Corrective Smooth Baker, Blender Addon (aka Delta Mush)

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  • Опубликовано: 29 июл 2024
  • ❖Corrective Smooth Baker addon (standalone addon)
    blendermarket.com/products/co...
    ❖Voxel Heat Addon (includes Corrective Smooth Baker)
    blendermarket.com/products/vo...
    ❖Game Rig Tools addon
    gumroad.com/a/286332019/OmHC
    ❖Previous video about Voxel Heat Diffuse Skinning
    • Blender: Voxel Heat Sk...
    Corrective Smooth Baker is an addon for Blender that can "bake" the effect of the Smooth Corrective modifier (also known as Delta Mush) to vertex weights. After that, the rigged mesh can be exported out of Blender with nice deformations.
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    0:00 Intro
    0:45 Addon Pricing
    1:27 Issues with complex rigs
    1:42 Automatic Weights
    2:29 Corrective Smooth Modifier
    4:44 Corrective Smooth Baker Installation
    5:48 Scene Prep
    6:19 Corrective Smooth Baker Workflow & Settings
    10:07 Comparing the Results
    11:11 Other Considerations
    11:43 Complex Rigs
    13:16 Deform Bone Extraction
    14:03 Deform Bone Extraction (Manual)
    15:43 Fixing Parenting
    17:27 Complex Rig Bake test
    19:48 Game Rig Tools (faster workflow)
    22:17 Recommended addon Workflow
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Комментарии • 124

  • @eirikwald
    @eirikwald Год назад +10

    Amazing tutorial! I already had the addon(thanks to your previous video), but I had yet to check out this function myself. Once again you have saved me from hours of boring manual work. Keep it up!

    • @CGDive
      @CGDive  Год назад

      Glad it helped!

  • @Torbulous
    @Torbulous Год назад +10

    8:52 "And now the mesh will start behaving as if it's being exorcised, and this is normal"
    I laughed at this so hard for a good minute. I might be immature.
    Thanks for showing us this add on though. This looks like a huge time saver.

    • @CGDive
      @CGDive  Год назад +1

      lol yeah, it can be disturbing the first time you see it :P

  • @bigboss9150
    @bigboss9150 Год назад +2

    Wow... You just blew my mind with this. I used to think the Corrective baker was broken in the voxel heat addon. Separating the deformation bones only really adds 5 minutes but saves hours of weight painting, so it's completely worth it. Many thanks, brother

    • @CGDive
      @CGDive  Год назад

      Yeah, I wish they would update and streamline that part of the workflow. It's the main weakness of the addon.

  • @jackliu8991
    @jackliu8991 Год назад +7

    You are a blessing for Blender community...

    • @CGDive
      @CGDive  Год назад

      Thanks, Jack!

  • @amixofgeekcontent
    @amixofgeekcontent 13 дней назад

    Thank you for showing a comparison at the start!

  • @rsunghun
    @rsunghun 10 месяцев назад

    You literally saved my project and my life. Best luck to you and thank you!!

  • @alexeypetrov8394
    @alexeypetrov8394 Год назад

    Best Blender Rig videos on youtube! thanks for sharing us your skills!

  • @user-vf1sc7pq8w
    @user-vf1sc7pq8w Год назад

    Thank you again for your detailed tutorial video. I can experience the various detailed benefits of paid plugins from your tutorial, so that I won't give up using them because I don't know how to use them!!

    • @CGDive
      @CGDive  Год назад

      You're very welcome!

  • @DucktorQuackers
    @DucktorQuackers 6 месяцев назад

    wow and here a thought I was just really bad a weight painting. What an amazing tip helped me a ton.

  • @oomegator
    @oomegator Год назад +1

    Great stuff, will have to get the Voxel heat addon now! :)

  • @ainacrespi3168
    @ainacrespi3168 Год назад

    Really usefull thanks! I acctually tried to smooth bake with the quick rig pro and animations done and it worked, it doesn't brake in pose mode and it does a pretty god job, I have to correct one part of de weights, but it did improve.

  • @Zuntrix
    @Zuntrix Год назад +4

    I don't hate weight painting. 🙂I like it. It's also a big part of my job.

    • @CGDive
      @CGDive  Год назад +2

      You have to start the video somehow :P

  • @Gmodderable
    @Gmodderable Год назад +1

    Great content as always!

    • @CGDive
      @CGDive  Год назад

      Glad you enjoyed it

  • @powmod1
    @powmod1 Год назад +8

    You deserve more subs

    • @CGDive
      @CGDive  Год назад +2

      Thank you sir :)

  • @TheRealJerseyJoe
    @TheRealJerseyJoe Год назад +2

    Great information, thanks !

    • @CGDive
      @CGDive  Год назад +1

      My pleasure!

  • @ruslonick
    @ruslonick Год назад

    thank you soooo much for your tutorials!

    • @CGDive
      @CGDive  Год назад

      Glad you like them!

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial Год назад +1

    This is amazing! I am working with Metahuman and very unwillingly opened up Maya for weightpainting some clothes on mine. It seems I wasted a week in maya when I could have done this in few minutes in Blender!

  • @activemotionpictures
    @activemotionpictures Год назад

    Wonderful!! Delta-mush!!

    • @CGDive
      @CGDive  Год назад

      Yeah, weirdest name ever but it's awesome :D

  • @VoidKaiser
    @VoidKaiser Месяц назад

    thnx

  • @ABentPaperclip
    @ABentPaperclip 3 месяца назад

    the newest version of this addon seems to work fine with the newest version of ARP!
    actually i take that back, I was not getting errors as broken looking as yours, but there were definitely some issues with vertices being weighted to bones that were nowhere near

  • @elcid2651
    @elcid2651 6 месяцев назад

    For whatever reason, every time I try this it ends up completely breaking my face rig weights. I've tried parenting the bones to the head, not parenting them, deleting them, even locking them; I always end up with distorted face weights. It's not the end of the world; I just select the bones and go into Weight Paint Mode and Assign Automatic From Selected Bones, but I feel like I must be doing something wrong. Plus, I have to go back and re-fix all the inner mouth, teeth, and tongue weights all over again. Would be nice if there were a way to exclude the face rig entirely.

  • @roughnesspub
    @roughnesspub Год назад

    Man amazing tutorial as usual. I noticed that whenever I have challenge with skinning your channel is first thing Im checking on 🐒. I tried to test this approach and results with with simple cloth were impressive. But what i noticed is that Repeat values higher than 9 makes sleeve area less "sensible" to armature and arm goes out of the cloth boundary. Additionally small details like little cloth pieces shrinks with corrective smooth. Hope to be wrong though

  • @Tenchinu
    @Tenchinu Год назад

    this add-on is amazing and INSANELY recommend it... but couldn't really figure out a good result for fingers without manually correcting. Any suggestions?

  • @wjhamilton1984
    @wjhamilton1984 6 месяцев назад

    at 11:30 you showed a bone for the shoulder (twist bone). Do you have a video talking more about that? Is it for doing corrective shapes? I'm looking to see how difficult it would be to do corrective shapes in Blender, and have them work in Unreal Engine. Also thanks for this video! I bought and tried the addon and really like it.

  • @studiophantomanimation
    @studiophantomanimation Год назад

    I've learnt all my most useful tips from your channel. It's much appreciated. I have a suggestion for a future video. Blenrig 6 is out now and claims to be a professional level rig and is used for Blender movies. It would be interesting to hear your take on it. It's free, so I'm going to try it out. They're claiming it's almost unnecessary to weight paint.

    • @CGDive
      @CGDive  Год назад

      I am considering making a video about it. I also gave it a quick try and it seems quite intuitive.

  • @xxyychannel
    @xxyychannel Год назад

    A pretty thorough presentation to the addon, thank you!
    To use the baker, is it necessary to join all the meshes(such as clothes, hair pieces, face, or parts that are already deformed well) into one piece? For example, the connection between the face/head mesh and the neck of the body mesh is fine, but the root area of the neck and shoulders has bad deformation; is it recommended to join the head to body first and then bake?
    Will there be a difference between baking each separated mesh once and baking one joint mesh once?

    • @CGDive
      @CGDive  Год назад

      I think it's best to bake all at once. I still have to test this but I don't think you have to join all meshes.
      I think you need:
      -all meshes that will be baked are bound to the armature
      -all meshes that will be baked have an active Smooth Corrective modifier
      -all meshes that will be baked are selected and their armature is also selected
      Although having a single mesh is simpler for sure :)

  • @Leskovcanin
    @Leskovcanin Год назад

    question. when will the second part of the faceit tutorial be live? Working on a project rn and would love a detailed explanation on the second part and how i could blend it with other animations thanks :D

    • @CGDive
      @CGDive  Год назад

      Working on it! We found some minor bugs while working on the video and I am waiting for them to be fixed. So you'll be getting a better addon as well as tutorials :)

  • @ana-ot3is
    @ana-ot3is 5 месяцев назад

    Hey, thank you for the tut!! One question please : is it possibloe to sculpt corrective shapes on top of the corrective smooth modifier? In my case when I want to scuylpt the shape key it neutralizes the corrective smooth bakeer and the mesh looks like at the begining

    • @CGDive
      @CGDive  5 месяцев назад

      Yeah, corrective smooth smooths out shapekeys. One solution is to use the Vertex Weight feature of the modifier to make it not effect certain parts of the mesh such as the parts affected by the corrective shapekey.

  • @Draxtemsklounts
    @Draxtemsklounts Год назад

    Fantastic, does this work with complex rigs? Its something similar to a bipedal humanoid, no arms and long neck with teeth, im having trouble rigging it the bones twist, and then doing it manually the Ik dont behave because it's complex and will move it out of the mesh and its a pain forcing it back, being horribly twisted. Im redoing it with some extra caution but anything would be helpful. It would be helpful to be able to do this for animating attacks.

    • @CGDive
      @CGDive  Год назад +1

      "does this work with complex rigs?"
      Please watch the video :D

    • @mateuszmrowczynski5763
      @mateuszmrowczynski5763 Год назад

      ​@@CGDive but you dont speak on this topic in the video...

  • @ParodosGames
    @ParodosGames 18 дней назад

    In a future version of game rig tools, would it be possible to maybe have it exclude certain bonelayers? Thanks for the tutorial!

    • @CGDive
      @CGDive  18 дней назад

      Can you share more details? GRT has a lot of options to limit what will be extracted. There is an option to only extract the selected bones if you want to be very precise.

  • @HassanAli-sb7cc
    @HassanAli-sb7cc Год назад +2

    Man, I love this !! I commented on the last video but sadly the addon was just for blender, & now you made my Unreal Rigging life so much easier

    • @CGDive
      @CGDive  Год назад

      Enjoy!
      As for 12:39, no it doesn't happen when you do it with GRT. I showed that around 19:50. Did you watch it?

    • @HassanAli-sb7cc
      @HassanAli-sb7cc Год назад +1

      @@CGDive I was so happy yet concerned, I commented before watching it completely :P , watched it awesome addon & process, thank you!!

    • @CGDive
      @CGDive  Год назад

      @@HassanAli-sb7cc Ah, cool! :)

  • @juncando
    @juncando Год назад

    How will I achieve Cascadeur in Blender ? So that the motion is more grounded. Also for lip sync, can I drive the phonemes to trigger shape keys like eyebrow morphs with your RBF Addon ? And Finally, will the Voxel Heat be needed of I have the Autorig Addon ? As ARP has a voxel based skin algorithm. Thanks in advance.

    • @CGDive
      @CGDive  Год назад

      RBF is not "my addon" :)
      If the ARP algo does the work, then you don't need anything else. Only buy stuff you need.
      As for Cascadeur, it has features that Blender doesn't. So in Blender, just use your sense of motion to make the animation grounded.

  • @ashdalat.
    @ashdalat. 7 месяцев назад

    Every time I struggle with rigging, I come back here. This time, I have another question. Do you know of any add-ons that can delete groups with empty weight? The groups become quite messy after using automatic weighting.

    • @CGDive
      @CGDive  6 месяцев назад

      There is a default Blender operator for that in Weight Paint mode under the Weights menu. But this addon is awesome and has improvements on these features
      ruclips.net/video/7FBVukiQNbQ/видео.html

  • @Mamika_AFK
    @Mamika_AFK Год назад +3

    Awesome video! Cuz I hate weight painting lol 😆
    Btw, can you also make a tutorial on how to bake the Corrective Smooth without the paid addon, please? 🥺

    • @CGDive
      @CGDive  Год назад +1

      We all do :P
      I can't do a video like that because I don't think it's possible. The addon is based on some sort of algorithm which is probably open-source. So if someone wants to make a free implementation it might be possible. For now the paid addon is all we have.

    • @Mamika_AFK
      @Mamika_AFK Год назад

      @@CGDive oh ok, thanks for answering 😊

  • @luckydurians
    @luckydurians Год назад

    so if im using autorig pro what is the best method of exporting the deform bones? I would have to re-parent every single bone if i do this manually so it seems like manual is not a good option. I can get fbx import export if thats the easiest way but i dont know how to use it. Is there a way to still use the game rig addon even if i use autorig pro? The create game rig button is not pressable in the addon because i am not using rigify.

    • @CGDive
      @CGDive  Год назад

      yes, you can use GRT with ARP. The addon is not limited to Rigify rigs. the button is not active because you haven't selected the ARP rig as aa control rig. Watch the latest video to see how it works.
      ruclips.net/video/9Fj9PQNeX_8/видео.html

  • @chinonsopromise4962
    @chinonsopromise4962 Год назад

    When i use the game rig tools to extract a deform bone from a control rig like mixamo, if i export it as fbx and reimport it back to another blender file, it doesn't play the animation. Please what am i doing wrong.
    And also if you have an idea of how I can export an animation from a control rig like mixamo control rig to use in another blend file please help me out. After doing an animation I'm forced to create the environment in the same blend file I used in animating and I can't take the animation else where, please help me

    • @CGDive
      @CGDive  Год назад

      I am not sure, sorry. The animation is problably still on the control rig. You have to bake it on the extracted rig. But I can't say for sure, I just don't know what exactly you are trying to do.

  • @applecarapplecar
    @applecarapplecar Год назад +1

    Hi! I've just purchased your addon and I bet it would help me a lot :)
    Now I'm following your tutorial(this video), and I wonder why my calculation progress takes too much time.
    Could you inform me the recommended computer spec(CPU, memory, etc.)?
    And also, how many vertices does the model in that video contain? Was it re-topologized to low-poly? Thanks.

    • @applecarapplecar
      @applecarapplecar Год назад

      Oh, I found the model in this video has about 77,016 vertices! But mine has only 18,400 vertices and take at least 15 minutes even in "Low" bake quality mode... How can I solve this issue?

    • @CGDive
      @CGDive  Год назад +1

      Hi, very important: this is NOT "my addon". I am just made a review/tutorial.
      For such technical issues, please contact the addon developer. You can find a contact button on the Blender Market page of the addon :)

    • @applecarapplecar
      @applecarapplecar Год назад

      @@CGDive Oh I see... Thanks! And sorry for my misunderstanding.

    • @CGDive
      @CGDive  Год назад

      @@applecarapplecar No prob :)

  • @ugu8963
    @ugu8963 11 месяцев назад

    Would there be a way to store the results of the delta mush deformer in a shape key ?

    • @CGDive
      @CGDive  10 месяцев назад

      Yes, i could be done. There is a Save as Shaepekey function in the modifier dropdown menu.

    • @elcid2651
      @elcid2651 6 месяцев назад

      As far as I know, the Save as Shape Key doesn't work for CorrectiveSmooth, or at least it does not appear to do what you'd expect it to do. There is a Corrective Shape Keys addon that comes included with Blender; you just need to activate it from your Preferences. It's a bit of a convoluted workflow, but I've been able to save CorrectiveSmooth modifier results as Shape Keys using the addon. Very useful for making corrective shape keys!

  • @TheBadCode
    @TheBadCode Год назад

    Thanks for your great videos. So first apply Voxel Heat and then Corrective Smooth Baker, right? It works but causes some problems: When I move the character's fingers, small parts on the character's shoes move! :D
    It has slightly extended the vertice group of fingers to the shoes.
    Also the vertice group of the hands and the head have parts at the shoes!
    Of course, this makes no sense and had to be corrected manually.
    I don't know if this is important but my character does not consist of a single mesh but of several meshes that I select.

    • @CGDive
      @CGDive  Год назад

      This doesn't sound right. If you think the addon is not performing as expected you should contact the developer. It may be a bug that needs to be fixed.

    • @dastropl7695
      @dastropl7695 7 месяцев назад

      Did you solve your problem? I have exactly the same issue

  • @TheOneWhoAnimates
    @TheOneWhoAnimates Год назад

    Your videos are great and I love watching them but I would suggest to make the videos a bit shorter with speeding up things and cutting. That way it would be easy for us to get more information in short time. Thank you 💟

    • @CGDive
      @CGDive  Год назад

      Hi. Honest question: what would you cut out of this video? I would really appreciate your feedback.
      This may come as a surprise but this is what I get after cutting and speeding up :)

    • @TheOneWhoAnimates
      @TheOneWhoAnimates Год назад

      @@CGDive Yeah for example, when you are applying values, you could cut out the typing parts. I know i am knitpicking small things but shorter videos would be highly appreciated by a large audience . Love your videos.

  • @hotsauce7124
    @hotsauce7124 4 месяца назад

    Hello, will this voxel heat weights export to UE5?

    • @CGDive
      @CGDive  4 месяца назад +1

      Voxel heat is just an addon that creates weights. Once they are created the addon itself doesn't matter. The weights will work anywhere.

    • @hotsauce7124
      @hotsauce7124 4 месяца назад +1

      @@CGDive Thank you

  • @pshipone376
    @pshipone376 9 месяцев назад

    is it working when export for UE5?

    • @CGDive
      @CGDive  9 месяцев назад +1

      when baking is done, it creates normal vertex weights so it can be exported to any other 3d app.

    • @pshipone376
      @pshipone376 9 месяцев назад

      @@CGDive Oh yeah, I didn't see it when Smooth Corrective was deleted

  • @RohanCreation5
    @RohanCreation5 Год назад

    hay can you Show the process with Cutome marvelous designer clothes for Metahuman Character and skin it in blender and Exporting to Unreal Engine 5

    • @CGDive
      @CGDive  Год назад +1

      Unlikely, as I don't use marvelous :)

    • @RohanCreation5
      @RohanCreation5 Год назад

      @@CGDive any custom clothes skinning for Metahuman 😅? Please

    • @CGDive
      @CGDive  Год назад +1

      @@RohanCreation5 That's possible because I'll definitely be focusing on UE soon.

  • @Atomic-toons00
    @Atomic-toons00 6 месяцев назад +1

    8:52 that guy need sum help

    • @CGDive
      @CGDive  6 месяцев назад

      yes, lol

  • @Tenchinu
    @Tenchinu Год назад

    Corrective Smooth *exists*
    Me: where have u been all my life!!!!?!?? :(
    thnk u so much!!!! this is gonna b the fastest purchase i made in my life

    • @CGDive
      @CGDive  Год назад

      You're welcome 😊

  • @xdozgaming3496
    @xdozgaming3496 Год назад

    bro where is the trex rigging. i followed your courses but rigging trex in auto rig pro is driving me crazy. can you please do a video on that even with no explanation just a video of rigging.

    • @CGDive
      @CGDive  Год назад +1

      Will do it sooner or later. :)

    • @xdozgaming3496
      @xdozgaming3496 Год назад

      @@CGDive if you need the trex model with texture i can send it to you! also i'll be waiting

    • @CGDive
      @CGDive  Год назад

      @@xdozgaming3496 What kind of model? What's the license?

    • @xdozgaming3496
      @xdozgaming3496 Год назад

      @@CGDive there are 2 models. 1 has the limitation of commercial purposes and the rest is good to go. The other one has no limitations. Its the trex which almost everyone uses in their videos without any credits. For example the trex in this video ruclips.net/video/3QSNvktNVR0/видео.html
      And that is trex which is not allowed for commercial purposes ruclips.net/video/rUkR6QOM5r0/видео.html

    • @CGDive
      @CGDive  Год назад

      @@xdozgaming3496 Hi. OK, ideally I want to see the source of the model where the license is stated clearly. :)

  • @daveyhu
    @daveyhu 9 месяцев назад +7

    I'm all for speeding up weight painting but honestly the time one spends on these "magic addons" is a waste if you were to just practice. Rigging in general seems to be this esoteric beast not meant for the average blender user to trifle with but come on, it's seriously so easy once you dedicate a day of your life to understand it. Opens up so many doors and you won't be dependent on other's people software or ideas on how rigging should be done.

    • @lemonworm
      @lemonworm 7 месяцев назад +3

      I understand but some peoples projects require them to focus on other things and just get this aspect of it done quickly

    • @vuankhanhbeo
      @vuankhanhbeo 8 часов назад

      A day? I spent 3 days learning rigging, and just for the gist of it, and unknown errors keeps coming up one after another

  • @raelroque5595
    @raelroque5595 Год назад

    i dont know looks like auto weight or manual stiil more easy than do all this to get the thing work,
    and i dont know why those stupids higs addon keeps creating 4 bones the arms and legs, and totally unnecessary.

  • @marcelievsky
    @marcelievsky Год назад

    nah I prefer doing it manually

  • @nightcow8767
    @nightcow8767 11 месяцев назад

    3 hours manual mmmmm nah

  • @fuyu1259
    @fuyu1259 2 месяца назад

    lost me at paid addon

    • @CGDive
      @CGDive  2 месяца назад

      Came back for the free ones :)

  • @punjabiartc
    @punjabiartc Год назад

    I am good modelling in blender but i learning character animation
    So .....
    Any one tell me i think make my own pipeline
    Modelling scene -> Animate-> Render
    In in in
    Blender | Maya | Blender
    For fast work flow
    Becoz i make like cocomelon cartoons for kid for saving life disturbing gap voilance
    Some mess content on around
    And give Valuable msg
    Be honest
    I resigned my job for saving kid's life

  • @JoJo-xv8vj
    @JoJo-xv8vj Год назад

    In fact, It is not baked. It is just an improvement of Voxel Heart. If you try to bind the cylinder to bone with Corrective Smooth and then bake, it doesn't working like Corrective Smooth. it's not bake, it's improvement of Voxel Heart. I recorded a video for your reference. ruclips.net/video/ucGEe287H7U/видео.html
    This is not suitable for use in games as it will result in messy weighting. When you apply it to a game with only 4 bones, you will encounter errors.
    Of course, it's a different algorithm, but it's not a baker either. Saying "baker" is simply deceiving people.

    • @CGDive
      @CGDive  Год назад

      I showed exactly what it does in the video. OK, it doesn't work well for cylinders. Fine by me :)
      And the addon has the option to limit the number of bones to 4.
      "It is just an improvement of Voxel Heart"
      No, it's a completely different algorithm. It has nothing to do with Voxel Heat.

    • @JoJo-xv8vj
      @JoJo-xv8vj Год назад

      @@CGDive I don't think you can understand what I'm talking about yet. It can even mess up your weights and cannot be fixed. Because I used it extensively in my game a long time ago and even had email correspondence with the author until I became aware of the reality of the situation.

    • @JoJo-xv8vj
      @JoJo-xv8vj Год назад

      @@CGDive Of course, it's a different algorithm, but it's not a baker either. Saying "baker" is simply deceiving people.

    • @CGDive
      @CGDive  Год назад

      @@JoJo-xv8vj I see your problem with the name. Yeah, if you expect it would bake Corrective Smooth modifier 1:1, indeed it won't.

    • @JoJo-xv8vj
      @JoJo-xv8vj Год назад

      @@CGDive It not only messed up the weight of many of my monster characters, but I had to redraw the weight one by one until the problem was fixed. The issue was not just with the name.

  • @batnikelam-mavzer443
    @batnikelam-mavzer443 Год назад

    its not good to export to game engines

    • @CGDive
      @CGDive  Год назад +5

      It's not good to comment without watching the video.

  • @Follydirector
    @Follydirector 3 месяца назад

    I CLICK CNTRL P AND DOESNT SHOW AUTOMATIC WEIGHTS!!!
    I CLICK CNTRL P AND DOESNT SHOW AUTOMATIC WEIGHTS!!!
    I CLICK CNTRL P AND DOESNT SHOW AUTOMATIC WEIGHTS!!!
    I CLICK CNTRL P AND DOESNT SHOW AUTOMATIC WEIGHTS!!!
    I CLICK CNTRL P AND DOESNT SHOW AUTOMATIC WEIGHTS!!!

    • @CGDive
      @CGDive  3 месяца назад

      Select the mesh, then shift select the rig, then press ctrl +P.
      Select the mesh, then shift select the rig, then press ctrl +P.
      Select the mesh, then shift select the rig, then press ctrl +P.
      Select the mesh, then shift select the rig, then press ctrl +P.

    • @Follydirector
      @Follydirector 3 месяца назад

      @@CGDive yeah I did do that doesn’t work but thanks for replying