@@thegamedevcave I followed your video but the armature does not move the character model. I re do it a couple of times but got the same result the armature moves but the model does nothing :( I have not found a solution on internet.
Its not the weights or adding more bones. This happens when the bone is slightly rotated, even when you didn't do anything. Always make sure your bones are facing the right direction before applying a full rig. Only bend the bones a little bit where the joints are to indicate the IK how to recognize the direction for the bending of the geometry. This happens a lot with fingers and knees.
I still prefer building the rig myself. With complex characters, wearing layers of stuff, automatic weights will just give you a messy result. Do it by hand, you'll save time in the end.
of course, this is for quick and easy rigging, as with most things, doing thing manually with a skilled hand will give you better results than A.I. generated stuff
You can also create a python script to constrain the meta rig to the rigify rig, and use it! as a controller. Then, export the animated meta rig. Making the final asset less data heavy. Excellent for game and web assets.
if you export the animations baked with only the deform bones you shouldn't have a very data heavy asset. but you indeed dont want to be exporting all the extra controller data
Disclaimer for those starting out, like me. Rigging is incredibly lucrative but its also incredibly time consuming, tedious and requires extensive knowlege of human anatomy, biommechanics, etc... So dont feel frustrated if the character model youre working with feels limited, fully rigged characters cost a fortune 😂. So take this as the blessing tht it is 😂
RIGIFY THATS WHAT IM MISSING HOW DID IT TAKE ME 4 MONTHS OF ON AND OFF WORK AND A RANDOM RUclips RECOMMENDED SHORT UNDER A DOUGDOUG VIDEO TO LEARN THIS
OMG already got a big issue in the video: the leg doesn't move right, knee bending at wrong direction.you shouldn't move limbs bones like that, you have to make sure they are perfectly aligned in straight lines, why, because you don't your character got their arms or legs broken that's why
honestly the biggest issue im having is the keybinds for moving the bones and whatnot in pose mode as well as properly setting my IK constraints. trying to rig this dragon has been a nightmare, but im still learning. ill get it, just gonna take time
This is awesome love it but my character still gets triple the size and lays down on the platform away from the bones, SCREAMS WHAT AM I DOING WRONG AS I PULL MY HAIR OUT.
This was an excellent 60 second video on rigging. I’m very familiar with rigging in the program I used to use. I’ve just started using.BforArtists, it is a fork of blender. It works exactly the same, but it has extra tools. Blender doesn’t have and the UI has a Maya/cinema 4D look and feel. My question is do you have a tutorial available that shows how to use rotational constraints on the bones. Rigafy is an excellent tool, but it does not have rotational constraints. Rotational constraints allows for a much faster, posing experience and no distortion.
For complex models you might need to make a duplicate and decimate it down so it can merge with automatic weights then you can pair the original undecimated version to that and you solve the annoying weight pairing issue
I lined up the metarig to my model but I deleted a few bones because I didn't need them, but then I get an error telling me the bones are missing when I pressed generate rig, so I added then back to the rig with the same names where they should have been, but it still doesn't work. I also used the advanced rig if that makes a difference. I also tried to parent the metarig to the model but that didn't work.
have you tried deleting the whole armature and putting in a frsh one? might be somethign weird going on with some of the bones that you added back in manually
@The Game Dev Cave yeah I re-did it and it works fine now, I just wanted to make sure if there was a way to fix it, because I spent ages aligning everything. Great video btw 👍
if you use the normal human rig instead of the basid one it comes with face and finger bones too for more detailed characters (those will be harder to properly line up with your mesh though as theyre much smaller and have to be much more precise, as well as automatic weights usually not doing a great job with them so you'll have to manually fix those almost every time
even after following the tutorial step by step, when i go into pose mode and move the bones of the model, the actual model itself doesnt move. idk what im doing wrong ive been at this for hours
likely getting an error when trying to do automatic weights, sometimes blender can't figure out automatic weights and the error messages pop up real small at the bottom of your screen so theyre easy to miss. usually it means the bones aren't lined up well enoguh to the mesh or that the mesh is too differently shaped from the bones. another issue often is when your mesh is too high poly, blender will fail too generate weights too
if it moves a little but not as mush as it should or not move at all, the weights are not calculated properly, you have to make sure the bones are lined up with the mesh properly lined up with the bones. from all angels. so after you line up the bones, turn around the model and see if theyre also liend up well from the side,top and front view. all of them.
the IK you'll probably have to do inside unity, those are constraints bone by blender, unity has it's own systems for that I believe but of course you can make yoru animations in blender with this and export the animated model/armature to use in unity.
i'm not sure i understand the problem. you should jsut be able to make your animations in blender and export it as FBX, disable "add leaf bones" and enable "deform bones only" that way when you import into unity you will have your model with your skeleton and animations
Under the Rigify button, it shows me a button named Re-Generate Rig and if I press it, it shows me this error:Generation has thrown an exception: list index out of range
Do you have a full length vid on this? Thanks 🙏
I do! ruclips.net/video/vzJ7454X46g/видео.html
@@thegamedevcave thank god.
@@thegamedevcave I followed your video but the armature does not move the character model. I re do it a couple of times but got the same result the armature moves but the model does nothing :( I have not found a solution on internet.
Hi
@@thegamedevcaveu
I love these blender tutorial shorts, it sucks having to dig through a 30 minute video for the one key binding I forgot
big tip : blender guru usually gives a sheet sheet pdf with his donut tutorials that list the most commonly used default shortcuts :)
Maybe you should rig up a binding checklist
Because almost all blender tutorial is su 槧,
just write it down somewhere so you have quick reference
Rigging: 😐
Weight-Painting: 💀
too accurate this XD nobody likes to weight paint eh xd
@@thegamedevcave weight painting is easy for me ^ ^
Bro saved me 5 years of rigging, thank you 🙏
I'm trying rig a real human ...I removed their original bones
[The FBI would like to know your location.]
*disappears in to a cloud of paradoxes*
Me as that human
Hunny! Where’s my spine???)
@@PsychoStudiosOfficial I got a bunch of spines in fridge
@@INFINITESYKOSIS same.
That is perhaps the simplest explanation ever heard.
Also that knee lookin a little funky😆
Topology... that's for another video, I guess lol
@@takodachi8283no that’s not going to be fixed by topology
@@themindset-yj3hp or maybe fixing the weights
@@takodachi8283 adding new bone structure
Its not the weights or adding more bones. This happens when the bone is slightly rotated, even when you didn't do anything. Always make sure your bones are facing the right direction before applying a full rig. Only bend the bones a little bit where the joints are to indicate the IK how to recognize the direction for the bending of the geometry. This happens a lot with fingers and knees.
I still prefer building the rig myself. With complex characters, wearing layers of stuff, automatic weights will just give you a messy result. Do it by hand, you'll save time in the end.
of course, this is for quick and easy rigging, as with most things, doing thing manually with a skilled hand will give you better results than A.I. generated stuff
I’ve only started blender and as soon as I seen these quick fixes for stuff I knew it’s better to learn manually
Rigs that I make by hand only work with the character models that I made from scratch. I can't make my own rig for other imported character models.
Ive never figued out how to manually weight paint sections of the mesh in accordance with a bone. Im using 2.8
@@oynlengeymer2434 If memory still serves, you need to enter pose mode, select the bone desired and then switch to weight paint mode.
You can also create a python script to constrain the meta rig to the rigify rig, and use it! as a controller. Then, export the animated meta rig. Making the final asset less data heavy. Excellent for game and web assets.
if you export the animations baked with only the deform bones you shouldn't have a very data heavy asset. but you indeed dont want to be exporting all the extra controller data
Where was this eight months ago when I started with characters? 😭😭😭 anyway, super useful! 🖤🖤🖤
Pepsiman without textures
without textures hes just "man"
@@saintcodein aslume!!!
Ahh good old game 🤩
😭😭😭
No. Get back in the cell @chewwyberries
Rigify is underrated
Auto weights has never once in my 4 years of sculpting worked that well for me
Please do a short on animation in Blender. Just the basics, of course.
Tyvm, i will save this in case i forget a step i can always come back here
Thank you so so much for this!! Very succinct and easy to follow.
I wish there was a bookmark feature
There is
Disclaimer for those starting out, like me. Rigging is incredibly lucrative but its also incredibly time consuming, tedious and requires extensive knowlege of human anatomy, biommechanics, etc... So dont feel frustrated if the character model youre working with feels limited, fully rigged characters cost a fortune 😂. So take this as the blessing tht it is 😂
i couldve had a pre made rig this whole time 😭😭
веса: ну да ну да пошли мы нахер
деформация суставов: оо повезло повезло
Bacnnnck aparhnn
Не советуешь ригифай?
My goodness, how hard was it for the other tutors to say this, thank you sir
Almost all blenders tutorial is s 槧.
RIGIFY THATS WHAT IM MISSING HOW DID IT TAKE ME 4 MONTHS OF ON AND OFF WORK AND A RANDOM RUclips RECOMMENDED SHORT UNDER A DOUGDOUG VIDEO TO LEARN THIS
Perfect, thanks
OMG already got a big issue in the video: the leg doesn't move right, knee bending at wrong direction.you shouldn't move limbs bones like that, you have to make sure they are perfectly aligned in straight lines, why, because you don't your character got their arms or legs broken that's why
that's what the pole targets are for, they are objects that the IK uses to figure out what direction elbows and knees should point.
Thanks this is super helpful
Glad I could help!!
honestly the biggest issue im having is the keybinds for moving the bones and whatnot in pose mode as well as properly setting my IK constraints. trying to rig this dragon has been a nightmare, but im still learning. ill get it, just gonna take time
Dood, you saved me so much. Thank you
That you so much!
thank you, man. You helped me a lot
Thanks!
I LIKE ANIMACTION IN BLENDER
Amazing 👏 new record
Currently going through all the stages of grief as I get punishd by god for wanting a body reference in 3d...
Thanks
THANK YOU SO MUCH
“You now have a full control rig for character animation” 😂
Cool
I forgot layers exist in blender
i've only used layers one time... they seem largely useless (at least for what I do) XD
This used to be a nightmare in 3ds4 for Dos.
This is awesome love it but my character still gets triple the size and lays down on the platform away from the bones, SCREAMS WHAT AM I DOING WRONG AS I PULL MY HAIR OUT.
Is this blender. They are stepping up their game
Been in blender for a while now, like years
Thank you!
My gosh, how i forget the Righfy.
Saved to playlist hehe
I tried it with a very simple low poly character and the only thing that moves properly is the head, most of it doesn't move the mesh at all
This was an excellent 60 second video on rigging. I’m very familiar with rigging in the program I used to use. I’ve just started using.BforArtists, it is a fork of blender. It works exactly the same, but it has extra tools. Blender doesn’t have and the UI has a Maya/cinema 4D look and feel. My question is do you have a tutorial available that shows how to use rotational constraints on the bones. Rigafy is an excellent tool, but it does not have rotational constraints. Rotational constraints allows for a much faster, posing experience and no distortion.
Thank you
You might wanna teach weight painting
I should!! And of course I plan to make a video on that too soon
For complex models you might need to make a duplicate and decimate it down so it can merge with automatic weights then you can pair the original undecimated version to that and you solve the annoying weight pairing issue
Good to now. I tried rigify on an model that only is a head and nothing worked.
Sheeeesh… thanks! ❤
Super useful!!
Glad it was helpful!
respect for useing spiderman from SD
I do use Rigify but I'm failure!
I lined up the metarig to my model but I deleted a few bones because I didn't need them, but then I get an error telling me the bones are missing when I pressed generate rig, so I added then back to the rig with the same names where they should have been, but it still doesn't work.
I also used the advanced rig if that makes a difference. I also tried to parent the metarig to the model but that didn't work.
have you tried deleting the whole armature and putting in a frsh one? might be somethign weird going on with some of the bones that you added back in manually
@The Game Dev Cave yeah I re-did it and it works fine now, I just wanted to make sure if there was a way to fix it, because I spent ages aligning everything. Great video btw 👍
How did you get that human model, btw?
Did you make it?
Just curious
just found it on google for this demonstration, i think it's a spiderman model or something
Keep it up bro
thanks I will be sure to! :D
Can you add extra bones? For example face expression?
if you use the normal human rig instead of the basid one it comes with face and finger bones too for more detailed characters (those will be harder to properly line up with your mesh though as theyre much smaller and have to be much more precise, as well as automatic weights usually not doing a great job with them so you'll have to manually fix those almost every time
even after following the tutorial step by step, when i go into pose mode and move the bones of the model, the actual model itself doesnt move. idk what im doing wrong ive been at this for hours
likely getting an error when trying to do automatic weights, sometimes blender can't figure out automatic weights and the error messages pop up real small at the bottom of your screen so theyre easy to miss. usually it means the bones aren't lined up well enoguh to the mesh or that the mesh is too differently shaped from the bones.
another issue often is when your mesh is too high poly, blender will fail too generate weights too
Which application is it 🤔🤔🤔??????????
you saved my life 😅
glad to help out!
Guess I’m viewing potter Easter today
Ok, now move the arms with this rig and tell me how it works. Bc to me it doesnt move arms and legs like i need.
When is human bone removal tutorial
if you want this for full screen, here 0:00
wow ima show this to my friend
why is the automatic weights not showing
Mesh separates from the armature after parenting
if it moves a little but not as mush as it should or not move at all, the weights are not calculated properly, you have to make sure the bones are lined up with the mesh properly lined up with the bones. from all angels. so after you line up the bones, turn around the model and see if theyre also liend up well from the side,top and front view. all of them.
actually shoulder weights are not that good, but every other parts looks fine with rigify
Hey! Just curious, very new to Blender. Will this work for 3d printing? Like if I pose up a model? Thanks!
Im trying to re rig a model i edited to have a shorter hands
You can stop on 3 sec,because this function not available.
uh im a begineer and i dont know how to make the bones bigger please help
i tried this and the last one is hard to do because when i left click it shows me different options
You have to click ctrl+P
Wait… at pose position has Skeleton??? My version 4.0 doesn’t have it. How did you manage to get that one? Or did I miss?
ty
Where are these option😭
Love you ❤❤❤😊
What about models with no legs?
Delete the bones that would be used for the legs
Thats very cool, btw can you import to unity?
the IK you'll probably have to do inside unity, those are constraints bone by blender, unity has it's own systems for that I believe but of course you can make yoru animations in blender with this and export the animated model/armature to use in unity.
but sir, after I export to unity, the rigify also goes to export, how do I fix it, thanks
i'm not sure i understand the problem. you should jsut be able to make your animations in blender and export it as FBX, disable "add leaf bones" and enable "deform bones only" that way when you import into unity you will have your model with your skeleton and animations
@@thegamedevcave ok, thank for your help
thaaaaanks
May I ask where you got the model?
When I click automatic rig the mesh just falls and doesn’t connect to rig
have a nice one
Can we sculpt on the model?
I can’t seem to find “with automatic weight” I only have envelope weight
ipad tips?
His knee is all messed up. There's still a lot left to do.
that's largely just a matter of fixing up the weight painting which, in the whole scheme of things isn't that much work
How do you actually move the individual parts of the rig
select the rig and in the top left corner of your screen find the dropdown menu to change to pose mode
why is isnt the bones movable
What app is this
Why is it that I do this and the rig never matches up with the skeleton?
Can you show how to rig a mouth with it's controller, I need to rig smth similar
Under the Rigify button, it shows me a button named Re-Generate Rig and if I press it, it shows me this error:Generation has thrown an exception: list index out of range
cool
What does rigging mean/do im new to blender
This is way more instructure than you need
for you maybe... lots of beginners are still having trouble with this step by step instruction...
@@thegamedevcave You can never have enough instruction, to be fair.
click on this if u on pc, makes you able to switch thru the time line 00:01
How to do the same but with multiple meshes in one meta rig? (Not joining them with CTRL J)
It's my first time learning blender, thanks for the simple tutor
do you have this but for cinema?
Mine doesn’t show an option of automatic weights, what should I do