BONUS CONTENT ❖Get FREE file downloads and Bonus chapters here: academy.cgdive.com/courses/rigify-basics ❖Or Subscribe and get all of my paid courses for $5.99/Month!
Can you please make a tutorial on how to import a rigged character from Accurig to blender using Game rig toola and export for unreal to work with the mannequin rig?
Man, all of this conent for just $3.99?! Sign me up! Your tutorials always helped me a lot, so I got this course in the blink of an eye. Thanks for the awesome work!
i literally was just watching an old video on how to make bones individually, i sent hours playing around with it, trying to make characters walk then this video shows up, technology is amazing. Thanks for your hard work, your definitely working harder than other channels with this recent update... SUBSCRIBED
ey its all good its always good practice to know how to do it manually to dive deep into fundamentals it also brings up problems with the mesh which in a way its good cahs now you can learn and solve those problems 🔥🔥
When I first started learning Blender last summer I tried out the default metarig for a human I wanted to export to unreal, and my immediate impression was "this seems very limited (to human anatomy) and complex (to control)". This does such a good job breaking down why its much more flexible than it lets on at a glance, and at least in 4.0 how the controls can be much cleaner than the initial generated rig make it seem. I look forward to watching and implementing the full series, thank you!
MAN! so glad there is going to be an updated series for this!! Especially working within Godot, it seems like any and all tutorials I have to see are out of date so it's especially nice I don't have to worry about that for blender as well!
At 9:25 you go to Keymap and enable TAB for pie menu. I'd like to check that out, but when i go to Keymap, i don't see that option. Maybe something changed in 4.2?
They should be still there but you have to use the Default keymap. If you are using the Industry Compatible or a custom one, then you won't see these settings.
@@CGDive Ah-ha, that's it, i have a few custom settings (3DS Max navigation hotkeys)! But generally i agree one shouldn't change the keymaps cause it can really mess things up.
@@retromograph3893 I could be wrong but you may be able to switch the Default keymap, change that setting and then go back to your custom one. As long as there is no conflict it might work. Can't promise anything but give it a go if you like. (backup your keymap just in case :) )
you earned a like, sub, and comment by considering all those new guys who get screwed over just cause the other tutorials didnt explain rigify was an add-on, i had to be pretty careful myself when i was googling where it was
@@CGDive Thank you :) Just for context, I rigged an astronaut model which had pipes connecting from bagpack to helmet , I really struggled to find something that would work like pipes automatically, ended up using experimental.super_chain which require lil bit of manual animation, but I'm sure there are better ways I don't know of.
7:32 Can someone help me? I'm looking for a tail tutorial and I thought this could be the new way of making a tail??? Because I noticed the a tutorial of a previous Rigify version has a "Samples" function to do that but now it seems gone? I'm trying to rig a modle with a tail but without hands so I erased lots of original bones and extruded some tail bones from the spine part~the "generate Rig" botton can still work but there's no controller generated for the tail part.
@@CGDive Thank you for your reply~last night was urgent and I’ll find some time to rewatch it and check again. I do have awared that sometimes switching modes can lead to different options. I believe I checked it multiple times yesterday, but I’m not kidding. At that moment, your video was also in edit mode, but there were indeed no samples shown in the bottom right corner, I asked because of that.
At 2:10 you mention that we can build our own rigs. I was wondering if that means I can add say, torso tweak bones to an armature that wasn't made in Rigify. This armature has a bunch of drivers and stuff so i can't really start from scratch, but it has no torso tweak bones which really sucks since they can be super useful.
Ah, no. Or at least something like that would be super advanced. Watch the series to learn exactly what you can do but tldr you are limited to the Rigify way of doing things.
Man, I can't tell you how much I can't wait to get into this! It sounds like the perfect opportunity! 🙏🏻 but this wouldn't be the internet without controversy unfortunately, so I have to be that guy who would really want to know how do you feel about blender's rigging tools (updated to 4.0), in regards to what rigging can do in Maya as well? I'm curious about an animation comparison too, if you have the time 😄! Thanks for reading this ❤️
I am the wrong guy to ask since I don't use Maya. I hope someone would chime in but people are biased so you will get people who say Blender can't compete with Maya, others saying the opposite, and everything in-between. And the problem with people's opinions on the internet is that you don't know if you can trust them. Some people may speak from experience, others may be fan-boys. What I can say regarding Blender is that it is more than sufficient for all sorts of rigging and animation purposes and there is a lot of development happening right now. But if you really need to make a choice between Blender and Maya then you are right to ask the question. I am sorry I can't help much in that regard.
@@CGDive it's okay, I do appreciate your input! And I'm learning a lot about blender rigging from you 🙏🏻 (which is a lot, because resources for Maya are a bit more scarce in this regard). I'll probably have to do an experiment and try both, and then come back with some feedback on it
Is it possible to save all the Rigify samples in a nice little section of the Asset Browser? So then they can be drag and dropped in scene? I think this would be a nice visual feedback with the Asset Browser previews if possible.
That is a nice idea which hadn't crossed my mind, so I don't know. If you give it a try, let me know how it goes! One issue I can think of off the top of my head is that assets are objects so you will have to join the armatures after you add them to the scene.
@@EyePropsStudios yeah... to make if fully functional you may need python script that works on top of the Asset Browser and does what needs to be done after the rig type is dragged into the scene (no idea how that would work lol)
@@CGDive Yeah Todor, equaling more potential to break something. The samples are built to generate within the current Armature hierarchy. Those names though. Super this. Basic this. Should have gone with Spine 1, 2, 3 and so on if they had to make upgrades to their Rigify samples. Thanks for the response.
Hey my question is why is it that I can't generate a rig using rigify Because I created a robotic arm and I used rigify for only one robotic arm and I deleted all the bones except the arm or hand bones . I did all the bone alignment but I couldn't generate a rig to my robot arm
@@CGDive ok I created a robotic arm in blender Then I used rigify addon In using the rigify addon I deleted all the bones of the armature and I left the bones for the arms Then I arranged the bones for my robotic arm but when I go to pose mode to generate a rig it didn't work. Oh and I didn't parent the bones to my robot arm
@@mkarts-g5l still not clear what didn't work. Did you get an error? Nothing happened? Something unexpected happened, etc? Details are important. :) My guess is that the rig did not generate, which probably means that the "rig type" was lost. The easiest way to fix it is probably to start over and it should work this time. Your overall approach sounds ok. But if you want to understand the problem with disappearing rig types, watch this ruclips.net/video/VcGM14fa6E0/видео.html
Looking forward to the new course! If it is possible, could you include some information about switchable parent for custom bones? Like it is implemented in the IK arm chain, but with custom parent list. Thanks!
I have a 15 minute video on that in my "Rigify Manual" (advanced course). Definitely not something I can easily include in a beginners' series. academy.cgdive.com/courses/rigify-video-manual-cgdive/2/lessons/10
I will be honest... that makes no sense 😁 Please, follow the course and you will know what is possible. Yes, you can add your own bones but you have to use Rigify. Why would you want to use Rigify but add bones without using Rigify. That is the part that doesn't make sense to me ;)
You will not get "one is definitely better than the other", sorry. For many people, yes, Auto-Rig Pro will be easier to use than Rigify. This is still my opinion: ruclips.net/video/o9fjDhVfnDg/видео.html
This might be a stupid question, but when I convert my Human Generator character into Rigify, I seem to be missing the shoulder part of the rig seen here.
You should ask the Human Generator creator for the most up to date information but the shoulder should be there. Switch to x-ray mode, the shoulder control may be inside the character mesh.
is this gonna include the new samples like skin? also one big missing part from the previous course was attaching clothes and hair to a character one thing that would be also useful is when said hair and/or clothes have bones. Like long hair that has bone chains for strands or trenchcoats that have bones for the lower hanging part.
thank you, ive beeen having a hard time finding teachers that i vibe with about this subject, but your style seems to be a perfect fit, and latest version AND affordable! THANK U THANK U!. could u please show or make a course how to move the rigged characters into unreal, like either something original or a modified metahuman? hahah or direct to me to someone who teaches that well? no worries if not hahah but keep up the great work, blessings!
Wow, thank you! As for Blender to game engines, I have a whole course/playlist about that. It's not exactly "Rigify to Unreal". It is more broad but once you understand the broad workflow, you can apply it to Rigify as well. If you look further down in the playlist you will find Blender to Unreal videos in which I actually use Rigify. They are a bit old but a lot should still apply ruclips.net/p/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
Would it be possible to cover IK/FK toggle and snapping that Rigify allows and how to build it manually, whether it's even possible? Or like.. whether it's possible to utilize it when building custom rig using Rigify. If you've already covered it, I must have missed it. Thank you for what you're doing for the community!
Hi. If you use Rigify, IK-FK switch is already there. This playlist is about that ruclips.net/p/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ Manually, it is also possible of course. I am thinking of working on a course on manual rigging. It's not decided yet tho.
I am not sure. I want to start moving everything to the Academy website. Supporting many marketplaces is not easy. If you want to move your courses to Academy for free, just email me! :)
@@CGDive ChatGPT figured it out. I went to github and was able to download a bunch of add-ons and installed them into 4.2. I don't know why they don't come pre-installed.
@@CGDive I was using 4.2.1. It is NOT automatically installed with 4.2.1. or 4 point anything. I had to uninstall 4.2.1 and install 3.0 and THERE it's automatically installed.
not touching 4.0 until LTS comes out it crashed some files that were from 3.6.7 because of the new principle shader, files can only be opened in 4.0 and weight painting is broken in 4.0, can't even open the file in 3.6.7 without crashing
Will the custom rig portion go into mechanical rigging, too? Like, for example, how to set up and rig a manufacturing robot arm alongside the needed constraints and small changes inside the bones (like bendy bone chain lengths of 0). I know this technically isn't what rigify excels at, but it still offers a great user UI and controls for animation later, and you could combine both mechanical and organic rigging under its toolset.
Hmmm, that's tricky. Rigify simply doesn't have any tools for mechanical rigging. You could build them manually with raw_copy but that's too complicated for a beginners course.
@@CGDive Im not an 3D artist so it was difficult for me but; In new version(Mac) its place and appearance condition is different from earlier versions(3,x). I found it with curiosity somehow, I can reattach metarig to my mesh now too. BTW rigidify menu's place now on the 'N' side menu. Just select both and parent with auto weight 'P' (just be careful the scale must applied to metarig other then it won't work properly). İ couldn't find layers but it is worked I was needed only this information... Ty for replying.. I finished all my primary animations now.
Hi. Yes, you can. If you press the PayPal button you should be able to pay with Credit or Debit card. It just uses PayPal as the money processor but it does not require a PayPal account. If that doesn't work, ping me again. We will figure something out :) Many people seemed to be confused with the PayPal button. I have alerted the platform developers and I hope they will make it more clear in the near future!
Hi, when you press the PayPal button you can actually also pay with credit card. Sorry it's unclear. If you still cannot pay, please email me again. We'll figure something out.
@@joergentorf7920 3 more videos (Chapter 4 bonus, Chapter 6-2, and Chapter 7) should be out next week :) This will be the full course. I may include some more bonuses later on but I haven't decided yet and I am not promising anything :)
if your watching this video without knowing how to make a rig manually YOU ARE WRONG 😑 trust me when i say learn and fail to be successful. make mistakes that frustrate you its the only way to get good. youll get bttr and know how to solve a problem before you face a problem watching this vid. TRUST ME
BONUS CONTENT
❖Get FREE file downloads and Bonus chapters here:
academy.cgdive.com/courses/rigify-basics
❖Or Subscribe and get all of my paid courses for $5.99/Month!
Can you please make a tutorial on how to import a rigged character from Accurig to blender using Game rig toola and export for unreal to work with the mannequin rig?
Man, all of this conent for just $3.99?! Sign me up! Your tutorials always helped me a lot, so I got this course in the blink of an eye. Thanks for the awesome work!
i literally was just watching an old video on how to make bones individually, i sent hours playing around with it, trying to make characters walk then this video shows up, technology is amazing. Thanks for your hard work, your definitely working harder than other channels with this recent update... SUBSCRIBED
ey its all good its always good practice to know how to do it manually to dive deep into fundamentals it also brings up problems with the mesh which in a way its good cahs now you can learn and solve those problems 🔥🔥
This tutorial is magic and makes clear everything. The voice is well articulated and so distinct that I could understand it without any pain.
Very happy to hear that!
When I first started learning Blender last summer I tried out the default metarig for a human I wanted to export to unreal, and my immediate impression was "this seems very limited (to human anatomy) and complex (to control)". This does such a good job breaking down why its much more flexible than it lets on at a glance, and at least in 4.0 how the controls can be much cleaner than the initial generated rig make it seem. I look forward to watching and implementing the full series, thank you!
Nice!
MAN! so glad there is going to be an updated series for this!! Especially working within Godot, it seems like any and all tutorials I have to see are out of date so it's especially nice I don't have to worry about that for blender as well!
Thank you for taking the time to create this series!
My pleasure!
At 9:25 you go to Keymap and enable TAB for pie menu. I'd like to check that out, but when i go to Keymap, i don't see that option. Maybe something changed in 4.2?
They should be still there but you have to use the Default keymap. If you are using the Industry Compatible or a custom one, then you won't see these settings.
@@CGDive Ah-ha, that's it, i have a few custom settings (3DS Max navigation hotkeys)! But generally i agree one shouldn't change the keymaps cause it can really mess things up.
@@retromograph3893 I could be wrong but you may be able to switch the Default keymap, change that setting and then go back to your custom one. As long as there is no conflict it might work. Can't promise anything but give it a go if you like. (backup your keymap just in case :) )
Love the course, finding a good rigging and controls was hard to get until this course, thanks mate a lot of useful knowledge!
you earned a like, sub, and comment by considering all those new guys who get screwed over just cause the other tutorials didnt explain rigify was an add-on, i had to be pretty careful myself when i was googling where it was
by far the best rigify series I've watched!
Thank you!
Just finished my first rig after watching your series, Blender 4.0 UI looks a bit different.
Thanks for these videos
Enjoy!
@@CGDive Hi can you make a video on how to rig pipe, belt, necklace and cable kind of objects in a rigify rig :)
@@AshT8524 will consider it!
@@CGDive Thank you :)
Just for context, I rigged an astronaut model which had pipes connecting from bagpack to helmet , I really struggled to find something that would work like pipes automatically, ended up using experimental.super_chain which require lil bit of manual animation, but I'm sure there are better ways I don't know of.
@@AshT8524 yep, experimental.super_chain is what I would use too.
Thanks so much for making tutorials for the latest version.
This Course looks amazing!
Thank you!
just waiting for your update tutorial
loving your work man ❤
7:32
Can someone help me? I'm looking for a tail tutorial and I thought this could be the new way of making a tail???
Because I noticed the a tutorial of a previous Rigify version has a "Samples" function to do that but now it seems gone? I'm trying to rig a modle with a tail but without hands so I erased lots of original bones and extruded some tail bones from the spine part~the "generate Rig" botton can still work but there's no controller generated for the tail part.
The Samples are still there. You have to be in Edit Mode. Please watch the whole course to solidify your knowledge.
@@CGDive
Thank you for your reply~last night was urgent and I’ll find some time to rewatch it and check again. I do have awared that sometimes switching modes can lead to different options. I believe I checked it multiple times yesterday, but I’m not kidding. At that moment, your video was also in edit mode, but there were indeed no samples shown in the bottom right corner, I asked because of that.
Great work Todor!!👋
Thanks, mate!
At 2:10 you mention that we can build our own rigs. I was wondering if that means I can add say, torso tweak bones to an armature that wasn't made in Rigify. This armature has a bunch of drivers and stuff so i can't really start from scratch, but it has no torso tweak bones which really sucks since they can be super useful.
Ah, no. Or at least something like that would be super advanced. Watch the series to learn exactly what you can do but tldr you are limited to the Rigify way of doing things.
Great work guy your course really helped a ton
Glad you think so!
this is QUALITY!
Man, I can't tell you how much I can't wait to get into this! It sounds like the perfect opportunity! 🙏🏻 but this wouldn't be the internet without controversy unfortunately, so I have to be that guy who would really want to know how do you feel about blender's rigging tools (updated to 4.0), in regards to what rigging can do in Maya as well? I'm curious about an animation comparison too, if you have the time 😄! Thanks for reading this ❤️
I am the wrong guy to ask since I don't use Maya. I hope someone would chime in but people are biased so you will get people who say Blender can't compete with Maya, others saying the opposite, and everything in-between. And the problem with people's opinions on the internet is that you don't know if you can trust them. Some people may speak from experience, others may be fan-boys.
What I can say regarding Blender is that it is more than sufficient for all sorts of rigging and animation purposes and there is a lot of development happening right now.
But if you really need to make a choice between Blender and Maya then you are right to ask the question. I am sorry I can't help much in that regard.
@@CGDive it's okay, I do appreciate your input! And I'm learning a lot about blender rigging from you 🙏🏻 (which is a lot, because resources for Maya are a bit more scarce in this regard). I'll probably have to do an experiment and try both, and then come back with some feedback on it
Finally updated version ❤🤌
2:06 i don't see these presets anymore, how can i re add them?
Have you activated Rigify?
Fixed yesterday doing it! 👍🏻🙂
AMAZIGN COURSE!!!
Amazing, thanks men,
Is it possible to save all the Rigify samples in a nice little section of the Asset Browser? So then they can be drag and dropped in scene? I think this would be a nice visual feedback with the Asset Browser previews if possible.
That is a nice idea which hadn't crossed my mind, so I don't know. If you give it a try, let me know how it goes! One issue I can think of off the top of my head is that assets are objects so you will have to join the armatures after you add them to the scene.
@@CGDive Yeah. Realized that a while after I posted. So far can't just get the bone groups. Everything comes in as an Armature. Thanks anyway.
@@EyePropsStudios yeah... to make if fully functional you may need python script that works on top of the Asset Browser and does what needs to be done after the rig type is dragged into the scene (no idea how that would work lol)
@@CGDive Yeah Todor, equaling more potential to break something. The samples are built to generate within the current Armature hierarchy. Those names though. Super this. Basic this. Should have gone with Spine 1, 2, 3 and so on if they had to make upgrades to their Rigify samples. Thanks for the response.
You have any course of Auto Rig pro on UDEMY or similar platform?
Hi. I have one on my own course site. I also like the student experience on Udemy and I believe it is similar on my site!
I forgot the link lol
academy.cgdive.com/courses/auto-rig-pro-rigging-course
You guys are amazing!
Hey my question is why is it that I can't generate a rig using rigify
Because I created a robotic arm and I used rigify for only one robotic arm and I deleted all the bones except the arm or hand bones . I did all the bone alignment but I couldn't generate a rig to my robot arm
hard to say based on your description. Try to outline the exact steps you took.
@@CGDive ok
I created a robotic arm in blender
Then I used rigify addon
In using the rigify addon I deleted all the bones of the armature and I left the bones for the arms
Then I arranged the bones for my robotic arm but when I go to pose mode to generate a rig it didn't work.
Oh and I didn't parent the bones to my robot arm
@@mkarts-g5l still not clear what didn't work. Did you get an error? Nothing happened? Something unexpected happened, etc? Details are important. :)
My guess is that the rig did not generate, which probably means that the "rig type" was lost. The easiest way to fix it is probably to start over and it should work this time. Your overall approach sounds ok. But if you want to understand the problem with disappearing rig types, watch this
ruclips.net/video/VcGM14fa6E0/видео.html
@@CGDive yh the rig didn't generate as you said
Let me check your link and see
@@CGDive ok great tutorial I get it now
My other question is can I generate a rig with a custom or manual bone set up?
If yes, how?
Does this course replace older one or spells one still do both?
If you still use up to Blender 3.6 watch the older one. For Blender 4, watch this new one.
@@CGDive Great, thank you!
Looking forward to the new course! If it is possible, could you include some information about switchable parent for custom bones? Like it is implemented in the IK arm chain, but with custom parent list. Thanks!
I have a 15 minute video on that in my "Rigify Manual" (advanced course). Definitely not something I can easily include in a beginners' series.
academy.cgdive.com/courses/rigify-video-manual-cgdive/2/lessons/10
Is there also a way to attach your own joints (bones) to the Rigify without using the Rigify add-on.😃
I will be honest... that makes no sense 😁
Please, follow the course and you will know what is possible. Yes, you can add your own bones but you have to use Rigify. Why would you want to use Rigify but add bones without using Rigify. That is the part that doesn't make sense to me ;)
Do you think Auto Rig Pro is still worth it compared to the updated Rigify in 4.0?
You will not get "one is definitely better than the other", sorry.
For many people, yes, Auto-Rig Pro will be easier to use than Rigify. This is still my opinion:
ruclips.net/video/o9fjDhVfnDg/видео.html
This might be a stupid question, but when I convert my Human Generator character into Rigify, I seem to be missing the shoulder part of the rig seen here.
You should ask the Human Generator creator for the most up to date information but the shoulder should be there. Switch to x-ray mode, the shoulder control may be inside the character mesh.
is this gonna include the new samples like skin? also one big missing part from the previous course was attaching clothes and hair to a character one thing that would be also useful is when said hair and/or clothes have bones. Like long hair that has bone chains for strands or trenchcoats that have bones for the lower hanging part.
Skin will be way too advanced for a beginners course. I would like to make an advanced course about that though.
There will be a little bonus segment about adding clothes.
@@CGDive please for clothes add clothes with bones for loose parts or go with the aesy option and do a ponytail, that is begginer friendly
excelleeeent, thank you!
thank you, ive beeen having a hard time finding teachers that i vibe with about this subject, but your style seems to be a perfect fit, and latest version AND affordable! THANK U THANK U!. could u please show or make a course how to move the rigged characters into unreal, like either something original or a modified metahuman? hahah or direct to me to someone who teaches that well? no worries if not hahah but keep up the great work, blessings!
Wow, thank you!
As for Blender to game engines, I have a whole course/playlist about that. It's not exactly "Rigify to Unreal". It is more broad but once you understand the broad workflow, you can apply it to Rigify as well. If you look further down in the playlist you will find Blender to Unreal videos in which I actually use Rigify. They are a bit old but a lot should still apply
ruclips.net/p/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
Would it be possible to cover IK/FK toggle and snapping that Rigify allows and how to build it manually, whether it's even possible? Or like.. whether it's possible to utilize it when building custom rig using Rigify.
If you've already covered it, I must have missed it.
Thank you for what you're doing for the community!
Hi. If you use Rigify, IK-FK switch is already there.
This playlist is about that
ruclips.net/p/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ
Manually, it is also possible of course. I am thinking of working on a course on manual rigging. It's not decided yet tho.
@@CGDiveAlright, thanks for the answer!
Very excited to see this! Will the Gumroad release but updated soon as well?
I am not sure. I want to start moving everything to the Academy website. Supporting many marketplaces is not easy. If you want to move your courses to Academy for free, just email me! :)
@CGDive i have a quest the rigify work with a transformer model like megatron or prime
Probably not :)
@@CGDive can you do a tutorial fow how to rig model Like this
@@CGDive oh and merry christmas
@@mattandgames Merry Christmas. It's not on my Todo list but I do want to explore mechanical rigging.
WHERE can I get Rigify? It's not in Blender 4.2 and when I go to the blender site and search for it, it's not there.
Rigify should still come preinstalled with Blender. You should find it under the addons tab.
@@CGDive It's not there. I downloaded Blender a week ago, I go into add-on I search for it, it's not there.
@@Stuckathomemom Get the latest versions 4.2.1. It is definitely there under Add-ons. Make sure you are not looking under Extensions.
@@CGDive ChatGPT figured it out. I went to github and was able to download a bunch of add-ons and installed them into 4.2.
I don't know why they don't come pre-installed.
@@CGDive I was using 4.2.1.
It is NOT automatically installed with 4.2.1. or 4 point anything.
I had to uninstall 4.2.1 and install 3.0 and THERE it's automatically installed.
not touching 4.0 until LTS comes out it crashed some files that were from 3.6.7 because of the new principle shader, files can only be opened in 4.0 and weight painting is broken in 4.0, can't even open the file in 3.6.7 without crashing
weight painting is not broken, the keymap was changed.
ruclips.net/video/Jtse_jUq7rk/видео.html
Will the custom rig portion go into mechanical rigging, too? Like, for example, how to set up and rig a manufacturing robot arm alongside the needed constraints and small changes inside the bones (like bendy bone chain lengths of 0). I know this technically isn't what rigify excels at, but it still offers a great user UI and controls for animation later, and you could combine both mechanical and organic rigging under its toolset.
Hmmm, that's tricky. Rigify simply doesn't have any tools for mechanical rigging. You could build them manually with raw_copy but that's too complicated for a beginners course.
I don't have pose mode in blender 4,1 and I couldn't attach metric to my mesh...
Yes, you do have pose mode. Slow down, watch carefully and it will come togehter.
@@CGDive Im not an 3D artist so it was difficult for me but; In new version(Mac) its place and appearance condition is different from earlier versions(3,x). I found it with curiosity somehow, I can reattach metarig to my mesh now too. BTW rigidify menu's place now on the 'N' side menu. Just select both and parent with auto weight 'P' (just be careful the scale must applied to metarig other then it won't work properly). İ couldn't find layers but it is worked I was needed only this information... Ty for replying.. I finished all my primary animations now.
@@lightst33l if you are using older versions of blender watch my older course :)
ruclips.net/p/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@@CGDive it will be useful too. Now İm using 4,1 for intel Mac... Almost newbie in blender. 😁
sir do you have any robot rigging course
no, sorry!
@@CGDive can u suggest me some tutorial on youtube
i just finished your old rigfiy series and this released like damn am unlucky , can i still use the old course in blender 4.0?
Mostly yes 👍
The main difference is in the vibe collections when you build your own rigs.
Is this course going to have any extra content if you buy it? Or is it going to be the same version in youtube?
Mostly the same. Maybe I'll leave little bonus bits in Academy. But they will be free as well. You just have to go watch them on the other site 🙂
@@CGDive awesome, thanks ill watch it for sure
can I Access your course if I can't use my Paypal
Do you have another payment?
Hi. Yes, you can. If you press the PayPal button you should be able to pay with Credit or Debit card. It just uses PayPal as the money processor but it does not require a PayPal account.
If that doesn't work, ping me again. We will figure something out :)
Many people seemed to be confused with the PayPal button. I have alerted the platform developers and I hope they will make it more clear in the near future!
What is the difference between bone collections and bone layers?
Mostly, better user experience and more freedom. Watch this for more info:
ruclips.net/video/7D8HtiSrDCk/видео.html
Thank you so much!
is this relate with blender 3.4 ?
Obviously, it doesn’t.
Thanks!
yo t .. there is an issue with rigify face export to unity as humanoid .. i hope u can help with this .. i have been trying to fix it but no solution
thank u for ur video but next time make video how to install cloudrig, thnks
Omg thank you !!
Your teaching is so fast for beginner like me
Glad to hear that!
How about auto rig pro update:)
Planned. The problem is that I am one single mare mortal. :)
@@CGDive lmao, take your time mortal! Thank for everything
Please help to teach step by step sir. it's easy to understand how to do
so you have two versions of the video tutorial.
ruclips.net/video/ERAScO1s8Zk/видео.html
Should I watch both series or just one?
For Blender 2.8~3.6 watch the old one. If you are using Blender 4 and later watch this one :)
Hello, unfortunately I can no longer pay with Paypal.
Even though I have a Paypal account.
Hi, when you press the PayPal button you can actually also pay with credit card. Sorry it's unclear. If you still cannot pay, please email me again. We'll figure something out.
I logged in with my Google account. And it worked. Great tutorial. I'm curious when the missing ones will appear
@@joergentorf7920 3 more videos (Chapter 4 bonus, Chapter 6-2, and Chapter 7) should be out next week :)
This will be the full course. I may include some more bonuses later on but I haven't decided yet and I am not promising anything :)
if your watching this video without knowing how to make a rig manually YOU ARE WRONG 😑 trust me when i say learn and fail to be successful. make mistakes that frustrate you its the only way to get good. youll get bttr and know how to solve a problem before you face a problem watching this vid. TRUST ME
shut up and take my money
Well, it's here :) academy.cgdive.com/courses/rigify-basics
@@CGDive I've already bought!
@@Crypteed_ Thanks for the support, mate!
Thanks!