@ant1fact Yea ik, bit strange that you have to do a texture projection first no? I guess it generates the uv data that the cut tools needs. I usually do a camera projection on from the best angle first. Thanks for the tips anyway, screenshotted for later ;)
@RN Here's a gif of what happens with my leg. When the chain is set to 3 it works as intended, only without the shoulder movement. When I increase the chain to 4 to get the shoulder movement the knee no longer bends as desired. I included the line in my earlier image because I had thought that the placement of the joints…
Hey Pior, if you bring up the n panel (right hand side in the 3d view) and go down to rig main properties you can snap IK to FK pose or FK to IK pose then keyframe the bones of the inactive mode so when you switch the pose is identical. Rigify rig is really nice but because its so complicated it's hard to retroactively…
@melviso for me it's not so much about the rig as it is about the animation workflow. How it handles gimble and inbetweens, especially as it seems to be an fk/ik/ragdoll hybrid. Animating bones directly can be a real pain, I'd much rather a controller GUI. Definitely looks interesting though. I haven't animated a character…
Hey everyone, im building a rig and i have some shape keys driven from bone rotation, and all works great until i turn IK on and for some reason the bone rotation data is no longer shown in Euler I reaaaally need this data. I have already tried crutching by adding additional bone with copy rotation constraint but it also…
I often have issues painting weights (i.e. accidentally painting a hand from the other side to... the leg) and I wonder if anyone else here seriously bothers with the painting tool for weights or just assign them by hand through the mesh edit, for some 3000~ish poly mesh. Also is there a better way than getting bones to IK…
Thanks a ton for the links Mongrelman, Gmanx and Lamoot ! I really like what I see in the Blenderguru one, especially the simplicity of creating custom bone shape controllers as demonstrated at the end of part3, very cool stuff. I definitely need to watch all these. So far I have been going through this introduction to…
@Polyboi I don't know if you've already found a solution (your post is from June 29th), but those sliders aren't showing the final transform of the object, or bone in this case. They show the user transforms -- a base transformation set by the user (aka the artist). If you're using a constraint, the transform of an object…
Pheewww...almost done!! Can't wait to finish this dogdamn rig and start animating her! This interhsip is realy tiresome and it's tough keepng track of personal project.-_- Anyway,here ya go, my first very first project inside of Blender. Some probably followed the evolution of this thing since a few pages now haha. You may…
What makes Maya the top contender in terms of Rigging is it'S ability to have multplies ways and options of doing things, whether you're a python prefessional rigger or just an amateur like me who like to build his own solutions on it's way. In Blender, you have access to some ''deformer modifiers'', to constraints and of…