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This rig type inherits a lot of functionality from the types mentioned in previous videos, and was used to rig the arms of the Sprite Fright characters. But, if you've seen and understood the previous rig types, then this one is fairly simple. All it adds is automatic rubber hosing functionality, the rest is mostly old news.
You can get a written description of this rig type on the wiki.
Have issues with Rubber Hose not working. On Blender 3.3.2 I've followed steps in video exactly and Rubberhose just doesn't work. Tried with both the slider and the Rig control.
@Blake Allred Can you try with the latest version of CloudRig (the one that you can download from the home page rather than the Releases page) and with Blender 3.6 LTS? If that doesn't work either, you can submit a report on CloudRig's GitLab, but we used this feature in the current production, so it should work!
Hi Demeter. Hope this find you well. I’ve been experimenting with cloud-lime and found weird behavior with upper arm fk rotation as follow: when we first rotate upper arm down (rotate axis Z in negative) then follow by rotate arm up using axis x close to 180d, every thing work fine. But, after these two rotations, if we continue to rotate axis Z in positive direction, the deform bone of upper arm is flickering and related STR-Bone jumps it Y axis rotation. Can you please help enlightening me on this issue. Thank a lot in advance.
@komaclostea Constraints generally flip at 180 degrees in a lot of cases, since Blender uses matrices, so when you go above 180 degrees, it gets represented as -179 degrees in the matrix.
As I'm trying to get a smooth motion design rig... I love your bubber hose option... though the your slider doesn't exactly work as an animator (me) would like. The good way would be a arm sharpness like shown in this demo so it works with any kind og character design : https://eyedesyn.com/product/bendy-limbs-rig-for-cinema-4d/ Do you think we could get this kind of behavior with cloud rig ?
@Denis Briant Not sure how that works under the hood in C4D, but I guess in Blender you could get something like this by not having sub-BBone segments (so set Stretch Segments to 1) and then changing the BBone EaseIn/Out values of the two bendy bones between 0 and 1. I'll keep it in mind and maybe try implementing it sometime!
@Demeter Dzadik Here is a leg rig concept I did from scratch : https://www.youtube.com/watch?v=2b18LZBLXiY Though it is a bit messy, I can share you the file of you want. Here it is : https://drive.google.com/file/d/11MCkBUlzjO3vRyp2mpeLEYCFf1L__V1H/view?usp=sharing cheers !
@Denis Briant Good job! If you need help with the Rigify API you can find me on blender.chat (@Met).
Wow, the auto rubber-hose stuff is nice. I like the duplicate IK master, very useful!
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