The tutorial introduces a new rigging workflow in Blender for animating creatures.
The new workflow simplifies the process by using a single Armature object and IK constraints.
The tutorial demonstrates how to create a six-legged insect rig using the new workflow.
🔍 Creating controller bones at the edges of the legs.
🔄 Using individual bones and IK controllers for rigging.
🔗 Connecting the legs to the core bone and adjusting IK constraints.
🔗 Adjusting the chain length in the bone constraint properties affects the rig's movement.
💡 Locking the different axes of the bones under inverse kinematics fixes unnatural leg movement.
⚙️ By locking the X and Y axes, the bones can only move on the Z-axis, resulting in more natural leg movement.
👣 The tutorial demonstrates how to rig a mechanical creature in Blender, starting with creating the leg joints.
🔁 The legs can be duplicated and the IK controllers can be moved and scaled to adjust the creature's position and size.
🔧 Setting the rig to rest position allows for easy object placement and the use of a mechanical creature kit.
🔧 This tutorial explains a new rigging workflow in Blender, demonstrating how to align and scale objects.
🤖 The new workflow allows for creating advanced rigs, such as a hand resembling a walking creature.
👋 The tutorial guides the viewer through setting up an Armature and using IK (Inverse Kinematics) for rigging a hand.
👉 The video demonstrates a new rigging workflow in Blender.
🖐️ The process involves duplicating fingers, adding a thumb, and using IK (Inverse Kinematics) for animation.
🦾 The workflow allows for the creation of complex rigged creatures by outlining their core shape and adding mechanical parts.
📦 The mechanical creature kit is a versatile tool that includes over 250 detailed parts and eight animated rigs.
💡 To create a rig using the mechanical creature kit, one can easily import parts directly into the 3D viewport and scale down the bone to fit the asset pack.
🔗 The speaker mentions the need for a feature in Blender that allows batch parenting of objects to the closest bone without deformations.
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