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01 Welcome And Some Rigging Philosophy
02 Feature Overview And Some Tips And Tricks
01 Demo Animation
02 Building a Simple Ball Rig
03 Building a Better Ball with Empties
04 Building an Even Better Ball Rig with Bones
03 Legs and Inverse Kinematics
04 Feet and Transform Space
05 Eye Tracking
06 Putting It All Together
03 Rotation Theory
04 Axis Angle and Euler Rotation
05 Quaternion Rotation
06 Transform Matrices
07 Rigging the Ball
03 Fingers with Action Constraints
05 Eye Rig
06 Arms with IK-FK Switching
07 Basic Mesh Deformations
08 Putting It All Together
03 Head and Neck Rig
04 Foot Rig
05 Palm Rig
06 Advanced Torso Spine Rig
07 Pivot Slide Reverse Chain Rig
01 Setting Up a Rig for Linking
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Mr. Squeegee Feet
Sept. 24th, 2015
Creating the leg and inverse kinematics rig.
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Thanks! This video has crucial information on the IK settings, and I learned a lot about how the pole target works. Some of the bugs that left me baffled make much more sense now.
Very informative! Thank you
I have just lost my rigging phobia the right way of things! haha. Thanks a lot.
7 years later, few more Blender versions released (3.3) and still so good! Thanks Nathan (and Mr Squeegee) for making IK basis understanding so easy.
In Blender 2.8 the X-Axis Mirror checkbox has moved. When in the armature's edit mode, open the sidebar on the right of the 3D Viewport (by default, hit the N key). Select the Tool tab. X-Axis Mirror is under Options.
@Drew Ferreira maybe you know also how can we make the "connected parenting" option at 1:15? with the newest version there are different options but not that. Thanks!
Thanks so much for this, I'm an absolute beginner in blender and rigging baffled me. This video series seriously accelerated my learning process
Now I finally understand what IK is from this vedio. Indeed informative.
Tip: If your foot bone won't move and only rotates, you need to clear its parent while keeping it connected as a bone: Go into edit mode, select the foot bone, press ALT+P, and press "Clear Parent". Now you'll be able to move the foot bone and see inverse kinematics in action.(Note that "Disconnect Bone" was another option in the ALT+P menu, which implies the bones can be connected without being parented.)
Source and more details: https://www.youtube.com/watch?v=S-2v_CKmVE8
Title: "Inverse Kinematics - Blender 2.80 Fundamentals"
Is there any way to prevent accidentally dragging the foot bone too far from the lower leg when posing? Right now I'm free to drag it far away from the leg.
Thank you so much!