Drivers are great! The best thing about them is that you can pretty much do anything with them as they let you type a single line of python or an entire script. Also loved the shoutout to Zach. I thought that was really sweet
Incredible. I was laying in bed this morning considering how to do exactly this with a character I am working on that has interchangeable body parts, and BAM. Pierrick delivers.
For simple drivers you can also just right click and select "Copy as new driver" instead of "Copy data path" and then right click and select "Paste Driver" on the target property. Even if the driver doesn't work immediately, I still like this method more because when you edit the driver the variable names are often better than just "var"
Oooo I like this feature. It like switching Proximeshes, but with the higher res mesh. This sparked a question: Does blender have a system like 'Character sets' found in Maya? I am not talking about animation layers. I am talking about something to set up before I animate. This is a way to get the controllers in 'sets'. So if I put down a key for one control that is part of the active set it will add a key on all the attributes or controls in that set regardless if they are adjusted or not. It speeds up the blocking stage. Thanks.
I'm not sure I get the meaning of your question. What I know, but never tested, is taht you can create custom keying set.... I will need to investigate your question and make a tutorial at some point :D
There is an add-on included with blender called 'bone selection sets' which you'll need to turn on and it will appear in your properties tab under the armature, and it *kind* of does most of what you want. Go into pose mode and hit the + in there to add an empty set, double click to rename, then select the bones you want in your selection set and click 'assign'. At least this makes it easy to select a specific set of bones and then you just hit 'i' to key.
sorry if this sounds irrelevant, but i often see an addon called "Space Switcher" (SST?) in your n-panel. is that addon publically available? it sounds interesting :o on-topic though, great tutorial! drivers are truly awesome!
Hello Pierrick. Je suis très intéressé par tes formations, mais mon niveau d'anglais ne me permet pas de comprendre tout correctement. J'aimerais savoir si t'es cours sont disponibles quelque part en Fr ? (Sur une plateforme ou autre). Merci !
Why is necessary all the steps of copying the data path and so on? Why not just copy as a new driver and then paste driver? It works exactly the same in most cases.
Greetings Pierrick, Thanks for creating this wonderful course for us. I'm from India and don't know how to buy your course in gumroad(I'm new to gumroad). Can you please guide me to buy? Thanks again.
hi pierrick... i have a shoulder controller where the shoulder_bone stratch (by damped track) to him.. this bone as all the IK and controller bones is parented to Root_bone...and my sholder controller has a Copy-location constraint to follow local position of Hand IK bone (reforcing: this two bones has NOT relation except fom root bone) but the copy location is making circular dependencies on the armature... and other bones that has copy location or copy rotation causes the sabe thing independent on What is your parent. this causes a TERRIBLE LAG on my animations. HOW i can solve this without take out my constraints? because without this controllers-constraints turns much slowly the animation process
🤩 Check out my new website, featuring better learning experience 👉 www.p2design.com
I never knew you could add drivers to the visibility buttons. Amazing!
Drivers are great! The best thing about them is that you can pretty much do anything with them as they let you type a single line of python or an entire script. Also loved the shoutout to Zach. I thought that was really sweet
Zach has been helping me so much these last years and even more lately to build the new website. He’s a very very kind guy.
Perfect option to mask a symmetric arm and add a asymmetric arm. Great tuto!
Incredible. I was laying in bed this morning considering how to do exactly this with a character I am working on that has interchangeable body parts, and BAM. Pierrick delivers.
I love how to impored your public speech. Your english sounds much better than it was before.
👍♥️
This is just what I was searching for ❤️
For simple drivers you can also just right click and select "Copy as new driver" instead of "Copy data path" and then right click and select "Paste Driver" on the target property.
Even if the driver doesn't work immediately, I still like this method more because when you edit the driver the variable names are often better than just "var"
Thanks for the tip !
Man this is such a great tutorial. Alive course was fantastic too. You're an inspiring person for the community
This is fantastic, can you provide a tutorial on making a custom rig UI...
Your course should've written for intermediate to become professional, its freakin awesome
thank youu! you really help me
Can you make a tutorial about rig drivers? More specifically switches to change a rig to another (for example a ragdoll) if it's possible?
That was a fantastic tutorial. 😁
Can you please make a tutorial on this fat body character....belly deformations are amazing
That's great I can create a custom script for your process
Always thanks! Good video.
Could you make a video abaut hair and clothes simulation .This is the Best animation channel.Grettings from Cuba
Is this how they do stuff like armor damage in games? Where you see parts of it gone/reappear depending on item durability?
The concept would be the same.
Just split your character in multiple pieces and toggle their renderability
@@PierrickPicaut_P2DESIGN I see. I'd like to give it a go and have armor cracked and shattered, Saint Seiya style 😁
Also, thanks👍🏻
Oooo I like this feature. It like switching Proximeshes, but with the higher res mesh.
This sparked a question:
Does blender have a system like 'Character sets' found in Maya? I am not talking about animation layers. I am talking about something to set up before I animate. This is a way to get the controllers in 'sets'. So if I put down a key for one control that is part of the active set it will add a key on all the attributes or controls in that set regardless if they are adjusted or not. It speeds up the blocking stage. Thanks.
I'm not sure I get the meaning of your question.
What I know, but never tested, is taht you can create custom keying set....
I will need to investigate your question and make a tutorial at some point :D
There is an add-on included with blender called 'bone selection sets' which you'll need to turn on and it will appear in your properties tab under the armature, and it *kind* of does most of what you want. Go into pose mode and hit the + in there to add an empty set, double click to rename, then select the bones you want in your selection set and click 'assign'. At least this makes it easy to select a specific set of bones and then you just hit 'i' to key.
this is great for visibility mask ,thanks!. but when exporting adon object as aAlembic not come, i bake also, i key frame custom property . Cn u help
sorry if this sounds irrelevant, but i often see an addon called "Space Switcher" (SST?) in your n-panel. is that addon publically available? it sounds interesting :o on-topic though, great tutorial! drivers are truly awesome!
Hello Pierrick.
Je suis très intéressé par tes formations, mais mon niveau d'anglais ne me permet pas de comprendre tout correctement. J'aimerais savoir si t'es cours sont disponibles quelque part en Fr ? (Sur une plateforme ou autre).
Merci !
Non je n’ai pas de version fr. Tous les cours ont des sous titres en Anglais. Je sais pas si ça peut t’aider.
Why is necessary all the steps of copying the data path and so on? Why not just copy as a new driver and then paste driver? It works exactly the same in most cases.
Can you give any festival or ocassion discount on you course.. 🙏🙏
more tutorials on rigs....
Greetings Pierrick, Thanks for creating this wonderful course for us. I'm from India and don't know how to buy your course in gumroad(I'm new to gumroad). Can you please guide me to buy? Thanks again.
Check my new online school www.p2design-academy.com/
hi pierrick... i have a shoulder controller where the shoulder_bone stratch (by damped track) to him.. this bone as all the IK and controller bones is parented to Root_bone...and my sholder controller has a Copy-location constraint to follow local position of Hand IK bone (reforcing: this two bones has NOT relation except fom root bone)
but the copy location is making circular dependencies on the armature...
and other bones that has copy location or copy rotation causes the sabe thing independent on What is your parent.
this causes a TERRIBLE LAG on my animations.
HOW i can solve this without take out my constraints? because without this controllers-constraints turns much slowly the animation process
😎
1st😁
:/