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.
๐ Creating controller bones at the edges of the legs.
๐ Using individual bones and IK controllers for rigging.
๐ Connecting the legs to the core bone and adjusting IK constraints.
๐ Adjusting the chain length in the bone constraint properties affects the rig's movement.
๐ก Locking the different axes of the bones under inverse kinematics fixes unnatural leg movement.
โ๏ธ By locking the X and Y axes, the bones can only move on the Z-axis, resulting in more natural leg movement.
๐ฃ The tutorial demonstrates how to rig a mechanical creature in Blender, starting with creating the leg joints.
๐ The legs can be duplicated and the IK controllers can be moved and scaled to adjust the creature's position and size.
๐ง Setting the rig to rest position allows for easy object placement and the use of a mechanical creature kit.
๐ง This tutorial explains a new rigging workflow in Blender, demonstrating how to align and scale objects.
๐ค The new workflow allows for creating advanced rigs, such as a hand resembling a walking creature.
๐ The tutorial guides the viewer through setting up an Armature and using IK (Inverse Kinematics) for rigging a hand.
๐ The video demonstrates a new rigging workflow in Blender.
๐๏ธ The process involves duplicating fingers, adding a thumb, and using IK (Inverse Kinematics) for animation.
๐ฆพ The workflow allows for the creation of complex rigged creatures by outlining their core shape and adding mechanical parts.
๐ฆ The mechanical creature kit is a versatile tool that includes over 250 detailed parts and eight animated rigs.
๐ก 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.
๐ 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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