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Neck Rigging

July 10th, 2024
Iterms: Individual License
One copy to be used by a single user.

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6 Comments

  1. Selena says:

    Sometime around 18:19 I believe I parented the wrong bones, now the rig moves very “wonky” due to incorrect parenting with all of the restraints. Could you summarize which bones need to be parented to what bones so i can check my parenting?
    (Ex: IK bones will be parented to FK, Stretch bones will be parented to..) and so on

    • Jerry Lee says:

      Sorry, I don’t have any organized documentation on this topic at the moment. However, if you’re encountering any issues, feel free to send them my way, and I’ll help you troubleshoot and work toward a solution as best as I can.

  2. mwsheeler says:

    In Blender 4.2, to scale the b-bone, the hotkey combination is “Ctrl+Shift_Alt+S”

  3. TUTIAUX says:

    Hey! Thanks for the great tutorial.
    Bendy bones seem like a powerful way to control the mesh, but it looks like there’s no way to export them to a game engine.
    Are the regular IK/FK and stretch bones we created enough to deform the neck and be recognized by the game engine, or do I need to create regular bones on top of the bendy bones to deform the mesh properly?

    • Jerry Lee says:

      I’m glad you enjoyed the tutorial! About the bendy bones you mentioned—while they can give you great mesh deformation in Blender, Unreal Engine doesn’t recognize them. Unreal Engine only works with standard bones created in Blender. The IK and FK bones we created should be good for basic mesh deformation. If you run into any issues with deformation, you might want to add some extra standard bones to help out.