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Great and transparent tutorial, but 10:05 is bad practice to fix pole issues. The most professional way to fix it is to enable armature edit mode, set bone axis display to be displayed and rotate thigh bone so x axis is pointing directly to the pole bone. When you change pole angle like you did, the pole rotation range is decreased by 90d (pole rotation range is from -180d to 180d). That unfortunatly cause more problems at more advanced animations. Besides of that, rest of tutorial is really beginners friendly and that's important. Keep it up and good luck :)
@@allyssaswain2394 If you click on the Data Object Properties, (little man running) then Viewport Display, you have a bunch of options under Show: I turn them all on to see the name, Shapes, Group Colors and Axes. That said, I usually use front view, then Armature/Bone Roll/Recalculate Roll (shift-n) then choose View Axis. The bone's X axis should be pointing in the direction of the PoleIK bone. (His thighIK bone). Also if you use N to open the right panel and in the Item tab, you can set the Roll directly for each bone. That's how I do it sometimes. That usually works. I hope this helps.
@@GaryParkin Hi, Thanks for the explanation. I've done what you and Bartosz recommended, but the thigh bone of my mesh won't rotate to match, so the lower leg is facing the correct way, but the thigh is pointing outwards and can't be rotated. Any idea how to solve that please?
I can't thank you enough, I've been looking for a simple tutorial, I couldn't find a good one that explains everything well, I couldn't do it. But then finally, I found yours. This is the best tutorial for Inverse Kinematics. Subscribing, liking, doing everything I can, THANK YOU SO MUCH!
An actually good and straight forward tutorial, if you're having trouble with automatic weights deforming your mesh, first recalculate your normals, if that doesn't work check if you have faces inside your mesh, delete them, recalculate normals and parent the mesh/rig again. I made my mesh using primitives for the most part and caused issues with that
Thanks a lot, and I mean a LOT. This tutorial helped me to rig my characters for my graduation assignment. It was simple, easy to follow and straight to the point. Subscribed and omw to watch other of your videos :)
Oh my goodness, thank you so much!!! I’ve been struggling with rigging for the past few days but this tutorial has made it so much clearer to me ❤️❤️❤️
Thank you man i take almost 4 days to understand it from random videos on youtube and i understand it but when i go to blender i just do a lot of mistakes But now when i watch your video I understand my Mistake and because of you i solve it so thank you 🙏 ❤️❤️
Thank you for this amazing tutorial, it isn't unnecessarily long, and it isn't short to the point where ya might miss out on things. Though I do have one issue I came across. When changing the pole angle to -90, the knee and heel did face the pole target properly, but when I bent the knee any higher than the pole, it bent backwards and I couldn't understand why. Not until I simply moved the pole up and further away from the rig itself and it was fine. If the pole is too close, the knee won't have anywhere to go and is forced backwards even if you changed the rotation to face it. Just move it up a bit and away from the position that's shown. Hope that helps someone!
@@jasperb7529 Oh so it's bending to the left/right? Pretty sure the dude shows how to set the pole angle and target, try switching those up and see if that works. I had to rewatch this vid a lot to finally get it down. Good luck!
very nice vid. may i add, instead of doing each side, it's faster to do one side, use "armature" > "name" > "autoname left*right" and then mirror the left part to the right with "symetrise" (also in armature option tab)
i was trained in old school 2d hand drawn animation and been looking to get into 3d to try new things and i was about to give up after so long searching for a tutorial for some basics that would work for a beginner. Then i got this and its great, not only do i perfectly understand it but i can also replicate and put it to use. Thank you for that.
Works great, thanks for this. The only thing I did different was on the foot.L and foot.R I used the 'copy rotation' constraint with the bone set to the shin IK bones. Axis X and Y and Mix=After orginal worked well. This keeps the foot bones parented to the main deform rig.
i dont know what i did but from 10:06 nothing worked liked you showed for me. Left shin bone was controled by Right bone and i did something and nothing works again even after following turtorial :(
question: why are some of the bones not connected? I mean, the bones from the blender rig. it looked like a few were disconnected and you could pull them apart without the other bones following. thx
Old tutorial but still probably the easiest to understand for setting up IK constraints. Tip for anyone like me following along in the future, before parenting the mesh to the armature, u need to disable deform in the bone properties tab for all of the IK bones, otherwise when u move the IK bones too far they will deform the mesh, u wont be able to weight paint it out due to the vertex groups containing deform information for those bones in general, if u have already parented ur mesh u will need to unparent and then do this, this is also helpful for game engines as u can specify exporting without these bones if u wanted to
big big sub thank you so much i've been struggling with rigging for so so so wafkjwafkawfawjfawf long and nobody had a video that shows what i do wrong or how im i supposed to fix it, thank you so so much god bless you and all of your family and your pets thank you so much
Im not sure if it was mentioned, but if you have an issue were some of the mesh follows the controll bones, make sure to disable deform in the bones tab
Yeah well.. You just proved it.. Inverse kinematics is really "scary" and complicated, if you look at the wrong tutorial.. I was completlely lost on IK, following a couple of other tutorials, had to abandon them cause they just didn't make sense.. After your video, it works in first attempt.. Well done mate.. !
One thing worth mentioning that this was meant to be added to a lower poly character. I thought I'll make this quickly to add to the character I was sculpting, and at the very last step when I parented the bone to he mesh Blender froze for a veeeery long time. :D Also for some reason when I moved the added upper arm bones, instead of moving the lower arm, it took a chunk out of the elbow, not sure why..
16:25 If you made a character using MB-Labs and then if you delete the rig that came with that and then do this tutorial you will need to go into characters properties (object) and under relations switch it to armature in parent type
Fantastic tutorial, thanks a lot. The only thing I would add is a bone to have the head follow (so character can stare in direction while moving) but I can probably figure this out on my own with the knowledge from this video. 👍
for some reason. mine bends the knee backwards when attempting to test if it's working. Dx that is when moving it upwards like you showed. forward and back works fine i think.
So many great tutorials about creating IK legs, I am yet to see a single one about rotating the hip without moving every bone that's under it in the hierarchy.
Not everyone has that symmetry mode option hanging in that tab on the upper right corner. What do we do then?? I had to edit this.. I found out that on edit mode, to the tabs on the right where it active tool and workspace settings tab, there is an option called mirror along x axis. Thats the symmetry mode for those of you who are not finding the symmetry mode toggle on the top of the screen.
At 13:00 with the foot constraint this didn't work for me. I found a work around using limit distance constraint on the foot Target the metarig set the bone to the shin set headtail to 1 set distance to 0
Thank you for the tutorial. It helped a lot. Rigify looks like a really nice solution, rather then creating your own bones, but I hear a lot of bad things happen when you try and export the rig to Unreal Engine. I'm still researching this.
Want to give your Unreal Engine projects a boost? Checkout our Unreal Engine Marketplace products 🛒
www.unrealengine.com/marketplace/en-US/profile/KekdotUA-cam
We even sell a complete game called BomberGuys!
BomberGuys is a complete multiplayer game, fully made in blueprints, and full of features and unique content for you to discover, explore, play with and use. 😄
Advance your Game Dev skills now by exploring our wide variety of unique and helpful products! 🎮
Great and transparent tutorial, but 10:05 is bad practice to fix pole issues. The most professional way to fix it is to enable armature edit mode, set bone axis display to be displayed and rotate thigh bone so x axis is pointing directly to the pole bone. When you change pole angle like you did, the pole rotation range is decreased by 90d (pole rotation range is from -180d to 180d). That unfortunatly cause more problems at more advanced animations. Besides of that, rest of tutorial is really beginners friendly and that's important. Keep it up and good luck :)
Worked like a charm! Thanks for the tip :)
So, where is all that stuff you just mentioned?
@@allyssaswain2394 If you click on the Data Object Properties, (little man running) then Viewport Display, you have a bunch of options under Show: I turn them all on to see the name, Shapes, Group Colors and Axes.
That said, I usually use front view, then Armature/Bone Roll/Recalculate Roll (shift-n) then choose View Axis.
The bone's X axis should be pointing in the direction of the PoleIK bone. (His thighIK bone).
Also if you use N to open the right panel and in the Item tab, you can set the Roll directly for each bone. That's how I do it sometimes.
That usually works. I hope this helps.
@@GaryParkin Hi,
Thanks for the explanation. I've done what you and Bartosz recommended, but the thigh bone of my mesh won't rotate to match, so the lower leg is facing the correct way, but the thigh is pointing outwards and can't be rotated. Any idea how to solve that please?
@@elbubsio4947 any fix yet my bone still moves crazy
Absolutely the best 18 min Blender tutorial I've ever watched. Thank you so much, it all makes sense now.
I realized there's no getting around not learning rigging if I want to pose my characters to make them look good. So thank you very much for this. 👍
i have come to the same conclusion
I just want to animate lol I begrudgingly learnt this, but the good thing is once it's rigged, it's rigged, just a one of thing!
It's intimidating for sure but once you get over that hurdle all that's left is to imagine the hell you would've been in if you'd never rigged.
best rigging tutorial , just follow the steps guys , works perfectly .
I can't thank you enough, I've been looking for a simple tutorial, I couldn't find a good one that explains everything well, I couldn't do it. But then finally, I found yours. This is the best tutorial for Inverse Kinematics. Subscribing, liking, doing everything I can, THANK YOU SO MUCH!
Dunno if this is the best tutorial for a beginner, but for someone like me that needs a quick and to the point refresher, it's top tier!
An actually good and straight forward tutorial, if you're having trouble with automatic weights deforming your mesh, first recalculate your normals, if that doesn't work check if you have faces inside your mesh, delete them, recalculate normals and parent the mesh/rig again. I made my mesh using primitives for the most part and caused issues with that
Im having that issue with a mesh i got online, is there a way to dumb this down to a 3day blender user ?
I have eyes inside, hair on top, clothes over mesh, but that is it.. next question how does one recalculate normals and what is that ?
Thanks a lot, and I mean a LOT. This tutorial helped me to rig my characters for my graduation assignment. It was simple, easy to follow and straight to the point. Subscribed and omw to watch other of your videos :)
Oh my goodness, thank you so much!!! I’ve been struggling with rigging for the past few days but this tutorial has made it so much clearer to me ❤️❤️❤️
Thank you man i take almost 4 days to understand it from random videos on youtube and i understand it but when i go to blender i just do a lot of mistakes
But now when i watch your video I understand my Mistake and because of you i solve it so thank you 🙏 ❤️❤️
thank you so much
Best teacher for Rigging!!! Lovw you Sir!
Thank you! I have been searching for ik for like ages, and finnaly a good ik video.
Thank you for this amazing tutorial, it isn't unnecessarily long, and it isn't short to the point where ya might miss out on things. Though I do have one issue I came across. When changing the pole angle to -90, the knee and heel did face the pole target properly, but when I bent the knee any higher than the pole, it bent backwards and I couldn't understand why. Not until I simply moved the pole up and further away from the rig itself and it was fine. If the pole is too close, the knee won't have anywhere to go and is forced backwards even if you changed the rotation to face it. Just move it up a bit and away from the position that's shown. Hope that helps someone!
I am having this problem where the bone bends into the other leg
@@jasperb7529 Oh so it's bending to the left/right? Pretty sure the dude shows how to set the pole angle and target, try switching those up and see if that works. I had to rewatch this vid a lot to finally get it down. Good luck!
@@ZARAHAnimation Immediately after commenting i actually wound up getting it fixed. Not really sure how but im not gonna question it
helped me ty
You have an awesome channel. I hope more people find these cool videos!
Best video I've seen regarding this topic so far! Thanks a lot - that helped greatly in refining my rig.
First tutorial about rigging that works for me. Thanks!
BEST BASIC RIG VIDEO I"VE FOUND. TY
Thank you for this wonderful and straightforward tutorial , this is the only video anyone would need to learn rigging
I've revisited this video so many times 💀
life saver bro
Thank you, it is very easy to understand the whole procedure.
very nice vid.
may i add, instead of doing each side, it's faster to do one side, use "armature" > "name" > "autoname left*right" and then mirror the left part to the right with "symetrise" (also in armature option tab)
i was trained in old school 2d hand drawn animation and been looking to get into 3d to try new things and i was about to give up after so long searching for a tutorial for some basics that would work for a beginner. Then i got this and its great, not only do i perfectly understand it but i can also replicate and put it to use. Thank you for that.
You are a hero. Watched a couple of other videos on how to do this and yours was definitely the simplest and fastest. Thanks a lot
Thx for the IK tutorial for the arms and thx for letting me kno that there is already a pre made armature in blender
This shit is so helpful
Great tutorial! Thank you for the straightforward approach
Works great, thanks for this. The only thing I did different was on the foot.L and foot.R I used the 'copy rotation' constraint with the bone set to the shin IK bones. Axis X and Y and Mix=After orginal worked well. This keeps the foot bones parented to the main deform rig.
YOU HELP ME A LOT WITH YOUR VIDEO i had problem doing my ik but after watching your video my problem was solved thank you!
By far the best and simplest tutorial I have seen, Great job man
Thanks for the tutorial! Worked perfectly with the default mixamo rig!
Work perfectly with my own scratch built rig as well
i dont know what i did but from 10:06 nothing worked liked you showed for me. Left shin bone was controled by Right bone and i did something and nothing works again even after following turtorial :(
Congratulations.. what you have achieved in this tutorial very few have successfully explained it. Thank you very much. Great job
Bro your the best man before this I was having trouble setting up IKs but thanks to you I know how to set up IKs
This is a very good tutorial! You help me a lot to understand this mechanic, thanks. A hello from Italy!
question: why are some of the bones not connected? I mean, the bones from the blender rig. it looked like a few were disconnected and you could pull them apart without the other bones following. thx
Old tutorial but still probably the easiest to understand for setting up IK constraints. Tip for anyone like me following along in the future, before parenting the mesh to the armature, u need to disable deform in the bone properties tab for all of the IK bones, otherwise when u move the IK bones too far they will deform the mesh, u wont be able to weight paint it out due to the vertex groups containing deform information for those bones in general, if u have already parented ur mesh u will need to unparent and then do this, this is also helpful for game engines as u can specify exporting without these bones if u wanted to
big big sub thank you so much i've been struggling with rigging for so so so wafkjwafkawfawjfawf long and nobody had a video that shows what i do wrong or how im i supposed to fix it, thank you so so much god bless you and all of your family and your pets thank you so much
Thank you 😂 Glad we could help!
THANK YOU SO MUCH OMGGGG
Best tutorial on basic rig undemanding
Thanks to you, I was able to pose my PSK models more easily
I messed up the first time but the second time I got it perfect. Thank you
why does it seem i'm the only one with a rotation problem at 10:13. I did exactly what was said in the tutorial :(
Awesome job, dude. A real lifesaver, for real!
Bro u the best I watched wrong tutorial and the guy made my arms bend wrong. Thanks for correct tutorial
thanks man awesome vid!!
Thank you for this. Worked perfectly.
Im not sure if it was mentioned, but if you have an issue were some of the mesh follows the controll bones, make sure to disable deform in the bones tab
I'm having this problem, which bones should I disable deform for?
Yeah well.. You just proved it..
Inverse kinematics is really "scary" and complicated, if you look at the wrong tutorial..
I was completlely lost on IK, following a couple of other tutorials, had to abandon them cause they just didn't make sense.. After your video, it works in first attempt.. Well done mate.. !
Glad I could help! We like to keep things simple ;)
amazing video it works perfectly
Thank You best rig tutorial yet !!! And I saved it in my UA-cam groups to view again, and subbed !!!!
Really well-paced and concise tutorial. Thank you!
You’re welcome!
thx you so much ❤❤❤ this is great Beginners tutorial.
One thing worth mentioning that this was meant to be added to a lower poly character. I thought I'll make this quickly to add to the character I was sculpting, and at the very last step when I parented the bone to he mesh Blender froze for a veeeery long time. :D
Also for some reason when I moved the added upper arm bones, instead of moving the lower arm, it took a chunk out of the elbow, not sure why..
That's a rookie mistake but it only takes a bit of common sense to avoid crashing blender.
THANK YOU! I've been looking around for a tutorial like for days, thanks so much :)
The explanation was super simple to understand. Thanks. Subscribed!
Thank you i hope you have a nice day
Dude!! This is AMAZING!!! thank you !!!!
16:25 If you made a character using MB-Labs and then if you delete the rig that came with that and then do this tutorial you will need to go into characters properties (object) and under relations switch it to armature in parent type
excellent presentation; concise, informative and easy to listen to
u r my hero
NICE TUTORIAL🔥👍
As always... it's awesome and helps me a lot. Thank you guys!
Awesome to hear!
super super clear and helpful! thank you very much
Thank you!! This helped me immensely.
Super easy to follow! Thanks for making this
You are genius! Thank you.
Sick man thanks
You’re welcome ✌🏻
Hey very nice video man!!!
Super usefull!
awesome video, thank you very much
Insanely clear. Thank you so much dude!
Thx bro for this good video, you are so great
You are great
@@Kekdot aww
THANK YOU SO MUCH!!!!!!!!!!!!!! You did this in very specific way and I love it!!
really toughest instruction as a soght, really biggest thanks!
2 weeks problem in just 18 min tysm
Glad I could help! :)
Fantastic tutorial, thanks a lot. The only thing I would add is a bone to have the head follow (so character can stare in direction while moving) but I can probably figure this out on my own with the knowledge from this video. 👍
thank you you save my life today
Easy to follow, great tutorial!
Thanks a lot, it's much easier than I think))
Thank you for this tutorial. It helps me a lot.
Best tutorials so far about IK! Thanks so much for teaching :)
love it🔥, great and simple explanations
for some reason. mine bends the knee backwards when attempting to test if it's working. Dx
that is when moving it upwards like you showed. forward and back works fine i think.
Never mind google helped me. the bone wasn't completely straight , kinda bent back just enough to have the ik rig think that's how it should be bent.
This real helped thank you
Thank you man! I hope you gain more subscriber
Awesome - very useful❤
You brings efficiency. Thank you for this tutorial. Liked, subscribed!
thanks so much for this video - really clear & informative!
Thanks dude! Helped out)😄
Subscribed immediately. Seamless and smooth video.
Will this naming convention work when I import into Unity?
Thank you this really helped me
ULTIMATE THANKS HOLLANDER
So many great tutorials about creating IK legs, I am yet to see a single one about rotating the hip without moving every bone that's under it in the hierarchy.
ok. this one is simpler tbh, Thanks!
Not everyone has that symmetry mode option hanging in that tab on the upper right corner. What do we do then?? I had to edit this.. I found out that on edit mode, to the tabs on the right where it active tool and workspace settings tab, there is an option called mirror along x axis. Thats the symmetry mode for those of you who are not finding the symmetry mode toggle on the top of the screen.
I also recommend parenting the arm bones to the hips so when you drop the hips the arms come with, like when you bend your knees irl
At 13:00 with the foot constraint this didn't work for me. I found a work around using
limit distance constraint on the foot
Target the metarig
set the bone to the shin
set headtail to 1
set distance to 0
Thank you for the tutorial. It helped a lot.
Rigify looks like a really nice solution, rather then creating your own bones, but I hear a lot of bad things happen when you try and export the rig to Unreal Engine. I'm still researching this.
I love you, so good