First as rigging, then as glTF IO maintainer, and as Blender trainer, I encounter lots of bad practices regarding rigging & animation.

I'm planning to gather them all in a good/bad practice guide.
Are you interested?

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More to come (again) in Blender 3.2 (in Beta for now)

glTF exporter now export all actions of armature. No more NLA needed !!
(Works only if you have a single armature in your scene).

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https://t.co/IuhbDmtqvw
Why we push anatomy first, where movement comes from is important and that movement comes from where the bones rotate from.

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Continuing with the for rigging series. Today's video is pretty much all about the Action and Transformation constraints. Premiering later today, check it out: https://t.co/rwPiyjdmdr

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Another Monday = another rigging tutorial! This time tackling the arm. Twist bones setup included. One using a Damped Track and another using a b bones twist. Going live later today:
👉https://t.co/ZVTTraKRpn👈

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Duplicated a bone for the jaw that had some constraints on it and accidentally created a muppet.

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Now available for all, get your Muybridge horse reference ready and go animate https://t.co/fGeOtYm3Am

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Day 8.
Clothes tip: control the clothes with their own independent bones, but parented to the right bones like the arms, so that it's easier to adjust a pose or make a follow-through. Here's a cloak, more will come!

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New Spline IK Tool Features Variable Squash, Stretch and More - https://t.co/EN2Zngv0zh

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