Auto-Rig Pro: Rig Library - Add Custom Bones in Blender 4

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  • Опубликовано: 24 янв 2025

Комментарии • 46

  • @bridge1444
    @bridge1444 2 месяца назад

    Thanks for the tutorial.
    I'm trying to unparent the tigh and the shin bones in order to add a custom bone for the knee deformation. However, the clear parent option is greyed out in the edit reference bones mode.
    Any idea on how to add this kind of bones and make it work with ARP and deform the mesh accordingly?
    Thank you in advance for helping.

  • @TikiToyLabs
    @TikiToyLabs 2 месяца назад +1

    I want to add additional deformation bones to the autorig pro. Like Pectoral muscles and back muscles. I try to parent them in to the reference skeleton and have them track to the arm. Any suggestions? I tried adding bones but it wont let me weight them to the mesh and definitely wont let me add constraints. I don't want to use shape keys for muscle deformation.

    • @pasinduransika7403
      @pasinduransika7403 2 месяца назад

      I'm stuck with same problem did you find way to do it?

  • @fergadelics
    @fergadelics 5 месяцев назад

    I’m getting ready to try and mix an elephant trunk and mouth to a very short human body form per my works request. I’ve been following along to cgdives ARP course and he’s mentioned some specifics on what is correct when customizing the ARP system (I.e. removing bones) and this video has been good. I’ve got rigging experience, but I’ve never tried this. I was just going to just build from scratch but thought I’d try and use this library first. If there was an anthropomorphic mix n match video it would come in handy. In fact, if you could get a video made (about my specific immediate needs) and posted in the next hour that would be great. Thanks.

  • @ryougi-yuugure3078
    @ryougi-yuugure3078 29 дней назад

    I am trying to add additional bones on the Auto Rig Pro Skirt/Kilt rig system by doing an extrude, however it doesn't seem to be parenting well (the extruded bones don't follow the skir. Should i be adding them manually instead, rather than extruding?

  • @kevinbeardslee7587
    @kevinbeardslee7587 4 месяца назад +2

    I feel inept - Parenting wasn't working for me until I hid the reference group and unhid the bind group, even though the reference group was selected. Too many years of Power Animator and Maya. Any idea on how to rigid bind a hat to the new hat bone I've created? Or I can just parent the hat to the new bone - except the bone is not visible in Object mode and if I enter Edit mode with the hat selected to show the bones I can't parent there either.

    • @kevinbeardslee7587
      @kevinbeardslee7587 4 месяца назад

      I got it to work - had to select the hat, then the armature, then enter Pose Mode, then Shift-Select the head bone, then Parent.

  • @Tenchinu
    @Tenchinu 2 месяца назад

    i am... about... to cry....
    thnk u so much!!!! i nearly lost all my hair attempting to add a single... FYCKING... bone into ue.
    Thnk u so much!
    now... do u know of a way to move the IK bones and position them onto other bones that u select? that is the only thing I'm missing, lol
    ill keep searching for that one, but thnk u so so much :)

  • @Spittoon
    @Spittoon 5 месяцев назад

    Can both characters work with autorig? Because when I finished 1 character then 2 character but when I bind, it, the 2 character is fine but 1 character mess up. How do i solve this problem without get error.

  • @hotsauce7124
    @hotsauce7124 10 месяцев назад

    Thank you, would you happen to know how to use the IK/FK switches in AutoRig Pro?

    • @ARP-RigLibrary
      @ARP-RigLibrary  10 месяцев назад +1

      Select an arm bone/controller, head on over to the Tool tab, there you'll find the IK-FK switching tools.

  • @ZomboidArea
    @ZomboidArea 7 месяцев назад

    Hi! Very helpful tutorial thanks! but I have a question. Do you know how this parented custom bone can be "detach" from hand and "attach" again but still be in parent relation?

    • @ARP-RigLibrary
      @ARP-RigLibrary  7 месяцев назад

      For that I would use a ChildOf constraint in stead of parenting.

    • @ZomboidArea
      @ZomboidArea 7 месяцев назад

      @@ARP-RigLibrary But this custom bone needs to be parented to main bone hierarchy for future export for game engine

    • @ARP-RigLibrary
      @ARP-RigLibrary  7 месяцев назад +1

      @@ZomboidArea I haven’t tested it yet, but also for export to game engines I would go with a ChildOf constraint.

  • @petcarlson
    @petcarlson 7 месяцев назад

    Is there a way to parent this bone to the hand and then dynamically parent it to the back bone?

    • @ForwardThinkingTam
      @ForwardThinkingTam 3 месяца назад

      Yes - the Dynamic Parenting Add-On should work.
      ruclips.net/video/zjfQ7My3KVI/видео.html

  • @davebulow2
    @davebulow2 10 месяцев назад

    Thank you! 😊

  • @hotsauce7124
    @hotsauce7124 10 месяцев назад

    Hello, do you know how to "sculpt" and "set up" shoulder correction shapes with AutoRig Pro?

    • @ARP-RigLibrary
      @ARP-RigLibrary  10 месяцев назад +1

      I would advice checking out the ARP documentation: lucky3d.fr/auto-rig-pro/doc/

    • @hotsauce7124
      @hotsauce7124 10 месяцев назад

      @@ARP-RigLibrary I have watched that video many times, I don't understand why it does not work for me.

    • @ARP-RigLibrary
      @ARP-RigLibrary  10 месяцев назад +1

      It's really well explained over here lucky3d.fr/auto-rig-pro/doc/auto_rig.html#corrective-shape-keys @@hotsauce7124

    • @hotsauce7124
      @hotsauce7124 10 месяцев назад

      @@ARP-RigLibrary I have seen that video, I don't know why the setup does not work for me. I also trying to learn how the sculpt is created.

  • @hotsauce7124
    @hotsauce7124 10 месяцев назад

    Hello, when you make new bones a child of the pelvis deform bone, do you choose the "Root" or the "Root master" as the parent?

    • @ARP-RigLibrary
      @ARP-RigLibrary  10 месяцев назад +1

      The bones you mention are reference bones, not deforming bones.
      Technically you can parent to reference bones, but I would parent a new bone to the root.x deforming bone.

    • @hotsauce7124
      @hotsauce7124 10 месяцев назад

      @@ARP-RigLibrary Thank you, Sir

  • @Nehil-ai
    @Nehil-ai 5 месяцев назад

    how to add face rig to these?

    • @ARP-RigLibrary
      @ARP-RigLibrary  5 месяцев назад

      @@Nehil-ai Go into Edit Reference Bones mode, select the head bone, click Limb Options and turn on Facial.

  • @SuperMontana2008
    @SuperMontana2008 6 месяцев назад +1

    can you add a face setup to this?

    • @ARP-RigLibrary
      @ARP-RigLibrary  6 месяцев назад

      @@SuperMontana2008 Yes, it’s quite easy: Go into Edit Reference Bones mode, select the head bone and turn on the face setup.

  • @mariiaprokopenko2941
    @mariiaprokopenko2941 4 месяца назад

    I have bought the autorig pro (full version) on Blender Market, but I only have 5 presets and the whole addon seems to be very limited. I am quite dissapointed :), but maybe there is something I forgot to install?

    • @ARP-RigLibrary
      @ARP-RigLibrary  4 месяца назад

      @@mariiaprokopenko2941 The 5 presets you see are the ones that come standard with Auto-Rig Pro.
      The rig library gives you 25 additional rig presets, so it seems you haven’t installed it correctly.
      Please check the install instructions on the Blender Market product page. If you’re still having issues, please contact me through Blender Market and I will help you out.

  • @sircook8721
    @sircook8721 9 месяцев назад

    Hi, buy how export 3d model with additional bones to unreal engine? for epic skeleton to work

    • @ARP-RigLibrary
      @ARP-RigLibrary  9 месяцев назад

      You tag them as custom bones, as I explain in the video. Then Auto-Rig Pro has its own exporter where you can select export settings for Unreal.

  • @curly73ful
    @curly73ful 4 месяца назад

    I am currently using AUTO-RIG PRO and all of my characters are wearing different shoes with different height elevations. Barefoot, boots, high heels.
    It is the same way when you create a female character in a game like Grand Thief Auto or Saints Row.
    How do I attach the shoes to the rig of my characters and animate them without making separate animations with different shoes?
    Can someone help me?

  • @williamdusk_art
    @williamdusk_art 10 месяцев назад

    Great video, thank you!
    But this got me wondering... to make controllers for those new bones, is it necessary to use the "Set Custom Bones" button as well or there is another way?
    Also the corrective blend shapes that you configure in ARP are exportable to game engines?
    Like if a blend shape is supposed to trigger with a bone at an angle, will that behavior be exported? :D

    • @ARP-RigLibrary
      @ARP-RigLibrary  10 месяцев назад +1

      I have to admit I haven’t tried that yet, but will definitely experiment with it at some point.

  • @PP3D
    @PP3D 8 месяцев назад

    Many thanks 😊

  • @BuzzKirill3D
    @BuzzKirill3D 9 месяцев назад

    Immensely helpful

  • @Megaluigi93
    @Megaluigi93 7 месяцев назад

    i followed this tutorial ruclips.net/video/kB9cJ3wOoPk/видео.html to make 2D UV Warp eyes, but i cant seem to connect them to the rig by parenting, is there any way to get it to work?

    • @ARP-RigLibrary
      @ARP-RigLibrary  7 месяцев назад

      You can try to go into Object Mode, select the meshes of the eyes, SHIFT select the rig, parent with empty groups. Then select the eye meshes, go into Edit Mode, select all vertices, assign the vertices a weight of 1 for the Head vertex group.

  • @sundaylee91
    @sundaylee91 5 часов назад

    why so many steps? I just add a weapon bone to hand bone of Deform bones, then export to unity and it works

    • @sundaylee91
      @sundaylee91 5 часов назад

      and I also tag the weapon bone to custom bone, I mean what is the point of add it to reference bones collection and then match to rig?

    • @ARP-RigLibrary
      @ARP-RigLibrary  4 часа назад

      @@sundaylee91 I prefer to see my custom bones as well when editing my rig in Edit Reference Bones mode.
      And pressing Match To Rig is then a quick step to also add the custom bone to the Deform bone collection.
      But you’re not required to follow my workflow, if you have your own preference please just do that :)

  • @madsmstudios5296
    @madsmstudios5296 6 месяцев назад

    It's a mystery how everyone seems to be able to get an armature to correspond exactly to the mesh with this addon. Never happened to me once. A real shame 'cause its potential is insane

    • @lemonworm
      @lemonworm 3 месяца назад

      what exactly do you mean by correspond exactly to the mesh?