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This is a preview for a #blender #geometrynodes group to create simple IK rigs without having to set up an armature. Very handy for a current project because it allows to use the full power of GeoNodes. #b3d #3d #animation #rigging Full video:
47,839 views • 1 year ago •via X (Twitter)
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Download coming soon! I still need to do a tutorial for it. I suppose it might be a good thing.

You are awesome 😎

Thanks Brad! 🙏 No reason to keep this under wraps, right?

This would be really nice to have - a node-based rigging framework. The way I understand it, geometry nodes change the meshes, not the object data, so wouldn’t this be less performant that object-based transformations?

You are right, but so far performance is great. There are 400 robots in the end, each instancing the source one with a custom animation. Then piped through another geo node to make them appear. Still runs in realtime. Mind, this is no pure rigging node but a helper group.

What sort of solver are you using? Fabrik, CCD, Limb, etc? Very curious on what you mean by single plane mechanics, is it more of a 2D approach instead of handling 3D points?

No fancy solver is used, nothing full fledged. It does some simple two-joint ik without an up vector. Very basic though helpful in many cases. That‘s why I‘ve chosen different examples. Simple math wrapped nicely in a node to suit different needs.

Nicely done

That is interesting stuff.

Nothing will ever beat the power of geonodes :-)
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