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Rigging Tails in Blender 🦴

63,631 просмотров • 1 год назад •via X (Twitter)

Комментарии: 9

Фото профиля har har har har
har har har har1 год назад

Why those feet be like this tho

Фото профиля VINAI
VINAI1 год назад

You don't need to move away the Root bone from the Mesh but simply disable Deform checkbox in the bone properties in edit mode, no vertex group will be created. Learn just 2 days before from @cgcookie CORE Rigging course. Is it possible to use bendy bones to get the same effect

Фото профиля ・Pixeleon・
・Pixeleon・1 год назад

I do this but 1 additional step is I then auto smooth at 0.5 each bone. This way the bends softer and more flowey.

Фото профиля 💾 ID-Ten 💙 - Tech Gremlin VTuber 😈
💾 ID-Ten 💙 - Tech Gremlin VTuber 😈1 год назад

Holding onto this for later. 👀

Фото профиля SnyderDragdire
SnyderDragdire1 год назад

youre telling me you can subdivide bones... why has no one shared this till now😭

Фото профиля Pitchibara 🐹🚂🍫 || Vtuber Couple Pitchi & Mocha
Pitchibara 🐹🚂🍫 || Vtuber Couple Pitchi & Mocha1 год назад

Honestly I wish live2d cubism had something similar to sub dividing the bone into several smaller ones. It would make adding a straight line of rotation deformers much easier. Thank you for the tutorial!! My love is split between rigging live2d and 3d models XD ~🎃

Фото профиля NateSquared
NateSquared1 год назад

I was gonna say you could just turn off deform on the root bone but someone already caught that

Фото профиля Ayetherah (C3O3-PO3)
Ayetherah (C3O3-PO3)1 год назад

Wow! What a great and useful tutorial! It's a shame I will ignore it! And do it my own way! With infinitely more JANK to it!

Фото профиля CaptainChar VT
CaptainChar VT1 год назад

that thing is huge

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