In Part 3, we will begin rigging the Left Arm. The arm will have both Forward and Inverse Kinematics, the ability to twist both the upper and lower arm as well as 'space switching' for the wrist.

COMMENTS

  • harryabreu 3 months, 1 week ago  | 

    Thank you again Mr Goldfarb.

  • mwessels 3 months, 1 week ago  | 

    Thanks for this series. Is there any way I can subscribe to this series or the learning section to be alerted when new training is posted? That would be very helpful to stay current with what you guys are doing. Thanks again.

  • miccetro 3 months, 1 week ago  | 

    Great series, thanks for these, however, why videos take so long to come out though? Maybe I'm just impatient (-:

    • goldfarb 3 months, 1 week ago  | 

      we've just had lots of material to get through in editing...but we're working hard to get them out as quick as we can :)

  • Den4ik 3 months, 1 week ago  | 

    Thank you very much !! your work is very important for us !!!

  • Danil Shaposhnikov 3 months ago  | 

    Very helpfull! But i can`t mirroring this rig. Bones take negative scale when i mirror them (-1,-1,-1). And it turn the normals of skinned geo out. I can`t fix it.

  • jon3de 2 months, 3 weeks ago  | 

    hey thank you for these series!! This tutorials helps us a lot with our current character project. Do you know roughly when the next videos gets released for the hands? :)

  • seifdune 1 month, 4 weeks ago  | 

    Fk/ik switching making the arm to flip i don't know what is a problem, trying to rig arm without changing the bones rotations to be positive(by rotating z-axis 180) it work without fliping but give negative value when rotating foward. How can i solve this problem?

    • jon3de 1 month, 1 week ago  | 

      I have the same problem. I also couldn´t fix it for now.

      • jon3de 1 month, 1 week ago  | 

        You can try to recreate the blend constraints for your L_arm_bone Ctrls. Make sure to use simple mode and keepPosition: after . It seems to work here.

      • jon3de 1 month, 1 week ago  | 

        It seems I was a little bit to fast. Switching the blend in the inverseKin Chops Network still causes my second Arm Bone to turn around 180°

    • jon3de 1 month, 1 week ago  | 

      ...ok I fixed it now like that. If you look in your bone in the "bone" tab there is a rest angle value. I set this to 0° and it helped to fix the rotation issue.

  • jon3de 1 month, 1 week ago  | 

    On 34:34 I recognized that you accidently droped the "offset" on "L_Arm_bone1" on a line and now it uses the simpleblend node for the BindPose input instead of the "getworldspace" node. Is this bad? Im struggeling a little bit with twisting bones and while searching for an error I saw that.

    I assume the BindPose should be connected to the getworldspace?

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