Dude you saved me with that last min comment about the arms crossed being an indicator of uatched rest poses. A pose and t pose. I didn't know that. THANK YOU
Awesome! Because of Auto-rig Pro & Quick Rig, I will just stick with Blender then for animation instead of getting iClone 8. I just can't find proper tutorials on retargeting in Character Creator 4 especially when the MOCAP source is from Unity. But with Auto-rig Pro & Quick Rig, they seem to have more support for third-party sources. I will use your affiliate link for Quick Rig. Thanks for the tutorial! :-)
Accu rig to mixamo animation i just just make them both rigify rigs and trasfer the animation data or..... import to the accu rig(when made to a rigify rig) then import the mixamo animation with the add on mixiamo to rigify.
Great tut! Thanks a lot! The only thing I didn't quite get - why would I need creating the rig in AccuRIG for my character at all if I can create rig with AutoRigPro's tools directly in Blender?
Personally, I would just create the control rig directly on the sketchfab model using ARP as this would skip many unnecessary steps such as re-assigning materials, exporting/re-importing etc. However, it's still an excellent tutorials, as always.
What is your goal Engine, UE4/5? I would not use ARP default to weight paint unless you know how to correct the auto generated bones before Applying to Rig or Weight painting. There is a serious error in how he places the Neck bone at the back of the neck (anatomically correct, but not game correct), instead of centered like Mixamo and UE4. (I didnt know about this extreme difference until months of working on my character in Blender, and manual Weight paint fixes, after using ARP's.) Thus my anims that are retargeted from Mixamo, are wrong at the neck. I had to abandon months of work, and restart the Rigger before it was painted. I also had a problem with how ARP's Pin rigger makes Knee/Weights. It generated a knee bone (that I cant rotate or move, not the Ball pole bone). But when my character leg bends, the weights of the knees spike out. And I had no bone (from ARP) to rotate/move to adjust this Weight spike. So looking at this vid, I would recommend AccuRig to Rig. (Mixamo is somethings good, but imprecise because the Pinning window is tooo small.)
Any animation I try to re-target ends up with my character having twisted arms around the back... I might be missing something, please help would be very much appreciated.
Thank you for the tutorial, I quite understand Accurig by the way, I want to ask how to compress the FBX file so that the size is smaller because I can't add it because the file is bigger. I've tried online but it still can't help me.😢
Please help 🥲 the animation is already redifined with the rest pose, but when i press the Re-Target , my model went side and squating... please helppp i dont know that todo DX
Thank you for all of you helpful tutorials. This is exactly what I needed. However when I retarget, the the arp character forearms bend back a little bit, like his arm is broken. Any help to fix this would be appreciated
Here are my in-depth tuts about retargeting with ARP. ruclips.net/p/PLdcL5aF8ZcJvvsiXT9kOvO6xCCv2r9sOW It's probably something to do with the rest poses of your rigs. You can also use the "interactive tweaks" feature to fix things after the retargeting.
@CGDive thank you for the reply, yes I've watched the series as well, and I matched the rest pose of both characters perfectly, however when I retarget the shoulders looks a bit squished and shrugged. And also the forearms have a weird bend to them. Do you have an email I can send pics to?
Everything worked but the character plays the animations with crossed arms after retargeting. I even set the mixamo armature rest pose to an A-Pose so it matches the character's rest pose (like you said at the end). Any ideas what the problem could be?
this may be a stupid question but what if the character got capes or skirt that needs to rigged as well outside the main body. Can acuurig, quick rig do it for us or only for the base body and we need to rig the cape ourself?
When I enable multiple animations retargetting, and build bone list, I do not have the same source bones, ie 'mixamorig head'. Instead I am seeing, just a normal 'Head' -I am still able to import however I am not able to export the GlTF correctly. What am I doing wrong?
WRONG IK DIRECTION FIX For anyone having IK issues on the generated Rig where the left Arm IK is always bending in the wrong direction, Move the IK target to the right location, press Ctrl + A and choose "Apply Pose as Rest Pose." Seems simple, but this issue had been driving me crazy for the last few days😂😂 Hope it saves someone else the trouble. P.S: You can apply this fix on any other rig generated with quick-rig where the Arm or Leg IK targets are facing the wrong direction.
I tried every import in last session of aouto rig mapping, from Fk to Ik or else, but my models arms are awkwardly remapping? Do you have a solution for this? Thank you.
hello, thank you so much for the tutorial, but what if after all the manipulations there is a problem with the twist (for example, everything is fine on your video at 9:50, but my hand narrows very much). How can this be corrected?
@@CGDive In this context I guess better meaning less fiddling with the poses to match them up perfectly. In UE5s new retargeter I notice after I retarget, some of my animations are good and others the legs are too close so I have to adjust the bind pose in unreal even if the T-pose or A-poses are matching perfectly on both characters even with the offset features of ue5 retargeter, doing this and then retargeting again gets frustrating. I'm wondering if the auto scale bone feature in auto rig pro maybe does a better job at this?
@@CGDive Nope but im going to, it just looked so clean in your video like all my problems were automated by that magic bone scale feature. Not sure if u plan to do more with it before I test it but if its what I think it is then it could replace retargeting in ue5 for me completely
Hi, thank you for your valuable comment. I am planning to create a fitness/gym you tube channel with 3d animation. my aim would be to film whilst doing excercises and then transforming in 3d characters. would you be able to tell me what software i should use and what the process should be? thanks again, have a nice day
If you can show how to rig wih accurig export for UE5 but take this fbx and edit some weights and export to UE5 to retargeting Mannequin aniations__? is this possible to do?
I wonder, is it possible to do this and use ARP to rig the face? I have the add-on but aren’t experienced enough with it to consider how to do it myself 😅
Maybe its not a smart question, but why is it useful to rig a character with AccuRig then remapping a Mixamo animation to the character when Mixamo does automatic rigging anyways? Maybe I am failing to see why so if you can clarify that would be amazing! :)
Just answered a similar question. Here is a copy-paste - AccuRig is a more modern app. The weighting it does may be a bit better and it has advanced features which I'll demo in another video. Its rig also has twist bones in the legs and arms which creates better deformations in the shoulder, wrists, etc. (and the Rigify rig you get from CC Tools makes use of that). - But if you are happy with what mixamo does (which is not bad), then you can certainly save yourself some work and use mixamo only.
It is a smart question for anyone else to read: I wish I had the answer/tech months ago. CG answered why. But from a user experience, using Mixamo was fast to get a prototype, but ultimately wasted my time finding solutions to the problems of crotch Weight paints were wrong (when legs run). And other errors because the Pinning window is too small to be precise. Even ARP rigging/weighting has failed me. Months wasted. I wish I knew about AccuRig months ago. Correct Twist weights are very important in games/anims.
After using the quick rig at 10:00, all my control bones are working fine. However, somehow I can only rotate the hand control but cannot move(G) it. Any solution for this?
Very good work, really. Accurig is extremly usefull and i’ll want to use it for my custom character for an Unreal engine 5 project, but I’m not very skilled in rigging and retargeting. Could you make another tutorial for sending the rigged character to UE5 with it’s animation ? I think that could be very usefull for all the unreal developper. ,
After a few months of learning ARP I realized it turns Blender into basically universal Character system. I grab model s from Sketchfab and other places and within minutes I have a Professional rig that accepts any biped motion from My Iclone 7/CC3 software.
What Blender version were you using? I am getting an error when I clicked the "Quick Rig" button on 09:21 This is the error: Python: Traceback (most recent call last): File "C:\Users\Lee\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\auto_rig_pro_quick_rig\auto_rig_quick.py", line 760, in execute execute_make_rig() Any idea how to fix it? BTW I am using blender 3.3
9:59 Can you please help? I had to redo my character again, because of bone error. I bought the support package but he hasnt answered me. Q1: the TWIST bone that is between Arm and Forearm, is that for Inner-Elbow bend correction? (I do not understand what “Twist” motion he means at the upper arm?? Or does he mean arm rotation = Inner-elbow Weights-fix, which is what I need.) Q2: the TWIST bone between Forearm and Hand is for actual twisting (rotating) the hand-wrist correct? (I need to rule out it is not the elbow.) 1. Because my problem is I have an exotic Rig, pre Weight painted (so I dont want to redo it with AccuRig), but no instructions. 2. I found the bone that fixes the Weights of the Inner-Elbow, when the arm bends (this elbow bone is in the Upper arm). 3. When I rotate this bone on the -Z axis, it fixes the muscle flex of the Forearm, but near the Inner-elbow - to fix the bendy straw-arm problem. 4. But when I SET this bone as the TWIST bone (between Arm and Forearm in Quick Rig), and I rotate the IK arm/hand, it does not fix/rotate this Elbow-fix bone. Or Elbow Correction Axis is wrong??? It's set to Y by default. 5. I thought I found the answer, and set Elbow Correction Axis to -Z (because that works if I add a keyframe to an anim after rigging, and then -Z rotate this elbow-fix bone). But with Quick Rig this fails. 6. I spent 20 mins trying all +/- axis, and 2 different elbow bones. Nothing works. Whats wrong? 7. PS I found similar joint-fix bones (special Weight painted) for the Thigh and Knee bend (like elbow problem). Setting these Thigh and Knee bones as Twists in the Leg for Quick Rig does work (when I move IK foot up, this Knee bone auto rotates to fix the Inner-Knee weights). So I don't understand why IK arms don't. 8. Undocumented settings has killed my project for 5 months. Ty :(
@@CGDive It's 2 questions. Q1: the TWIST bone that is between Arm and Forearm, is that for Inner-Elbow bend correction? If not, which Twist is for elbow? (And I gave details to HELP people in the community find out *How To* find the axis of their Twist bones, when it is unclear and no one made a video on the ignored settings of a paid plugin.)
People have preferences. Worked well from my tests although it is not something I use all the time either. For me having to switch to another app is enough to discourage me.
This was super useful. I bought quick rig ages ago and never used it! I've been sitting on a gold mine. This is exactly the workflow I need right now.
Glad it was helpful!
Yeah, Quick Rig is powerful. I will make a dedicated video about it soon.
Dude you saved me with that last min comment about the arms crossed being an indicator of uatched rest poses. A pose and t pose. I didn't know that. THANK YOU
Золотой ты мой человек наконец то я нашел то видео где мне могут внятно объяснить как сделать ретаргет на другой скелет спасибо
Amazing tutorial! I was trying to figure out how to make all these programs work together, this helps a ton! Thank you
Awesome! Because of Auto-rig Pro & Quick Rig, I will just stick with Blender then for animation instead of getting iClone 8. I just can't find proper tutorials on retargeting in Character Creator 4 especially when the MOCAP source is from Unity. But with Auto-rig Pro & Quick Rig, they seem to have more support for third-party sources. I will use your affiliate link for Quick Rig. Thanks for the tutorial! :-)
Thank you for the tutorials, they are amazing. I love the chapters btw, it always moves quality up so much when people use it.
Great tutorial as always. Looks like a very useful workflow!
This is very very informative tutorial, this is what I wanted. Thank you!!
Glad it was helpful! And thank you 🙏
It's kinda cool and weird how you read my mind and make a video about every question I have at the same time lol
oh my god its what i looking for all of those 3 days .. T-T about to cry!! thanks so much!1111
Haha, nice! 👍
Accu rig to mixamo animation i just just make them both rigify rigs and trasfer the animation data or..... import to the accu rig(when made to a rigify rig) then import the mixamo animation with the add on mixiamo to rigify.
Great tut! Thanks a lot! The only thing I didn't quite get - why would I need creating the rig in AccuRIG for my character at all if I can create rig with AutoRigPro's tools directly in Blender?
Yeah, that's how I'd do it in most cases. I'm just trying to present different workflows.
je t'aime, dude you litteraly helped so much, thanks for such a clean masterclass
Personally, I would just create the control rig directly on the sketchfab model using ARP as this would skip many unnecessary steps such as re-assigning materials, exporting/re-importing etc. However, it's still an excellent tutorials, as always.
Sure. ARP has nice weighting features. This video is for people who want to use AccuRig for one reason or another :)
What is your goal Engine, UE4/5? I would not use ARP default to weight paint unless you know how to correct the auto generated bones before Applying to Rig or Weight painting. There is a serious error in how he places the Neck bone at the back of the neck (anatomically correct, but not game correct), instead of centered like Mixamo and UE4.
(I didnt know about this extreme difference until months of working on my character in Blender, and manual Weight paint fixes, after using ARP's.)
Thus my anims that are retargeted from Mixamo, are wrong at the neck. I had to abandon months of work, and restart the Rigger before it was painted.
I also had a problem with how ARP's Pin rigger makes Knee/Weights. It generated a knee bone (that I cant rotate or move, not the Ball pole bone). But when my character leg bends, the weights of the knees spike out. And I had no bone (from ARP) to rotate/move to adjust this Weight spike.
So looking at this vid, I would recommend AccuRig to Rig. (Mixamo is somethings good, but imprecise because the Pinning window is tooo small.)
I was studing something similar but with rigify, using Rigimap! you just rig with rigify and can use both libraries at the same time! :D
Oh, thanks for reminding me! I have Rigimap but I don't use it much. It could be perfect for a workflow where you use CC tools to create a rigify rig.
best tutorial ever bro, THANKS SO MUCH!
Thank you CG dive !!!
Nice work!!
Any animation I try to re-target ends up with my character having twisted arms around the back... I might be missing something, please help would be very much appreciated.
Bro many many many many thanks to you bro 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏 bro till date i dont know how to retarget
Thank you for the tutorial, I quite understand Accurig by the way, I want to ask how to compress the FBX file so that the size is smaller because I can't add it because the file is bigger. I've tried online but it still can't help me.😢
The main thing should be the number of polygons. Try exporting without embeded textures too.
Super great, love it.
Please help 🥲 the animation is already redifined with the rest pose, but when i press the Re-Target , my model went side and squating... please helppp i dont know that todo DX
AccuRig Pro will be the future 😂
Thank you for all of you helpful tutorials. This is exactly what I needed. However when I retarget, the the arp character forearms bend back a little bit, like his arm is broken. Any help to fix this would be appreciated
Here are my in-depth tuts about retargeting with ARP.
ruclips.net/p/PLdcL5aF8ZcJvvsiXT9kOvO6xCCv2r9sOW
It's probably something to do with the rest poses of your rigs. You can also use the "interactive tweaks" feature to fix things after the retargeting.
@CGDive thank you for the reply, yes I've watched the series as well, and I matched the rest pose of both characters perfectly, however when I retarget the shoulders looks a bit squished and shrugged. And also the forearms have a weird bend to them. Do you have an email I can send pics to?
@CGDive I tried the interactive tweaks however the bend is at point where there isn't a bone
Everything worked but the character plays the animations with crossed arms after retargeting. I even set the mixamo armature rest pose to an A-Pose so it matches the character's rest pose (like you said at the end). Any ideas what the problem could be?
Crossed arms is always a sign that the rest poses are not matching.
Here is my full video on APR remap
ruclips.net/video/OBNjB_WS7yM/видео.html
great tutorial, thank you 🙏🏻
this may be a stupid question but what if the character got capes or skirt that needs to rigged as well outside the main body. Can acuurig, quick rig do it for us or only for the base body and we need to rig the cape ourself?
Yeah, that would require some sort of manual rigging.
Thanks so much
HELP ME! whhy is are the hands inverted!!! after i import mixamo animation all works well except the hands are inverted !
👏🏻 very helpful
When I enable multiple animations retargetting, and build bone list, I do not have the same source bones, ie 'mixamorig head'. Instead I am seeing, just a normal 'Head' -I am still able to import however I am not able to export the GlTF correctly. What am I doing wrong?
Heloo! I really want to see how to combine the autorig pro with "face it" addon! Thanks for your tutorials.
WRONG IK DIRECTION FIX
For anyone having IK issues on the generated Rig where the left Arm IK is always bending in the wrong direction,
Move the IK target to the right location, press Ctrl + A and choose "Apply Pose as Rest Pose."
Seems simple, but this issue had been driving me crazy for the last few days😂😂
Hope it saves someone else the trouble.
P.S: You can apply this fix on any other rig generated with quick-rig where the Arm or Leg IK targets are facing the wrong direction.
it works, but when I Click Edit Reference Bones and then Match to Rig, it went back to the wrong IK
I tried every import in last session of aouto rig mapping, from Fk to Ik or else, but my models arms are awkwardly remapping? Do you have a solution for this? Thank you.
By the way I use accurig last update. Teher is a latest update on accurig. May it be the problem?
how can we add face rig in this?
Hi I am following this tutorial and facing CC_Base_Hip issue after retargeting animation.this bone seems to be freeze at a point.Please help me
I haven't had that issue. Not sure, sorry...
@@CGDive alright
very nice
Bro, can you make video retargetting mocap from cascauder using auto rig pro, hope u can help
I don't use Cascadeur so not planned for now.
hello, thank you so much for the tutorial, but what if after all the manipulations there is a problem with the twist (for example, everything is fine on your video at 9:50, but my hand narrows very much). How can this be corrected?
Did you use the preset I suggested: Character Creator AccuRig? Or did you use Character Creator +?
This video helped me a lot ! Thank you ! However, when I try to match existing Materials, it says : "character has no Json data" What is the problem ?
No idea, I can't troubleshoot these addon issues. You have to ask the addon developer.
@@CGDive ok thanks for the answer though !
when i import from accurig my feet bones are crossed. any idea why this is?
hmmm, no I haven't seen that problem.
@@CGDive thx for the reply. this is weird. i manually had to reposition the feet bones
Do you get better results by retargeting with auto rig pro compared to UE5s retargeter?
what is "better results"? :D
@@CGDive In this context I guess better meaning less fiddling with the poses to match them up perfectly. In UE5s new retargeter I notice after I retarget, some of my animations are good and others the legs are too close so I have to adjust the bind pose in unreal even if the T-pose or A-poses are matching perfectly on both characters even with the offset features of ue5 retargeter, doing this and then retargeting again gets frustrating. I'm wondering if the auto scale bone feature in auto rig pro maybe does a better job at this?
@@prodev4012 did you test it?
@@CGDive Nope but im going to, it just looked so clean in your video like all my problems were automated by that magic bone scale feature. Not sure if u plan to do more with it before I test it but if its what I think it is then it could replace retargeting in ue5 for me completely
Hi, thank you for your valuable comment. I am planning to create a fitness/gym you tube channel with 3d animation. my aim would be to film whilst doing excercises and then transforming in 3d characters. would you be able to tell me what software i should use and what the process should be? thanks again, have a nice day
There is no need to post your question more than once.
If you can show how to rig wih accurig export for UE5 but take this fbx and edit some weights and export to UE5 to retargeting Mannequin aniations__? is this possible to do?
So
-rig with AccuRig
-edit weights in Blender
-export as the UE5 mannequin skeleton
Is that what you want?
I wonder, is it possible to do this and use ARP to rig the face? I have the add-on but aren’t experienced enough with it to consider how to do it myself 😅
I think it is but when I tried it, it didn't work out right away. I'll figure it out and most likely make a video about that.
@@CGDive Oh cool, if/when you figure it a video would be great to see!
My auto rig pro doesn't have the character creator accurig option. What version is this?
This is Auto-Rig Pro + QUICK RIG (not just Auto-Rig Pro). Versions are explained here 8:07
Maybe its not a smart question, but why is it useful to rig a character with AccuRig then remapping a Mixamo animation to the character when Mixamo does automatic rigging anyways? Maybe I am failing to see why so if you can clarify that would be amazing! :)
Just answered a similar question. Here is a copy-paste
-
AccuRig is a more modern app. The weighting it does may be a bit better and it has advanced features which I'll demo in another video. Its rig also has twist bones in the legs and arms which creates better deformations in the shoulder, wrists, etc. (and the Rigify rig you get from CC Tools makes use of that).
-
But if you are happy with what mixamo does (which is not bad), then you can certainly save yourself some work and use mixamo only.
It is a smart question for anyone else to read: I wish I had the answer/tech months ago. CG answered why.
But from a user experience, using Mixamo was fast to get a prototype, but ultimately wasted my time finding solutions to the problems of crotch Weight paints were wrong (when legs run). And other errors because the Pinning window is too small to be precise.
Even ARP rigging/weighting has failed me. Months wasted. I wish I knew about AccuRig months ago. Correct Twist weights are very important in games/anims.
After using the quick rig at 10:00, all my control bones are working fine. However, somehow I can only rotate the hand control but cannot move(G) it.
Any solution for this?
I am not sure, are you IK mode?
im having the same issue. any luck?
Nothing related to autorigs seems to work on Mac.
Yeah, seems to be a common complaint.
Can I export the animation to unity
Yes, it shroud be possible.
Very good work, really. Accurig is extremly usefull and i’ll want to use it for my custom character for an Unreal engine 5 project, but I’m not very skilled in rigging and retargeting. Could you make another tutorial for sending the rigged character to UE5 with it’s animation ? I think that could be very usefull for all the unreal developper. ,
I already have something like that. Assuming you'll be rigging with AccuRig, you can skip part 1 :)
ruclips.net/p/PLdcL5aF8ZcJvS4rui1CyKuFQLBGE4rnas
@@CGDive Thanks a lot for the answer, very appreciated !
After a few months of learning ARP I realized it turns Blender into basically universal Character system.
I grab model s from Sketchfab and other places
and within minutes I have a Professional rig that accepts any biped motion from My Iclone 7/CC3 software.
True. The workflow is great.
What Blender version were you using? I am getting an error when I clicked the "Quick Rig" button on 09:21
This is the error:
Python: Traceback (most recent call last):
File "C:\Users\Lee\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\auto_rig_pro_quick_rig\auto_rig_quick.py", line 760, in execute
execute_make_rig()
Any idea how to fix it? BTW I am using blender 3.3
My blender version in this video should be 3.3. For errors, get in touch with the addon dev asap :)
@@CGDive Thanks for the quick reply, I actually just tried to use blender 2.9 then the error is gone!
I don’t trust the source code and don’t want to spend 25+ dollars how else do I import it without these
Can convert Auto rig pro to rigify ?? thank you in advance
I don't think so.
OK, thank you again
7:30 this gives me an error sadly
:(
@@CGDive Appreciate the emote. That helps
9:59 Can you please help? I had to redo my character again, because of bone error. I bought the support package but he hasnt answered me.
Q1: the TWIST bone that is between Arm and Forearm, is that for Inner-Elbow bend correction? (I do not understand what “Twist” motion he means at the upper arm?? Or does he mean arm rotation = Inner-elbow Weights-fix, which is what I need.)
Q2: the TWIST bone between Forearm and Hand is for actual twisting (rotating) the hand-wrist correct? (I need to rule out it is not the elbow.)
1. Because my problem is I have an exotic Rig, pre Weight painted (so I dont want to redo it with AccuRig), but no instructions.
2. I found the bone that fixes the Weights of the Inner-Elbow, when the arm bends (this elbow bone is in the Upper arm).
3. When I rotate this bone on the -Z axis, it fixes the muscle flex of the Forearm, but near the Inner-elbow - to fix the bendy straw-arm problem.
4. But when I SET this bone as the TWIST bone (between Arm and Forearm in Quick Rig), and I rotate the IK arm/hand, it does not fix/rotate this Elbow-fix bone. Or Elbow Correction Axis is wrong??? It's set to Y by default.
5. I thought I found the answer, and set Elbow Correction Axis to -Z (because that works if I add a keyframe to an anim after rigging, and then -Z rotate this elbow-fix bone). But with Quick Rig this fails.
6. I spent 20 mins trying all +/- axis, and 2 different elbow bones. Nothing works. Whats wrong?
7. PS I found similar joint-fix bones (special Weight painted) for the Thigh and Knee bend (like elbow problem). Setting these Thigh and Knee bones as Twists in the Leg for Quick Rig does work (when I move IK foot up, this Knee bone auto rotates to fix the Inner-Knee weights). So I don't understand why IK arms don't.
8. Undocumented settings has killed my project for 5 months. Ty :(
Sorry, too many questions to answer in a yt comment.
@@CGDive It's 2 questions. Q1: the TWIST bone that is between Arm and Forearm, is that for Inner-Elbow bend correction?
If not, which Twist is for elbow?
(And I gave details to HELP people in the community find out *How To* find the axis of their Twist bones, when it is unclear and no one made a video on the ignored settings of a paid plugin.)
color texture not comig
Didn't work for me ;s I don't understand why people use AccuRig. Every other way I've created rigs has given me better results.
People have preferences. Worked well from my tests although it is not something I use all the time either. For me having to switch to another app is enough to discourage me.
I WOULD LIKE TO CONTACT YOU BRO
you contacted me ;)