One nice tip when rigging is to turn on volume snap, enable closest, and turn on snap peel object, that makes it so your bones snap to the center volume saving loads of time
i want to point out that if you don't want to use the weightpaint brush to go in and out of big areas like your head mesh, you can actually just go Edit Mode, x-ray button, use C circle to select the entire head, then use the right panel to instantly make it 1.0 weightpaint strength. you can do this method with any body part that you really hate painting, then you care about gradient with your weightpainting mode brush afterwards.
This is so well timed. I just finished modeling a character, and this rigging process, albeit not new to me is hard to remember after months of not doing it. I love the physics added by the Wiggle 2 addon. I had the first one, but didn't know there was an update. Thanks for the links and video!
3:33 one tip to help with this is using the magnet tool(sorry idk the actual name) and set it to volume. it puts them in the midel of the part of the mesh
A little tip I've learned, I use spring bones for da boubah and I dont attatch it to the main armature. for the new jiggle vertex groups you have to manually add in those weight maps to each object from the jiggle armature. Its weird but selective weight mapping requires you to select the weight mesh (you make this by duplicating the base mesh and all other vertex groups except jiggle groups) then selecting the meshe you want to transfer weight data to. This requires you select both the same vertex groups from both meshes. Im unsure if it works on multiple meshes. Like normal baking, even if the mesh doesnt conform perfectly to the base blender will do its best to transfer the data properly and usually it does. So im able to use empties to parent rigs to and then parent the extra rigs to the main armature without really combining the rigs together. The jiggle rig in this case will follow the empty and it will follow the main amrature because the empty that connects it, also follows the main rig. Its useful when you use a premade rig for a base like DAZ3d and you dont want to mess with the main rigs base properties by accident. You can always just add another armature modifier, but you cant go back from goobering the weight mapping for your base mesh.
regarding the symetrize bug on chest part that you mentioned. after giving the weights to the breast bone and substracting other bone influence in the breast area, you need to select the bones and select "weight > clean" tools if i remember correctly . that way it will clean up all 0 influence bones from the vertex in breast area. that way, when you use the blur brush, it only recalculate the weights on the bone group that you assign the weights only. because in blender, when using substract brush, it only set the bone influence into 0 but not remove the bone group from the vertex. that's why when you use the blur brush those 0 influence bone group get some weight after using the blur brush
This was such a helpful tutorial with all the amazing information in such a short time. Neatly written summary looks just like a renaissance painting (*chef kiss*). Thank you so much!
Thanks for the tutorial. By the way, if you are using blender 4.0 and want to select the bone in weight painter mode, you need to click bones with "Ctrl+Shift+LMB".
I previously ran into issues rigging. If you find the seperate objects moving but not move with the appropriate bones. Check your modifiers. I am not entirely sure how this happened but I had armature modifiers set to the objects. Simply delete then parent the seperate objects appropriately
Joining armatures problem: When doing the armature for the skirt, don't forget to rename the first bone to something else like skirt so you make sure there are no bones called the same when joining both armatures, otherwise the weight paint may not affect you mesh and It'll just be there static. Hope this helps
A good rip when doing the hands, hair and the skirt. When you adjust the rotsrion of the tip, the last bone. Select the whole string and do "recalculate bone roll". That way you get much better transformations and save tou tons of adjustment on each individual bone
appreciate all the tutorials you put out man. do you have any plans on releasing that foot tutorial anytime soon? would like a nice, no nonsense method of modelling feet the same way you demonstrated with hands.
Ow didnt know there is a wigfle v2. I did some work on wiggle v1. Made it easier to work with. Being able to save presets and a couple more stuff. Definitely going to check iut this version
Hey man. Currently finished my rig to a character I’m trying to create. Mostly everything turned out great, EXCEPT my facial rig. I swear i placed everything in the right place, yet I realized when h generate my rig, the lips get placed where my nose is? I dunno how to fix this and he’s been frustrating be. So thank you for your reassurance that you use shape keys. I’ve been thinking if using it too, so will hope it works!
I can't get this to work. Once I've set Parent -> With Automatic Weights, I cannot get the bones to move at all in pose mode, it's just drawing a box for me to select bones.
when i joined the hair armature to the body armature, the hair didn´t move, it took me half an hour to understand that in armature modifier of the hair mesh i had to attach the body armature in object
Hello, thank you for the tips in this amazing video I was searching how to rig a skirt or a bigger dress which is not close to bone. But also wanted to ask you, why don't you use rigify Rig. Is it not better for animations?
To be honest, what was wrong with the bang before you started destroying the edgeflow. It was that high poly and the outcome after the remesu and decimate is just a mess. What was actually the purpose, because the difference in polys isn't that big. You could easily have lowered the edge rings to get a better result
I learn something to day if make rope or cable ECT, With bones 🦴 it just better option to paint the tiruaze color instead of the red one I was curious how to good atmachoure for cables sneak rope's ECT that is coiler flexible objects Now I think I understand I hope to be correct because I need cinder bones that is flexible for my character
Great vid! always love your stuff 2! I am curious about eye bones however? Don't you need to rig the eyes so that they can be controlled in unity? I've seen this done in another tutorial by Mako and wanted to make sure.
Unity has support for eye bones as well as shape keys/blendshapes. I've mainly only been working with shape keys - yes this can still be controlled in Unity without the traditional rigging.
@@2amgoodnight huh so you can do all shapekeys or rigged eyes? That's really cool! Are there any noticeable pros to doing one over the other? Like better tracking etc? Is using rigged eyes alongside shapekeys a thing? Or is that just over complicating things for no reason?
@@maxdot93 you would be using one or the other. Afaik shape key tracking is just as good especially if you use ARKit blendshapes. It would also depend on your use case, importing into Unity as a game char or for VR purposes?
@@2amgoodnight So for this instance I would say VR purposes like Vtubing and VRchat etc. I see, that's good to know! So what would be the purpose behind rigging the eyes and then doing blendshapes for the face? is it just personal preference to assist in the creation of eye blendshapes? Also, how many blendshapes are for facial movements and how many are left over for fun custom expressions with effects? This is all very interesting to me so apologies for the inquisition :P
@@maxdot93 Sorry not clear of the first question. Usually if you're going blendshapes route it will be both for eyes and face. In terms of how many eye blendshapes, you can go as little as 5 (up down left right + blink) or go the ARKIT route which has an exact number (around 50ish including full face). Custom face expressions can be as many as you want.
Why is my hair clipping the mesh of other hair strands and my face? Using wiggle 2. How to fix? I have the latest version of stable blender and wiggle 2.
@@naiknaik8812 thats awesome because for example morphers in some softwares has that limitation that the model need to be perfectly symmetrical and is so annoying.
Thank you for this tutorial, it's really helpfull ) But I got problem when joining armatures (hair and main): after joining armatures (ctrl+J), hair stop responding to their rig. Please help
This is mainly for if you want to export it to unity or vr whatever but if you actually want to animate in blender normally theres plenty of other tutorials
i don't get it. why don't you generate rigs from your metarigs? this is the first time i'm seeing someone parenting their mesh to a metarig. isn't it like, so to speak, a draft for your actual rig? i know that those bones actually fully functional and everything but don't you need controllers, FK and IK? no offense, just asking
@@2amgoodnight so you don't animate in blender? how do you make cute and sexy and anime girls alive? do you use unity animator or just download assets? or more like your characters are camera-driven? all that vr and v-tuber stuff?
Na verdade o único motivo de eu ter vindo aqui nesse vídeo porque eu quero muito saber como faz para fazer física a dinâmica em cabelo espinhos por causa do Sonic sabe e outras coisas com físicas dinâmicas
One nice tip when rigging is to turn on volume snap, enable closest, and turn on snap peel object, that makes it so your bones snap to the center volume saving loads of time
GOATed tip, my dude
Hahahaha
_tip_
Hahahahhaa
@@Selatapey ? explain your momo
@@Selatapey explica tu momo
@@andress5235 i'm pretty sure they're referring to the tip of the *weewee*
i want to point out that if you don't want to use the weightpaint brush to go in and out of big areas like your head mesh, you can actually just go Edit Mode, x-ray button, use C circle to select the entire head, then use the right panel to instantly make it 1.0 weightpaint strength. you can do this method with any body part that you really hate painting, then you care about gradient with your weightpainting mode brush afterwards.
This is so well timed. I just finished modeling a character, and this rigging process, albeit not new to me is hard to remember after months of not doing it. I love the physics added by the Wiggle 2 addon. I had the first one, but didn't know there was an update. Thanks for the links and video!
3:33 one tip to help with this is using the magnet tool(sorry idk the actual name) and set it to volume. it puts them in the midel of the part of the mesh
This is awesome, now i understand how to use bones to rig clothes, finally i can stop using sims for every dynamic part of my characters
A little tip I've learned, I use spring bones for da boubah and I dont attatch it to the main armature.
for the new jiggle vertex groups you have to manually add in those weight maps to each object from the jiggle armature.
Its weird but selective weight mapping requires you to select the weight mesh (you make this by duplicating the base mesh and all other vertex groups except jiggle groups) then selecting the meshe you want to transfer weight data to. This requires you select both the same vertex groups from both meshes. Im unsure if it works on multiple meshes. Like normal baking, even if the mesh doesnt conform perfectly to the base blender will do its best to transfer the data properly and usually it does.
So im able to use empties to parent rigs to and then parent the extra rigs to the main armature without really combining the rigs together. The jiggle rig in this case will follow the empty and it will follow the main amrature because the empty that connects it, also follows the main rig. Its useful when you use a premade rig for a base like DAZ3d and you dont want to mess with the main rigs base properties by accident. You can always just add another armature modifier, but you cant go back from goobering the weight mapping for your base mesh.
regarding the symetrize bug on chest part that you mentioned. after giving the weights to the breast bone and substracting other bone influence in the breast area, you need to select the bones and select "weight > clean" tools if i remember correctly .
that way it will clean up all 0 influence bones from the vertex in breast area. that way, when you use the blur brush, it only recalculate the weights on the bone group that you assign the weights only.
because in blender, when using substract brush, it only set the bone influence into 0 but not remove the bone group from the vertex. that's why when you use the blur brush those 0 influence bone group get some weight after using the blur brush
:o
@@PinkeySuavo sorry, i'm not fluent in english
@@rahmadrenaldi2624 I have no idea what I meant with that comment, haven't used Blender for a while xD
This was such a helpful tutorial with all the amazing information in such a short time. Neatly written summary looks just like a renaissance painting (*chef kiss*). Thank you so much!
Thanks for the tutorial. By the way, if you are using blender 4.0 and want to select the bone in weight painter mode, you need to click bones with "Ctrl+Shift+LMB".
I previously ran into issues rigging. If you find the seperate objects moving but not move with the appropriate bones. Check your modifiers. I am not entirely sure how this happened but I had armature modifiers set to the objects. Simply delete then parent the seperate objects appropriately
Joining armatures problem: When doing the armature for the skirt, don't forget to rename the first bone to something else like skirt so you make sure there are no bones called the same when joining both armatures, otherwise the weight paint may not affect you mesh and It'll just be there static. Hope this helps
As an animator, really appreciate the effort in your video 🔥 great job.
A good rip when doing the hands, hair and the skirt. When you adjust the rotsrion of the tip, the last bone. Select the whole string and do "recalculate bone roll". That way you get much better transformations and save tou tons of adjustment on each individual bone
Make sure the tip, the end bone is the one active when you do this
appreciate all the tutorials you put out man. do you have any plans on releasing that foot tutorial anytime soon? would like a nice, no nonsense method of modelling feet the same way you demonstrated with hands.
On the mirror weight paint failing, there’s a “respect topology” (or similarly named” button, it will fix the mirror weight painting.
Ow didnt know there is a wigfle v2. I did some work on wiggle v1. Made it easier to work with. Being able to save presets and a couple more stuff. Definitely going to check iut this version
Damn, I am watching 2AM at 2 AM.
Amazing video like always Boss!! Thanks a lot for your Knowledge, have a nice day and follow the same path because you are a true master of 3D NPR!!
Hey man. Currently finished my rig to a character I’m trying to create. Mostly everything turned out great, EXCEPT my facial rig. I swear i placed everything in the right place, yet I realized when h generate my rig, the lips get placed where my nose is?
I dunno how to fix this and he’s been frustrating be. So thank you for your reassurance that you use shape keys. I’ve been thinking if using it too, so will hope it works!
I can't get this to work. Once I've set Parent -> With Automatic Weights, I cannot get the bones to move at all in pose mode, it's just drawing a box for me to select bones.
bruh i just finished my school project and now i understand why the vertices keeps glitching when i animate LMAO
now this is my type of video ! 🤓
Damn bro has made this animation with his single hand! Hats off!
Super Awsome Skinning and Rigging
when i joined the hair armature to the body armature, the hair didn´t move, it took me half an hour to understand that in armature modifier of the hair mesh i had to attach the body armature in object
Excellent video. Thank you! Does the VRM stuff work with unity 2017 or will I need an alternative spring bone package?
wow TYSM for Addons :D
what are the blender add ons you're using? ie : what's the add on for that armature?
Hello, thank you for the tips in this amazing video I was searching how to rig a skirt or a bigger dress which is not close to bone. But also wanted to ask you, why don't you use rigify Rig. Is it not better for animations?
To be honest, what was wrong with the bang before you started destroying the edgeflow. It was that high poly and the outcome after the remesu and decimate is just a mess. What was actually the purpose, because the difference in polys isn't that big. You could easily have lowered the edge rings to get a better result
explained and showed everything perfectly! did it with 0 knowlege of making bones and riging in blender
Thank you for these tutorials!
thank you so so much(crying)
I learn something to day if make rope or cable ECT,
With bones 🦴 it just better option to paint the tiruaze color instead of the red one
I was curious how to good atmachoure for cables sneak rope's ECT that is coiler flexible objects
Now I think I understand I hope to be correct because I need cinder bones that is flexible for my character
Great vid! always love your stuff 2!
I am curious about eye bones however?
Don't you need to rig the eyes so that they can be controlled in unity?
I've seen this done in another tutorial by Mako and wanted to make sure.
Unity has support for eye bones as well as shape keys/blendshapes. I've mainly only been working with shape keys - yes this can still be controlled in Unity without the traditional rigging.
@@2amgoodnight huh so you can do all shapekeys or rigged eyes?
That's really cool!
Are there any noticeable pros to doing one over the other? Like better tracking etc?
Is using rigged eyes alongside shapekeys a thing? Or is that just over complicating things for no reason?
@@maxdot93 you would be using one or the other. Afaik shape key tracking is just as good especially if you use ARKit blendshapes. It would also depend on your use case, importing into Unity as a game char or for VR purposes?
@@2amgoodnight So for this instance I would say VR purposes like Vtubing and VRchat etc.
I see, that's good to know!
So what would be the purpose behind rigging the eyes and then doing blendshapes for the face? is it just personal preference to assist in the creation of eye blendshapes?
Also, how many blendshapes are for facial movements and how many are left over for fun custom expressions with effects?
This is all very interesting to me so apologies for the inquisition :P
@@maxdot93 Sorry not clear of the first question. Usually if you're going blendshapes route it will be both for eyes and face.
In terms of how many eye blendshapes, you can go as little as 5 (up down left right + blink) or go the ARKIT route which has an exact number (around 50ish including full face). Custom face expressions can be as many as you want.
the add on is installing but not showing in blender
idk why i came here,but the tutorial was good
btw the wiggle 2 animation file isn't work in 2.8 ?
man..... rigging with one hand is really hard innit ?
Try using your two feet instead
Why is my hair clipping the mesh of other hair strands and my face? Using wiggle 2. How to fix? I have the latest version of stable blender and wiggle 2.
bro shape keys works with symmetrical models? or u can make any type of modification even if the piece is not symmetrical?.
i think shape keys works for any model
@@naiknaik8812 thats awesome because for example morphers in some softwares has that limitation that the model need to be perfectly symmetrical and is so annoying.
THE ANSWER IS YESSS
instead of rigging the haircut can't we just soft body simulate the hair and about the skirt why not just simulate it with cloth physics's.
Does anyone have a recommendation video for beginner rigging?
Can we make wind to affect the skirt and hair?
thank you senpaiii~
Thank you for this tutorial, it's really helpfull ) But I got problem when joining armatures (hair and main): after joining armatures (ctrl+J), hair stop responding to their rig. Please help
Not sure, but if you email it i can take a look if you want
wiggle 2 tab just isnt there. the animation tab is but not the wiggle 2 right underneith.
Is that Star Rail music?
thank you
Please release rig
You have comission slots open boss?
Open on May 22
for whatever reasons ctrl clicking isnt working for me
Where were you all these years dude 🥲
control A > All transforms
then add the human “skeleton”
where can i get full metarig?
followed this thinking it was a rigify process but the end result is a largely manual rig with very little IK?
This is mainly for if you want to export it to unity or vr whatever but if you actually want to animate in blender normally theres plenty of other tutorials
i don't get it. why don't you generate rigs from your metarigs? this is the first time i'm seeing someone parenting their mesh to a metarig. isn't it like, so to speak, a draft for your actual rig? i know that those bones actually fully functional and everything but don't you need controllers, FK and IK? no offense, just asking
Hi, that's right. I should mention that my workflow is usually just exporting to Unity/vrm which doesn't really need ik'ed rigs.
@@2amgoodnight so you don't animate in blender? how do you make cute and sexy and anime girls alive? do you use unity animator or just download assets? or more like your characters are camera-driven? all that vr and v-tuber stuff?
@@urod7149 lol yes mainly VR stuff.
Do you know how to rig these models to do those things?
本当は 3D モデル クリエーターになりたいのですが、i3 ノートパソコンしか持っていません :(
Na verdade o único motivo de eu ter vindo aqui nesse vídeo porque eu quero muito saber como faz para fazer física a dinâmica em cabelo espinhos por causa do Sonic sabe e outras coisas com físicas dinâmicas
THANK YOU :)
The more i know about retopology, the more i wanna strap on a Meta quest 8 and commit echostasis! This shit would've been SOOOOO useful!
how to get wiggle 2 on blender 4.2 ?
On its github page on one of the top issues (second one, I think) someone explained it.
Me explaining to my dad why my laptop should have a RTX 3050
BRO WHAT IS THE THUMNAIL!!!
I am sorely disappointed that a video which dares to call itself "How to Rig EVERYTHING ( ͡° ͜ʖ ͡°)" makes absolutely no mention of balls.
What’s up my riggers
😈😈😈😈
I ❤ your video bro, but you sound like that tall rapper from Bridge Kids
how to learn to create about a character? 😵💫
Hello why when people edit characther usualy at "T" pose
let's you easily access all parts like the sides of your torso
Amen
Sorry I can't press shortcuts I dont have 3 hands.. Are there any ways? Like doing them only with mouse?
My baggio
I dont even do 3d modelling but here i am
same
3:30 late surgery advice
Thank you man, I love you ( ͡° ͜ʖ ͡°)
Hi
Теперь осталось разработчик современных игр научить (Сделать нормальную девушку в играх)
Fitting name seeing this at 2AM.
Muito realista
nice
gg's!
nice H tutorial ( ͡° ͜ʖ ͡°)
Mama,mama
real
I should call her
🤔 - Interesting...
👀
booba
uv
If you fix weights, better use auto normalize.
Also use the overlays and use the settings ng where you see black for no weight. This blue is misleading when your doing weight paint
Ok everybody making hentai now
I'm here for research purposes
export to unreal please unity ... better no for me
I don't know why am I seeing this
Bro just wanted to say breast
Wtf im watching this
Just for the record I don’t have any interest in Blender or 3d modelling😀
you botched that hair jesus christ
jiggle physics in now wired ? im disappointed in your phrasing.