AccuRig: easy auto-rigging (better than Mixamo?)
HTML-код
- Опубликовано: 29 июл 2024
- -------------------------------------------------------------------------------------
❖Get all CGDive courses for just $5.99 per month!❖
academy.cgdive.com/courses
Note: This is like Patreon but much better :)
-------------------------------------------------------------------------------------
AccuRig
actorcore.reallusion.com/auto...
CC Blender Tools addon
github.com/soupday/cc_blender...
The character used in the video
shrsl.com/3qqbi
RECOMMENDED PRODUCTS
❖Rig Anything With Rigify (coupon code "cgdive" = 20% off)
toshicg.gumroad.com/l/rigify
Alive! Animation course in Blender
www.p2design-academy.com/p/al...
❖The art of effective rigging in Blender (coupon code "cgdive" = 10% off))
www.p2design-academy.com/p/th...
❖Hard Surface Rigging In Blender
blendermarket.com/products/ha...
❖Auto-Rig Pro
blendermarket.com/products/au...
❖RBF Drivers
gumroad.com/a/348001395/XzWpB
❖Bonera
gumroad.com/a/99062899/oXuxm
0:00 Intro and Downloads
1:47 Quick Overview (sample character)
3:23 Rigging a Custom Character
5:06 Character Export from Blender
5:27 Rigging in AccuRig
9:11 Viewport Navigation
9:43 Hand/Fingers Setup
14:26 Tweaking joint positions
15:15 Upload to ActorCore
16:18 Export to Blender
17:40 Import in Blender (CC addon)
18:47 Convert to Rigify
20:05 Re-assigning Textures
21:38 DON'T export textures with FBX
22:24 Retargeting ActorCore Animations
26:13 Weight Painting
26:55 What's next?
her32756743edjhfkjhdfslkj - Кино
This is by far one of the best workflows for rigging. Thanks for the great tutorial.
Thanks for making such easy to understand and thorough videos :) Learned a lot from them. Want to start the rigging course next
I have been learning Rigify wity your vids for the last 10days, and also was looking for AccuRig to Rigify tutorials, because my robot character has a weird proportion and Mixamo/Rigify doesn't work. Sooooo glad that you made this video, thank you so much! Will try it tomorrow! Thanks again.
Thank you so much for featuring my first character model on such an excellent video! If I knew it would end up here, I would've paid much more attention to the retopology 😅
Hey, good to hear from the model creator! The model is awesome, thanks for making it available!
Hahaha 😆
@@ezpz4646 glad you're having fun without context :D
@@CGDive Thank you. I just love hearing like minded people speak of relatable things. I'm a 3d artist myself.
@@ezpz4646 Yeah, the CG community is a nice place! :)
I still get the notifications about your videos and I still watch them from time to time, unfortunately I left the 3D world two years ago, life became tough and it wasn’t paying enough, anyway just wanted to say hi and please do keep up the good tutorials you’re making, I learned a lot from you back in the days. Thank you.
Sorry to hear that. Ups and downs are part of life.
@@sanaullahraisofficial Stay strong man, I hope you find better means. All is going to be good.
Hey thanks for stopping by to say hi even tho you're no longer in the field. Sorry to hear things didn't quite work out for you. But it's never too late. Maybe you'll come around to cg again.
@@jojomama3028 yeah agree.
@@CGDive you are great man. I always watch your videos. :)
Bro, thank you for such a thorough breakdown of this tool. I got what I was looking for, and then some! Subbed
Awesome, thanks! 🙏
God, this is what I've been looking for all this time. Thank you so much!!!
Finally soone who speaks in a calm way and getting to the point asap
Tested this with a DAZ-character (around 330 000 tris only exported as fbx without optimizing anything) and it was perfect. Thank you for the this tutorial. 😁
Amazing video, thank you for always covering these kinds of software!
Exactly what I needed! I had been missing the add on and was feeling very confused what I was supposed to do with an auto-rig program that didn't give me any control bones. XD
This was incredibly helpful!!
Thank you very much for breaking this down.
Thanks for the video! Very helpful and easy to follow instructions
Awesome vid as always
So awesome! Thanks so much ❤
Thank you, that was very informative and useful!
Really great video. This was the only one I could find that went through the animation retargeting process from actor core using accurig. The rest just showed accurig part.
Very well explained!
thanks a lot!!! so nice reverb
Best tutorial ever man!!! My Deadpool is looking fine affff ready for production!
Nice!
well understood. Thank you you are the best teacher.
great explanation great tutorial, keep up the good work!!!
it worked! thank you so much!!
Perfect tutorial! This is what exactly I need for rigging!
Great to hear!
thanks man you save a day!
thanks a lot for this, will definitely help me a lot as a still learning modder for Dark souls 3/sekiro/elden ring.
mixamo was good but this seems like an even better replacement.
Wow! I've just subscribed on your channel! You helped me a lot
yes side or front view would be great and UNDO please!!! amazing tool all round, better results than mixamo with difficult characters I found.
Thanks works fine. Greetings from Italy
Thank you for letting me discover this, after a few tries, it crashes at 11% when I finalize, it loads indefinitely on applying skin weights.
But sometimes it ends up gone but the character disappears as if it had been erased.
On the other hand with simple models it works well.
I will therefore stick to Blender but I will probably try again in a few months to see if it will end up working correctly with the updates.
thanks man I was struggling to manually rigfy my character
So interesting tutorial, thank you man 😊
that's so useful for beginners!
I just use Auto-Rig Pro for blender. It's awesome and full of features from being in development a while.
Everything works, especially free, use until it is too late!Cool! Downloaded))
ITS REALLY WORKED LOL THANK YOU DUDE
super helpful! thanks a lot
I like this tutorial, I'll try to practice it myself
thanks so much man
very well, I liked everything
Very good job!
I luv to see, Accurig->Blender->UE4 (5) locomotion workflow
Very impressed with this tool, lets hope it stays free. Looks like an amazing replacement for Mixamo
Thnak you so much for this usefull tutorial... 😄
You are a literall dream saver
Thanks so much
Thank you mate🙏🏻
My pleasure!
Thank you for this! Super cool video! A+++
Awesome Tutorial For a free stuff, Thanks men
Thank you
thank you so much dude you're a god
Thanks. Wow that's awesome. I was hoping that they'd release a similar addon to the mixamo control rig but converting it to a rigify rig is even better as this is compatible with a lot of of other tools. Does it basically give you the same results and functionality as if you'd rig the character with rigify from scratch yourself (apart from the face of course)? Also maybe you could do a tutorial on how to add a face rig to this. Especially via the faceit addon would be great!
I have this video showing how to add a face to Mixamo
ruclips.net/video/7WDBqXTAKDg/видео.html
Here it would be even easier. Just use the advanced Rigify option in the CC addon and generate the face. Then just add the weights of the face bones similar to the video above. I might make a video about this.
@@CGDive Please do! I would love to learn more about this option!
@@CGDive Please do! This step is the only thing that's holding me back from moving on to learn unreal!
Impresionante!! Gracias por el dato!
mi placer!
Thanks a lot bro very nice video
merci beaucoup a toi :))
And you've earned a sub from as well. Hope you reach 1 million subs soon man I'm glad I could add to that number. Hope you're
Thanks, Bryan! 1 Million subs coming soon(ish)
AS ALWAYS CGDive, my friend always bringig great tools and ways to use them, I just tested on my custom Anime character and its quite good
That is awesome!
@@CGDive can You make the second parte with adicional bones? Aditional like amor leg attached to the hip?
@@CGDivewhat is the minimum blender version requirement?
The comment section appears to have mostly never used mixamo before. I can definitely suggest some improvements. 1) Direct Website upload of the accuRig export, and I mean being able to use the same file over and over again, instead of re-rigging it all the time. 2) allowing for bone rotation / spacing tweaks within the viewer window before export. So that when one wants to use custom characters with different body proportions, hands/arms/feet/legs don't clip into the mesh. Mixamo does offer these things. - Don't get me wrong, I use ActorCore and the AccuRig tool, and I find it has a great library, but it feels a bit unsupportive towards custom (non-actor) characters that are not offered from the ActorCore library. Just my two cents.
THANKS !!!!! i can now make my own thanks i will
One question, does this addon work on the basic rig or just rigfy?
Why is my add on not appearing? I downloaded the cc blender tools, but when I go to the add on and add the cc tools in my down loads nothing shows up for me to click the the box in the blender add on section. Why?
Hey thanks for the video.The finished acu rig modell in blender deforms the modell with stretching if i pull sth furter from the character away than its pyhsically possible (hands or feet) do you know how to prevent such unreachable positions?
yes, select any IK control, go to N palen > Item.
Under rig main properties, set IK stretch to 0
Good, but I rather wait for a more optmized version cause in my tests, I compared it to Mixamo's and Mixamo's showed a better result for me. Maybe it depends on the mesh and how it was retopologized as well, but for now Mixamo is doing for me. However it was a great tutorial, thanks.
I've seen you do this workflow about 3 times but whenever I export my character from Accurig into Blender my Rigify is always in red (no current character). I tried to export without the texture by unchecking it but it doesn't seem to do much. Any suggestions?
Looooooooooove you maaaaaan 🥰🥰 just subscribed ... thats we call GOLDEN TOTURIAL 😎
ha, thank you!
thank you so much!
No worries!
please make a video tutorial on how to retargate cascadeur animations to autorig pro. because it is very easyb to do physicaly correct animations in cascadeur. but we still want to use autorig pro in the process.
Great tutorial! Thank you! I have a question. If I have a character with a tail, is there any way to add to the rig before exporting to blender?
I don't think so. You could add it in Blender.
Can you do tutorial on adding a face to this? and rigging cloth, belts, armour, props?
I second that
Yes!! I hope you will do a tutorial on it one day
Definitely would like to know how to add a face
awesome like always, Have you tried adding double joints to knees and elbows to rigify? i have tried somewhat successfully but it creates a sliding issue with the IK, hope you see this!
Hi. This is a very common question but - for some reason - I can't get myself to care about it :)
But this guy has solved it ruclips.net/channel/UCsuMM_xVywlWB8NMIT-L1dgvideos
He is also on our discord discord.gg/YFH5HUv
Looks impressive! Thank you! I also got good results for my characters. Is it possible to convert this rig to Advanced Skeleton or HumanIK in Maya?
No idea about Maya, sorry :)
I have Auto-Rig Pro, so rigging is pretty easy. I would like better face rigging ability, but with shape keys and tweaks, I make do.
It would be nice if the addon checks for existing materials before adding them as copies. Guess that isnt that hard to add actually
im still having problems importing the mesh into unreal engine Need help as i get an error that says it failed to create the asset
Not sure. You may want t ask at an UE community.
27:30 What would really help me is knowing about cross-compatibility between all the existing dopesheet standards pertaining to various bone sets and how to troubleshoot between it all.
I've got a kinect but I'm clueless how to stick it all together. I wanted to make a character that follows my movements realtime for fun, but it's taking foreverlonger than I thought.
Hi.
"dopesheet standards pertaining to various bone sets"
Rigs zero bells, sorry :)
@@CGDive Yeah I can't express what I mean really clearly because I'm a noob and English isn't my first language. There are all sorts of different rigs and all sorts of artists have all sorts of ways to rig their characters. What's the most universal way to travel through this all... Example if I download the kinect rig made by royalskies and I try to link it to the metarig and kinect data with the software with the big white bunny that I forgot the name and that costs a massive amount of money... I get all sorts of glitches so I assume some standards don't translate well.
Anyways.
I doubt I'll ever be a master at rigging, it's all way too advanced for a noob.
@@CGDive Bone sets... IDK, some people have sets of bones that are split right in the middle of the limbs like rigify, some use sets of bones that are much simpler, some uses really rudimentary sets of bones... Forgive my lack of vocabulary I'm trying to clarify what I meant.
Say I download a random guy's super advanced armature and I want to load mixamo animations onto it and it ends up with the knee right in the middle of the forehead because something doesn't translate well..
Anyways...
Like I said, it's moving so fast and people who started early are so advanced that I'll never catch up.
thnx for help ...
Is there a way to link CloudRig Into the CCBlenderTools to autogenerate with this bone setup? It would make my very very happy if it were so!
I don't think it's possible, unfortunately.
I did everything the tutorial taught me and thank you so much for doing it! But I still have a question. How can I add props like holding an axe to the character and mixing it with the animation? If you have a video about this, please just give me the link and again, thanks!
Hi, I thank you very much for this tutorial. I have a qustion tho. Can I somehow update the animation before baking? Or after it? Thank you very much for your answer
You can, but it's not something I can explain in a comment. Learn animation and NLA in Blender. There are bits and pieces about thta in my Retargeting and Animation Playlists
ruclips.net/p/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP
ruclips.net/p/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ
I'm getting stuck on login because it is jsut white dialogue window for me and it doesn't seem to render login window properly...
Submit a bug report :)
YOU ARE A GENIUS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I are not :)
Humble
Can this workflow work with the new Blenrig 6?
I don't think so, they are not related at all. Unless you know something that I don't :)
cool~
Do you need to use rigify in Blender if you have iClone? I'm researching work flows and there's so much overlap it's difficult to know what to use and where. I'm thinking: character creator 4 for a humanoid base > blender for sculpting to make more like a monster / retopology / uv maps > substance painter for texturing > iclone for animations (but I need accurig first?) > export "something" to Unreal Engine, where I do the Blueprints, blends, state machines, sockets for changing weapons on the rig, player controls and input to make a playable character in the game. Anyone got tips or advice on missing steps or things to be aware of?
I'm not familiar with iClone so I can't offer advice, sorry.
Hey, do you have a video where you show settings after rigify and show how to animate the rigified character? Or do you know a video which shows that? :)
See if this helps :)
ruclips.net/video/vKgH5zXIYmM/видео.html
when we export as an fdx do a skull is create for the model
Yeah, there is a head bone.
Please i need help. the bones of the hands are not where they should be, nor are other bones like the chest. That happens when I apply the rigin in blender
"bones are not where they should be" not sure what that means, sorry :)
can I use Actorcore pre-animations for metahuman?
I am not familair wiht pre-animations (or Actorcore for that matter), sorry. but my guess is that you can be cause the actorcore products can connect to each other.
After importing the Accurrig to Blender I've noticed that fingers were not rigged properly. How can I move bones manually and re-generate rig and apply it to Rigify? Thanks!
Yeah, good question. I've noticed that the AccuRig bones sometimes do not generate perfect fingers for Rigify.
There is no good solution. You have to tweak the bones slightly to make them generate correctly.
I am going to submit an improvement proposal.
Does any1 know why it wont import the textures and how to fix that?
If the fbx has file includes textures they should be imported into accurig.
Very usefull video. Would you know if it's possible to add a rigify head after the all process of converting the Accurig rig into a Rigify rig and join them ? Thanks a lot
Might be with a variation of this workflow
ruclips.net/video/7WDBqXTAKDg/видео.html
I really loved this tutorial. Could you talk about accurig - blender + actorcore - marvelous designer - blender pipeline? I know how to do each of them but I'm having difficulty put those in pipeline. Thank you.
Oh, I don't have an MD license and my skills are lacking. I have used it a bit before but not enough to make tuts about it.
i just make a quick test with it and blender. The exported fbx file cannot give correct result.
That's strange.
Can this be used on Space ship to open landing gear and wigs animation? In your opinion thanks for any help.
Oh.... no. Just humanoids :)
@@CGDive TY
was trying it out the rig is nice and everything was smooth. Really liked it. But once it got to me baking an animation onto the character, then using Animation Layers to try to do some light fixes to the animation... for some reason the rig's IK bones would just stop affecting the rig except for what was baked already. I can move the bones but they don't effect the mesh. Anyone else encounter this?
The baking probably switches to FK mode. Do you know how to switch back to IK?
When I Import my character to blender its meshes are rotated 90 degress from the armateur not sure why :)
I haven't experienced this problem. Not sure where you got the model from but maybe the rotation was unapplied before you imported into Accurig?
Hey, really nice video!
My only problem is, after rigify when i try to make my own animation and pull the foot or hand controller to far away from the character its starts to stretch the mesh.
Do you know how to prevent this (example that i cant pull the controller to far away)
Yeah, select one of the arm or hand widgets, then in the N-panel > Item set IK Stretch to 0 :)
thank you
what about if i have character with monster 2 head?
Not sure if that is possible at this point....
can you port the rig into 3dsmax and convert it to catrig like mixamo?
I have no idea, sorry :)
For some reason my rig has a floating piece of clay whenever it extends its arm - how do I fix this?
most likely you have to learn to weight paint :)
ruclips.net/p/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W