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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
Mr Squeegee Feet
Mr Biped for Linking
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24th September 2015
Rigging the body of Mr. Hotdog.
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10th February 2020 - 11:11
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.
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.