RIGGING L3-5 : This makes using your Rig EASIER
*Download Widgets File* https://academy.cgdive.com/courses/blender-rigging-isnt-scary-beginner-intermediate/4/lessons/1 *Full Playlist* Find all currently released chapters of the course in the official Playlist: https://www.youtube.com/playlist?list=PLdcL5aF8ZcJsSWrFwmLsQvCIKisuyyMnU Welcome to the *"Rigging isn't Scary" Course - Level 3*. This is free blender rigging tutorial. In this video we'll organize the rig since it's getting fairly complex. Do NOT skip this step! :) It also includes a special technique that makes our rig not only easier to understand but also easier to weight paint, and easier to export to game engines. *Script mentioned in the video (Use at your own risk! May not work! Batteries not included!)* #----START: DO NOT COPY THIS LINE--- import bpy #if your rig is not called "Armature" change the rig_name rig_name = 'Armature' #a variable that will store the names of all selected bones sel_bones = [] #get the bones data of the rig #IMPORTANT: in Blender 4.0~4.5 replace "pose" with "data" in the line below bones = bpy.data.objects[rig_name].pose.bones #store the names of all selected bones into sel_bones for bone in bones: if bone.select == True: sel_bones.append(bone.name) #get the pose bones data of the rig (necessary for setting the constraints below) pose_bones = bpy.data.objects[rig_name].pose.bones #set the COPY_TRANSFORMS constraint on all selected bones for bone_name in sel_bones: current_bone = pose_bones[bone_name] constraint = current_bone.constraints.new('COPY_TRANSFORMS') constraint.target = bpy.data.objects[rig_name] #the subtarget (Bone field) is set to the name of the bone itself #but exluding the first 4 letters. This way we remove the "DEF-" prefix constraint.subtarget = current_bone.name[4:] #----END: DO NOT COPY THIS LINE--- 0:00 Intro 1:19 Identify Deform Bones 4:54 Check Bone Names 5:47 Duplicate Deform Bones 8:52 Set Copy Transforms 14:10 Benefits 16:30 DEF Bones Hierarchy Explained 18:10 Parenting the DEF Bones 21:56 Parenting Test 23:40 Major Bone Types 24:21 DEF Names Check 25:08 Separate Controls and MCH 28:59 "Connective" Bones Check 31:38 MCH Bone Names 32:59 Controls Collections 37:10 Controls Sub-Collections 38:27 MCH Sub-Collections 42:21 Append Widgets 44:38 Bone Shape Orientations 49:10 Override Transform 50:55 Bone Shapes (Continued) 58:02 Selected & Acticve Bone Colors 1:01:38 DEF VS Controls -
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