after parent offset its hard to skin to the respective bone that i want
How to export this for game engines ? , When apply the childof bone constraints after export and import to game engines gun is not active it's static . Please help me !
how can I do this for multiple weapons in the same hand?
친절한 강좌 잘 봤습니다. 감사합니다.
Thank you so much!
THANK YOU SO MUCH !!!
Thank you so much
if i export this to unity the gun is still conected to the arm ?
thank you!
Heya, really helpful video! I was just curious would this set up work if I was trying to add a mask onto a rigged character? I’ve been trying to figure this out for 2 days now with no luck. The mask will attach but won’t move with the character and instead remains where it was while the animation runs.
very helpful
vid starts at 1:16
can u do liek any like saying short cut for doing it
cannot get this now to work like this in Blender 3.61 LTS - I do the exact steps - but Make Child of modifier - when I "apply" the modifier (there is a apply and duplicate pulldown now) so it's like the extra step to "commit" the modifier? it breaks everything. do I have to be in local space or something? you are in global. Clearly, the way this modifier now works in latest Blender has been tweaked significantly so that these steps as set out cannot just be "followed" as-is - there's something else going on that needs to be accounted for. As a Blender noob, I don't know *what* that missing step is.
for now, to fix, I took the bone out of the gun - and just took the combined gun "geometry" as an "object" and used "rigid rigging" techique to parent it to the armature hand bone. I selected my gun model (with no bone at all) after transforming it into characters hand I hit apply all for transforms and reset origin to same as model. I selected gun model in object mode, shift selected armature. In pose mode, I pick the nearest hand bone to gun and indvidually have it selected in pose mode - I go to Pose > Parent > Bone
luckily, my character is a robot, so "individual limbs" etc work well for this rigid rigging. Including the "gun" asset.
Hope the bone method here gets "updated" thanks
Can you link me to the hand model you used
Thank you. :D
When I press a it selects both rigs. How does yours only select one?
Which timestamp in the video?
@@JayAnAm around 3.43 when you are making a pose library and selecting the rig to save the pose. It shouldn't mater if all the rigs are selected right? Because each rig has a seperat pose library?
Can I please have the pistol blender model because I wish to animate this
thanks bud
Thank you
Thanks for the video! If it helps anyone - when I selected my knife object (like he has Pistol_Arma) and exported it into unity, The knife I made had no animation information. Not sure why. I had to drop down all the children of the knife Armature and basically select everything in there, then export them, in order for the anim information to show up.
Where can we find the arms
THANKS, MUCH APRECCIATION FOR YOUR HELP
Glad it helped
Thanks so much for this tutorial. I'm doing a skateboarding player and have an armature and a skateboard model and I assume you would attach it this way too. 90% of the time I want it attached and animated with the character. However, when the skateboarder does the trick (kickflip) I assume I need to detach skateboard and animate the trick and the board separately. Still new to Blender and animation so if you have any tips let me know. Thanks!
did you achieve to do what you were trying?
What should I parent the left arm to?
right arm
Are you a game designer how is Blender used in games. Am new to Blender, so I'm just curious.
Blender is used for creating assets like models with animations.
I'm making a guy that has a sword and when he moves his arm, the sword deforms and doesn't stick to the bone.
how can i use this if i use rigify?
thx helpful video :)
muchas gracias!
nice video. i dont know why but when i try it doesnt work when i use the child of constraint. i forget to apply the vertex groups of my weapon after importing to my fpsarm project. now its works
do you have an email I can send u a video of something that might help?
@@fypage. thx here emre-5252@live.de
Thankyou
Thank you for teach me
Not working in unity
Blender Essentials™
THANKS!!!!!!!
hi buddy first of all you are awesome...
2nd..
I need some help...
please make a video on centrifugal endless rotation...
I mean object rotating endlessly... from slow speed to high speed on it's origin..
please help...
it would be most helpful for me
Thx, I will put it to my list
Thanks!!!!!!!!!!!!!!!!!!!!!!!!
A rifle would be much more interesting! Two hands !
Thank you so much - following to a T(pose? see? I made a "funny") - alas, I get to the "Make Child of" stage and for some reason, I get that "pulldown" arrow in my Blender 3.61 modifier panel for the "Make Child of" Modifier- like I have option to "apply" the modifier/duplicate the modifier - but when I do that, after having hit the "clear inverse" - nothing seems to apply? I guess if I just "leave it" - ? it's sitting there I guess on export it will *apply* the modifiers? what is happening? LOL
when I "leave it" the modifier yes keeps the gun bound to the hand bone I selected, but I just wonder about what happens on FBX export to Unity and "Apply Modifiers" - like if I'm seeing it get "undone" when I manually "apply" the modifier?? this is what sucks about new versions of Blender - when things get a bit tweaked on the back-end, granted it's great there are improvements, new features - thanks for any help on understanding the difference we see now with this in latest Blender LTS thanks bigly
yeah, as suspected, i Unity, my gun just floats at the "posed position" and does NOT move with the hand. You do the steps here - but click "Apply" to commit the modifier - and it all breaks someHOW??? HOW? WHY?
This is better than any other tuts on youtube.
Thanks T-T
there is lot of p p p p p p p in your mouth while talking