@@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
I don’t think you understand, you never ask, “I wish there was ___” in Blender. There’s always something that’s exactly that, and it’s either in plain sight or beyond human comprehension
PLEASE PIN! In this short his bones on his rig for his legs are making the leg bend to the side which is wrong the arrows on his legs should be pointing down and facing the front of the thigh. The fix for this issue is to make sure the bone where the thigh meets the knees are not too straight, just add as slight bend to the joint and that should be enough to tell rigify which way the bone should be oriented. If this is happening with your model’s elbows, just do the same thing, go back to your meta rig and add a slight bend where the joint is, and reparent the rig to the model. You should see the arrows have moved.
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 😂
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
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
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
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.
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 👍
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.
Question to anybody willing to answer… so I rigged up my model using rigify. I have a few articles of clothing that are separate meshes and basically skin tight. The rig is only on the main body mesh of the character. How do I get the clothing to “stick” to it once I move it. Also the eyes and stuff don’t move. Any answers are greatly appreciated!
you could try parenting the clothes to the rig too, for the eyes, you should parent those to the head bone. Probably the most reliable way to get this done quickly though is to join ass those meshes into 1 object before parenting it to the rig, that way the auto weight pants of the eyes and clothes will match the body. But unless the clothes need to be able to be swapped around a bunch with different kind of clothes that a simple texture swap can't do, i'd personally probably just model and texture the clothes into the original mesh if it's skin tight.
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
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
What App is it called???? . And Tahnks For Show me (us) this . Its realy a nice Video. Sry if it not so Good what I Wirte Because im from germany and Yeah…
@@secretblue0290 if your character doesn't have humanoid legs but is humanoid aside from that neither of those options will work, you can still use this skeleton as a good starting point to make your own modified skeleton but you probably will have to create your own IK rigging since removing or adding bones often (though not always) breaks this plugin when you try to generate a rig
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.
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
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.
Rigging: 😐
Weight-Painting: 💀
too accurate this XD nobody likes to weight paint eh xd
@@thegamedevcave weight painting is easy for me ^ ^
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.
Bro saved me 5 years of rigging, thank you 🙏
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
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
Thank you so so much for this!! Very succinct and easy to follow.
Rigify is underrated
Tyvm, i will save this in case i forget a step i can always come back here
Auto weights has never once in my 4 years of sculpting worked that well for me
It's my first time learning blender, thanks for the simple tutor
веса: ну да ну да пошли мы нахер
деформация суставов: оо повезло повезло
Bacnnnck aparhnn
Не советуешь ригифай?
Perfect, thanks
Please do a short on animation in Blender. Just the basics, of course.
Dood, you saved me so much. Thank you
Thanks this is super helpful
Glad I could help!!
I wish there was a bookmark feature
There is
I don’t think you understand, you never ask, “I wish there was ___” in Blender. There’s always something that’s exactly that, and it’s either in plain sight or beyond human comprehension
@@ZackagonXM I meant in yt, but that is very true, very trur
My goodness, how hard was it for the other tutors to say this, thank you sir
Almost all blenders tutorial is s 槧.
thank you, man. You helped me a lot
PLEASE PIN!
In this short his bones on his rig for his legs are making the leg bend to the side which is wrong the arrows on his legs should be pointing down and facing the front of the thigh. The fix for this issue is to make sure the bone where the thigh meets the knees are not too straight, just add as slight bend to the joint and that should be enough to tell rigify which way the bone should be oriented. If this is happening with your model’s elbows, just do the same thing, go back to your meta rig and add a slight bend where the joint is, and reparent the rig to the model. You should see the arrows have moved.
That you so much!
Thanks!
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 😂
Amazing 👏 new record
THANK YOU SO MUCH
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
I LIKE ANIMACTION IN BLENDER
Thanks
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
Saved to playlist hehe
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.
i couldve had a pre made rig this whole time 😭😭
Thank you!
“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
Super useful!!
Glad it was helpful!
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
Guess I’m viewing potter Easter today
Is it my youtube that this specific video is streched in a funny way?
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.
My gosh, how i forget the Righfy.
Is this blender. They are stepping up their game
Been in blender for a while now, like years
Where do you get your character from
Sheeeesh… thanks! ❤
respect for useing spiderman from SD
Currently going through all the stages of grief as I get punishd by god for wanting a body reference in 3d...
Which application is it 🤔🤔🤔??????????
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
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
Where are these option😭
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 👍
you saved my life 😅
glad to help out!
thank you
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 used to be a nightmare in 3ds4 for Dos.
You might wanna teach weight painting
I should!! And of course I plan to make a video on that too soon
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
Looks hard
Oh I needed to do that my dumbass thought it worked straight away
I forget parenting it too all the time xd “why won’t this move?! …. Oh…”
When I click automatic rig the mesh just falls and doesn’t connect to rig
What about models with no legs?
Delete the bones that would be used for the legs
wow ima show this to my friend
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?
What app/tool are you using?
Hey! Just curious, very new to Blender. Will this work for 3d printing? Like if I pose up a model? Thanks!
Question to anybody willing to answer… so I rigged up my model using rigify. I have a few articles of clothing that are separate meshes and basically skin tight. The rig is only on the main body mesh of the character. How do I get the clothing to “stick” to it once I move it. Also the eyes and stuff don’t move.
Any answers are greatly appreciated!
you could try parenting the clothes to the rig too, for the eyes, you should parent those to the head bone.
Probably the most reliable way to get this done quickly though is to join ass those meshes into 1 object before parenting it to the rig, that way the auto weight pants of the eyes and clothes will match the body.
But unless the clothes need to be able to be swapped around a bunch with different kind of clothes that a simple texture swap can't do, i'd personally probably just model and texture the clothes into the original mesh if it's skin tight.
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
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
May I ask where you got the model?
Love you ❤❤❤😊
What App is it called???? . And Tahnks For Show me (us) this . Its realy a nice Video. Sry if it not so Good what I Wirte Because im from germany and Yeah…
it's called blender :) it's totally free and an awesome program! :)
Why are you zooming in so much I don't know what to do after I check the rigify thing
here is a full version of this video where it's not all cramped into 60 seconds on a small screen : ruclips.net/video/vzJ7454X46g/видео.html
@@thegamedevcave thank you I just got onto blender yesterday.
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
do you have this but for cinema?
uh im a begineer and i dont know how to make the bones bigger please help
Can we sculpt on the model?
What does rigging mean/do im new to blender
Am i the only person who thinks that he sounds like griffpatch but with a tint of russian accent?
Can i do this type of thin with a sonic model too?
yup this is how you do it with any human-like model
شكرا 👍🏻
what software do you use
but if i want to rig...... frerddy fazbear
What about the fingers ?
Can you show how to rig a mouth with it's controller, I need to rig smth similar
Question, how does bones recognise clothing, does that need some kind of physics skeleton or can you attach clothing then place cloth animations?
How do I make it fit my model? Idk how ? Please help!
What if the character is an animal, and has digitigrade feet? I imagine you'd have to add extra bones. Would it work the same way?
there is also a standard skeleton for quadrupeds that you can use for animals :)
@@thegamedevcave I meant anthropomorphic animals, though
@@secretblue0290 if your character doesn't have humanoid legs but is humanoid aside from that neither of those options will work, you can still use this skeleton as a good starting point to make your own modified skeleton but you probably will have to create your own IK rigging since removing or adding bones often (though not always) breaks this plugin when you try to generate a rig
I can’t seem to find “with automatic weight” I only have envelope weight
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.
have a nice one
why is the automatic weights not showing
When is human bone removal tutorial
thaaaaanks
How to do the same but with multiple meshes in one meta rig? (Not joining them with CTRL J)