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Re: McCoy Buck's YouTube Channel

Posted: Thu Apr 23, 2026 6:58 pm
by mtbuck24
In this lesson, you'll learn how to use the Link Bone Layer Binding Method. This is a great binding method to start with 98% of your rigs as it can be combined with point binding and gives great results right out the gate.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:26 am
by mtbuck24
In this lesson, you'll learn how to use the Bind Point Tool. This is great when you need more specific control over the points of a vector layer or mesh. Can be combined with the Link Bone Layer Binding Method.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:27 am
by mtbuck24
In this lesson, you'll learn how to use Inverse Kinematics. Inverse Kinematics is when the movement is inverted in a bone chain, you move the child bone and the parent bones follow.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:28 am
by mtbuck24
In this lesson, you'll learn how to use Forward Kinematics. Forward Kinematics means moving one bone at a time, starting from the parent.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:29 am
by mtbuck24
In this lesson, you'll learn the Parent to Child Relationship which is a fundamental principle when learning and understanding the rig and how it works.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:29 am
by mtbuck24
In this lesson, you'll learn how to use Angle Constraints. Constraints are great when wanting to control how far a bone rotates either to avoid breaking the rig or when creating a dial control.


Re: McCoy Buck's YouTube Channel

Posted: Sat Apr 25, 2026 10:30 am
by mtbuck24
In this lesson, you'll learn how to use Target Bones - also known as an IK constraint. This is a great way to keep feet planted on the ground during animation cycles.


Re: McCoy Buck's YouTube Channel

Posted: Wed Apr 29, 2026 6:52 am
by mtbuck24
In this lesson, you'll learn how to use Independent angles. These are great for keep the rotation of some bones unaffected by the parent rotation. Great especially when using target bones in the leg and want to keep the foot rotation independent to the rest of the leg parent bones.


Re: McCoy Buck's YouTube Channel

Posted: Wed Apr 29, 2026 6:53 am
by mtbuck24
In this lesson, you'll learn how to use Maximum IK Stretching. This gives you the flexibility and stretch needed for a rig using Target Bones - that creates a stretch from the IK chain to the target. Great for squash and stretch.


Re: McCoy Buck's YouTube Channel

Posted: Thu Apr 30, 2026 5:50 am
by J. Baker
What a nice list of quick tutorials you have here. I need to hop on this forum more than I have been just to check out what everyone is doing. Keep up the good work!

Re: McCoy Buck's YouTube Channel

Posted: Thu May 21, 2026 8:46 am
by mtbuck24
In this lesson, you'll learn how to Ignored by IK works and why you would use it. This is an option I like to use a lot when I building dials off of my bone limbs to use a switches without affecting the IK chain when using inverse kinematics.


Re: McCoy Buck's YouTube Channel

Posted: Thu May 21, 2026 1:36 pm
by mtbuck24
In this lesson, you'll learn about Squash and Stretch scaling. This is a really cool feature that already creates a squash and stretch effect based on how the layers or points are bound to a bone. This saves a lot of time and can also be used with IK constraints (Target Bones).


Re: McCoy Buck's YouTube Channel

Posted: Tue May 26, 2026 12:14 pm
by mtbuck24
In this lesson, you'll learn about Bone Dynamics. This is a feature that uses a physics system that takes assigned bones and applies overlapping action and follow through, saving you a lot of time in animation. Bone Dynamics are keyframeable, meaning they can be controlled to turn on and off as you desire and they can also be keyed to match whatever interval you are working in - whether that be 1's, 2's, 3's etc. This makes them extremely powerful