Adjustable Mannequin v1.2 is out now! It adds Character Presets and Pose Presets to allow you to easily get up and running! vertexarcade.g... www.vertexarca...
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
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.
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!
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...
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.
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.
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 👏👏
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.)
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
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!
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!
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!
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
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 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.
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
I'd be very interested in a longer video on how exactly these mannequins work. I need to make this kind of adjustable body model for characters in the game I'm developing, but I'm not sure where to start. This video has given me a good lead (shape keys), but an overview on how to make your own mannequins would be really really valuable
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.
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
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 really like this concept, and I have a feature request: Would it be possible to make your mesh revert to a base T-pose or A-pose after you're done moving everything in to place? I work in games, so the characters can't have a set pose in 3d when they go through the animation pipeline, but I often have a compelling concept that I work from, but it's only from one angle. So I could use your tool to capture the proportions of that concept, and then once those general proportions are right, press a button to get a base T pose mesh with those proportions. Did I make sense? And if so, is that possible?
After you move all of the sliders and stretch limbs etc, you can manuallyove the bones back into a T pose. Because we're moving the bones if we reset the positions they'll just revert back to default, there's no way to save the adjustments, so bringing it back to T Pose manually is the only way
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
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
I know you didn’t intend this for anything beyond making characters in blender, but do you think you could help me get all these shape keys into unreal engine as morph targets? Because these options are almost perfect for a project I’m working on.
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
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?
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."
That is true, although, that would require some more drivers which would then make moving the leg bones more difficult so I didn't add it. You can easily move the leg bones so that they fit the new hip width, or any bones in fact, they're all completely separate, allowing you the freedom to move them however you like
Holy shiet bro that is wild... For only 5 bucks that is insane... I will probably still remesh the topology either way and fix up bones etc because I'm adding "special part" support to my character creation setup, but im defenitely gonna pick that up for the ease of workflow
That's the whole point of this! It's not meant to be a finished ready to go model, it's to allow you to create custom basemeshes so you don't have to start with spheres and cylinders each time!
Hello. Greg here. Long time subscriber, first time comment. Is there a way to keep the arms and legs from inflating when moving the hands and feet around?
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.
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
It depends on what way you're using them, if you're just using them to create custom base meshes so you can sculpt a commission or something then that's fine!
@@VertexArcade I have a small team of three working on a animated show that will go straight to RUclips. It's not making money now but our hope is someday it will. Looking to use this to make a base mesh for background characters and such quickly. Would that be okay?
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
wow this is really cool, i browsed your channel but didn't find a video on how you set this all up. currently i'm working on a project which needs a variety of different Fish models be created, nothing fancy, but many different fish. I've been doing a little research to try and see if i could set something like this up but for fish and haven't found anything quite yet. if you had any resources you could link or if you were willing to make a video on how someone could set something like this up i would really appreciate it. Thanks for the content and good luck
It's a combination of shape keys and some rigging, so in the case of a fish or animal, I would use shape keys to change the general shape of things like how angular or curved parts are, but then use the bones to change the length and position of body parts like fins etc. so you would drag the fin bones to create longer fins, and then use shape keys to change the shape of the fins
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.
Really nice tool! - Are the rigs compatible with game engines (Unity humanoid rigs in my case)? - What about the license? Can the exported characters be included in a commercial asset pack, e.g. in animation packs?
The rigs aren't compatible with Unreal, they're custom Blender rigs designed for character modelling, not animation. And in terms of licenses, the model was designed as a starting point for people, to create their own models, not just to use and distribute themselves, so unless you change the exported model a bit, you can't distribute it.
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?
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 .
As a 2D artist who’s also getting into 3D work…THIS IS GIVING ME LIFE!
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
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...
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.
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!!
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.
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!
I've been needing something exactly like this for months. Great work!
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...
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.
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.
Crazy how this looks so much better than the one in CSP
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 👏👏
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.)
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
a “Must Have” for animators and sculptors.
i was just wishing for something like this to use as a reference for drawing. this is amazing!
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
This might be the best addon of 2024. Bravo good sir, bravo!
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 so cool! Please do more tutorials, I love seeing your process.
When I start trying to make characters in blender I'll definitely try to use this as a base, thank you!
Great video asset! The blender community amazes me sometimes
Wow, this can be easier than building from beginning.
this saves so much time for body sculpting thank you so much dude
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!
This is awesome! Thanks for your hardwork creating the adjustable mannequin add-on!
much better than the first version, good job!
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!
Are these compatible with older versions of blender? Or by 4.0+ does that mean only compatible with 4.0 and newer versions?
man, cant afford it, DANG IT, pretty neat, is everything i like to see
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!
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
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 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.
Same issue here. Removing the IK constraints and reparenting the wrists and heels kinda works but breaks the presets.
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 super ++ S tier. Holy dang.
I'd be very interested in a longer video on how exactly these mannequins work. I need to make this kind of adjustable body model for characters in the game I'm developing, but I'm not sure where to start. This video has given me a good lead (shape keys), but an overview on how to make your own mannequins would be really really valuable
Dude you are a life savor❗️❗️ im very new to blender but this should soften the blow😮💨
Awesome work man, and I like the design for your character.
I was looking for an easy model like this a couple weeks ago! Thank you :D
This looks amazing and super affordable
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.
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 ^^
This is fascinating. Thanks for sharing!
This is exactly what I needed. Thank you.
Finally! A Blender tutorial that is actually doable
that's great for pose reference for 2d artists too! awesome
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 is a game changer for 2d animation.
Thanks this is realy usefull for pre visualisation work and also for layout a storyboard. But also for kind of zbrush style sculpting.
Amazing i can see a lot of potential in this thing 😮
oh.. my god. This is absolutely amazing, bless you!!!
I just bought this tool and I think its fantastic! Are you planning on adding limb length to the sliders or no?
amazing, can you create something similar for animals, monsters?
Wish there was a clothing option to select and place clothes on em since I have difficulty drawing those TvT
What a great idea! This will save some time!
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 really like this concept, and I have a feature request: Would it be possible to make your mesh revert to a base T-pose or A-pose after you're done moving everything in to place?
I work in games, so the characters can't have a set pose in 3d when they go through the animation pipeline, but I often have a compelling concept that I work from, but it's only from one angle. So I could use your tool to capture the proportions of that concept, and then once those general proportions are right, press a button to get a base T pose mesh with those proportions.
Did I make sense? And if so, is that possible?
After you move all of the sliders and stretch limbs etc, you can manuallyove the bones back into a T pose. Because we're moving the bones if we reset the positions they'll just revert back to default, there's no way to save the adjustments, so bringing it back to T Pose manually is the only way
@@VertexArcade Okay, thank you for explaining that!
0:03 _gyatt-_
it's great. I hope to be able to try it soon.
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!
Holy cow. This is wonderful
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
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!
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.
Nice asset though I was wondering how does one access the pose library again after completing the sculpt?
ooooo I've been lookin for somethin like this
I know you didn’t intend this for anything beyond making characters in blender, but do you think you could help me get all these shape keys into unreal engine as morph targets? Because these options are almost perfect for a project I’m working on.
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
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?
Furthermore, the price is not so expansive, even for less favored economies, due to the quality of the product.
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 really cool
Can't move the elbows of the mesh without breaking the arms in half. Plus, the shapekeys are way too limited for more cartoony styles
very awesome :^), thanks for your work
The hip one should also move bones
That is true, although, that would require some more drivers which would then make moving the leg bones more difficult so I didn't add it. You can easily move the leg bones so that they fit the new hip width, or any bones in fact, they're all completely separate, allowing you the freedom to move them however you like
Holy shiet bro that is wild... For only 5 bucks that is insane... I will probably still remesh the topology either way and fix up bones etc because I'm adding "special part" support to my character creation setup, but im defenitely gonna pick that up for the ease of workflow
That's the whole point of this! It's not meant to be a finished ready to go model, it's to allow you to create custom basemeshes so you don't have to start with spheres and cylinders each time!
I LOVE YOU SO MUCH FOR THIS
Thanks, this is amazing!
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
change the "curvy" to "pixar mom" thanks
Very cool!
Hello. Greg here. Long time subscriber, first time comment. Is there a way to keep the arms and legs from inflating when moving the hands and feet around?
At the moment, not really, you could just use the sliders to adjust the scale, the rig just stretches them, but I think I can fix this in an update
@VertexArcade that's great to hear. could you also include an option for simplified hands too?
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
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
Are we allowed to use these models on projects that we would be getting paid for? It's a crazy helpful tool! Thanks for making it!
It depends on what way you're using them, if you're just using them to create custom base meshes so you can sculpt a commission or something then that's fine!
@@VertexArcade I have a small team of three working on a animated show that will go straight to RUclips. It's not making money now but our hope is someday it will. Looking to use this to make a base mesh for background characters and such quickly. Would that be okay?
Yeah that's no problem!
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 very nice I will use this for uhh.. *Experimental research*
Could you send me the pictures/videos when you're done?
I'm having trouble getting started... help!!
wow this is really cool, i browsed your channel but didn't find a video on how you set this all up. currently i'm working on a project which needs a variety of different Fish models be created, nothing fancy, but many different fish. I've been doing a little research to try and see if i could set something like this up but for fish and haven't found anything quite yet. if you had any resources you could link or if you were willing to make a video on how someone could set something like this up i would really appreciate it.
Thanks for the content and good luck
He said in the video that he used shape keys.
there are a ton of videos on youtube on how to make shape keys.
It's a combination of shape keys and some rigging, so in the case of a fish or animal, I would use shape keys to change the general shape of things like how angular or curved parts are, but then use the bones to change the length and position of body parts like fins etc. so you would drag the fin bones to create longer fins, and then use shape keys to change the shape of the fins
I would love to make something like this one day for quadrupeds,
Working on it!
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.
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?
Really nice tool!
- Are the rigs compatible with game engines (Unity humanoid rigs in my case)?
- What about the license? Can the exported characters be included in a commercial asset pack, e.g. in animation packs?
The rigs aren't compatible with Unreal, they're custom Blender rigs designed for character modelling, not animation. And in terms of licenses, the model was designed as a starting point for people, to create their own models, not just to use and distribute themselves, so unless you change the exported model a bit, you can't distribute it.
@@VertexArcade Got it, thank you very much for the explanation :)