@@bobdawkins7473 well thats in your country. Cause in my shitty state they dont care about anything of what you said. Its something like. Studio "Hey animator! This is the model, do your work now" Animator "But this are just some joints without controllers without IK and..." Studio "HEY! I DONT CARE AND I DONT HAVE IDEA OF WHAT YOU JUST SAID! BUT IF YOU CANT DO IT YOUR FIRED RIGHT NOW, THEY ARE A TON OF ANIMATORS WHO WOULD LOVE TO BE IN YOUR PLACE!" Animator "..."
@@bobdawkins7473 not everybody wants to be employed. There are freelancers as well and content creators. There are a wide range of activities where rigging for generalist or sculptors can be used without the need to be a nasa mathematician. There is a big planet and not everyone lives right next to a VFX house. Last I checked this tutorial was not meant for London residents desperate to work for Disney.
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above. If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
The problem with this way of splitting blend shapes at 21:41 is that the paint blend shapes weights isn’t normalised. Going into the component editor sucks so an alternative is to 1. Paint the weights of the centre shape. 2. Then create a blend shape with your full shape and centre shape onto a separate clean mesh. 3. Then set the full shapes weight to 1 and your centre shape to -1 and you’ll have the lips outer shape which is much easier to split into left and right. This approach also works for areas like the eyebrows
This is great! Exactly what I am looking for. I am trying to create blendshapes for an Unreal Engine fbx rig I have. Will i be able to export these blendshapes on the rig I have imported into Maya and they will exist on the rig in Unreal Engine?
Ok so when you done with the blend shapes of the head, how then do you reattach it to the rest of the body? My guess is to use a wrap deformer but I'm not sure... Thanks!
Is there a point in your videos where you cover blendshapes that change the position of the joints and how to handle that? I'm talking about something where the blendshape changes the position of the eye or the nose and you have to adjust the rig or else the deformations won't work properly? Is that covered somewhere in the series?
Duplicate the model - Separate the head - Rebind the new models to the skeleton - Copy the skin weights from the full model over to the new ones - Delete the old model.
@@antCGi So the final rigged model has 2 seperate pieces of geometry for the head and body under same rig group but not welded, just skin weights copied? Then head blendshapes only affect vert order on head mesh yes?
Why making blend shapes by iterating geometry mannualy and not using controllers created? I also don't get why you would duplicate head geometry to create blend shapes after showing how it could be done by only iterating main mesh. I personally would rather just work on one mesh using the method you showed at the very beginning without duplicating 100 copies of the head. Also, I don't have the option to separate head from the body because the whole weight-painting will go off and copying weight-paint from the whole body to separated parts works but noot smooth at all and moving neck joints cause head mesh to split up from the body. Fixing it by repainting weights takes way too much time and makes it inprecise in any case because the geometry is splited.
Ah, I finally completed this video. Thanks a lot for making such informative tutorial.❤
Finally finished this video. Much appreciated, and looking forward to the next one. Cheers!
Glad you liked it! Just working on the next one now, it will have a downloadable script to go with it too.
now everyone can learn rigging very easy and free. thanks
@@bobdawkins7473 well thats in your country. Cause in my shitty state they dont care about anything of what you said. Its something like.
Studio "Hey animator! This is the model, do your work now"
Animator "But this are just some joints without controllers without IK and..."
Studio "HEY! I DONT CARE AND I DONT HAVE IDEA OF WHAT YOU JUST SAID! BUT IF YOU CANT DO IT YOUR FIRED RIGHT NOW, THEY ARE A TON OF ANIMATORS WHO WOULD LOVE TO BE IN YOUR PLACE!"
Animator "..."
@@dogesexypro4536 a studio like that wouldn't last long
@@bobdawkins7473 well like i said before. THAT RULE DOESNT COUNT IN MY COUNTRY
@@dogesexypro4536 Great that push animator working out of their boundary then evolves to be all-around
@@bobdawkins7473 not everybody wants to be employed. There are freelancers as well and content creators. There are a wide range of activities where rigging for generalist or sculptors can be used without the need to be a nasa mathematician. There is a big planet and not everyone lives right next to a VFX house. Last I checked this tutorial was not meant for London residents desperate to work for Disney.
Thanks for watching and remember, if you find these videos useful why not hit that THANKS 🙏 button above.
If you have any questions please post them in the Discord 👾 server - discord.gg/StbDx4D - You will find me in the Members Only area, and you can get exclusive access here www.antcgi.com/antcgi-club 🐜
Your tutorial really helped me, thank you so much!
It's very useful to me bro thanks for it. love from India❤️❤️
Awesome! 😃
amazing as always!
Thanks 😁
41:26 Why not target? I follow your video. Is not target 6 lips face. Please quickly answer!!
The problem with this way of splitting blend shapes at 21:41 is that the paint blend shapes weights isn’t normalised. Going into the component editor sucks so an alternative is to 1. Paint the weights of the centre shape. 2. Then create a blend shape with your full shape and centre shape onto a separate clean mesh. 3. Then set the full shapes weight to 1 and your centre shape to -1 and you’ll have the lips outer shape which is much easier to split into left and right. This approach also works for areas like the eyebrows
I didn't find the assets for free in the description. Is it still possible to download? Thanks for the video, amazing as always!
This is great! Exactly what I am looking for. I am trying to create blendshapes for an Unreal Engine fbx rig I have. Will i be able to export these blendshapes on the rig I have imported into Maya and they will exist on the rig in Unreal Engine?
Appreciate it. Thank you very much !
Did you have to redo the materials/textures and uv mapping once you've separated the head?
I em a few years back when shape editor ca,e out, I thought this was going to overtake the old I’m bone based rigging, and now it seems like it has
Thank you!!!
Ok so when you done with the blend shapes of the head, how then do you reattach it to the rest of the body? My guess is to use a wrap deformer but I'm not sure...
Thanks!
How do you go about separating the head with that of the body mesh when working on the Blend Shapes? Thanks.
I believe he might have duplicated the head and transferred the skin weights of the whole body+head to the separate head, but i'm not sure.
Is there a point in your videos where you cover blendshapes that change the position of the joints and how to handle that? I'm talking about something where the blendshape changes the position of the eye or the nose and you have to adjust the rig or else the deformations won't work properly? Is that covered somewhere in the series?
How can we separate the head without paint new skin weight to the model?
Duplicate the model - Separate the head - Rebind the new models to the skeleton - Copy the skin weights from the full model over to the new ones - Delete the old model.
You may want to go to Modify > Evaluate Nodes > Ignore All first, and make sure the model is in the bind pose first.
@@antCGi thank you
@@antCGi So the final rigged model has 2 seperate pieces of geometry for the head and body under same rig group but not welded, just skin weights copied? Then head blendshapes only affect vert order on head mesh yes?
Splash Seven correct!
If you're using blend shape to control the face, why did you have to do skin weight in the previous video?
Just another option to control the face instead of joints, or you could use both methods in one rig
How can I close eye in my animation pls tell me tutorial no.
Why making blend shapes by iterating geometry mannualy and not using controllers created?
I also don't get why you would duplicate head geometry to create blend shapes after showing how it could be done by only iterating main mesh. I personally would rather just work on one mesh using the method you showed at the very beginning without duplicating 100 copies of the head.
Also, I don't have the option to separate head from the body because the whole weight-painting will go off and copying weight-paint from the whole body to separated parts works but noot smooth at all and moving neck joints cause head mesh to split up from the body. Fixing it by repainting weights takes way too much time and makes it inprecise in any case because the geometry is splited.