Remember to untick "Deform" in the Bone Settings for all IK and Limit Bones. Else they could destroy your mesh in Automatic Weight Mode (Happened to me) ... unchecking them prevents the process for creating weights for them, since their only job is to influence other Bones, not the Mesh itself
When I pull the string bone, it's only the string and string bone that moves. I have the TOP_Limit 'Limit constrain' set to distance equal to Z. I can pull the TOP_Limit bone and the bow bends as it should, but the string doesn't move. They don't care about each other. Any tips? Thank you
I'm sorry, I found the issue. In object mode the armature was set to a scale of 0,15. So when I checked the Z distance in Edit Mode I got the wrong value. I lowered the distance for Limit constrain and it worked. Thank you for the tutorial
I have the same issue.. its only move the string when i pull my string bone after parent mesh to armature… can you explain how to solve it a little bit detail, please?
When you made the armature with automatic heat map. Make sure to select both the bow and the string using the shift button before selecting the armature
Sorry I was half awake when I wrote that. TOP_Limit bone has a bone constraint named 'Limit Distance' with the setting Target: 'Armature', Bone: 'String'. TOP_limit bone should move when you pull the string bone. Try lower the value for distance withing this constrain. My mistake was when adding my very first bone, I scaled it down in object mode, then I opened edit mode and started to extrude it into what became the entire armature. Scaling in object mode changed the Z position in edit mode. It's like working with two different coordinate systems.
Thats is quite easy. The point of origin of the arrow must be at the very back of the feathers. Then go to constraints and add a copy location constraint. Choose your bow as target (not the rigging setup!) and use your "string" bone as vertex group. Then choose your axis type (in my case X). Set Target and Owner to world space and you're done! Have fun!
Horrible tutoring. Don't move so fast, avoid shortcut keying as they change with different versions of blender. Totally lost me on how to parent to the top_invers_IK at 1:51 it connects to the outer not inside part of the bone. Argh. Slow your moves so people can see.
my left ear loved this
Unbelievably helpful! Really had no idea how to even start and here you have the whole process in 5 minutes! Worked a treat, you rock!
Remember to untick "Deform" in the Bone Settings for all IK and Limit Bones. Else they could destroy your mesh in Automatic Weight Mode (Happened to me) ... unchecking them prevents the process for creating weights for them, since their only job is to influence other Bones, not the Mesh itself
I haven’t even started animating yet and this showed me so much knowledge. Thanks
2:55 press ctrl + p and click keep offset i was like wtf is he saying had to pause and see what the ui said.
Thank you, was driving me nuts
this is satisfying to watch
Simple and effective ! Just when i need to rig a bow
very precise and cool tutorial. its a great topic, the bow and arrow, for games!
This is great! Thanks man.
Exactly what I needed, thanks
thanks for the tutorial mate really helps
Thank you!
The Download my Models location is broken.
hey, vid is great but can you add the plugin that shows what keys youre pressing? thanks
Yes Sir... Good idea I will do it in the future! :D
thank you
When I pull the string bone, it's only the string and string bone that moves. I have the TOP_Limit 'Limit constrain' set to distance equal to Z. I can pull the TOP_Limit bone and the bow bends as it should, but the string doesn't move. They don't care about each other. Any tips? Thank you
I'm sorry, I found the issue. In object mode the armature was set to a scale of 0,15. So when I checked the Z distance in Edit Mode I got the wrong value. I lowered the distance for Limit constrain and it worked. Thank you for the tutorial
I have the same issue.. its only move the string when i pull my string bone after parent mesh to armature… can you explain how to solve it a little bit detail, please?
When you made the armature with automatic heat map. Make sure to select both the bow and the string using the shift button before selecting the armature
Sorry I was half awake when I wrote that.
TOP_Limit bone has a bone constraint named 'Limit Distance' with the setting Target: 'Armature', Bone: 'String'. TOP_limit bone should move when you pull the string bone. Try lower the value for distance withing this constrain.
My mistake was when adding my very first bone, I scaled it down in object mode, then I opened edit mode and started to extrude it into what became the entire armature. Scaling in object mode changed the Z position in edit mode. It's like working with two different coordinate systems.
Good video, when I flip the Top_Inverse.Ik001 it deletes the parent of Top_Ineverse.IK at 01:47, is that supposed to happen?
Please help me bro, 3:00 parenting with automatic weights didnt do anything
Try to make sure that your object has no holes and overlapping/duplicate vertecies
Thanks it works now, my string doesnt work though😢 do you know how to fix it? maybe i need to model it some type of way?@@Erasers45-Studios
@@nalalla6470 If you would join my discord it would things much easier. you can find the link on my page :)
Can,t download file
Thanks . Can you say how do you get the arrow to attach
Thats is quite easy. The point of origin of the arrow must be at the very back of the feathers. Then go to constraints and add a copy location constraint. Choose your bow as target (not the rigging setup!) and use your "string" bone as vertex group. Then choose your axis type (in my case X). Set Target and Owner to world space and you're done! Have fun!
@@Erasers45-Studios Thanks will try it out
How to a slingshot please
Inverse IK FTW! thank you for the technique!
Great tutorial, but DEAR GOD PLEASE MIX YOUR AUDIO SO IT IS R ONLY IN THE LEFT EAR
the voice does really poorly at saying the names of things, very difficult to understand
Yeah they should have included UI with key presses
I'm going to have to watch this like 100 times to understand, I guess its a socialmedia tactic for more views
What the heck is the bot saying at 2:55
"Press strgp"
I think it's meant to say Ctrl P
sub u :)
Horrible tutoring. Don't move so fast, avoid shortcut keying as they change with different versions of blender. Totally lost me on how to parent to the top_invers_IK at 1:51 it connects to the outer not inside part of the bone. Argh.
Slow your moves so people can see.
this just doesnt work
it heavily depends on the quality of your model! Check for holes, duplicate vertices and overall topology!
@@Erasers45-Studioshay can you make spearfishing tutorial also have rope tie with the spear/arrow?
@@Antiperubahan thanks for your reply I wrote it down but can't make any promises tho stay tuned!
@@Erasers45-Studios thank you for the response,yeah I already subscript so I'm stay tuned