@@r11590 you’ll have to bake your animation, this tutorial isn’t really good cause they don’t say that this method works ONLY if you bake it at the end!
Yes. Im not sure who came up with this idea first, but this mechanism 'Uses' the dependency loop. The biggest issue with it is that it doesn’t work properly if you don’t play the frames in the correct order (for example, when scrubbing frames backwards..). However, if you bake the animation before the final output, no problems occur. It’s like bunny hop: it’s a bug, but it’s useful
Hey, I got a quick question... if I do absolutely everything correctly up until the automatic weights, and I apply it and it doesn't work, what could I do/shoukd do about it? Because I have followed four tutorials (including this one), and I cannot figure out why the parenting from the rig to the model for automatic weights won't work.
Yeee.. here for loop animation could only fix it with keyframing the constrain influence to 0 at start and end frame *and increase inbetweens, wonder if there is a some other way..
Because it is not the proper way of doing this. Is kinda more of a bug or glitch. I wouldn't recommend this method, instead use the wiggle bones addon. It's able to calculate this correctly and with fine tuning too
Dude, you just simplified my life by a thousand. No more complex dynamic bone addons for me! Thanks a lot!
WARNING: This will cause dependency cycles, which will be VERY GLITCHY for animations. I would use an addon like Wiggle bones for this matter.
Yes Wiggle bones..
What can I do if I have a glitchy animation? There is a way to fix it? :(
@@r11590 you’ll have to bake your animation, this tutorial isn’t really good cause they don’t say that
this method works ONLY if you bake it at the end!
Yes. Im not sure who came up with this idea first, but this mechanism 'Uses' the dependency loop. The biggest issue with it is that it doesn’t work properly if you don’t play the frames in the correct order (for example, when scrubbing frames backwards..). However, if you bake the animation before the final output, no problems occur. It’s like bunny hop: it’s a bug, but it’s useful
@@지훈-x3qeh thats true ig, I just wouldnt recommend that method at all
if anyone here plays roblox pressure they would know but i find this really helpful as it helped with my recreation of the searchlight in pressure
I am so glad I found this, Thank you!!
I tried its look smooth and good in viewport for jitter in final renders like lagging
Straight to point and quick, bless you my king
Thank you!
Wow so awesome 😎 🔥🔥🔥🎬
Hey, I got a quick question... if I do absolutely everything correctly up until the automatic weights, and I apply it and it doesn't work, what could I do/shoukd do about it? Because I have followed four tutorials (including this one), and I cannot figure out why the parenting from the rig to the model for automatic weights won't work.
omgosh thats so cool! tHAAAANKS! >O<
I think i can use this for my snake so i don't have to spend so many hours trying to figure out how to ik it because there is no snake ik tutorial
I can't thank you enough. Thank you!!
I have been setting up my rigs using rigid bodies. deym
That’s awesome!!!!!! Thank you very much for this 🙌
why the tail so hi poly
Show. ❤ thank you very much
I have been trying for days to get my ghost tail to work and this helped me fix it in less than 2 mins ❤❤❤
This doesn't work very well if bringing to unreal, it's a bit janky
Yeee.. here for loop animation could only fix it with keyframing the constrain influence to 0 at start and end frame *and increase inbetweens, wonder if there is a some other way..
i think i am in love with you
I never knew what that constraint could do.
I thought that was something else….
that's NOT the coccyx 😔👌 so called the tailbone
will this work in unity or unreal engine??
it's blender
If you export to unreal it's a bit janky
@@MariaMisenthey said will it work.
I can't implement it to my suspensions for a car 😢
🙏
this doesn't work
Thank you for this.
BROOOO! This is genius haha
eeeeeee
Nossa, amei
love this, how about animal ears for bounce?
it's basically the same
I tried this and when I render it, it won’t work, help ;-;
Because it is not the proper way of doing this. Is kinda more of a bug or glitch. I wouldn't recommend this method, instead use the wiggle bones addon. It's able to calculate this correctly and with fine tuning too
then why does this even exist? I prefer damped tracks@@Riley_Christian
Because the wiggle addon allows Keyframes@@Kuzre
@@Kuzrebecause it gets lots of views
my classmate najee thought this was sperm
thumbnail kinda sus
U got a subscriber bro🤌🏻🤌🏻🤌🏻🥂🫡
i am a furry