People that make great tutorials are leaders. People that make great tutorials correcting errors encountered in other tutorials are heroes. Thanks, man.
for those where the bones are already connected and the same error occurs. i unchained spine003, moved it away from spine002 and then snapped it with vertex snapping together again. Basicly what he does in the middle of the video.Notice, not 4,3 i did this with 3,2 but had error on spine.004. and then it worked.
Thanks! Despite the fact that I have not yet encountered this problem, I made sure that the information on this channel is useful for almost all possible situations with rigify.
Yeah had this error before, took ages to figure out what it was, now i just make sure to use the "C" circle select to select all connections on the bones I'm moving. Great that someone has fully documented this problem and I think the vertex snapping is a great solution cheers.
THANK YOU. I figured out where I had gone wrong was in my attempt to add a bone to the neck, I accidentally used the "connected" option when parenting, which combines the orbs into two, which apparently bugs out the rig. Got it fixed now
@@CGDive Before your this great video, I had spent 45 minutes more to solve this problem and I couldn't. After I saw your video, I solved it with your information. Thank you much, again.
I have the latest version of blender in January 2023 and the option "rigify type" and seems like is not available anymore. Edit: I was in edit mode, you must be in pose mode to make it appears
Are you gonna cover the BLEND rigging addon that comes with MrMannequinsTools-1.4 . I would love to see an overview of mannequins tools for adjusting to new characters and a rigging quick guide for BLEND with export to unreal if you have time.
It's definitely on my list. I am working on Retargeting now and the topic after that will probably be an overview of different game addons, including BLEND.
This worked out great! However say i did want a face skeleton and fingers,so i used human meta rig. i followed your steps and it only worked if i deleted the face part of the rig. thank you
I got a whole chain of errors when I tried to generate my rig following your wonderful tutorial, including this one -- but the relevant joints on my rig are actually snapped together. My tentacle-fingers supposedly were too short a chain (they were not) or the wrong rig type (nope). None of the errors really were true about my metarig, as far as I can tell, which makes trouble-shooting a nightmare. I was ready to buy your full tutorial on Rigify, but it looks like I have to find another way to rig a character since these errors are too difficult to resolve when the problem is not what the error message says it is.
The errors are always correct as far as I have seen. They are just difficult to figure out. Feel free to send me your file. I can probably figure it out :)
Hey, for some reason the Rigify type tab under the bones menu isn't showing up. The only thing I see is the Relations tab, which doesn't have the "connect chain" option at all. Do you know why this isn't showing up? I'm using Blender 3.2.0
@@CGDive Yeah, it’s still on. Usually it turns off automatically but this is still downloaded. There’s even a Rigify tab in Layout with the option to Generate Rig 😕
@@CGDive Okay, that works! Also, it's saying that the nose.L.001 bone isn't found in the armature even though it's connected and placed in the armature the exact same way. Is there any way to not include the nose in the rig since my character doesn't have one? Thanks
@@dragonmanover9000 Generally speaking, it is not safe to delete bones from the Face rig. If you are using Blender 3+, it may be safe to delete some of the Facial bones *after* you click Upgrade Rig. If deleting doesn't work, you could place the unnecessary bones so that they don't get in the way too much and finally don't apply any weights to them.
Thank you very much... only here 's the question ..Why I don 't have rig attached to the model after ctrl +p . Gives the following error (Bone Heat Weighing: failed to find a solution for one or more bones)Thermal weighing of bones: couldn't find a solution for one or more bones
@@CGDive Thank you very much... it's just that in my version 3.5.. it doesn't work out to do any manipulations with bones. I built a skeleton from scratch, one bone at a time, but it still gives an error and does not want to tie the body to the bones in any way....😩
My issue was that the bones (spine.003 and spine.004) were connected. For whatever reason, the tail and head must be positions at the same point AND the parenting must be set to disconnected.
Can I get some help as well? My rigs seem to have dead bones! I can't edit them in edit mode (unless I do Circle Selection) and they are connected properly to the next bone however I cannot select them in weight paint. Half of my rig is uneditable. Can you help? They look like they are all connected as well
I do need a bit of help. So my bones are all snapped together but it still won't generate the rig. I've been trying a lot of different ways like the ones you gave but still can't seem to have the rig up and ready. Is there a way you can help?
@@CGDive i think the same as before, its specialy spine.004. I have the same problem. its already connected and the parent is also set. if i move both ends, it always follows like it should. its connected. but still getting the error that spine004 is not connected :(
Спасибо большое ... только вот вопрос ..Почему у меня не привязывается риг к модели после ctrl +p . Выдает такую ошибку (Bone Heat Weighting: failed to find solution for one or more bones)Тепловое взвешивание костей: не удалось найти решение для одной или нескольких костей
Heya, how are you? I know they are updating Rigify for 3.0. What changes did you notice? I gave it a quick try and I can see that the face rig has been updated but not much else.
@@CGDive it parented the same model i used in the 2.93 better i mean way better .. the eyes used to have issues but now its way better .. and yes the face rig got upgraded .. i feel its better in general ..
Hello.. it's still not work. in my case: RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'. do you know why? thank you :)
Hello! Firstly, I really appreciate your work. I had that error and you did fix it. However, when I finished rigging my model (cat), I "Generated Rig" then parented it to the mesh (Automatic Weights), but nothing is happening. I move the bones around but the mesh isn't moving around at all. How do I get it to move along with it?
That usually means that the scale of the metarig is not applied. Pretty sure I covered this in the fundamental tuts ruclips.net/p/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@@davidffortesmeireles5328 I haven't covered it in detail. In the "Rigify Basics for Blender 4" I showed a bit how to subdivide mouth bones etc. I am planning to make a new course about the face rig types specifically. For your issue, if you start with the normal face from the human metarig, upgrade the face, then delete everything except for the eyelid bones, eye bones, and "face" bone (small bone overlapping with the head bone), then it should work.
What do you mean by "disconnected hands". If you tried to remove the hands from the arms, then that won't work. Rigify generates a rig from a predefined number of bones. If you don't need the hand, simply don't use them after generation.
@@CGDive Well the arms are not connected to the body and see what you mean I may have deleted a few bones. I will follow your rig anything videos using specific bones hopefully that will work. Ty you're a life saver!
Just like you can't disconnect face bones, you cannot have disconnected bones on the neck. Your bones can be either joined with Keep Offset or Connected, depending on what you are working on.
i rig Alien and got error: RIGIFY ERROR: Bone 'neck': Cannot connect to non-chain parent rig. Incorrect armature for type 'chain rigs'. How i can fix it? Thanks you so much!
That means that you are trying to parent the neck to a single bone. It has to be a chain of bones (I don't know why). If you have to parent to a single bone, then disabling the "connect chain" option should solve the problem.
Well I found after several dozen attempts, it was snapping, but of course it was not enough, now when I correct it, I have the following error. "Generation has thrown an exception:" Without further explanation.
@@CGDive Hello, So it's good for the rig but not for the automatic weight link. Now it's the error "Bone Heat Weighting: failed to find solution for one or more bones" that blocks me.
@@jhonysteak5512 Oh, you are on a roll. Haha, I really want to cover a clear solution for this error and will do soon. It often happens if your object has overlapping meshes such as clothes. One way to solve this is to separate the individual meshes and weight them separately. They may not work together so you will have to manually weight-paint them. I have videos on weight painting ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@@jhonysteak5512 Also there is an addon that often solves this problem but it's paid and is not perfect for all situations. I made a video on how to make the best use of it ruclips.net/video/QoKwjvuXb9I/видео.html
When I generate the rig, this message pops out: RIGIFY ERROR: Bone 'cheek_glue.T.L.001': Could not match control node for ORG-cheek_glue.T.L.001 Incorrect armature for type 'base_generate' It is my first time rigging the bones and get so confused. I replot the bones twice but still failed. Can anyone help me, please?
I did most of what you did but still not working and you have some features I couldn’t find them or add them I don’t know too much 😢about error even I don’t have and the generate rig also not working
People that make great tutorials are leaders. People that make great tutorials correcting errors encountered in other tutorials are heroes. Thanks, man.
You are a true lifesaver bro. Thanks. This was a very annoying problem for me. I created a whole rig repeatedly but didn't know about this.
for those where the bones are already connected and the same error occurs. i unchained spine003, moved it away from spine002 and then snapped it with vertex snapping together again. Basicly what he does in the middle of the video.Notice, not 4,3 i did this with 3,2 but had error on spine.004. and then it worked.
Good yo hear your found a solution :)
@@CGDive thank you, nice video :)
I also used this method thanks to your comment. In Blender 4 I couldnt find a way to change the Rigify Type option.
Thanks! Despite the fact that I have not yet encountered this problem, I made sure that the information on this channel is useful for almost all possible situations with rigify.
Yeah had this error before, took ages to figure out what it was, now i just make sure to use the "C" circle select to select all connections on the bones I'm moving. Great that someone has fully documented this problem and I think the vertex snapping is a great solution cheers.
THANK YOU. I figured out where I had gone wrong was in my attempt to add a bone to the neck, I accidentally used the "connected" option when parenting, which combines the orbs into two, which apparently bugs out the rig. Got it fixed now
3:20 Just marking for the solution, thanks for the video! It solved my problem :)
Thank you. You’re a life saver. I was close to giving up.
Just watched this as I am rigging a wolf and spine 3 was giving the error(where the tail connects), appreciate it.
Thank you. The "Snap to Vertex" solution (eventually) worked for me.
Thanks for this helpfull tutorial. I was struggling with this and kept repeating the seem misstake, rig after rig.
This was driving me nuts. Thank you so much!
fixed my issues right away! Thanks mang!
THANK YOU. Vertex snapping worked for me.
It helped me so much. This problem made me lost 45 minutes more :( This is a Blender program bug?
Not sure if it can be called a bug. More like an unfinished design. I think this will be fixed in Blender 3.0 but I am not sure..
@@CGDive Before your this great video, I had spent 45 minutes more to solve this problem and I couldn't. After I saw your video, I solved it with your information. Thank you much, again.
Love your Tutorials
Thank you~~
Oh my god thank you! Mine were totally connected but Blender ignored that and this fixed it!
Awesome!
Спасибо. Это решило проблему. долгих лет жизни тебе добрый человек!
I just deleted the bones that created the problem and extruded new bones. Worked.
Great but the can be error prone.
Thank you! This saved me a lot of bother.
I have the latest version of blender in January 2023 and the option "rigify type" and seems like is not available anymore.
Edit: I was in edit mode, you must be in pose mode to make it appears
me salvaste la vida como no tienes ni ideaaa, gracias por existir
Awesome!
Thanks this tutorial solve my problem
2:40 anyone know where to find this setting in blender 3.0? "rigify type" is not there
It should be there, you have to be in Pose Mode.
Thank you so much, you safe my day!
Thank you, very useful!
2024, still works lol. Every time I use Rigify, my 3 and 4 bones are causing this problem...I'm a wizard now;)
Nice. Yeah, no signs that this will be fixed so you have to know the fix :)
THANK YOU for this video! Subscribed. :)
Fantastic, thanks a lot. 👍👍
Thank you so much its very helpful...
Thank you, it was really helpful!
Thank you so much for this!
Super helpful, thanks so much!
Are you gonna cover the BLEND rigging addon that comes with MrMannequinsTools-1.4 . I would love to see an overview of mannequins tools for adjusting to new characters and a rigging quick guide for BLEND with export to unreal if you have time.
It's definitely on my list. I am working on Retargeting now and the topic after that will probably be an overview of different game addons, including BLEND.
This worked out great! However say i did want a face skeleton and fingers,so i used human meta rig. i followed your steps and it only worked if i deleted the face part of the rig. thank you
It should work with the face rig :) There must have been another problem.
Also for some reason my eyebrows dont move with my mesh when moving in pose mode. and they are joined to my face..
@@wildmillardz8934 Probably the weights weren't applied correctly. That's my best guess.
@@CGDive ah yes. I found out I had a few that were not selected when I patented. Fixed it. Thank you!
Thanks a lot this was very helpful
i love u dude
short efficient and simple Great Tutorial !
Thanks for blessing us
Glad it helped!
I got a whole chain of errors when I tried to generate my rig following your wonderful tutorial, including this one -- but the relevant joints on my rig are actually snapped together. My tentacle-fingers supposedly were too short a chain (they were not) or the wrong rig type (nope). None of the errors really were true about my metarig, as far as I can tell, which makes trouble-shooting a nightmare. I was ready to buy your full tutorial on Rigify, but it looks like I have to find another way to rig a character since these errors are too difficult to resolve when the problem is not what the error message says it is.
The errors are always correct as far as I have seen. They are just difficult to figure out.
Feel free to send me your file. I can probably figure it out :)
@@CGDive when i do selection to cursor the whole bone becomes ver big plz help
@@XxSensiOpxX_093 That sounds very strange. Please share some images of what you do,
Oh, many thanks to you my man, you saved my day!
Hey, for some reason the Rigify type tab under the bones menu isn't showing up. The only thing I see is the Relations tab, which doesn't have the "connect chain" option at all. Do you know why this isn't showing up? I'm using Blender 3.2.0
Have you enabled Rigify?
@@CGDive Yeah, it’s still on. Usually it turns off automatically but this is still downloaded. There’s even a Rigify tab in Layout with the option to Generate Rig 😕
@@dragonmanover9000 oh, then maybe you are not in Pose Mode 🤔
@@CGDive Okay, that works! Also, it's saying that the nose.L.001 bone isn't found in the armature even though it's connected and placed in the armature the exact same way. Is there any way to not include the nose in the rig since my character doesn't have one? Thanks
@@dragonmanover9000 Generally speaking, it is not safe to delete bones from the Face rig. If you are using Blender 3+, it may be safe to delete some of the Facial bones *after* you click Upgrade Rig. If deleting doesn't work, you could place the unnecessary bones so that they don't get in the way too much and finally don't apply any weights to them.
Awesome! first time managed to rig! Thank you so much! how can I move the character? When I go to pose mode I can only move the mesh.
Here is a video about posing Rigify
ruclips.net/video/vKgH5zXIYmM/видео.html
Thanks !!!!! u saved my 3D model's life !!!!
haha, nice!
Thanks!
this is a saviour
still error, simple disconet, thank you bro...
what about "l_thigh heel" error?
What is the full error message. My guess is that you are doing something custom because there is nothing like ""l_thigh heel" in the default rigs.
Mine was super odd, the meta rig was disconnected at spine.004 in default, and it was connecting the spine actually caused this error.
Thank you very much... only here 's the question ..Why I don 't have rig attached to the model after ctrl +p . Gives the following error (Bone Heat Weighing: failed to find a solution for one or more bones)Thermal weighing of bones: couldn't find a solution for one or more bones
I will release a video about that very soon. It's a very common problem. Automatic weights is not guaranteed to work.
@@CGDive Thank you very much... it's just that in my version 3.5.. it doesn't work out to do any manipulations with bones. I built a skeleton from scratch, one bone at a time, but it still gives an error and does not want to tie the body to the bones in any way....😩
@@Robert_Fridrichson It doesn't matter what version you have and what kind of bones. It's more a problem with the mesh.
You saved my life!
Thanks man 🎉
3:36 Thank you very much man
Bro, you are awesome.
Thank you so very much!
I THINK I LOVE YOU
THANKS
My issue was that the bones (spine.003 and spine.004) were connected. For whatever reason, the tail and head must be positions at the same point AND the parenting must be set to disconnected.
yep, this is how Rigify knows that the two are separate "rig types". I've been meaning to make a video about that.
THKAN YOU
Can I get some help as well? My rigs seem to have dead bones! I can't edit them in edit mode (unless I do Circle Selection) and they are connected properly to the next bone however I cannot select them in weight paint. Half of my rig is uneditable. Can you help? They look like they are all connected as well
Sorry, this doesn't ring a bell.
If you share a file I could take a look.
Also feel free to ask a question on our Discord.
discord.gg/YFH5HUv
THANK BROTHER PERFECT
I do need a bit of help. So my bones are all snapped together but it still won't generate the rig. I've been trying a lot of different ways like the ones you gave but still can't seem to have the rig up and ready. Is there a way you can help?
What error do you get?
@@CGDive i think the same as before, its specialy spine.004. I have the same problem. its already connected and the parent is also set. if i move both ends, it always follows like it should. its connected. but still getting the error that spine004 is not connected :(
Thank you ao much bro .....
thank you so much
Thank you!
Great help! Thanx
Спасибо большое ... только вот вопрос ..Почему у меня не привязывается риг к модели после ctrl +p . Выдает такую ошибку (Bone Heat Weighting: failed to find solution for one or more bones)Тепловое взвешивание костей: не удалось найти решение для одной или нескольких костей
I will release a video about "Bone Heat Weighting: failed" in a couple of weeks!
Thanks Hero
GOSH u saved my life thank u so much
No worries!
hey man .. i hope all is alright .. did u try the rigify in blender 3.0 alpha .. man i think its way better now .. try it
Heya, how are you?
I know they are updating Rigify for 3.0.
What changes did you notice? I gave it a quick try and I can see that the face rig has been updated but not much else.
@@CGDive it parented the same model i used in the 2.93 better i mean way better .. the eyes used to have issues but now its way better .. and yes the face rig got upgraded .. i feel its better in general ..
@@bilosofie Nice. I feel like the rigs generate a lot faster. Exciting :)
🤩🤩🤩 you saved me
THANKS
thank you very much you save me
Damn! Thank you so much!!!!!
thank you man
You're welcome!
God bless you bro
Hello.. it's still not work. in my case: RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.
Incorrect armature for type 'chain_rigs'. do you know why? thank you :)
What is shown here is the only reason why you get this error. I am fairly certain.
Snap the bones together or disable "Connect chain".
Hello! Firstly, I really appreciate your work. I had that error and you did fix it. However, when I finished rigging my model (cat), I "Generated Rig" then parented it to the mesh (Automatic Weights), but nothing is happening. I move the bones around but the mesh isn't moving around at all. How do I get it to move along with it?
You most likely got "bone heat" error. Here is how to fix it :)
ruclips.net/video/FuiY0wtxdHQ/видео.html
turning off the 'connect chain' option still available in blender 4.3? Cause i don't see it
Yep, it is. In Pose Mode select the neck bone of the Metarig and go to the Bone tab.
Ty very much
thanks lot for hlp
if anyone can help me, I have this issue where I "generate rig" but the rig appears much smaller and not to scale with the skeletal rig at all.
That usually means that the scale of the metarig is not applied. Pretty sure I covered this in the fundamental tuts
ruclips.net/p/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@@CGDive hey! I did manage to find your video regarding that and fixed it, thankyou - just now trying to get my head around a few armature problems.
thank youuu sooooo muchhhhhhhh
thanks bro
Allah senden razı olsun ya
doesnt work all the bones are connected. everytime I try to join them it says "separate bones" which means theyre already connected
Where does it say "separate bones"? I've never seen anything like that.
thanks man!!!!
Is it possible to use only the eye bones from Rigify and remove everything else from the face?
Since Blender 3.3 (?) it is possible but you have to have some understanding of the new rig skin rig types.
@@CGDive do you speak about that in course?
@@davidffortesmeireles5328 I haven't covered it in detail. In the "Rigify Basics for Blender 4" I showed a bit how to subdivide mouth bones etc. I am planning to make a new course about the face rig types specifically. For your issue, if you start with the normal face from the human metarig, upgrade the face, then delete everything except for the eyelid bones, eye bones, and "face" bone (small bone overlapping with the head bone), then it should work.
@@CGDive sounds good thank you very much
I LOVE YOU BRO
when i do selection to cursor the whole bone becomes ver big plz help
That is very strange. Do you do so in edit mode?
Bro my rigging is not connecting with whole body though i enable automatic weight but doesn't work what is problem
Do you get an error when you do Automatic Weights? (see the bottom of the screen)
"Generation has thrown an exception: list index out of range" I am getting that problem trying to rig a character with disconnected hands
What do you mean by "disconnected hands".
If you tried to remove the hands from the arms, then that won't work. Rigify generates a rig from a predefined number of bones. If you don't need the hand, simply don't use them after generation.
@@CGDive Well the arms are not connected to the body and see what you mean I may have deleted a few bones. I will follow your rig anything videos using specific bones hopefully that will work. Ty you're a life saver!
Just like you can't disconnect face bones, you cannot have disconnected bones on the neck. Your bones can be either joined with Keep Offset or Connected, depending on what you are working on.
Thank you!!!!!!!
wow thanks , that solved the issue :)
i rig Alien and got error: RIGIFY ERROR: Bone 'neck': Cannot connect to non-chain parent rig. Incorrect armature for type 'chain rigs'. How i can fix it? Thanks you so much!
That means that you are trying to parent the neck to a single bone. It has to be a chain of bones (I don't know why). If you have to parent to a single bone, then disabling the "connect chain" option should solve the problem.
Well I found after several dozen attempts, it was snapping, but of course it was not enough, now when I correct it, I have the following error.
"Generation has thrown an exception:"
Without further explanation.
Watch this: ruclips.net/video/QJf2RFLgikQ/видео.html
@@CGDive Hello,
So it's good for the rig but not for the automatic weight link.
Now it's the error "Bone Heat Weighting: failed to find solution for one or more bones" that blocks me.
@@jhonysteak5512 Oh, you are on a roll. Haha, I really want to cover a clear solution for this error and will do soon. It often happens if your object has overlapping meshes such as clothes. One way to solve this is to separate the individual meshes and weight them separately. They may not work together so you will have to manually weight-paint them. I have videos on weight painting
ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@@jhonysteak5512 Also there is an addon that often solves this problem but it's paid and is not perfect for all situations. I made a video on how to make the best use of it
ruclips.net/video/QoKwjvuXb9I/видео.html
really helpful ,thanks
With my current model I tried with a single bone it does not work, the error must come from elsewhere.
Ok.
thanks for help me to get outside of the hell
When I generate the rig, this message pops out: RIGIFY ERROR: Bone 'cheek_glue.T.L.001': Could not match control node for ORG-cheek_glue.T.L.001
Incorrect armature for type 'base_generate' It is my first time rigging the bones and get so confused. I replot the bones twice but still failed. Can anyone help me, please?
I did most of what you did but still not working and you have some features I couldn’t find them or add them I don’t know too much 😢about error even I don’t have and the generate rig also not working
I am not sure what "most" means also it's hard to read sentences without punctuation isnt it
Do you have a solution to the problem: "Org-nose" not found?
No but do share some context. Which blender version are you using and what did you do before you got the error?