This seems really neat. I like you can do extra limbs, though I do hope adds option to add extra appendages as part of the options, including wings (Bat and bird style).
Im trying it out and I have a question. I did all the changes I wanted, including scaling head size, etc. But when I click on some of the preset poses, a lot of the changes I made to it (like head scaling, etc) dissapear. Is there a way for the changes you do to the proportions in the bones to not dissapear when using the preset poses?
No, I think I say it in the video, but you have to assign the character preset first, then pose it. The character presets change the body proportions and move the arms, legs, hips etc to make the characters, but then the poses ALSO change some of those settings, there's not really a way to have all characters work perfectly with the poses. The poses were made with the standard mannequin, so changing to a very tall character will mean you'll have to adjust the arms to make them longer again. If you want to keep some changes, you can only select the bones you want to keep (like the head, sliders etc) and hide them with H, then select all of the remaining bones and the pose will only apply to those bones, leaving the head the way it was
Oh my soul - this is EXACTLY what I was hoping someone would make. Every time I add a bone to rig something, I get depressed - because it feels like rocket science. This looks SUPER user friendly.
it may seems counter intuitive, but it's the proof that for non profit project, the limit is the sky. Look at proprietary softs, at some point they become huge, heavy, full of payment licence shit and bugged as fuck...
This is really useful for drawing. Many other "posing" tools have pretty limited options for adjusting the lights etc. The documentation could be a bit better, more info how to install etc. But this is already very good and asset library stuff is amazing.
@@VertexArcade About that.. Ive tried unzipping said files and opening the blender one but all that's happening is blender opening temporarily, showing me the name of the file and closing itself automatically. Do you know whats the problem? Ive been trying to open it for a while now
You're most likely using an incompatible version of Blender. The mannequin was made for Blender 4.0+, opening it in older versions of Blender will cause it to crash
Big thanks for an awesome mannequin for drawing! Really helps a lot for posing Is constructive criticism welcome? If yes, here's a few things that I found annoying and had to fix: - really lacks IK poles - for ease of posing, the pelvis and hip bones' heads should be in one line - the pelvis bone is upside down - the bones in the palms should converge towards the radius a bit, not being parallel really - the palm bone for the thumb parented not to the hand, but to the palm bone for the index finger - the palm bone for the thumb should originate closer from the center line of the palm Personal todo: - lacks thigh gap customization, would have been sweet, gotta add
I bought this model just recently and I've got to say I'm in love with your work man! its so easy and simple to use and added on the video was also straight to the point. Keep you the great work!
For anyone else who can't get the "Visual geometry to mesh" option to show up, go into the "Data" tab, then right click in the "Shape Keys" and "Apply All Shapekeys". For certain things you may also have to apply the Solidify modifier.
Been looking into ways to make a character creator in Blender, to more easily generate several characters in a short time. I think this is the first actual properly documented application of it I've seen, definitely taking notes.
Dude you literally just changed my life and workflow. I'm more of a 2D artist (I make the comic "Dear Inner Demons") and I will often use blender to block out elements in a scene, and I always wanted to be able to do the same with characters to pose them but was never happy with the "realistic" models and have tried numerous other methods and this is EXACTLY what I was looking for. Thank you so much for creating this. I just purchased it and I'm sure a 5 star review is coming soon!
Oh this is definitely gonna be a lifesaver. I'm a 2D artist but I wanna try some 3D stuff, but Blender looks so intimidating and complicated! This is gonna help me get used to it.
Dude says that you can make "fantasy style characters" with multiple limbs, but when I saw the two-headed character he made my very first thought was 'ooh! I wonder if I can use this to rig conjoined twin characters?'. I feel like that says a lot about me, honestly. Looks like I gotta start learning Blender, this could be pretty useful for all my characters, I like to draw a lot of different body types so I'm always trawling the internet for references...
you dont understand how much ive been looking for exactly this, thank you!!! edit: i did notice that not much changes between the body types, height doesnt change. like if i choose mario it doesnt change at all edit 2: i dont know what i did but it works now lmao
Hi! Sorry if this question has been already answered, couldn't see that it was, was wondering how you made the two headed mannequins or the more "monster" esque models in general (on gumroad store page it would be the 4th and 5th image slides)? I'm relatively new to blender and get how to use the basics of this (hopefully) but want to try make more freaky guys!
This is incredible. Not just the asset, but your documentation and explanation also helps me learn a ton more about working in Blender. So clear and user friendly, thanks so much! Easy buy + 100% tip haha 👏👏
very nice, am using it to try and make some characters of mine but one has mechical bits attached (techpriests from 40k) would making the model ontop and attaching to the ik bone while in a/t pose work before going around to posing?
For people who were having trouble using the sliders like me, you need to click the menu, go to pose mode, then click on the actual circles inside the sliders so that the circles highlight, then press g and move the circle to adjust the slider
Thank you. One of the biggest issue i had qith perspective drawing was finding the perfect mannequin, originally i just designed a new one to fit my needs but now with this the possibility are limitless (also suck at proportions on models so it helps me there too)
This is really cool, I’ve been working on something similar in Zbrush but since in Zbrush it doesn’t have a proper animation rig even though the mannequin is more detailed. What an awesome tool!
Awesome set-up. This helps me a lot when learning to sculpt. Though I've hit a bit of a problem. After all posing/sizing is in place, and I go to hit remesh, the model just goes back to t-pose from the start. Am I missing something?
For sculpting, I just extrude and cut a cube few times and mirror it with a mirror modifier. Just an absolute abomination at start, but I love it more than using a well-made basemesh(ik that for work purposes it's really efficient to use basemeshes, but I'm currently doing stuff for learning and I think that making fully from scratch is better for that.)
HI. I have the most recent blender 4.1. BUT PROBLEM! double clicking the bodies and poses does nothing! Don't get me wrong I love this, and I can still use it, but being able to use the poses and presets would have made a lot of difference for me! HELP?!
@ratchclank1 helped me out: "Look for "Animation: Pose Library" under the addon tab in preferences and click on the check box to enable it. Then go into pose mode. The poses and bodyshapes should work now."
I love the asset as a good jumping point but how to prevent the mesh from scaling with the bones? I want to pose and animate the mannequin while maintaining its proportions but if I drag a controller too far i scale that part of the model up and I don't need that currently. I got this mannequin specifically because of the armature rig looked good for experimenting with animations but i'm unsure howto prevent the mesh from changing with the armature.
so very confused. i have the Adj Mann running but how do we set it up? This video does not explain how anything in detail and it's far too fast. I am new to Blender and this is very frustrating.
If you're new to Blender I would advise you to watch some Blender beginner tutorials and also some basic Rigging tutorials. This Mannequin is for Intermediate users, you should know how to navigate Blender and do the basics. To answer your question though: If you open up the Blender file that you downloaded, you should see the Mannequin. With the skeleton/rig selected, go to the Top left and enter Pose Mode and this will bring you into Blender's Posing section where you can move the rig and animate. Now you can select the sliders and move them with G and do the same for the other parts of the body (hands, feet, hips, head etc). Again I would advise watching some tutorials about characters and rigging
I absolutely love this! Its so useful especially since I struggle making bodies. But I do have a problem with weight painting it when I make a new armature for it, does anyone else have this problem?
What problem are you having? Sometimes if the automatic weights are failing, you might need to separate different parts of your model (body, clothes, hair, accessories etc) and parent them separately. That will allow you to diagnose any problem parts of the mesh
@@VertexArcade All of the different parts are separate its just when i try to manually weight paint it the mesh seems to go into edit mode and wont let me select any of the bones, this doesn't happen to any other mesh that wasn't extracted from the mannequin. Also thank you for replying.
I'm really not sure what's happening, just double check that in the left corner it is in Weight Paint Mode. I don't weight paint that way by selecting the bones, I select the vertex groups and scroll through them to select the one I want to paint, so selecting bones isn't a workflow I fully understand
Absolutely love this, and can't wait to use it as a base mesh guide. The only snag I've encountered (and it might just be me) is that the hip/pelvis mesh (the bottom section making up the torso) doesn't seem to be symmetrized correctly. The mannequin's right side enlarges slightly more than it's left when increasing the belly slider. I'm also having difficulty adjusting the height without disconnecting limbs or the knees bending whist maintaining the t-pose. Could this be fixed for version 1.3? And maybe a deeper guide into how to adjust the bone sizes correctly? Also, are the weights easily transferable into a retopology mesh?
Yeah I can adjust the Belly symmetry a bit in the next version to try and make it a bit more even. The only way to disconnect the limbs is by moving either the upper arm or thigh bones. To make a character taller or shorter, all you need to do is move the hips bone up or down. Then to make the arms longer or shorter, just move the hands control, not any of the arm bones. As for making things shorter but them bending, you can scale the thigh or upper arm bones to make them straight again, and then use the arm and leg sliders to adjust the size of the mesh if you need to. In the next version I'll add a slightly more detailed instructions and troubleshooting to the documentation
And buying it. This is such a fantastic addon! While I can create tharacters somewhat easily the proportions are always the part that get to me + fingers.
How we can save pose and adjustement ? i save and when i reloaded project, all parameters and pose is clear. Impossible to have a base to make adjustement when we closed blender's project. Thank's for your response
Forgive me if you've answered this, but I didn't see it in the comments. I notice that in the character proportion presets there are changes to things like the length of limbs and the size of heads. I've made a few presets of my own, but things like adjustments to the size/length/etc of body parts don't seem to carry over, only the things changed by the sliders. Is there a step I'm missing, or do those proportion changes only work in the presets? Is it something that could be difficult to add in a later version?
When saving your presets make sure that you select all of the bones that you want to be part of the preset, for the preset characters I think I just saved the spider positions, but for the poses I only saved the position of the rig. So just when saving your own presets select all of the bones you need
Remeshing basically replaces the whole mesh so unfortunately no the rig doesn't work after remeshing. You could get the Remeshed model into a T Pose and then Parent it to the rig again, but you'd be better off just using the Remeshed model as a base for retopology
Hey VertexArcade, Loving the rig so far! I'm unable to quite understand the documentation explanation for how to create our own custom presets for the mannequin body shapes. Is there any clearer explanation for this process somewhere in one of your videos I might have missed by chance? I am lost past the point where you instruct to "select both the Rig and Sliders Bone Collections" while excluding the Menu." Thanks!
When I said Select the sliders but exclude the menu, that just means to select any bones that you want to save as the preset. If you select the menu and include that as part of the preset, then while changing presets the menu would potentially move around because the presets have saved the position of it. So if you're saving custom presets, only select the bones you want, and keyframes those as part of the Action.
It’s going to take a good bit of figuring things out but I’m determined to use this as a path to making a slider-based create-a-character interface in my game that doesn’t just snap between a few presets
This is great, I am going to use it a lot for creating illustrations. That said, please add a IK/FK toggle, maybe make it a Rigify rig, the current IK only rig makes it very difficult to create certain poses.
Honestly this is amazing and I am looking to make a VRC avatar but each time I sit down to actively try to model it I would always get daunted by the process as I can make some okay low poly modules models or using preset meshes to make something from the basic meshes. This may be the thing I needed to kick start the process until I get more familiar with blender
Really nice stuff, looks useful for a lot of things, I'll never have to search for a base mesh again, thank you! 3:30 is it ok to sculpt characters in pose? Like, if you plan to rig them, does this make it harder? When I sculpt character from reference I leave them at T pose but it would be really useful to sculpt them posed as the reference, I never did it thinking about the issues I would have when rigging, but are there any?
If you watch the previous Flare Process video that I mentioned you'll see how I handle that! It's a little bit more tricky because you sculpt the character in a pose, but then you have to rig it again and break the sculpt so that it gets back to a T Pose ruclips.net/video/eHddD5OfuwI/видео.html&si=IG1POGnD0xsIlJ_j
Yeah, you can scale all of the bones independently, it's not designed like a regular rig where things are connected, so you can move and scale all of the bones and move them around however you like
ok. for whatever reason its not letting me complete the purchase, like i put my card info in and its not letting me actually go beyond that point. i have no idea what to do to actually complete the purchase.
It sounds like you're moving the ARM bones, instead you need to move the HAND bones. This rig is set up using an IK rig, meaning we only have to move the bones at the END of the chain, so the hands, feet, hips or head. The rest of the bones will follow!
There is something wrong with adding the file to the asset library it's not working for me. Based on the timestamp 2:09, as I press the plus button I can't select the "Adjustable Mannequinn v 1.2" file . It doesn't want to open at all. Can you please help me on what could be the problem so it can be fixed? Thank you.
in the File Path preferences, when you click the + button, you then need to navigate to the folder with the Adjustable Mannequin, so it might be in your Downloads, or another folder, and then you can rename your Asset Library to whatever you want, in my case, I called it Adjustable Mannequin v1.2
It's okay for drawing reference and maybe as a starting point for sculptures, but there's a couple problems that are holding it back imo. For one, when extending the wrists past the arms length with IK, the arms just scale up to compensate. Meaning instead of stretching or just stopping the arms balloon up to a huge size. The right clavicle resting position is slightly rotated so the model is always asymmetrical. Another issue is when you adjust the shoulder width, the length of the arms doesn't properly adjust and actually get longer. Also a proper IK/FK switching system is absent. If this stuff was fixed I'd use it more, but for now its not really worth it for me as an animator and rigger
I can definitely fix some of those things in the next version, but this was never meant as an animation tool, it's mostly for character design and drawing reference. I'm not an animator so I'm not qualified to make an animation ready rig with all of the controls that you might need
This IS the tutorial/walkthrough. In order to understand how the rig works you'll need to go and watch some Rigging tutorials and they'll walk you through the basics. But in short, there are multiple Modes in Blender (Object Mode, Edit Mode, Pose Mode etc), and the mannequin is a rig which can only be interacted with in Pose Mode, which you can change in the top left. Again, go and watch some Blender beginner tutorials and Rigging tutorials and they'll explain the different modes and how to move bones, then come back to the Mannequin
To select the entire shoulder sphere, I just hover over it and press L, and to select an entire Loop, you Alt+Left Click, and if you want to select another Loop, you press Alt+Shift Left Click to add to the selection
Hello there. I've followed all your instructions here but I have a question: is it normal that the legs and arms detach when you move them with G? They only move together when using the IK.
Hi! Yes that is normal behaviour. This rig is made for the purposes of character creation, not animation, so I wanted to have the flexibility to move the bones in whatever way I needed to
Hey I just downloaded the mannequin off of your website for V1.2 but when I move the muscle groups and guide lines slides, nothing seems to show up. Have I possibly done something wrong? I did start a new folder and appended the model into there.
I need some quick Mannequins for testing on Unity, if I just use one of yours Preset Characters, and I export as FBX to Unity it will keep the bones? Because if would it is exactly what I need to animate there
Its an excellent asset but i cant seem to select any of the presets or poses in the library, double clicking does nothing EDIT: By default, blender 4.0 doesnt have the pose library addon installed. Go to preferences > addons, and add pose library, and then it works It all works as intended, best 5 bucks i spent on blender!
Make sure you're in Pose Mode, and that none of the bones are selected, or if you only want to change certain bones (maybe the hands) then just select the hands or whatever bones you want
@@VertexArcade I did that, it still doesnt seem to work. when i right click the body types the blend function doesnt seem to wrok either. Is there a setting in pose library that needs to be on, or did i install the file incorrectly? ive never used the library folder so i might just be having a skill issue i suppose
Is this in the main file or did you append it into a new one? In the main file it should work with no issues, if you append it, make sure to Append the Bone Shapes and Rig Collections, they'll be in the Collections folder within the Blender file
@@VertexArcade Turns out, i forgot to add the "pose library" addon in preferences. Thanks so much for the help though. Ill edit the original post so people who had my problem know the solution i had, thanks agian for the swift replies!
Great addon, great price, insta-buy!..... Question: The vertex groups seem a bit weird, for example, if you select the "neck" group, part of the top shoulder is also included. Is there any reason for that? (rigging noob here)
This rig is using an IK rig, so you don't rotate the bones manually, you move the hands, feet, hips or head to move the rest of the body. If the rotation still doesn't look right, then you can select any of the arm/leg bones and rotate them to get the correct angle. This rig isn't designed for animation though, it was made for character creation, so it doesn't have any specific animation controls. If you want a rig to practice animating with I would recommend looking at rugs by an artist called Artsoff, they have animation ready rigs that have all sorts of advanced controls
@@VertexArcade It's a shame this doesn't work with animations too. The solution I found was to create my own rig to animate after applying the shapes to the object and deleting the original rig. This project would be perfect if you found a way to make the rig work with animation too, or create a separate rig made for animation, something like that.
@-linksantos what you did was exactly how I envisioned the mannequin to work! Every rig is going to be different and animation isn't my specialty so my rig is for character design and then afterwards you can can rig it however you like to give you whatever controls you need
Hello, this looks great! Is it possible to animate the rig? I'm planning to use this for creating animated pixel art characters and then rendering them into sprite sheets.
Oh ok I figured it out, since the elbow bone 'break' instead of bending I thought I was doing something wrong, but moving them a little & stopping before they 'break' and then using the hand bone to fine-tune the pose works, lol
when I duplicate the rig, the sliders for the color and guides apply to all instances. should i just re-append a new one instead if I want mutliple models in one project?
You have to be in Pose Mode. I would recommend watching some Blender Tutorials about rigging and shape keys, because understanding those will make it much easier to work with the mannequin
This is using an IK rig, so you move the hands, feet and hips, not the arm bones, you can rotate the elbows/knees with the arm and leg controls but to position the hands, you move the hand bones
Yeah it probably could be used for animation, but the rig isn't really set up for animation. I designed it be to used more for modelling and references than animation. It would still work but it doesn't have any of the more fancy animation controls that you'd get in proper rigs
You probably could, but Adventure Time models are very simple, so I would just use some basic shapes like Cylinders and Spheres to create the characters! I made some Adventure Time fanart years ago so you might get some ideas from this, you can slow down the video if you need to, as it's quite fast! ruclips.net/video/b8pnpCPe55Y/видео.html
Is it possible to prevent limbs from being resized? I'd like to make a little animation to practice, but it's hard to do when the limbs change size when I try to animate them. Thanks!
probably a dumb question, but I'm just getting into blender, any time I try to select the sliding body scales, it select the entire piece rather than just the circles, making the entire model move in one direction. I get the feeling I'm doing something wrong with blender, as I also have the issue of double clicking poses and presets not working, and instead have to right click them, and then click assign action. Do you have any idea what's happening and possibly going wrong?
You have to make sure that you select only the coloured circles of the slider, not anything else. If you're new to Blender I would recommend watching some tutorials about rigging and Pose mode, just so you know roughly what the Mannequin and all of the different bones are doing
You can get Adjustable Mannequin v1.2 now!
vertexarcade.gumroad.com/l/adjustable-mannequin
www.vertexarcade.com/store/p/adjustable-mannequin
This seems really neat. I like you can do extra limbs, though I do hope adds option to add extra appendages as part of the options, including wings (Bat and bird style).
Im trying it out and I have a question. I did all the changes I wanted, including scaling head size, etc. But when I click on some of the preset poses, a lot of the changes I made to it (like head scaling, etc) dissapear. Is there a way for the changes you do to the proportions in the bones to not dissapear when using the preset poses?
No, I think I say it in the video, but you have to assign the character preset first, then pose it. The character presets change the body proportions and move the arms, legs, hips etc to make the characters, but then the poses ALSO change some of those settings, there's not really a way to have all characters work perfectly with the poses. The poses were made with the standard mannequin, so changing to a very tall character will mean you'll have to adjust the arms to make them longer again.
If you want to keep some changes, you can only select the bones you want to keep (like the head, sliders etc) and hide them with H, then select all of the remaining bones and the pose will only apply to those bones, leaving the head the way it was
@@VertexArcade alright thank you so much!
@@VertexArcade Hey I extracted the file but when opening it, blender would simply close. Are there any extra steps?
As a 2D artist who’s also getting into 3D work…THIS IS GIVING ME LIFE!
Oh my soul - this is EXACTLY what I was hoping someone would make. Every time I add a bone to rig something, I get depressed - because it feels like rocket science. This looks SUPER user friendly.
Rigs aren't the scary part. It's adding drivers and accessories/clothes .
This is why Blender is the Greatest software
Likely for the better, friend. I’m new and I have been looking for easy ways to help me make my own characters from my imagination from the ground up.
That's really cool. It's also useful as a doll to trace over when doing 2D art, even if it wasn't your intention when making it.
That WAS part of my intention! That's why I added the muscle groups and guide lines!
ur art sucks
@@VertexArcade Is it possible to customize a mannequin from this set and then saving it for later use?
blender is absolutely terrifying. not because i’m not used to it, but because it feels like nothing is impossible. HOW does this program exist.
FOR FREE! That is INSANE in this day and age.
Even my local animation studio decide to swap their season 2 cartoon style with Blender and it actually suprising good....
it may seems counter intuitive, but it's the proof that for non profit project, the limit is the sky. Look at proprietary softs, at some point they become huge, heavy, full of payment licence shit and bugged as fuck...
Which studio? Which animation? I want to watch it@@syabilaazri7834
Dude, this is mad for both 3D sculpting and reference poses for drawing.
Thankyou dude!
Clicks on character presets, selects Pixar Mom body type, Nice!
This is really useful for drawing. Many other "posing" tools have pretty limited options for adjusting the lights etc.
The documentation could be a bit better, more info how to install etc. But this is already very good and asset library stuff is amazing.
Thanks! I'll update the documentation but there really is no installing, you simply unzip the files and open the Blender file!
@@VertexArcade About that.. Ive tried unzipping said files and opening the blender one but all that's happening is blender opening temporarily, showing me the name of the file and closing itself automatically. Do you know whats the problem? Ive been trying to open it for a while now
You're most likely using an incompatible version of Blender. The mannequin was made for Blender 4.0+, opening it in older versions of Blender will cause it to crash
@@VertexArcade Thank you so much!!
Big thanks for an awesome mannequin for drawing! Really helps a lot for posing
Is constructive criticism welcome?
If yes, here's a few things that I found annoying and had to fix:
- really lacks IK poles
- for ease of posing, the pelvis and hip bones' heads should be in one line
- the pelvis bone is upside down
- the bones in the palms should converge towards the radius a bit, not being parallel really
- the palm bone for the thumb parented not to the hand, but to the palm bone for the index finger
- the palm bone for the thumb should originate closer from the center line of the palm
Personal todo:
- lacks thigh gap customization, would have been sweet, gotta add
I bought this model just recently and I've got to say I'm in love with your work man! its so easy and simple to use and added on the video was also straight to the point. Keep you the great work!
For anyone else who can't get the "Visual geometry to mesh" option to show up, go into the "Data" tab, then right click in the "Shape Keys" and "Apply All Shapekeys". For certain things you may also have to apply the Solidify modifier.
Been looking into ways to make a character creator in Blender, to more easily generate several characters in a short time. I think this is the first actual properly documented application of it I've seen, definitely taking notes.
I've been needing something exactly like this for months. Great work!
Dude you literally just changed my life and workflow. I'm more of a 2D artist (I make the comic "Dear Inner Demons") and I will often use blender to block out elements in a scene, and I always wanted to be able to do the same with characters to pose them but was never happy with the "realistic" models and have tried numerous other methods and this is EXACTLY what I was looking for. Thank you so much for creating this. I just purchased it and I'm sure a 5 star review is coming soon!
Oh this is definitely gonna be a lifesaver. I'm a 2D artist but I wanna try some 3D stuff, but Blender looks so intimidating and complicated! This is gonna help me get used to it.
Dude says that you can make "fantasy style characters" with multiple limbs, but when I saw the two-headed character he made my very first thought was 'ooh! I wonder if I can use this to rig conjoined twin characters?'. I feel like that says a lot about me, honestly. Looks like I gotta start learning Blender, this could be pretty useful for all my characters, I like to draw a lot of different body types so I'm always trawling the internet for references...
you dont understand how much ive been looking for exactly this, thank you!!!
edit: i did notice that not much changes between the body types, height doesnt change. like if i choose mario it doesnt change at all
edit 2: i dont know what i did but it works now lmao
Crazy how this looks so much better than the one in CSP
Hi! Sorry if this question has been already answered, couldn't see that it was, was wondering how you made the two headed mannequins or the more "monster" esque models in general (on gumroad store page it would be the 4th and 5th image slides)? I'm relatively new to blender and get how to use the basics of this (hopefully) but want to try make more freaky guys!
Hey I’m stuck trying to use the sliders on blender. It won’t let me click or adjust anything only load up the mannequin. Please help
i was just wishing for something like this to use as a reference for drawing. this is amazing!
This is incredible. Not just the asset, but your documentation and explanation also helps me learn a ton more about working in Blender. So clear and user friendly, thanks so much! Easy buy + 100% tip haha 👏👏
very nice, am using it to try and make some characters of mine but one has mechical bits attached (techpriests from 40k) would making the model ontop and attaching to the ik bone while in a/t pose work before going around to posing?
For people who were having trouble using the sliders like me, you need to click the menu, go to pose mode, then click on the actual circles inside the sliders so that the circles highlight, then press g and move the circle to adjust the slider
This might be the best addon of 2024. Bravo good sir, bravo!
When I start trying to make characters in blender I'll definitely try to use this as a base, thank you!
much better than the first version, good job!
Could we get a version with digigrade legs for anthropomorphic characters? Maybe even with tail
Thank you. One of the biggest issue i had qith perspective drawing was finding the perfect mannequin, originally i just designed a new one to fit my needs but now with this the possibility are limitless (also suck at proportions on models so it helps me there too)
This is really cool, I’ve been working on something similar in Zbrush but since in Zbrush it doesn’t have a proper animation rig even though the mannequin is more detailed. What an awesome tool!
Thanks, this really helped me because sometimes I struggle with making the initial base for my characters and getting the proportions I want on them
Awesome set-up. This helps me a lot when learning to sculpt. Though I've hit a bit of a problem. After all posing/sizing is in place, and I go to hit remesh, the model just goes back to t-pose from the start. Am I missing something?
man, cant afford it, DANG IT, pretty neat, is everything i like to see
For sculpting, I just extrude and cut a cube few times and mirror it with a mirror modifier.
Just an absolute abomination at start, but I love it more than using a well-made basemesh(ik that for work purposes it's really efficient to use basemeshes, but I'm currently doing stuff for learning and I think that making fully from scratch is better for that.)
HI. I have the most recent blender 4.1. BUT PROBLEM! double clicking the bodies and poses does nothing!
Don't get me wrong I love this, and I can still use it, but being able to use the poses and presets would have made a lot of difference for me!
HELP?!
@ratchclank1 helped me out: "Look for "Animation: Pose Library" under the addon tab in preferences and click on the check box to enable it. Then go into pose mode. The poses and bodyshapes should work now."
This is so cool! Please do more tutorials, I love seeing your process.
I love the asset as a good jumping point but how to prevent the mesh from scaling with the bones? I want to pose and animate the mannequin while maintaining its proportions but if I drag a controller too far i scale that part of the model up and I don't need that currently. I got this mannequin specifically because of the armature rig looked good for experimenting with animations but i'm unsure howto prevent the mesh from changing with the armature.
What's the maximum you can set the sliders to? If you have a character with extremely high proportions can this program support it? Really cool stuff!
so very confused. i have the Adj Mann running but how do we set it up? This video does not explain how anything in detail and it's far too fast. I am new to Blender and this is very frustrating.
If you're new to Blender I would advise you to watch some Blender beginner tutorials and also some basic Rigging tutorials. This Mannequin is for Intermediate users, you should know how to navigate Blender and do the basics. To answer your question though: If you open up the Blender file that you downloaded, you should see the Mannequin. With the skeleton/rig selected, go to the Top left and enter Pose Mode and this will bring you into Blender's Posing section where you can move the rig and animate. Now you can select the sliders and move them with G and do the same for the other parts of the body (hands, feet, hips, head etc). Again I would advise watching some tutorials about characters and rigging
Great video asset! The blender community amazes me sometimes
I absolutely love this! Its so useful especially since I struggle making bodies. But I do have a problem with weight painting it when I make a new armature for it, does anyone else have this problem?
What problem are you having? Sometimes if the automatic weights are failing, you might need to separate different parts of your model (body, clothes, hair, accessories etc) and parent them separately. That will allow you to diagnose any problem parts of the mesh
@@VertexArcade All of the different parts are separate its just when i try to manually weight paint it the mesh seems to go into edit mode and wont let me select any of the bones, this doesn't happen to any other mesh that wasn't extracted from the mannequin. Also thank you for replying.
I'm really not sure what's happening, just double check that in the left corner it is in Weight Paint Mode. I don't weight paint that way by selecting the bones, I select the vertex groups and scroll through them to select the one I want to paint, so selecting bones isn't a workflow I fully understand
@@VertexArcade I haven't done weight paint with vertex groups before but it seems to work with the mannequin so thank you ^^
Absolutely love this, and can't wait to use it as a base mesh guide.
The only snag I've encountered (and it might just be me) is that the hip/pelvis mesh (the bottom section making up the torso) doesn't seem to be symmetrized correctly. The mannequin's right side enlarges slightly more than it's left when increasing the belly slider. I'm also having difficulty adjusting the height without disconnecting limbs or the knees bending whist maintaining the t-pose. Could this be fixed for version 1.3? And maybe a deeper guide into how to adjust the bone sizes correctly?
Also, are the weights easily transferable into a retopology mesh?
Yeah I can adjust the Belly symmetry a bit in the next version to try and make it a bit more even. The only way to disconnect the limbs is by moving either the upper arm or thigh bones. To make a character taller or shorter, all you need to do is move the hips bone up or down. Then to make the arms longer or shorter, just move the hands control, not any of the arm bones. As for making things shorter but them bending, you can scale the thigh or upper arm bones to make them straight again, and then use the arm and leg sliders to adjust the size of the mesh if you need to. In the next version I'll add a slightly more detailed instructions and troubleshooting to the documentation
@@VertexArcade That's awesome. Thank you!
Hi! Thanks!
How to add additional IK controllers to legs?
When I rotate on Z axis shin/thigh bones are not moving.
Nice asset though I was wondering how does one access the pose library again after completing the sculpt?
a “Must Have” for animators and sculptors.
And buying it.
This is such a fantastic addon! While I can create tharacters somewhat easily the proportions are always the part that get to me + fingers.
How we can save pose and adjustement ? i save and when i reloaded project, all parameters and pose is clear.
Impossible to have a base to make adjustement when we closed blender's project.
Thank's for your response
Forgive me if you've answered this, but I didn't see it in the comments. I notice that in the character proportion presets there are changes to things like the length of limbs and the size of heads. I've made a few presets of my own, but things like adjustments to the size/length/etc of body parts don't seem to carry over, only the things changed by the sliders. Is there a step I'm missing, or do those proportion changes only work in the presets? Is it something that could be difficult to add in a later version?
When saving your presets make sure that you select all of the bones that you want to be part of the preset, for the preset characters I think I just saved the spider positions, but for the poses I only saved the position of the rig. So just when saving your own presets select all of the bones you need
@@VertexArcade I thought that I had, but maybe I was just missing a step somehow. I'll double-check my process. Thank you!
this saves so much time for body sculpting thank you so much dude
This is awesome! Thanks for your hardwork creating the adjustable mannequin add-on!
So does remeshing mess with the rig at all or does it still work properly?
Remeshing basically replaces the whole mesh so unfortunately no the rig doesn't work after remeshing. You could get the Remeshed model into a T Pose and then Parent it to the rig again, but you'd be better off just using the Remeshed model as a base for retopology
@VertexArcade ah, that's disappointing, but it makes sense. Great addon, and thanks for the response.
@@Josho989 You could use the original mesh to transfer the weights to the remeshed one and it might work.
Hey VertexArcade, Loving the rig so far! I'm unable to quite understand the documentation explanation for how to create our own custom presets for the mannequin body shapes. Is there any clearer explanation for this process somewhere in one of your videos I might have missed by chance? I am lost past the point where you instruct to "select both the Rig and Sliders Bone Collections" while excluding the Menu." Thanks!
When I said Select the sliders but exclude the menu, that just means to select any bones that you want to save as the preset. If you select the menu and include that as part of the preset, then while changing presets the menu would potentially move around because the presets have saved the position of it. So if you're saving custom presets, only select the bones you want, and keyframes those as part of the Action.
It’s going to take a good bit of figuring things out but I’m determined to use this as a path to making a slider-based create-a-character interface in my game that doesn’t just snap between a few presets
Are these compatible with older versions of blender? Or by 4.0+ does that mean only compatible with 4.0 and newer versions?
Wow, this can be easier than building from beginning.
This is great, I am going to use it a lot for creating illustrations. That said, please add a IK/FK toggle, maybe make it a Rigify rig, the current IK only rig makes it very difficult to create certain poses.
Dude you are a life savor❗️❗️ im very new to blender but this should soften the blow😮💨
how did your adjustable mannequin product have two heads on the male body?
I purchased this tool, it won't open in blender. Everytime I click to open it, the software just crashes.
Make sure You're using Blender 4.0, it won't open in older versions of Blender
Honestly this is amazing and I am looking to make a VRC avatar but each time I sit down to actively try to model it I would always get daunted by the process as I can make some okay low poly modules models or using preset meshes to make something from the basic meshes. This may be the thing I needed to kick start the process until I get more familiar with blender
What about the hand and the feet, what if I want them to be at the exact size of one of the presets. Because they don't change size!
After you apply the visual geometry to mesh the rig no longer works
Really nice stuff, looks useful for a lot of things, I'll never have to search for a base mesh again, thank you!
3:30 is it ok to sculpt characters in pose? Like, if you plan to rig them, does this make it harder? When I sculpt character from reference I leave them at T pose but it would be really useful to sculpt them posed as the reference, I never did it thinking about the issues I would have when rigging, but are there any?
If you watch the previous Flare Process video that I mentioned you'll see how I handle that! It's a little bit more tricky because you sculpt the character in a pose, but then you have to rig it again and break the sculpt so that it gets back to a T Pose ruclips.net/video/eHddD5OfuwI/видео.html&si=IG1POGnD0xsIlJ_j
could you manipulate each bone individually? like change its length and what not? if so that would bake it easier to make a character i have in mind
Yeah, you can scale all of the bones independently, it's not designed like a regular rig where things are connected, so you can move and scale all of the bones and move them around however you like
ok. for whatever reason its not letting me complete the purchase, like i put my card info in and its not letting me actually go beyond that point. i have no idea what to do to actually complete the purchase.
This might be a silly question but how do we move the joints independently? Every time I move an arm it comes detached from the body lol
It sounds like you're moving the ARM bones, instead you need to move the HAND bones. This rig is set up using an IK rig, meaning we only have to move the bones at the END of the chain, so the hands, feet, hips or head. The rest of the bones will follow!
@VertexArcade I see, thank you! Is it the same for the feet?
Ope I just re read your comment. Thank you!!
Is it possible to customize a mannequin from this set and then saving it for later use?
In case I want to load a particular body type or pose for later use.
There is something wrong with adding the file to the asset library it's not working for me. Based on the timestamp 2:09, as I press the plus button I can't select the "Adjustable Mannequinn v 1.2" file . It doesn't want to open at all. Can you please help me on what could be the problem so it can be fixed? Thank you.
in the File Path preferences, when you click the + button, you then need to navigate to the folder with the Adjustable Mannequin, so it might be in your Downloads, or another folder, and then you can rename your Asset Library to whatever you want, in my case, I called it Adjustable Mannequin v1.2
It's okay for drawing reference and maybe as a starting point for sculptures, but there's a couple problems that are holding it back imo. For one, when extending the wrists past the arms length with IK, the arms just scale up to compensate. Meaning instead of stretching or just stopping the arms balloon up to a huge size. The right clavicle resting position is slightly rotated so the model is always asymmetrical. Another issue is when you adjust the shoulder width, the length of the arms doesn't properly adjust and actually get longer. Also a proper IK/FK switching system is absent.
If this stuff was fixed I'd use it more, but for now its not really worth it for me as an animator and rigger
I can definitely fix some of those things in the next version, but this was never meant as an animation tool, it's mostly for character design and drawing reference. I'm not an animator so I'm not qualified to make an animation ready rig with all of the controls that you might need
Is there any tutorials about this, for blender beginner? I just bought it and i don't know how to set up the menu (the one above the head)
This IS the tutorial/walkthrough. In order to understand how the rig works you'll need to go and watch some Rigging tutorials and they'll walk you through the basics. But in short, there are multiple Modes in Blender (Object Mode, Edit Mode, Pose Mode etc), and the mannequin is a rig which can only be interacted with in Pose Mode, which you can change in the top left. Again, go and watch some Blender beginner tutorials and Rigging tutorials and they'll explain the different modes and how to move bones, then come back to the Mannequin
Thanks for making this tool :D. One issue tho!! I can't seem to find (AM Presets) in the asset menu, am i doing something wrong?
This looks amazing and super affordable
3:00 how do you make it select the entire loop?
To select the entire shoulder sphere, I just hover over it and press L, and to select an entire Loop, you Alt+Left Click, and if you want to select another Loop, you press Alt+Shift Left Click to add to the selection
Please update the addon, it doesn't function with Blender 4.1. None of the sliders function / they don't do anything in Pose mode.
You need to go into pose mode, select a slider (the round part), press G, then drag to the right.
I was looking for an easy model like this a couple weeks ago! Thank you :D
Hello there. I've followed all your instructions here but I have a question: is it normal that the legs and arms detach when you move them with G? They only move together when using the IK.
Hi! Yes that is normal behaviour. This rig is made for the purposes of character creation, not animation, so I wanted to have the flexibility to move the bones in whatever way I needed to
This is super ++ S tier. Holy dang.
Hey I just downloaded the mannequin off of your website for V1.2 but when I move the muscle groups and guide lines slides, nothing seems to show up. Have I possibly done something wrong? I did start a new folder and appended the model into there.
you need to be in pose mode. then click on the slider, and press g before you slide
I need some quick Mannequins for testing on Unity, if I just use one of yours Preset Characters, and I export as FBX to Unity it will keep the bones? Because if would it is exactly what I need to animate there
Awesome work man, and I like the design for your character.
Its an excellent asset but i cant seem to select any of the presets or poses in the library, double clicking does nothing
EDIT: By default, blender 4.0 doesnt have the pose library addon installed. Go to preferences > addons, and add pose library, and then it works
It all works as intended, best 5 bucks i spent on blender!
Make sure you're in Pose Mode, and that none of the bones are selected, or if you only want to change certain bones (maybe the hands) then just select the hands or whatever bones you want
@@VertexArcade I did that, it still doesnt seem to work. when i right click the body types the blend function doesnt seem to wrok either. Is there a setting in pose library that needs to be on, or did i install the file incorrectly? ive never used the library folder so i might just be having a skill issue i suppose
Is this in the main file or did you append it into a new one? In the main file it should work with no issues, if you append it, make sure to Append the Bone Shapes and Rig Collections, they'll be in the Collections folder within the Blender file
@@VertexArcade Turns out, i forgot to add the "pose library" addon in preferences. Thanks so much for the help though.
Ill edit the original post so people who had my problem know the solution i had, thanks agian for the swift replies!
I did not know that, I must have installed it ages ago and just loaded the preferences from older versions, glad you got it fixed!
Great addon, great price, insta-buy!..... Question: The vertex groups seem a bit weird, for example, if you select the "neck" group, part of the top shoulder is also included. Is there any reason for that? (rigging noob here)
I can't rotate the bones of the arms and legs, so it won't be possible to animate the character's movement. Any suggestion?
This rig is using an IK rig, so you don't rotate the bones manually, you move the hands, feet, hips or head to move the rest of the body. If the rotation still doesn't look right, then you can select any of the arm/leg bones and rotate them to get the correct angle. This rig isn't designed for animation though, it was made for character creation, so it doesn't have any specific animation controls. If you want a rig to practice animating with I would recommend looking at rugs by an artist called Artsoff, they have animation ready rigs that have all sorts of advanced controls
@@VertexArcade It's a shame this doesn't work with animations too. The solution I found was to create my own rig to animate after applying the shapes to the object and deleting the original rig.
This project would be perfect if you found a way to make the rig work with animation too, or create a separate rig made for animation, something like that.
@-linksantos what you did was exactly how I envisioned the mannequin to work! Every rig is going to be different and animation isn't my specialty so my rig is for character design and then afterwards you can can rig it however you like to give you whatever controls you need
Hello, this looks great! Is it possible to animate the rig? I'm planning to use this for creating animated pixel art characters and then rendering them into sprite sheets.
How do you rotate the arms so the elbows bend? The knees work right, but I can't figure out what I'm doing wrong with the elbows
Oh ok I figured it out, since the elbow bone 'break' instead of bending I thought I was doing something wrong, but moving them a little & stopping before they 'break' and then using the hand bone to fine-tune the pose works, lol
oh.. my god. This is absolutely amazing, bless you!!!
Hello! is it possible to export this model and use it in Clip studio?
when I duplicate the rig, the sliders for the color and guides apply to all instances. should i just re-append a new one instead if I want mutliple models in one project?
How do you grab the sliders
You have to be in Pose Mode. I would recommend watching some Blender Tutorials about rigging and shape keys, because understanding those will make it much easier to work with the mannequin
I’m trying to move the arm bones however I’m not sure if I’m clicking them correctly any help?
This is using an IK rig, so you move the hands, feet and hips, not the arm bones, you can rotate the elbows/knees with the arm and leg controls but to position the hands, you move the hand bones
that's great for pose reference for 2d artists too! awesome
This is exactly what I needed. Thank you.
It is so great! I am wondering if it can be using for the animation directly.. I want the draft animation for tracing my 2d works.
Yeah it probably could be used for animation, but the rig isn't really set up for animation. I designed it be to used more for modelling and references than animation. It would still work but it doesn't have any of the more fancy animation controls that you'd get in proper rigs
Wish there was a clothing option to select and place clothes on em since I have difficulty drawing those TvT
how do i change the manequinns color
Do they have something like this in VR? I think i could brain easier with 3D in a 3D setting.
Is these mannequin is good for making Adventure time style models?
You probably could, but Adventure Time models are very simple, so I would just use some basic shapes like Cylinders and Spheres to create the characters! I made some Adventure Time fanart years ago so you might get some ideas from this, you can slow down the video if you need to, as it's quite fast! ruclips.net/video/b8pnpCPe55Y/видео.html
Is it possible to prevent limbs from being resized?
I'd like to make a little animation to practice, but it's hard to do when the limbs change size when I try to animate them.
Thanks!
probably a dumb question, but I'm just getting into blender, any time I try to select the sliding body scales, it select the entire piece rather than just the circles, making the entire model move in one direction. I get the feeling I'm doing something wrong with blender, as I also have the issue of double clicking poses and presets not working, and instead have to right click them, and then click assign action. Do you have any idea what's happening and possibly going wrong?
You have to make sure that you select only the coloured circles of the slider, not anything else. If you're new to Blender I would recommend watching some tutorials about rigging and Pose mode, just so you know roughly what the Mannequin and all of the different bones are doing
This is fascinating. Thanks for sharing!