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Course

Introduction to Rigging
feed Course Overview
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

The Proxy System keyboard_arrow_down
  1. 01

    01 Setting Up a Rig for Linking

Assets keyboard_arrow_down
  1. insert_drive_file

    2D Ball

    visibility_off
  2. insert_drive_file

    Mr Squeegee Feet

    visibility_off
  3. insert_drive_file

    3D Ball

    visibility_off
  4. insert_drive_file

    Mr Hotdog

    visibility_off
  5. insert_drive_file

    Mr Biped

    visibility_off
  6. insert_drive_file

    Mr Biped for Linking

    visibility_off
  7. insert_drive_file

    Errata

    visibility_off
Videos keyboard_arrow_down

Course

Introduction to Rigging
Introduction keyboard_arrow_down
  1. 01

    01 Welcome And Some Rigging Philosophy

    Free
  2. 02

    02 Feature Overview And Some Tips And Tricks

2D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Building a Simple Ball Rig

  3. 03

    03 Building a Better Ball with Empties

  4. 04

    04 Building an Even Better Ball Rig with Bones

Mr. Squeegee Feet keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Legs and Inverse Kinematics

  4. 04

    04 Feet and Transform Space

  5. 05

    05 Eye Tracking

  6. 06

    06 Putting It All Together

3D Bouncy Ball keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Rotation Theory

  4. 04

    04 Axis Angle and Euler Rotation

  5. 05

    05 Quaternion Rotation

  6. 06

    06 Transform Matrices

  7. 07

    07 Rigging the Ball

Mr. Hotdog keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Fingers with Action Constraints

  4. 04

    04 Body

  5. 05

    05 Eye Rig

  6. 06

    06 Arms with IK-FK Switching

  7. 07

    07 Basic Mesh Deformations

  8. 08

    08 Putting It All Together

Mr. Biped keyboard_arrow_down
  1. 01

    01 Demo Animation

  2. 02

    02 Planning

  3. 03

    03 Head and Neck Rig

  4. 04

    04 Foot Rig

  5. 05

    05 Palm Rig

  6. 06

    06 Advanced Torso Spine Rig

  7. 07

    07 Pivot Slide Reverse Chain Rig

  8. 08

    08 Putting It All Together

The Proxy System keyboard_arrow_down
  1. 01

    01 Setting Up a Rig for Linking

Assets keyboard_arrow_down
  1. insert_drive_file

    2D Ball

  2. insert_drive_file

    Mr Squeegee Feet

  3. insert_drive_file

    3D Ball

  4. insert_drive_file

    Mr Hotdog

  5. insert_drive_file

    Mr Biped

  6. insert_drive_file

    Mr Biped for Linking

  7. insert_drive_file

    Errata

Videos

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Mr. Hotdog

04 Body

24th September 2015

info License: CC-BY
flag Report Problem

Published by

Francesco Siddi

Rigging the body of Mr. Hotdog.

2 Comments

Join to comment publicly.

ElenaGiulia

10th February 2020 - 11:11

Hello. Thank you for these very interesting tutorials! I have a question: how would you solve the problem that you mentioned, that partial influences can cause flipping in the bones when you pass the 180 degrees? I'm trying to rig an octopus, and the tentacles keep flipping... It's only a test, so I don't need anything fancy, but at least they shouldn't flip this much. I'm fairly new to rigging, so I'm sure there's something I'm missing. Any suggestions are more than welcome. Thank you!

Demeter Dzadik

13th February 2020 - 16:10

*@ElenaGiulia* Hi. I'm assuming you're talking about the part at 4:47.

To re-iterate the problem, it's that when rotations go into the matrix math machinery of Blender, they come out as a value between -180 to 180 degrees, even if they were originally rotated more than that.

The only way I know around this is to use a driver to read the rotation of the control bone, before it goes into the matrix math machinery.

This would mean reading exactly the numbers that show up in the N panel (which are allowed to exceed -180 +180 range) and drive your bones with that. The downside is, the only transformations that show up in the N panel are the ones that are done by the user directly.

The way to do this is to simply right click the desired rotation in the N panel and Copy As New Driver, then Paste Driver to the rotation value you want to apply it to. Edit the driver to be a scripted expression, and multiply the variable by the desired influence, eg. var*0.1 is like a constraint with 0.1 influence.

Before you resort to this, try to play with the "Order" option in your Copy Rotation constraint, it might help.

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