In 4.1, my armature poses are not changing based on my keyframes. The object is rotating and moving in accordance with the keyframes, but maintains the last pose that I placed it in throughout the entire animation.
@@mck3D It's just an armature I made myself, but I have discovered the solution, which was to select all the bones in pose mode after setting the pose and create Whole Character keyframes by accessing the dropdown menu which is accomplished by way of the K key whereas in previous versions of Blender it was the I key. What I had been doing before was just hovering over the location and rotation dialog boxes in the object data panel and clicking the I key to set the keyframes.
If you uncheck "Lock Object Modes" from the edit menu, you paint your model while the rig is in pose mode. This means you can test bone movements without switching back and forth constantly.
My pleasure, I'm glad that it helped you. For your problem, there are some common issues that I will list here for you: 1- Please make sure when you select your model and go into the modifiers tab (Wrench Icon), in the armature modifier the "Preserve Volume" option is checked. 2- Sometimes due to the perspective misjudge we will put the joints outside of the model, please make sure to check that every joint is inside of the model. 3- *(Most Common)* There are other bones that have an influence on the arm, for example, the chest bone has an influence on the arms and keeps the arms from moving instead it deforms it, the more the chest bone has influence, the more the arm will deform (shrinks in this case). to check that, go to the properties panel in the right section (Green Triangle) and go to the weight paint mode, then in the vertex groups section go through each bone (Vertex Group) and check if relevant bones have an influence on the arms or not. If there is a bone that should not control the arm, just remove the weight on the arms. P.S.: when your model turns pinkish on vertex groups just pass that bone, it's IK bone don't paint them. 4- Sometimes there are duplicate bones in the same place that both have control on the region, make sure to check for that too. Please let me know if your problem is fixed or not.
Hey MCK thanks for the tutorial. I recently started learning Blender and I have reached a point of rigging my armature. I like your YT tutorials because you explain very well even for beginners. I am using Riggify in blender 2.79 but I got an issue, not sure if its an issue though. My rig has a lot of attached connections coming from an orange dot at the center of the cursor that is at the X/Y going to the rest of different parts of the rigged mesh. What's your opinion on this?
You're very welcome, I'm glad you liked them, sorry for the late replay, I'm not sure about 2.79 as I don't remember the workflow, did you try to hide the layers of the rig? maybe you've activated some hidden layers.
Thank you! You're a lifesaver for beginners. Just subscribed to your channel. But I have one more question: How can I prevent the neck from stretching unusually at 4:01? Let's suppose I need to move the head upwards, downwards, or perform head cracking. Alternatively, to put it simply, how can we stop stretching altogether?
Thank you, I appreciate it. about your question, since an unusually deforming neck consists of several layers, I will explain them to you: 1) - the first obvious thing to check is the weight paints, remember that if some other bone (EX: shoulder bone) even has the slightest influence on the neck geometry, your neck bone doesn't control the neck 100% and this can cause to deformation when you move other bones (EX: shoulder) or underperforming when you move the neck bone, so the first thing is to check if every bone controls what they should, and in pro rigging, you actually need a little or more control of other bones on a region geometry but keep it simple for now. 2) - the second thing that can cause a problem is that you don't want the head to rotate or move more than what is realistic, to control this, you need to add bone constraints, you can choose to limit a bone's transform, rotation, scale, this way you make sure for example your neck doesn't turn 180 degrees or move out of place. 3) - even with all of this, there are always little deformations in the model that need to be fixed in the shape keys, but the sweet part is that you can set a driver for the bone to control the value of the shape key depending on the bone transform. EX: you move your hands up and your armpits stretch too much ( let's imagine that you can't fix this with weight painting because the arm is too close to the chest), so you put the arms in an up position, create a shape key, and fix the geometry either in edit mode or in sculpt mode, then you set a driver from the shape key to the shoulder rotation, this way when your arm is in the down position, your shape key value is 0 and when you start moving your arm up, gradually the shape key value increases until it reaches the value 1 in the up position.
Thank you so much, You are so inspiring and I'm blessed with people like you, I promise to work harder for you and make more videos, thank you so much ❤️❤️
Really easy to understand, thanks! But I have an issue with attaching a skeleton to my model. The rig for some reason doesn’t fit so I can’t move her 😅
You're welcome, I'm glad it could help. About your issue, do you mean when you click on the "generate rig" button, the rig that is created from the skeleton is smaller/larger for some reason, right? If so, did you apply transforms after scaling the skeleton? To do so, select your skeleton (not the rig) press "CTRL + A" click apply all transforms, then click on the "re-generate rig" button (the same location as "generate rig", it's replaced with "re-generate rig")
there is a chance that the model already has an armature modifier, please check that before parenting, I suggest checking the vertex groups, deleting everything then again parent with automatic weight painting, keep in mind that the control rig (the boxes that you use for posing) are only the controls for the skeleton itself, make sure to check if the bones and joint are all inside the model and two joints are not separated, for example, the joint of the elbow, you should see one joint but there are actually two joints overlapping. In general, your issue is a weight painting issue and I think by removing all the vertex groups and re-parenting it should be fixed, maybe because it's a sims model, it already has rig data or even a hidden rig, but removing the armature modifier and vertex groups and clicking on the model pressing "ALT + P" (unparenting) you make sure to clear rig data from the model.
Thanks. Can you do a vid on how to setup Shape keys (for export to UE4 as "Morph Targets")? E.g. Where a body part or the gun is normal size, then small or moved (to hide). Or a helmet visor that is in normal position (closed), then another frame it is raised (open) - then in my game engine I can blend from 0 to 1, for a smooth open, without needing an animation file. [Specifically I need to know how to [bake?] these key frames on specific weights/meshes, to export as FBX, without exporting any animation frames. Because for UE4, the first step is to Import an FBX without animation, merely to get the "Skeleton" in the engine. After that, we can Import another file with animations, which we set to use the existing Skeleton (the first FBX file that we imported).] Another guy said hed make a vid 7 months ago but didnt. Im not sure the exact steps in Blender, to make it exportable. Ty.
My pleasure, thank you for watching, haha sure,it take a little bit time as I'm occupied with a project, but I will make a video asap, it's a lot of little steps, if you didn't want to move to a game engine things would be much easier, I'll make sure to explain it as best as can, please stay tuned.
@mck3D Ive done everything I can to make mesh work with the weights and such and nothing works, can I jjst send my model to you to fix it? If nessacary I can also compensate you for doing so
Thanks, you are awesome. Rigify have some good features and most importantly it's free, but it gives you basic rigging, good for personal projects and even some games but it's not good for AAA games and Films, Auto Rig Pro have some quality of life rig controls and much much better weighting algorithms thanks to voxel heat maps and it's closer to production ready rigs of course AAA companies will create their own rig but ARP is the closest to a production level rigging, I used BlenRig but not in a real project so I'm not qualified enough to approve it but what I saw was some nice features some nice rig controls like ARP and a good thing was you create blend shapes along the way of creating your rig, and it's free, it seems to be one of the greatest tools in near future.
My pleasure, any time, please don't hesitate to ask your questions. I'm planing to create social medias and I will add them to this channel soon but not yet created, thanks.
NONE of these tutorials actually give advice on what to do if your character won't parent to the mesh. sure rigidify works on basic humanoid characters but it fricking sucks at rigging stylish or non human characters. manual rigging is best but i still find the FK an IK joins hard to rig on my own
these types of auto solutions are mostly for human characters but you can almost rig anything with Rigify and Auto Rig Pro, it's just adding additional bones to the character It's true that every professional animation model should be custom-rigged, and the reasons are not one or two, there are a lot of benefits, but for a lot of people these auto rigging methods saved a lot of time. I try to make a video about custom rigging so that you can rig IK and FK with ease.
@@mck3D basically rigidify is very sensitive to bad topology, and needs a mesh clean up so the weight painting can work. characters that have separate clothe mesh's or extras dont seem to go well. i have found separating any clothes or accessories from the plain body mesh to be parented later on woks best. or at least has been working for me
yes, this is the normal workflow for game characters also, there are two types, either you retopology the clothes with your character way you will implement the clothes textures and definitions in the texturing phase, and technically you have one solid mesh then you will rig that. the second method is that you need to weight paint and rig the model separately and then add the clothes and transfer wight paint from the body to the clothes so that the clothes will move with the character in the game engine. the second method is usually used with games with more budget on the polygons and mostly in the RPG type games where you need to add clothes on top of the characters. But it's great that you mentioned your problem and solution, maybe I create a video about it. cheers
thanks so much for the video, but there is another problem that i never get to solve: now my mesh moves with the control rig, but the armature doesn't!! so when the control rig moves, only the mesh moves, the armature stays the same position.. pleasseee can you tell me how to solve this problem as well? i see that in your video, the armature is not parented with the rig or the mesh either
sorry for the late reply, in automatic weight painting the skeleton presented to you at first is just to define the placement of the bones and after generating the rig you're gonna have under layer IK FK rig that is hidden by default, another thing is that when you move your IK rig, you FK rig stays in place, you can move you FK rig by switching to FK rig.
@@meowmeowstar19 Of course I do, if you ever had problems like this, just leave a comment I will reply back, and usually not as long as the last one ^_^ cheers
the only problem I got is that its hella laggy. I got a rtx 4070 and a cracked cpu and the mesh is like 10k triangles and yet its like 2 fps in pose mode. Any help?
in the viewport shading, put the shading on the solid mode, and in the solid mode expand by clicking the little arrow, then select "Material" in order to see the model in material mode, any type of shading or rendering will slow down your movement.
there are two ways that I can suggest to you : 1- Select your rig then shift + select your mesh(character) and go to the weight painting mode, in the weight painting mode you can CTRL + click on any bone and that bone is selected, for example, CTRL + click the arm bone and check all the arm bones then check if any arm bone has any influence on the chest or not, if yes, with the bone selected just paint the chest with the weight 0 of the brush(and keep in mind sometimes the are a little bit of influence and you think it's fully blue but it's not so check it closely) 2- The second suggestion is to select your mesh and go to the edit mode then in the vertex groups in object properties select the bone you have trouble with(ex: arm bone) then in the edit mode(vertex selection mode) select all the chest vertices (remember to use the ghost(transparent) mode so that you select everything in the chest, then in the vertex groups click on the remove button, this way you clear the influence of the selected bone on the selected vertices.
I don't know any resources specifically about weight painting or I don't remember know, because it's usually a part of rigging and is not something specific, but for character rigging for games I can recommend to you this book: www.routledge.com/A-Complete-Guide-to-Character-Rigging-for-Games-Using-Blender/Halac/p/book/9781032203003?B048400_jm1_5ll_6rm_t081_2pr_arminhalacauthorshare
Hey, In 4.1; I've been having an issue with rig that causes my mesh to lag behind and 'Flatten' I've checked if it's a scale issue but it seems to be 1,1,1.
Hey RangerHobo, 9 out of the 10 times this is a weight painting problem, but to make sure first check the polycount of your character, anything below 70,000 should be fine, if your character is above that number sometimes weird issues happen. But for now, we assume that your character is optimized for rigging. It's most likely the weight painting issue, for example, the hand bone should be the bone that controls the hand, and if for some reason chest bone has some (even a little) bit of influence on the hand, it causes your hand bone to not control the hand completely and hold the hand geometry back, the further you move the hand, the more visible this become. If I want to explain it, no bone from another region should have an influence on other areas, only the connected regions have some influence on the geometry of each other to make the movement more realistic. To fix the issue, you can first select the rig then SHIFT + select the character and go to weight paint, with CTRL + Click select the bones one by one and check for the influence keep in mind sometimes if you don't pay attention there is a little bit influence that is very hard to see because it's so close to the dark blue or value 0, for this reason, I always recommend the second method. In Method 2 you select your model and go to weight Paint, then in the right panel go to Data Properties (green Triangle), you will see the vertex groups (bones), now select the vertex groups (bones) of the neighbor bones then go to edit mode by pressing TAB and select the vertices of the hand (E.X), and below the vertex, group press Remove or put value to 0 and press Assign, then go to the next vertex group. Two things to keep in mind: 1- your vertices selection will remain the same, so you can select different bones and quickly go to edit mode and click remove unless you mess up your vertex selection. 2- Bones or vertex groups that shows with the pinkish color are the IK bones, don't touch them, just pass them. And make sure to check your hand bone to see if any area of the hand are dark blue or not.
Hey RangerHobo, 9 out of the 10 times this is a weight painting problem, but to make sure first check the polycount of your character, anything below 70,000 should be fine, if your character is above that number sometimes weird issues happen. But for now, we assume that your character is optimized for rigging. It's most likely the weight painting issue, for example, the hand bone should be the bone that controls the hand, and if for some reason chest bone has some (even a little) bit of influence on the hand, it causes your hand bone to not control the hand completely and hold the hand geometry back, the further you move the hand, the more visible this become. If I want to explain it, no bone from another region should have an influence on other areas, only the connected regions have some influence on the geometry of each other to make the movement more realistic. To fix the issue, you can first select the rig then SHIFT + select the character and go to weight paint, with CTRL + Click select the bones one by one and check for the influence keep in mind sometimes if you don't pay attention there is a little bit influence that is very hard to see because it's so close to the dark blue or value 0, for this reason, I always recommend the second method. In Method 2 you select your model and go to weight Paint, then in the right panel go to Data Properties (green Triangle), you will see the vertex groups (bones), now select the vertex groups (bones) of the neighbor bones then go to edit mode by pressing TAB and select the vertices of the hand (E.X), and below the vertex, group press Remove or put value to 0 and press Assign, then go to the next vertex group. Two things to keep in mind: 1- your vertices selection will remain the same, so you can select different bones and quickly go to edit mode and click remove unless you mess up your vertex selection. 2- Bones or vertex groups that shows with the pinkish color are the IK bones, don't touch them, just pass them. And make sure to check your hand bone to see if any area of the hand are dark blue or not.
number 3 was so helpful, but when i move the character or both of them or move all the bones it doesn't exactly move with the character, like it moves slower than the character. please help? im going to subscribe pls ^_^
Firstly thank you for watching, sure I would love to help, if I understand your problem correctly, you want to move a bone and some part of the character should move with the bone but it does not move exactly with the bone, it moves but slower and if you look at the rig controllers, there are in a place more forward than the mesh and mesh is always try to catch up but never rich the bone, right? If the problem I explained is exactly your problem then it's still about the weight painting, and actually, the problem is that some other bones influence the mesh part you are trying to move even if it's 0.00001 percent influence, the actual bone try to deform the part but other bone keeps it from doing so, in a lot of cases you can not check it with eye, because the influence value is too small that the paint we see is Dark Blue, what you can do is : 1 - Seeing the name of the bone/bones that should have control on the mesh part 2 - Go to object mode, select your mesh, go to edit mode, in vertex mode, select the vertices that cause you problem 3 - In the vertex group of this mesh while selecting the vertices of your mesh, go through each and every bone(vertex group) and select them one by one and press "Remove" button below the vertex group section. P.S : Keep in mind to not remove the control of the vertex groups (bone) that should have influence on the mesh. Not the only bone/bones that have control on your mesh(part) are the ones you want.
The arms rig vanishing or the arms mesh itself? And whats the other program that you're trying to move your model to? And how do you move your model? As an FBX model?
generally, you can modify any rig as long as you know how it is made, but sometimes small and easy things get complicated if you don't know exactly what the original rigger did, you can always start rigging it from scratch with Riggify or auto rig pro and in both of them you can implement the tail rigs, may I will do a custom rig for this new course that I'm recording, that way you can do you own rigs with these two addons.@@dex.9122
I'll try to make a detailed course about Auto Rig Pro (as much as I myself know about) but until then, in general in Auto Rig Pro you need to select the main limb (for hand it's upper arm) then go to the limb options in the right panel (pressing N will reveal the panel) in the ARP panel will open up the limb options and you can check or uncheck the limbs you don't need and in the right panel you can also add more bones, I'm pretty sure that I saw a tail bones there too.
Thanks, its really useful.. After importing a mesh phantom (.obj), I did all the steps to change the pose (creating armature, then rig,..), but I'm not able to change the pose of the mesh.. so when changing the pose of the rig, nothing in the mesh changes.. do someone face this problem? Thanks in advance.
Thank you for watching, as per your explanations I assume that you imported your model and ad a rig that I assume it's a Rigify rig, not a costume rig, so you've generated the rig by clicking the "Generate rig" button and then you've selected the model then shift+click the rig and pressed CTRL+P and choose the parent with automatic weight paint, am I right? be cause most of the times the problem is in one of these steps and please check for me if after pressing parent with automatic weight paint. do you get an error in the button of the screen of the blender?
most of the time this is a problem with weight painting, can you please check for me if you have anything in the vertex groups of your mode? and if you have, please go in weight paint mode and check if you move between the different vertex groups, do the color of the different parts of the model change? also please check if you have an armature modifier in the modifier section of your model. Another thing can be the mesh has too many polygons, please also check the poly count of the mesh.
yes, I thought so, if you are using Auto Rig Pro you can simply change the skin engine to something else and try again, if you are using the Rigify please check that all bones are in the correct place (important: if you are trying to move joints in the Rigify, box select them, a lot of times separating them from the joint part even if you try to patch them together later, will result to this error), the next thing I want you to check is that before generating the rig and when you are in the skeleton placing phase, most of the time we need to scale the skeleton, please check that if you are applying the new scales to the skeleton by pressing CTRL + A => apply all transforms. please don't hesitate to discuss this further if your problem exists.
it doesn't matter, every addon and every custom rig (those that are not created with the addons) all have skeletons, and you need to place the skeletons in a way that real skeletons bend, placing skeletons in your rigging can change how the mesh will bend.
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
@@mck3D I used to use unity but changed to godot. This bug happens to me inside of blender tho. As a test I was exporting to a verity of places including desktop. Yes the change will carry over to the engine I am using but the ghost deformation happens inside of blender itself the second the export finishes. So weird because I have exported many horses in the past with tons of animations and have never seen this before. I have seen animations change or not carry over correctly once inside of a game engine due to human error before but I never seen them change inside of blender itself after an export.
if it's in Blender and it's somewhat a new thing, I assume that it is some kind of export options problem, in each version of Blender option changes and sometimes ruin the work until you figure it out, Blender 4 is totally a new thing in terms of rigging, I didn't try it yet but I know it ruins the rigs in older versions. but if you have the same problem in Blender 3.6 there are a few options I want you to check and change around maybe your problem get fixed. when exporting FBX in the Transform section, check the Forward and UP axis and you can try to check the Apply Transform box. In the Armature settings of export window. primari and secondary bone axis may fix the problem and also try removing the add Leaf Bones checkbox. if you problem happens before even exporting your model, there might be a problem with transforms, please check if you applied transforms to the skeleton and model before even start rigging and weight paintitng, to apply transforms press ctrl+a and apply all transforms. for game engines it's important to fix your model and rig origin point, so please fix them before exporting, most of the time your origin point should not be in the center of the model but below the object.
@@mck3DThanks for the reply:) I always reset the transform, rotation, and scale on my horse model prior to any rigging. The horse model I made is the exact size and shape of the rigify horse so I am not moving, rotating, scaling, or weight painting anything rig wise. Just adding the rigify horse, generating, auto weight, and animating. if I export with a simple idle animation everything is fine but If I export with a gallop animation then I get the front heel ghost rotations inside of blender itself. I don't think I am moving horse foot ik to extreme and if I was I would like to think that I would see the change happen live prior to an export. Just following the normal horse gallop keyframes protocol. I can report as of this morning that I am not seeing this behavior If I use just the metarig but of course I want to use the generated rig and so thank you for all the help. I will try everything you suggested👍
No worries, thank you for asking, one last thing that comes to my mind, is a problem that sometimes when you animate stuff you will face, is the twisting of thin parts, if your problem is the same, this happens because the AI of the application can't figure out from point A to B in which direction should turn your rig, it's actually a common problem in animations, and a lot of times happens when you try to move animation from an application to another, one fix could be to add an in-between keyframe at 50% of the movement so that application can figures out the direction of rotation, and another simpler fix is to go to Curve editor in the destination application and edit the curve the, it will change the direction of rotation, you will spot an extreme curve in the curve editor, it's probably the curve you are looking for.
Hi, i am facing a same kind of issue which you showed for Gun. But my model is single object, i have created its hair. On moving object in pose mode the head is straching and getting stick to the same place where i created the model. Please help me
Hi, from your explanation, if I get it right, I think your problem is with the weight painting, in the weight painting part of this video you can solve your problem by selecting your model, going to the weight painting, then from the right panel selecting the head bone that moves the head, then paint we red ( Value 1) on the parts that should move with the bone but stuck in place, probably the problem is that some places of the head are not painted correctly and the bone only moves the painted parts and the stretching happens, the gun issue is for separate objects, you can fix it with weight painting too but it's easier to fix it with bone parenting.
@@mck3D hi, thanks for the detail explanation. But i tried weight paint as well. Can i connect with you on WhatsApp/instagram/ telegram anywhere to show the pictures/video of my problem
Hie, I'm wondering if you have a solution for Blender's FBX export problem regarding bone lengths. I have an animation (rigify rig) that does a squat and the legs have no keys or animation and they are both in IK. I export them without leaf bones, and I noticed that both the deform bones are moving around and the ik bones remain. I noticed the deform bones for thigh and calf have scaling value. I can't seem to find a solution to fix this. Hoping you could help, Thanks
sorry for the late reply, each software has a different approach to importing the rig and model but if you are trying to import a model back into a blender it's actually very easy, imagine you have a blender file that has your animation scene and you have a blender file that you've made a character inside and you want to import your character to the scene for animation, what you can do is simple, if you rigged your character with Rigify ( I think it's the same with ARP), you should have your "meta rig" armature make sure you unhide it first select your models (you don't need to select your rig) shift + select your meta rig armature (I mean the bones themselves not the rig) now press CTRL + C to copy everything and go to the scene file and press CTRL + V, your model will be imported with the textures and rigs fully working then you can hide the meta rig again, remember that you need to open two different instances of blender at the same time to do this trick but it's pretty easy for moving things between blender scenes.
@@mck3D no that's not what I meant. I import my animations into unreal engine. But I saw the problem with the feat bobbing when the character is squatting. So I checked my fbx file by importing in Blender.
Oh, I should make a video about moving into Unreal Engine, I don't know what is your exact problem that keeps deforming your model but maybe the video's way of importing fixes your issue, if not we can look deeper into your problem.
you need to turn on the addon, if you are using Auto Rig Pro or Rigify (blender Built in), to do so, go to the edit menu => preferences => addon => Rigify (for Example) the turn it on by clicking the check box, after that when you press SHIFT + A you should see the armature option.
The control bones are still tiny? can you explain the problem to me? I'm sure it's something minor that we can fix. Rigify is a good tool if you are not going to use it for an AAA game or an industry level animation, it's useful to make entry level animations or presentations of your model but if the model is not moving good with Rigify there is a chance that it needs to be optimized.
In 4.1, my armature poses are not changing based on my keyframes. The object is rotating and moving in accordance with the keyframes, but maintains the last pose that I placed it in throughout the entire animation.
Which one Is it? rigify, auto rig pro or a custom rig?
@@mck3D It's just an armature I made myself, but I have discovered the solution, which was to select all the bones in pose mode after setting the pose and create Whole Character keyframes by accessing the dropdown menu which is accomplished by way of the K key whereas in previous versions of Blender it was the I key. What I had been doing before was just hovering over the location and rotation dialog boxes in the object data panel and clicking the I key to set the keyframes.
Nice, I'm glad you've found your problem, and thank you so much for sharing your solution with me and everyone. best wishes for you
@@mck3D Same to you!
the fact you just came here and solved my existence
I'm glad that it was helpful.
If you uncheck "Lock Object Modes" from the edit menu, you paint your model while the rig is in pose mode. This means you can test bone movements without switching back and forth constantly.
I didn't know that, thank you for your help, and thank you for watching
You learn something new everyday, thank you for this info
where is this located to uncheck?im new to rigging so not comfortable with the settings in the UI
@@danyarfan5384 It's the top-level edit menu, next to File and Render. Lock Object Modes is just above Preferences.
Very useful tutorial for beginners. These problems gave me a lot of headaches, now I can solve them, thanks to McK.
Thank you for your comment, I am genuinely glad it helped!
thanks for the straightforwardness in problem 3 (let alone the entire video) cheers dude 🙏
My pleasure, glad it helped you.
THANK YOU FOR THIS VIDEO, IM NOT CRYING ANYMORE NOW
My pleasure, I'm genuinely glad that it fixed your problem.
I would love to see a video, explaining the best way to rig with auto rig pro, how to get the rig working smoothly with the UE5 manny
Sure, I'll do a video soon, please stay tuned.
Thank you. This solved my face deforming problem.🙏
Your welcome, I'm glad it helped.
awesome, quick and to the point. love it
I appreciate it and thank you for watching.
Awesome! Super helpful thanks! Please make more rigging tutorials 🙏
God Bless you, New sub 😄👍
Thanks, I'm glad it was helpful, sure I will make more.
You helped me a lot thank you! :) My other problem I have currently thou is when I move my arm it shrinks for some odd reason??
My pleasure, I'm glad that it helped you.
For your problem, there are some common issues that I will list here for you:
1- Please make sure when you select your model and go into the modifiers tab (Wrench Icon), in the armature modifier the "Preserve Volume" option is checked.
2- Sometimes due to the perspective misjudge we will put the joints outside of the model, please make sure to check that every joint is inside of the model.
3- *(Most Common)* There are other bones that have an influence on the arm, for example, the chest bone has an influence on the arms and keeps the arms from moving instead it deforms it, the more the chest bone has influence, the more the arm will deform (shrinks in this case).
to check that, go to the properties panel in the right section (Green Triangle) and go to the weight paint mode, then in the vertex groups section go through each bone (Vertex Group) and check if relevant bones have an influence on the arms or not.
If there is a bone that should not control the arm, just remove the weight on the arms.
P.S.: when your model turns pinkish on vertex groups just pass that bone, it's IK bone don't paint them.
4- Sometimes there are duplicate bones in the same place that both have control on the region, make sure to check for that too.
Please let me know if your problem is fixed or not.
@@mck3D Alright then Thank you so much :) Really helps keep up the great work!! :D
No Problem, Anytime.
Thank you, cheers.
Hey MCK thanks for the tutorial. I recently started learning Blender and I have reached a point of rigging my armature. I like your YT tutorials because you explain very well even for beginners. I am using Riggify in blender 2.79 but I got an issue, not sure if its an issue though. My rig has a lot of attached connections coming from an orange dot at the center of the cursor that is at the X/Y going to the rest of different parts of the rigged mesh. What's your opinion on this?
You're very welcome, I'm glad you liked them, sorry for the late replay, I'm not sure about 2.79 as I don't remember the workflow, did you try to hide the layers of the rig? maybe you've activated some hidden layers.
@@mck3D Am good thanks, the important thing is you got the message. I'll try to hide the layers and see how it works. Thanks.
Rig problem #2, lifesaver
Glad it helped, and thank you for watching. Don't hesitate to ask any questions if you have any problems.
Thank you! You're a lifesaver for beginners. Just subscribed to your channel. But I have one more question: How can I prevent the neck from stretching unusually at 4:01? Let's suppose I need to move the head upwards, downwards, or perform head cracking. Alternatively, to put it simply, how can we stop stretching altogether?
Thank you, I appreciate it.
about your question, since an unusually deforming neck consists of several layers, I will explain them to you:
1) - the first obvious thing to check is the weight paints, remember that if some other bone (EX: shoulder bone) even has the slightest influence on the neck geometry, your neck bone doesn't control the neck 100% and this can cause to deformation when you move other bones (EX: shoulder) or underperforming when you move the neck bone, so the first thing is to check if every bone controls what they should, and in pro rigging, you actually need a little or more control of other bones on a region geometry but keep it simple for now.
2) - the second thing that can cause a problem is that you don't want the head to rotate or move more than what is realistic, to control this, you need to add bone constraints, you can choose to limit a bone's transform, rotation, scale, this way you make sure for example your neck doesn't turn 180 degrees or move out of place.
3) - even with all of this, there are always little deformations in the model that need to be fixed
in the shape keys, but the sweet part is that you can set a driver for the bone to control the value of the shape key depending on the bone transform. EX: you move your hands up and your armpits stretch too much ( let's imagine that you can't fix this with weight painting because the arm is too close to the chest), so you put the arms in an up position, create a shape key, and fix the geometry either in edit mode or in sculpt mode, then you set a driver from the shape key to the shoulder rotation, this way when your arm is in the down position, your shape key value is 0 and when you start moving your arm up, gradually the shape key value increases until it reaches the value 1 in the up position.
@@mck3D Thank you so much for your detailed, comprehensive and insightful explanation.
Your detailed guidance has been incredibly helpful.
My pleasure, I'm genuinely glad that it helped you.
very need your work blender community i very like soo much thank you problems solve ❤❤💯
Thank you so much, You are so inspiring and I'm blessed with people like you, I promise to work harder for you and make more videos, thank you so much ❤️❤️
Amazing content brother thank you ❤❤❤
My pleasure, thank you for watching
Thank you!
My pleasure.
Really easy to understand, thanks! But I have an issue with attaching a skeleton to my model. The rig for some reason doesn’t fit so I can’t move her 😅
You're welcome, I'm glad it could help.
About your issue, do you mean when you click on the "generate rig" button, the rig that is created from the skeleton is smaller/larger for some reason, right?
If so, did you apply transforms after scaling the skeleton?
To do so, select your skeleton (not the rig) press "CTRL + A" click apply all transforms, then click on the "re-generate rig" button (the same location as "generate rig", it's replaced with "re-generate rig")
@@mck3D no, I found out about that. But I can’t move her because the rig doesn’t wanna attach to the mesh 🤔
But thanks a lot for the advice!
no problem at all, did you get any errors when you parent with automated weight paint? (in the bottom right corner of the Blender)
@@mck3D no I didn’t…could the model be the problem? She’s from sims😅
there is a chance that the model already has an armature modifier, please check that before parenting, I suggest checking the vertex groups, deleting everything then again parent with automatic weight painting, keep in mind that the control rig (the boxes that you use for posing) are only the controls for the skeleton itself, make sure to check if the bones and joint are all inside the model and two joints are not separated, for example, the joint of the elbow, you should see one joint but there are actually two joints overlapping.
In general, your issue is a weight painting issue and I think by removing all the vertex groups and re-parenting it should be fixed, maybe because it's a sims model, it already has rig data or even a hidden rig, but removing the armature modifier and vertex groups and clicking on the model pressing "ALT + P" (unparenting) you make sure to clear rig data from the model.
Thanks, It helps 90% of my problem.
You're welcome, what are those remaining 10% maybe we can solve them too.
Solved! thank you!
Glad it helped! you're welcome
많은 도움이 되었습니다!😊
도움이 되셨다니 정말 기쁘네요, 시청해주셔서 감사합니다😊
Thank you that's brilliant
Thank you for watching, Glad you enjoyed it.
Very nice
Thank You
Thanks. Can you do a vid on how to setup Shape keys (for export to UE4 as "Morph Targets")?
E.g. Where a body part or the gun is normal size, then small or moved (to hide). Or a helmet visor that is in normal position (closed), then another frame it is raised (open) - then in my game engine I can blend from 0 to 1, for a smooth open, without needing an animation file.
[Specifically I need to know how to [bake?] these key frames on specific weights/meshes, to export as FBX, without exporting any animation frames. Because for UE4, the first step is to Import an FBX without animation, merely to get the "Skeleton" in the engine. After that, we can Import another file with animations, which we set to use the existing Skeleton (the first FBX file that we imported).]
Another guy said hed make a vid 7 months ago but didnt. Im not sure the exact steps in Blender, to make it exportable. Ty.
My pleasure, thank you for watching, haha sure,it take a little bit time as I'm occupied with a project, but I will make a video asap, it's a lot of little steps, if you didn't want to move to a game engine things would be much easier, I'll make sure to explain it as best as can, please stay tuned.
@@mck3D Thanks. I subbed. Will be waiting. (PS Im in UE4.27. Might be moving to 5x. But I understand the 4.27 interface.)
Yeah sure, thanks for subscribing, the UI is the same and things got much easier in UE 5 I highly recommend you to move to 5.x
Thank you!!! 💯
Your welcome, thank you for watching.
@mck3D Ive done everything I can to make mesh work with the weights and such and nothing works, can I jjst send my model to you to fix it? If nessacary I can also compensate you for doing so
Sure, please upload your file and give me a link, and I will take a look. no worries, you've already done a favor to me by watching the video ;)
캐릭터 처음으로 만들어서 리깅하는데 도움이 많이 되네요 :)
시청해 주셔서 감사합니다. 도움이 되었다니 다행입니다.
탑승을 환영합니다! 나는 당신이 곧 훌륭한 모델을 만들 것이라는 것을 알고 있습니다. 계속 연습하십시오.
Really awesome video ... Btw can u tell me which is the best rigging add-on for blender ? Riggfy or autorigpro or blenrig6
Thanks, you are awesome.
Rigify have some good features and most importantly it's free, but it gives you basic rigging, good for personal projects and even some games but it's not good for AAA games and Films,
Auto Rig Pro have some quality of life rig controls and much much better weighting algorithms thanks to voxel heat maps and it's closer to production ready rigs of course AAA companies will create their own rig but ARP is the closest to a production level rigging,
I used BlenRig but not in a real project so I'm not qualified enough to approve it but what I saw was some nice features some nice rig controls like ARP and a good thing was you create blend shapes along the way of creating your rig, and it's free, it seems to be one of the greatest tools in near future.
@@mck3D thanks for the clarification :) i appreciate that . Can fellow u any other social media like insta?
My pleasure, any time, please don't hesitate to ask your questions.
I'm planing to create social medias and I will add them to this channel soon but not yet created, thanks.
NONE of these tutorials actually give advice on what to do if your character won't parent to the mesh. sure rigidify works on basic humanoid characters but it fricking sucks at rigging stylish or non human characters. manual rigging is best but i still find the FK an IK joins hard to rig on my own
these types of auto solutions are mostly for human characters but you can almost rig anything with Rigify and Auto Rig Pro, it's just adding additional bones to the character It's true that every professional animation model should be custom-rigged, and the reasons are not one or two, there are a lot of benefits, but for a lot of people these auto rigging methods saved a lot of time.
I try to make a video about custom rigging so that you can rig IK and FK with ease.
@@mck3D i found out what was generally going wrong. i had to merge some vertex points that were messing up with the rigs weight painting.
nice, I'm glad you solved it, and thank you for sharing your solution.
@@mck3D basically rigidify is very sensitive to bad topology, and needs a mesh clean up so the weight painting can work. characters that have separate clothe mesh's or extras dont seem to go well. i have found separating any clothes or accessories from the plain body mesh to be parented later on woks best. or at least has been working for me
yes, this is the normal workflow for game characters also, there are two types, either you retopology the clothes with your character way you will implement the clothes textures and definitions in the texturing phase, and technically you have one solid mesh then you will rig that.
the second method is that you need to weight paint and rig the model separately and then add the clothes and transfer wight paint from the body to the clothes so that the clothes will move with the character in the game engine.
the second method is usually used with games with more budget on the polygons and mostly in the RPG type games where you need to add clothes on top of the characters.
But it's great that you mentioned your problem and solution, maybe I create a video about it. cheers
Holy hell, thank you so much. You have no idea. ❤
My pleasure, cheers to you.
Thanks 👏best explain
You are welcome, so nice of you.
thanks so much for the video, but there is another problem that i never get to solve: now my mesh moves with the control rig, but the armature doesn't!! so when the control rig moves, only the mesh moves, the armature stays the same position.. pleasseee can you tell me how to solve this problem as well? i see that in your video, the armature is not parented with the rig or the mesh either
sorry for the late reply, in automatic weight painting the skeleton presented to you at first is just to define the placement of the bones and after generating the rig you're gonna have under layer IK FK rig that is hidden by default, another thing is that when you move your IK rig, you FK rig stays in place, you can move you FK rig by switching to FK rig.
@@mck3D omg thanks so much !!!! didnt expect you to reply back !!! thats so nice of you!! thankss again for helping out! really appreciate it!
@@meowmeowstar19 Of course I do, if you ever had problems like this, just leave a comment I will reply back, and usually not as long as the last one ^_^ cheers
@@mck3D 🥹🥹🥹🥹🥹
nice tutorial, i gave you a thumbs up! and a sub! thanks
Awesome, thank you, my pleasure.
the only problem I got is that its hella laggy. I got a rtx 4070 and a cracked cpu and the mesh is like 10k triangles and yet its like 2 fps in pose mode. Any help?
in the viewport shading, put the shading on the solid mode, and in the solid mode expand by clicking the little arrow, then select "Material" in order to see the model in material mode, any type of shading or rendering will slow down your movement.
when i try posing 1 arm on my model it moves its whole chest and stretches everything out and warps it, how do i fix this
there are two ways that I can suggest to you :
1- Select your rig then shift + select your mesh(character) and go to the weight painting mode, in the weight painting mode you can CTRL + click on any bone and that bone is selected, for example, CTRL + click the arm bone and check all the arm bones then check if any arm bone has any influence on the chest or not, if yes, with the bone selected just paint the chest with the weight 0 of the brush(and keep in mind sometimes the are a little bit of influence and you think it's fully blue but it's not so check it closely)
2- The second suggestion is to select your mesh and go to the edit mode then in the vertex groups in object properties select the bone you have trouble with(ex: arm bone) then in the edit mode(vertex selection mode) select all the chest vertices (remember to use the ghost(transparent) mode so that you select everything in the chest, then in the vertex groups click on the remove button, this way you clear the influence of the selected bone on the selected vertices.
is there a good tutorial on learning weight painting for complicated armature or rig
I don't know any resources specifically about weight painting or I don't remember know, because it's usually a part of rigging and is not something specific, but for character rigging for games I can recommend to you this book:
www.routledge.com/A-Complete-Guide-to-Character-Rigging-for-Games-Using-Blender/Halac/p/book/9781032203003?B048400_jm1_5ll_6rm_t081_2pr_arminhalacauthorshare
Hey, In 4.1; I've been having an issue with rig that causes my mesh to lag behind and 'Flatten' I've checked if it's a scale issue but it seems to be 1,1,1.
Hey RangerHobo, 9 out of the 10 times this is a weight painting problem, but to make sure first check the polycount of your character, anything below 70,000 should be fine, if your character is above that number sometimes weird issues happen.
But for now, we assume that your character is optimized for rigging. It's most likely the weight painting issue, for example, the hand bone should be the bone that controls the hand, and if for some reason chest bone has some (even a little) bit of influence on the hand, it causes your hand bone to not control the hand completely and hold the hand geometry back, the further you move the hand, the more visible this become.
If I want to explain it, no bone from another region should have an influence on other areas, only the connected regions have some influence on the geometry of each other to make the movement more realistic.
To fix the issue, you can first select the rig then SHIFT + select the character and go to weight paint, with CTRL + Click select the bones one by one and check for the influence keep in mind sometimes if you don't pay attention there is a little bit influence that is very hard to see because it's so close to the dark blue or value 0, for this reason, I always recommend the second method.
In Method 2 you select your model and go to weight Paint, then in the right panel go to Data Properties (green Triangle), you will see the vertex groups (bones), now select the vertex groups (bones) of the neighbor bones then go to edit mode by pressing TAB and select the vertices of the hand (E.X), and below the vertex, group press Remove or put value to 0 and press Assign, then go to the next vertex group.
Two things to keep in mind:
1- your vertices selection will remain the same, so you can select different bones and quickly go to edit mode and click remove unless you mess up your vertex selection.
2- Bones or vertex groups that shows with the pinkish color are the IK bones, don't touch them, just pass them.
And make sure to check your hand bone to see if any area of the hand are dark blue or not.
Hey RangerHobo, 9 out of the 10 times this is a weight painting problem, but to make sure first check the polycount of your character, anything below 70,000 should be fine, if your character is above that number sometimes weird issues happen.
But for now, we assume that your character is optimized for rigging. It's most likely the weight painting issue, for example, the hand bone should be the bone that controls the hand, and if for some reason chest bone has some (even a little) bit of influence on the hand, it causes your hand bone to not control the hand completely and hold the hand geometry back, the further you move the hand, the more visible this become.
If I want to explain it, no bone from another region should have an influence on other areas, only the connected regions have some influence on the geometry of each other to make the movement more realistic.
To fix the issue, you can first select the rig then SHIFT + select the character and go to weight paint, with CTRL + Click select the bones one by one and check for the influence keep in mind sometimes if you don't pay attention there is a little bit influence that is very hard to see because it's so close to the dark blue or value 0, for this reason, I always recommend the second method.
In Method 2 you select your model and go to weight Paint, then in the right panel go to Data Properties (green Triangle), you will see the vertex groups (bones), now select the vertex groups (bones) of the neighbor bones then go to edit mode by pressing TAB and select the vertices of the hand (E.X), and below the vertex, group press Remove or put value to 0 and press Assign, then go to the next vertex group.
Two things to keep in mind:
1- your vertices selection will remain the same, so you can select different bones and quickly go to edit mode and click remove unless you mess up your vertex selection.
2- Bones or vertex groups that shows with the pinkish color are the IK bones, don't touch them, just pass them.
And make sure to check your hand bone to see if any area of the hand are dark blue or not.
@@mck3D That was the Issue, thank you so much!
My pleasure, anytime.
my object become bizzare when set parent to automatic weights, how can i solve this ?
Please explain what kind of things happened to your model, we will fix it.
thank you😍😀😘
You're welcome 🙏🏻😎
number 3 was so helpful, but when i move the character or both of them or move all the bones it doesn't exactly move with the character, like it moves slower than the character. please help? im going to subscribe pls ^_^
Firstly thank you for watching, sure I would love to help, if I understand your problem correctly, you want to move a bone and some part of the character should move with the bone but it does not move exactly with the bone, it moves but slower and if you look at the rig controllers, there are in a place more forward than the mesh and mesh is always try to catch up but never rich the bone, right?
If the problem I explained is exactly your problem then it's still about the weight painting, and actually, the problem is that some other bones influence the mesh part you are trying to move even if it's 0.00001 percent influence, the actual bone try to deform the part but other bone keeps it from doing so, in a lot of cases you can not check it with eye, because the influence value is too small that the paint we see is Dark Blue, what you can do is :
1 - Seeing the name of the bone/bones that should have control on the mesh part
2 - Go to object mode, select your mesh, go to edit mode, in vertex mode, select the vertices that cause you problem
3 - In the vertex group of this mesh while selecting the vertices of your mesh, go through each and every bone(vertex group) and select them one by one and press "Remove" button below the vertex group section.
P.S : Keep in mind to not remove the control of the vertex groups (bone) that should have influence on the mesh.
Not the only bone/bones that have control on your mesh(part) are the ones you want.
i have rigged a model but when showing in another program the arms are vanished, never had this problem :(
The arms rig vanishing or the arms mesh itself? And whats the other program that you're trying to move your model to? And how do you move your model? As an FBX model?
@@mck3D i found out that this char isn't able to modify. cuz it has a tail and somehow, modifying doesn't work correctly
generally, you can modify any rig as long as you know how it is made, but sometimes small and easy things get complicated if you don't know exactly what the original rigger did, you can always start rigging it from scratch with Riggify or auto rig pro and in both of them you can implement the tail rigs, may I will do a custom rig for this new course that I'm recording, that way you can do you own rigs with these two addons.@@dex.9122
@@mck3D yea i tried auto rig pro but it was a bit complicated tbh
idk how to skip some parts u don't need for example
I'll try to make a detailed course about Auto Rig Pro (as much as I myself know about) but until then, in general in Auto Rig Pro you need to select the main limb (for hand it's upper arm) then go to the limb options in the right panel (pressing N will reveal the panel) in the ARP panel will open up the limb options and you can check or uncheck the limbs you don't need and in the right panel you can also add more bones, I'm pretty sure that I saw a tail bones there too.
Thanks, its really useful.. After importing a mesh phantom (.obj), I did all the steps to change the pose (creating armature, then rig,..), but I'm not able to change the pose of the mesh.. so when changing the pose of the rig, nothing in the mesh changes.. do someone face this problem? Thanks in advance.
Thank you for watching, as per your explanations I assume that you imported your model and ad a rig that I assume it's a Rigify rig, not a costume rig, so you've generated the rig by clicking the "Generate rig" button and then you've selected the model then shift+click the rig and pressed CTRL+P and choose the parent with automatic weight paint, am I right? be cause most of the times the problem is in one of these steps and please check for me if after pressing parent with automatic weight paint. do you get an error in the button of the screen of the blender?
yes exactly I did the same things you mentioned.. I'm using the ICRP 145 mesh Phantom and I'm facing this problem, without any error.. @@mck3D
most of the time this is a problem with weight painting, can you please check for me if you have anything in the vertex groups of your mode? and if you have, please go in weight paint mode and check if you move between the different vertex groups, do the color of the different parts of the model change? also please check if you have an armature modifier in the modifier section of your model.
Another thing can be the mesh has too many polygons, please also check the poly count of the mesh.
after applying weight painting I had this error: Bone heat weighting: failed to find solution for one or more bones..@@mck3D
yes, I thought so, if you are using Auto Rig Pro you can simply change the skin engine to something else and try again, if you are using the Rigify please check that all bones are in the correct place (important: if you are trying to move joints in the Rigify, box select them, a lot of times separating them from the joint part even if you try to patch them together later, will result to this error), the next thing I want you to check is that before generating the rig and when you are in the skeleton placing phase, most of the time we need to scale the skeleton, please check that if you are applying the new scales to the skeleton by pressing CTRL + A => apply all transforms. please don't hesitate to discuss this further if your problem exists.
1:50 how to fix this if I'm not using Rigify add-on?
it doesn't matter, every addon and every custom rig (those that are not created with the addons) all have skeletons, and you need to place the skeletons in a way that real skeletons bend, placing skeletons in your rigging can change how the mesh will bend.
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
What game engine do you use? Unreal Engine?
@@mck3D I used to use unity but changed to godot. This bug happens to me inside of blender tho. As a test I was exporting to a verity of places including desktop. Yes the change will carry over to the engine I am using but the ghost deformation happens inside of blender itself the second the export finishes. So weird because I have exported many horses in the past with tons of animations and have never seen this before. I have seen animations change or not carry over correctly once inside of a game engine due to human error before but I never seen them change inside of blender itself after an export.
if it's in Blender and it's somewhat a new thing, I assume that it is some kind of export options problem, in each version of Blender option changes and sometimes ruin the work until you figure it out, Blender 4 is totally a new thing in terms of rigging, I didn't try it yet but I know it ruins the rigs in older versions. but if you have the same problem in Blender 3.6 there are a few options I want you to check and change around maybe your problem get fixed.
when exporting FBX in the Transform section, check the Forward and UP axis and you can try to check the Apply Transform box.
In the Armature settings of export window. primari and secondary bone axis may fix the problem and also try removing the add Leaf Bones checkbox.
if you problem happens before even exporting your model, there might be a problem with transforms, please check if you applied transforms to the skeleton and model before even start rigging and weight paintitng, to apply transforms press ctrl+a and apply all transforms.
for game engines it's important to fix your model and rig origin point, so please fix them before exporting, most of the time your origin point should not be in the center of the model but below the object.
@@mck3DThanks for the reply:) I always reset the transform, rotation, and scale on my horse model prior to any rigging. The horse model I made is the exact size and shape of the rigify horse so I am not moving, rotating, scaling, or weight painting anything rig wise. Just adding the rigify horse, generating, auto weight, and animating. if I export with a simple idle animation everything is fine but If I export with a gallop animation then I get the front heel ghost rotations inside of blender itself. I don't think I am moving horse foot ik to extreme and if I was I would like to think that I would see the change happen live prior to an export. Just following the normal horse gallop keyframes protocol. I can report as of this morning that I am not seeing this behavior If I use just the metarig but of course I want to use the generated rig and so thank you for all the help. I will try everything you suggested👍
No worries, thank you for asking, one last thing that comes to my mind, is a problem that sometimes when you animate stuff you will face, is the twisting of thin parts, if your problem is the same, this happens because the AI of the application can't figure out from point A to B in which direction should turn your rig, it's actually a common problem in animations, and a lot of times happens when you try to move animation from an application to another, one fix could be to add an in-between keyframe at 50% of the movement so that application can figures out the direction of rotation, and another simpler fix is to go to Curve editor in the destination application and edit the curve the, it will change the direction of rotation, you will spot an extreme curve in the curve editor, it's probably the curve you are looking for.
Hi, i am facing a same kind of issue which you showed for Gun. But my model is single object, i have created its hair. On moving object in pose mode the head is straching and getting stick to the same place where i created the model. Please help me
Hi, from your explanation, if I get it right, I think your problem is with the weight painting, in the weight painting part of this video you can solve your problem by selecting your model, going to the weight painting, then from the right panel selecting the head bone that moves the head, then paint we red ( Value 1) on the parts that should move with the bone but stuck in place, probably the problem is that some places of the head are not painted correctly and the bone only moves the painted parts and the stretching happens, the gun issue is for separate objects, you can fix it with weight painting too but it's easier to fix it with bone parenting.
please let me know if your problem is fixed and don't hesitate to ask if you have more questions or you problem still exist.
@@mck3D hi, thanks for the detail explanation. But i tried weight paint as well. Can i connect with you on WhatsApp/instagram/ telegram anywhere to show the pictures/video of my problem
sure yeah I would be glad to help you, you can find me @pooyamck on Instagram.
U BEST
thank you, Artur
Hie, I'm wondering if you have a solution for Blender's FBX export problem regarding bone lengths. I have an animation (rigify rig) that does a squat and the legs have no keys or animation and they are both in IK. I export them without leaf bones, and I noticed that both the deform bones are moving around and the ik bones remain. I noticed the deform bones for thigh and calf have scaling value. I can't seem to find a solution to fix this. Hoping you could help, Thanks
Hi, where do you import your model that has these problems? did you import it back to Blender or another program?
@@mck3D I import the fbx back into blender
sorry for the late reply, each software has a different approach to importing the rig and model but if you are trying to import a model back into a blender it's actually very easy, imagine you have a blender file that has your animation scene and you have a blender file that you've made a character inside and you want to import your character to the scene for animation, what you can do is simple, if you rigged your character with Rigify ( I think it's the same with ARP), you should have your "meta rig" armature make sure you unhide it first select your models (you don't need to select your rig) shift + select your meta rig armature (I mean the bones themselves not the rig) now press CTRL + C to copy everything and go to the scene file and press CTRL + V, your model will be imported with the textures and rigs fully working then you can hide the meta rig again, remember that you need to open two different instances of blender at the same time to do this trick but it's pretty easy for moving things between blender scenes.
@@mck3D no that's not what I meant. I import my animations into unreal engine. But I saw the problem with the feat bobbing when the character is squatting. So I checked my fbx file by importing in Blender.
Oh, I should make a video about moving into Unreal Engine, I don't know what is your exact problem that keeps deforming your model but maybe the video's way of importing fixes your issue, if not we can look deeper into your problem.
Yeni videolara türkçe altyazı lütfen😫🙏🙏
Çok özür dilerim fark etmemişim hemen yapıyorum
i can not see armature option in blender
you need to turn on the addon, if you are using Auto Rig Pro or Rigify (blender Built in), to do so, go to the edit menu => preferences => addon => Rigify (for Example) the turn it on by clicking the check box, after that when you press SHIFT + A you should see the armature option.
@@mck3D tks for your help
No problem at all, Any time.
🎉👏👏👏👏❤
Control A "apply this scale"... does nothing. Midget bones remain tiny. Does this rigify shit actually do anything useful or is it just a wind up?
The control bones are still tiny? can you explain the problem to me? I'm sure it's something minor that we can fix.
Rigify is a good tool if you are not going to use it for an AAA game or an industry level animation, it's useful to make entry level animations or presentations of your model but if the model is not moving good with Rigify there is a chance that it needs to be optimized.
You should fix your mic, you will get more watch time
Thanks, yes I bought a new one recently.
Wow Number 2 is the most wtf is this solution I've ever seen, I was trying to fix it for an hour and then this video saved my ass.
I'm genuinely glad that it could help you, thank you for watching.
Nice info, thanks
Glad it was helpful!