https://i.ytimg.com/vi/863YV9aR1Uk/hqdefault.jpg
Hello there,
In this how to rig an arm tutorial, I will go over my method for rigging an arm in Blender. I will talk about how to create an IK / FK switch, and also how to make the arm bend like a cartoon (this one will work in both IK and FK modes!). I put a lot of effort into making this tutorial; I know that at this point it is clear that making tutorials is not my forte, but hey! I do it for you guys ;). My English was going downhill when I was making it, so I had to edit and cut out a lot of junk from it :|. Hopefully it is easy to understand, but if not, like I always say, ask me questions and I’ll do my best to get back to you as soon as possible.
Thank you for watching!
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44 responses to “Blender Arm Rigging: IK & FK Setup – Plus Stretching Bones”
Thats one sexy arm
awsome arm, nice gains.
Great video indeed. I just wonder which is the use for half of the tutorial. It seems to me i can do the same with the techniques shown in the first half of the video as the whole video. All the IKs are really making an efficient difference? Programmable bone for video games?
Great fucking video, man! But I got a question . . . when you stretch the hand (arm) IK, only the wrist area stretches. How would you make the whole arm stretch along with it (to exaggerate the cartoony effect)?
I've watched this like 20 times. Great info man!
Thank you very much my friend! It helps me alot to complete an elastic girl character I made, Great tutorial very good explained and easy to follow. Many Blessings! and awesome work. Greetings from Colombia!
¡Muchas gracias amigo! Me ayudo mucho para completar un personaje elástico de chica que hice, un gran tutorial muy bien explicado y fácil de seguir. ¡Muchas bendiciones! Tu trabajo es impresionante. ¡Un saludo desde Colombia!
HOW DO YOU ADD A AMRMATURE
Is that you on guitar?
Very nice tutorial!
Also, Instead of using Average value and modifiers you can also use Scripted expression: Var*10 ! and for the IK, you can use "1-var*10" i think
One thing I usually need is to at some point tell my FK bones to match the IK bones position and rotation (or vice versa), since I'd be usually switching them around at some point in the animation. I never understood why tutorials about rigging in Blender don't mention this important step. That's usually done via scripting though, easy to do.
This is a nice level of rigging. It could be used to animate tails and whips in conjunction with physics. Just an idea 🙂
I have watched a lot of rigging tutorials on youtube and this one is the best.Thank a lot
I would like to know. Is there a way to customize (Rig). Since he (stretch to) behaves unequivocally.
http://static2.keep4u.ru/2018/03/29/1I541387dd7b8bc103.gif
Thank you, you saved me ^_^
So helpful! Thank you!
Gracias esta muy bueno
That is really hard to understand, why you even do this? Why not just make bones, constrain them as IK and voila.
Great tutorial! I was just looking around and learning how to make rigs for diffrent parts of the body and did'nt realise how deep it could go.
I had always figured the deforming bones were themselves the FK bones. Why do you create separate bones for FK? Is it just to allow for the subdivided deform bones, or do things go wrong when using the deform bones as FK bones?
can we have the arm please?
Is the third cartoon rig necessary? Can't the same thing be done using only the IK and FK rigs?
I'm working on robot rig, so a natural curve isn't necessary.
hi Jorge, i have question after watching you tutorial. maybe how to make snaping bone ik to fk or bone fk to bone ik?
I know it was pretty long ago, but I have an issue… In 31:57 you check all IK bones and each of them has to have "influence" set on 0, but… in my case arm_IK has 0 value, but forearm_IK and hand_IK have 1 in "influence". Well, I'm into Blender for ten days, so I'm totally new in it, please help me what can be a reason.
You could have just copied the driver and pasted it to the other bones lol
I have this weird little problem, I applied copy rotation and location constraint to the hand ik. But at the end of the day, that little hand ik bone doesn't copies location from the hand fk bone although it does copies rotation of the hand fk bone.
My question: is that hand ik bone needs to be parented with something? or have i done something wrong?
Instead of subdividing the bones @ 5:45 could you use bendy bones instead?
hello sir. how can i connected two objects on one IK on the same armature?
my problem is i have 2 objects, arm and hand. than i parent it into one IK. but when i stretch out the IK, that hand follow the IK and leave the arm. i want my hand and arm still connected when i strecth out my IK controller.
thx
a nice video
will this technique of animation to work in UE4 ?
What version of blender software are you using?
I have a question:
The costume shape control? What system bone, I will to parent for to manipulate my own character?
The best tutorial in the web for to build arms cartoon bones
Thansk for share your knowledge
Thank you for this very good intro to IK and FK bones! xD
Very good tutorial! Very good information. Thanks.
how to make arm in wire mode green so you can easily pick the armature?
Great and easy to understand tutorial, thanks
I have a few more advanced rig tools but they are more complicated to use and it always feel like i waste time using them.. what you have made here feels more direct and fun to use and i will start to use these ideas for my rigs. One thing 2 of my more advanced rig tools have is "Snap to IK / Snap to FK target" and now i just realized what they're intended to do..lol.
Will try to add that to this arm-rig.
Keep to good work up.
Cheers
Good tutorial, thanks! One thing: If you set the driver to use local space, you'll wind up with a one frame delay. Setting it to transform space instead resolves the issue per https://developer.blender.org/T39393
Also, to have a driver control the IK slider instead of the eye, you can change the generator formula to y = 1.0 – 15x
Extremely Informative! Thanks for sharing your knowledge!
Great tutorial! I can't wait to put it to use. You said in the comments that you personally don't like using sliders. How would you control the switching from the main rig if this was part of an entire character rig?
Good Tutorial Thanks!!!
I would like that you had put the start file in the description so I could follow along right way
how DO I GET IN FREAKING EDIT MODE U DDIDNT SHOW US THAT PART
how do you turn the hand invisible you didnt show that part too for god sake
how do u grow extra bones for god sake so frustrating what kind of tutorial is this
Brilliant tutorial. Just what I need! Love that you built the IK/FK switch into the rig UI, and not as a menu slider.
You GENIUS! I've been trying to figure this out for hours, and all I had to do was set the type to "Average Value" and create a generator!
Now I can sleep easy tonight…