Literally same. Using this for my final project in a character design class. I've been trying to switch over to Blender from Maya for some time now since I will be graduating and losing the free student lisence. Genuinely don't think I will ever go back to Maya unless an employer specifically requires me to use it.
For anyone whose rig is offset from the bones after generating, press Ctrl+A and apply all transformations then try again! Should be in the right spot after that
I still come back to this video when im rigging my models, it's very helpful and always helps my work flow and helping me make sure everything has been set up and rigged properly Thank you for this tutorial series! I honestly rewatch a couple to refresh myself when im making a model!
To the weary traveler 😅 if you don't want any problems when it comes time to generating the rig. For the love of God, BOX SELECT EVERYTHING 😂Trust me. It's really easy to get lazy, or not pay attention and fall into the habit of selecting the end points of the bones like you do verts (clicking them). DO NOT DO THIS. I redid this entire video over via box select and came out the other side clean 😎 Great video regardless!
Not so long ago I decided to watch one tutorial here. Yeah, now I'm probably here for a long time.)) I'm captivated by your channel. Bran, your works are inspiring. Thank you man!
Thank you, thank you, THANK YOU!!! I've been following along to this series RELIGIOUSLY and have been DESPERATE to find some free time to start from the beginning in part one so I can catch up. Since the first video I hoped you'd release a base mesh along with the video, but didn't want to assume since this is a *tutorial* series after all. Thanks to this mesh I can easily jump in for the next video without worrying about all the catch up I need to do! And if I ever need to make something from scratch (which I definitely will if 2023 goes according to plan), your videos will always be there to help! I'm DEFINITELY going to be giving you something extra when I download this model. I don't even care that I basically live hand to mouth. I'm willing to skip lunch for the next 2 days to show my appreciation!! 💕💞
Made it to this part! I downloaded your basemesh because I messed up the ears from the start. Its my first sculpt it turned out so much greater then I could have ever hoped!(might still continue with it) Thank you for uploading this amazing tutorial and the basemesh!
Thank you so much for watching it and trying it out for your first sculpt. It can all be tricky at first but once you get the hang of everything and are able to navigate through blender, you'll find your own workflow and everything will come easier to you.
ADVICE. They mention making sure that the Armature is above the SubDiv at once point. I did that for the eyes and it made them look opposite ways! I reversed the order and it fixed the eye problem.
For anyone getting the error: "Bone Heat Weighting: failed to find solution for one or more bones" This is the solution: I found a solution, its because your verts are too close to each other. instead of unsubdividing go and scale up your model including your teeth and tounge and the rig about maybe 5x and then parent the rig to the model using auto weights and then scale everything down to its original size by going and selecting all the objects you scaled up and then scale them up or down just a little bit and click to confirm it and then on the menu on the bottom left corner scale them back down to original size. so if you scaled your model up by 5x then put .2 in each of the xyz values in the resize menu. Now everything should be working and you should be able to pose your model now in pose mode.
This is such a good series, I've always been so intimidated by 3D modeling that I never gave it a shot. I will say though, I had some issues with the binocular control for the eyes to appear when setting up the rig, and after a couple days, I found out if I did the eye bones before the lids and brows, that they generated with the rig as expected. Super strange but I eventually managed to get it to work. Thank you so much for your tutorials!
7:32 quick tip: you can do that for first vertices and then select next 3 vertices and click shift+r, that combination repeats your last action. It`s pretty useful hotkey
This is the best Blender sculpting tutorial playlist on RUclips by far. Honestly I can barely understand anybody else who be trying to teach this stuff. So Thank you. Thank you for being able to speak English lol.
Thank you so much, sir. you are one of the best blender teachers on entire youtube. hope you will not stop teaching us. please if you can some tutorial on animation and lips sync will be in greater favor.
If someone has problems with generating the rig, try get symmetry on all the middle bones In Object mode select the armature, Shift S > Cursor to Selected In the Transform Pivot Point panel choose 3D Cursor In Edit mode select all the CENTRAL bones and press S X 0 If that doesnt work try ALT R (reset all rotations on all bones), or apply all transformations, or get a another human meta rig and compare it to yours or at that point just start from scratch xD
OH MOTHER GOD WHO IS THIS HERO THAT CAME IN THE MIDDLE OF THE NIGHT TO SAVE ORPHAN ?! IT IS YOU ?! VLAIIIIIIIII (you make my day i was going to cry is a corner)
A lot of great tips, especially on how to sort out small oddities in Blender's tools and controls by someone who (I guess) has spent a bunch of time cursing and scratching his head. For about the last third of the video though I did find myself thinking "Hit SAVE!" 😄 Thanks for the tutorial, it was a pleasure to watch.
If you are having trouble parenting the teeth with the bone, make sure you have box selection. I had Select Circle on, maybe a misclick. Either way, it has to be Select Box. Press "W", until Select Box appears :) I am so glad this worked. If problem above doesn't work here are some solutions that I found while trying to solve my problem: Solution 1) Edit mode --> A (Select all) --> M --> Merge by distance Solution 2) Scale the object bigger --> Parent as seen in the tutorial --> Scale back the object to its original form Solution 3) Add a vertex group to the teeth and name it like the bone My suffering before solving the problem: I've been trying to solve this issue for so long, like 2 hours or so. Is anyone else having trouble parenting the teeth with the armature? And using ctrl+p --> bone? Only automatic weights is currently working. After reading multiple forums I can't seem to find the answer. Actually I think i'm getting closer to my answer...? Nevermind, I'll give this a chance tomorrow :( I found the error!
still working on retopo the base mesh however downloaded your finished mesh to compare, so I have no surprises going into this part. You're a pretty good modeler & instructor I was 98% accurate which is far better than I've ever done.
If you are like me and wondering why when you generate the rig it isn't aligned, make sure that you applied your scale and rotation (ctrl + A) to the rig and that should fix it!
Because I got a weird character, I had to place around with the face a bit. A good tip is to create a second face rig, delete everything but half the face. remember to turn on the names of the bones by going to data (the stick man icon on the right) select viewport display, then turn on names. careful of the spine 4. and the bones with the glue in the name. They detach really easy. and you need another tutorial on how to fix them. if you can. I had so many face problems that I needed to make a new rig.
This was an interesting video, it certainly helps to feel more at ease in the rigging aspect, for which I still struggle a lot, and it's nice to know that you can still continue modifying a model with sculpting without too much risk, it helps to think up of new chanters. Those that mean you can change most of the body proportions too without trouble or is that another can of worm? On a last note, I guess you already know that, but I normally use active verts setting instead of 3d cursor to help align and rotate other selections without having to go through the trouble of resetting your 3d cursor all the time. Looking forward to see the next video on this.
You can change a lot of the proportions by scaling parts of the rig. You can get away with a bit of sculpting, but if you move the verts too far, the rig kind of falls apart. But you can alway go back into the metarig, move the bones and re-generate the rig pretty quickly. Oh, and I didn't know about active verts, I'll have to start using that in my workflow. thanks, man!
Same. For me, I would have it for a moment and then when I tab out and tab back into edit mode (without doing nothing else) it would completely disappear. Not even on the bone collections or anything.
Nice tutorials, but how do I make those color handles to appear? i rigify and everything works but that colored things don't appear and I think maybe It will help to make the poses easier? Or there are not necessary? 😭
I had to redo it three times for it to work. There is a lot to mess up. If you're changing the bones it's good to generate the rig, just to see if it is not messed up, that way you can change errors early on
For those who have the Rigify jaw master error, I think I founded a solution for this case. If you have moved the jaw_master bone using the snapping tool, when you move the bone that goes in the corner of the mouth it will give you the error. This happens because the jaw_master bone should not be on the surface of the model but in the center so you have to align it in the x axis with all the other central bones. To do this you must select all the central bones and press SX0, then the bone that gives the problem should be in the x center of the model.
To be honest, I didn't really dig into the character rigging. But now that you showed it, I thought: "Hmm... Maybe it's not complicated after all" But I guess it depends on which character these dice are added
Jesus, this part cost me more nerves than all previous combined, Rigify spewed out like 5 errors one after another, but I got through! Fuck, I'm already afraid of what comes next, LoL
Hi! So, I've been working on a project alongside this tutorial and have followed it up to this point. I have rigged everything up and got it exactly where I want it. But when I try to rig everything up, an Error alert comes up saying, "RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs [] Incorrect armature for type 'skin_jaw' I know what it is. The joints at the bottom of the lip separated as I placed them. The rig is saying to go back and fix them. But I need to figure out how to fix it other than restarting the entire rig all over again, which I have done twice now up to this point. I would greatly appreciate any advice on how to move forward. Thank you for your time.
Hi, Your tutorials are awesome. I have a question for you. For a dynamic pose we use armature in our sculpt. So before applying rigify addon do we have to do retopology in order to apply armature? Or can we just simply use armature to our sculpt which is not retopologized yet ? Thanks 👍
You'll want to retopo to get your quad count down before you rig it. Blender would probably hang up and crash if you tried to pose a rigged high voxel mesh.
Thanks for the great help, your are amazing! I just have a question, once i have my base mesh, how i change my character? I mean doesn't the scultping changes the vertexes and so everything else?Is there a quick fix for this, or am i missing something?Can anyone explain to me?
So, I've followed you this far. Thank you for the great tutorial! however, my rigify tab is not actually there whenever I go into the data properties of the human meta rig. I can't find the upgrade face rig button anywhere
Hey @Bran, thanks for this series. I am following this. I have a question for you. Since you have mentioned that we are not doing weight painting in this series. So I tried with weight painting over generated rig. But most of the bones are showing pink while doing weight painting. How can we weight paint with this rigify add-on. Thanks for the efforts and time.
I have followed the whool tutorial but on generating the rig it causes problem, An error occurs, It says"Bone Jaw Master error occurs " I have applied transform but it's not working for me. I think I had to start it from scratch 😔. . . Finally !! I followed the whole tutorial again and box selected all the verts. Instead of tweaking. It worked :)
I don't know if this is a change in 4.0 or I did something wrong, but my rig doesn't look like yours. It looks like the metarig, is hard to click on cuz the body hides it, and I have no eye controller
looks like metal rig since bone points in middle aren't connected together(fixed mine). Also to see rig go to armature menu or green stick man and select the "in front" check box.
I'm not sure if you've had this problem before and how to fix it in the future but whenever I set the rig up none of the parts move. I figured out that none of the pieces had the Deform active and I had to go to each part individually to active the deform setting so the mesh could actually move. I'm not entirely sure what causes this so if you have any advice let me know.
@Bran Sculpts Yes everything you did in the video I followed it. Once the rig was generated nothing moved until I realized none of the pieces had the deform setting activated for some reason.
Same problem here. I can’t move my mesh at all. I put the deform active to all pieces together by selecting them all and then with my mouse over the deform checkbox pressed Alt+enter and it worked but no progress afterwards
hello bran, my rigging is broken, on the fingers, if one of the fingers is moved the other fingers are also pulled on the edges, do you have a solution🤧
How do people watch and do the course? 1) Do you watch the video pause and then do what was shown in the video? 2)do you watch the video, pause take notes and screen grabs and then do what is shown in the video? 3) do you watch the entire video then do what was shown in the tutorial? What's the best way to learn and progress through these tutorials?
when I'm taking a course or watching a video, I'll usually watch it all the way, then I'll watch it again while following along. Pausing if I need more time or am falling behind.
@@backhandsmack1358 ah. a straw man argument, typical of moron's with no real reason behind whats upsetting them, they asked a valid question because they were curious and there's no need to take a minute out of your day to put them down for trying to learn
@BranSculpts These tutorials have been wonderful, however I've run into the problem of my character's eyes not being stable in the sockets when I go to move the eyes with the controller. They end up being slightly deformed, like they know to stay in the socket but also are being pulled or moved out of the socket or pushed far back into the socket. When I move the head the eyes stay within the head, so no issues there. It's just when I want to move/rotate the eyes alone that I'm having issues with...
I had the same issue. Try unhiding the meta rig, re-do the eye bones carefully, make sure they are in the center and the front part is up front. Then re-generate the rig. That did it for me.
After a week stuck on this part I found that tiny settings that get changed and forget tot turn on or off screwed me up. Accidently had snapping on for the rigging in certain parts and snapped a bone to another without realising only to finish the rig and when i go to generate rig it errors lol Finally past it now with a somwhat decent rig, the green rings around the arms dont do anything though and not sure if they meant to.
Greetings Mr. Sculpts! Any idea when I armature the tongue with automatic weights, it sticks to the bottom teeth and moves when the lower jaw is moved?
im having one slight issue as a beginner at blender. at 5:38 when i also press alt - H to unhide the arms in edit mode, nothing happens and i know they are not deleted as i can still see them in object mode. is there any other way i can bring them back? please help
No you don't. Like he showed at the very end, the rig can still be used with any new character you create and it's already retopologized so it makes things much easier to create new characters and clothes from there! (While still being fully rigged!!)
Yeah so solution is just restart. I also had errors related to the jaw and mouth. TLDR make sure that snapping is off for the eye bones and anything in the center area until he says so. You want the center aligned bones to stay centered and there is no undoing that if you break the glue for the symmetricality.
I'm having an issue right where I'm about to generate the rig, but I am getting an error message saying "Bone 'nose_glue.004': Could not match control node for ORG-nose_glue.004 Incorrect armature for type 'base_generate'" I have fully rebuilt the rig and I am still receiving the same message. Any help is more than appreciated!
@@paracite366 I'm quoting part of an answer by Bran Sculpts that worked for me: It looks like a bone has accidentally been moved away from a bone that it's supposed to be attached to. This can happen when moving the ball end of a bone where 2 bones connect without box selecting you make both alive at the same time. This can also happen along the center line if x mirroring is not enabled. You can fix this by locating the bones that are separated and placing them in the same space. You can do this by selecting the first bone end, press shift+s and choosing "cursor to selected", then selecting the bone that needs to overlap, shift+s again and choosing "selected to cursor".
for some reason when i generate the rig, some of the controls aren't appearing for me like the eye rigs, and the jaws are in a weird wonky shape. how do i fix that?
Grrr! I started again a second time but I have height weighting errors on my face! would you have any advice? knowing that I was careful to leave the bones attached. THANKS
I was helped to find and therefore the trick just in case! it's when there is too much mesh, the weighting is not done! in this case you have to enlarge the metarig, the character, the attached parts (eyes, tongues, teeth), scale then "CTRL + P, with automatic weight" and it works
Hello! Thanks for the tutorial. I have a problem. When I add the bone to the tongue and try to move it, the tongue sticks to the bottom row of teeth. It's weird!
28:13 man... my eyes still act goofy and pop out of their sockets wherever you try to look anywhere but front, its like their pivot/core point shifted way further front. Yet, the metarig eye bone is perfectly in center
I had the same issue and it was driving me nuts. What worked for me was unhiding the metarig, re-doing the eye bones (19:56 to 20:57), and then clicking the 'Re-Generate Rig' button. Be sure to save a second copy of the file before messing around with it, though, just in case.
i have a problem with the eyes when I parent them to the armature and then assign the vertex groups and delete the rest it moves without deformation but it moves oustide the mesh like it's completly separated :(
Heya Bran your base mesh helped me alot to make characters easily but as i am new and if i want to create new characters with this base mesh and if i do sculpting on them ,do i need to retopologize them again after sculpting on it?can u kindly tell me how to manage it because am so excited to create new characters but quite confused about this?
Guys im getting the following error: RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node for ORG-brow_glue.B.L.002 Incorrect armature for type 'base_generate' Any idea how fix it? Tyvm for the tutorial its amazing! Edit: Nvm just fixed: Keep the glues connected or will mess everything lol
By the time you see this it might already be to late but can you elaborate on keep the glues connected?? I’m having the same issue but I can’t seem to fix the problem!!!
Hello! I've been watching your videos to help me in my Blender projects and I need help in one thing: when I generate the rig, my character didn't move anything in pose mode, I don't understand why, the only things I managed to fix were the teeth, tongue and eyes, but the rest of the body doesn't move. Can someone help me please?
For some reason when I generate the rig, the finger bones are missing, any idea on how to fix this. the meta rig bones are there but that advance rig doesn't seem to have any control points
Hey bro even I make 3d models on adobe maya...is blender more easier that maya 3d ..I haven't tried blender yet ...🙄 just asking which software is better for 3d ...
RIGIFY ERROR: Bone ‘jaw_master’: Mouth corner counts differ: [‘lip_end.B.L.001’] vs [] Incorrect armature for type ‘skin_jaw’ It comes from a problem of symmetry, solution: In Object mode select the armature, Shift S > Cursor to Selected In the Transform Pivot Point panel choose 3D Cursor In Edit mode select all the central bones and SX0 In Edit mode select all the bones and Alt R to reset rotations
hey so im getting a ''generation has thrown an exception: list index out of range'' error when trying to generate a rig and i cant find any fixes for this anywhere
Sometimes it's the small details that we overlook that will make a huge difference in the outcome. Awesome job for finding out the mistake and fixing it!
@@Phoeniiix Sure :-) I deleted the whole rig and recreated it and saw an error regarding one of the bones (in my case it was one of the chin bones). Apparently it was unaligned from some other bones. I re-positioned it and regenerated rig... to find out that nose bone is unaligned too...after fixing it my rg did generate properly. Also sorry for being so late with my answer.
Sorry, I have a problem, I hope someone who knows can help me, when I press the generate rig key I get an error with this message: "RIGIFY ERROR: Bone "jaw_master": Mouth comer counts differ: {´lip_end.B.L.001} VS{} incorrect armature for type "skin jaw" but I don't know what is wrong and according to me I don't see an error, could someone help me?
It looks like a bone has accidentally been moved away from a bone that it's supposed to be attached to. This can happen when moving the ball end of a bone where 2 bones connect without box selecting you make both alive at the same time. This can also happen along the center line if x mirroring is not enabled. You can fix this by locating the bones that are separated and placing them in the same space. You can do this by selecting the first bone end, press shift+s and choosing "cursor to selected", then selecting the bone that needs to overlap, shift+s again and choosing "selected to cursor". To narrow down which bones needs to be moved, we look at the error msg. It looks like the jaw master bone isn't happy with the setup. It relies on the lip bones and the other jaw bones, but since it specifically mentions the lips in the error, I'd look there. "Mouth corner counts differ" makes me think that the separation meets either where the top lip and bottom lips meet or along the bottom lip bones. I can't say for sure if this will be the exact fix without seeing your blend file, but it should be the right direction. Lemme know how it goes and I'll see if I can help from there. 👍
Using these tutorials for a senior project in college. Taught me more than the four years here did, lol :')
Literally same. Using this for my final project in a character design class. I've been trying to switch over to Blender from Maya for some time now since I will be graduating and losing the free student lisence. Genuinely don't think I will ever go back to Maya unless an employer specifically requires me to use it.
For anyone whose rig is offset from the bones after generating, press Ctrl+A and apply all transformations then try again! Should be in the right spot after that
👍👍
Ty i always forgot to apply transforms ty!
thanks bro
thank you so much!
Thanks a ton. It's always unapplied transforms...
I still come back to this video when im rigging my models, it's very helpful and always helps my work flow and helping me make sure everything has been set up and rigged properly
Thank you for this tutorial series! I honestly rewatch a couple to refresh myself when im making a model!
To the weary traveler 😅 if you don't want any problems when it comes time to generating the rig. For the love of God, BOX SELECT EVERYTHING 😂Trust me. It's really easy to get lazy, or not pay attention and fall into the habit of selecting the end points of the bones like you do verts (clicking them). DO NOT DO THIS. I redid this entire video over via box select and came out the other side clean 😎 Great video regardless!
I never thought about using a body and then reusing it this way to make different body types, thank you very much for sharing it ❤
Love u sir,thanks a lot
Nobody has taught like you on RUclips.You are my mentor.Respect from heart sir.
Aww.. thank you!
only the best! im pretty sure this series is only the one-stop character sculpt course for free in this universe
This is pure gold...Your series shows how you can never stop learning with 3d art
Tysm!!
Not so long ago I decided to watch one tutorial here. Yeah, now I'm probably here for a long time.)) I'm captivated by your channel. Bran, your works are inspiring. Thank you man!
no, thank you! I really appreciate it!
Thank you for pumping these out so fast you are a legend
Thank you, thank you, THANK YOU!!!
I've been following along to this series RELIGIOUSLY and have been DESPERATE to find some free time to start from the beginning in part one so I can catch up.
Since the first video I hoped you'd release a base mesh along with the video, but didn't want to assume since this is a *tutorial* series after all.
Thanks to this mesh I can easily jump in for the next video without worrying about all the catch up I need to do! And if I ever need to make something from scratch (which I definitely will if 2023 goes according to plan), your videos will always be there to help!
I'm DEFINITELY going to be giving you something extra when I download this model. I don't even care that I basically live hand to mouth. I'm willing to skip lunch for the next 2 days to show my appreciation!! 💕💞
Thanks man! hopefully '23 goes good for all of us! Also, I really appreciate it, don't worry about chipping in, take care of yourself! :D No worries!
This way of rigging hands is so clean ! Thank you ♥
Made it to this part! I downloaded your basemesh because I messed up the ears from the start. Its my first sculpt it turned out so much greater then I could have ever hoped!(might still continue with it) Thank you for uploading this amazing tutorial and the basemesh!
Thank you so much for watching it and trying it out for your first sculpt. It can all be tricky at first but once you get the hang of everything and are able to navigate through blender, you'll find your own workflow and everything will come easier to you.
ADVICE. They mention making sure that the Armature is above the SubDiv at once point. I did that for the eyes and it made them look opposite ways! I reversed the order and it fixed the eye problem.
Thanks a lot for mentioning that! Couldn't figure it out what the cause was xD
For anyone getting the error: "Bone Heat Weighting: failed to find solution for one or more bones"
This is the solution: I found a solution, its because your verts are too close to each other. instead of unsubdividing go and scale up your model including your teeth and tounge and the rig about maybe 5x and then parent the rig to the model using auto weights and then scale everything down to its original size by going and selecting all the objects you scaled up and then scale them up or down just a little bit and click to confirm it and then on the menu on the bottom left corner scale them back down to original size. so if you scaled your model up by 5x then put .2 in each of the xyz values in the resize menu. Now everything should be working and you should be able to pose your model now in pose mode.
Thanks man you saved my life I was trying to fix that like 1 week
you are the best
There's actually a quicker fix, it can be found here: watch?v=7VLqDctzvAk
Confirmed working with Rigify rig, at least in my case
This is such a good series, I've always been so intimidated by 3D modeling that I never gave it a shot.
I will say though, I had some issues with the binocular control for the eyes to appear when setting up the rig, and after a couple days, I found out if I did the eye bones before the lids and brows, that they generated with the rig as expected. Super strange but I eventually managed to get it to work.
Thank you so much for your tutorials!
It takes time and trial and error. But you'll get there!
7:32 quick tip: you can do that for first vertices and then select next 3 vertices and click shift+r, that combination repeats your last action. It`s pretty useful hotkey
This is the best Blender sculpting tutorial playlist on RUclips by far. Honestly I can barely understand anybody else who be trying to teach this stuff. So Thank you. Thank you for being able to speak English lol.
Haha thanks 😆
Thank you so much, sir. you are one of the best blender teachers on entire youtube. hope you will not stop teaching us. please if you can some tutorial on animation and lips sync will be in greater favor.
If someone has problems with generating the rig, try get symmetry on all the middle bones
In Object mode select the armature, Shift S > Cursor to Selected
In the Transform Pivot Point panel choose 3D Cursor
In Edit mode select all the CENTRAL bones and press S X 0
If that doesnt work try ALT R (reset all rotations on all bones), or apply all transformations, or get a another human meta rig and compare it to yours
or at that point just start from scratch xD
You are AMAZING thank you.
OH MOTHER GOD WHO IS THIS HERO THAT CAME IN THE MIDDLE OF THE NIGHT TO SAVE ORPHAN ?! IT IS YOU ?! VLAIIIIIIIII (you make my day i was going to cry is a corner)
You're a life saver! It worked! Thank you!!!
Thank you so so SO much, you have made so many different rigs trying to get this right before I saw your comments.
Thank u. You don't know how many nights I'm facing this problem. I even tried to reinstall my blender😂. Now we can continue to the next video.
A lot of great tips, especially on how to sort out small oddities in Blender's tools and controls by someone who (I guess) has spent a bunch of time cursing and scratching his head. For about the last third of the video though I did find myself thinking "Hit SAVE!" 😄 Thanks for the tutorial, it was a pleasure to watch.
ITS ALIVE!
xD my first humanoid model can move.
If you are having trouble parenting the teeth with the bone, make sure you have box selection. I had Select Circle on, maybe a misclick. Either way, it has to be Select Box. Press "W", until Select Box appears :) I am so glad this worked.
If problem above doesn't work here are some solutions that I found while trying to solve my problem:
Solution 1) Edit mode --> A (Select all) --> M --> Merge by distance
Solution 2) Scale the object bigger --> Parent as seen in the tutorial --> Scale back the object to its original form
Solution 3) Add a vertex group to the teeth and name it like the bone
My suffering before solving the problem:
I've been trying to solve this issue for so long, like 2 hours or so. Is anyone else having trouble parenting the teeth with the armature? And using ctrl+p --> bone? Only automatic weights is currently working. After reading multiple forums I can't seem to find the answer.
Actually I think i'm getting closer to my answer...?
Nevermind, I'll give this a chance tomorrow :(
I found the error!
Hooray, I've been waiting for this video, please take a video about how to make clothes, hair and eyelashes with eyebrows!please
Agreed
Yap I agree too
I just got don'e editing the video on hair/brows/lashes. I'll hopefully get it uploaded today. Clothes will be the vid after that!
Hello Bran, Thank you for this video series
Thank you for the lecture. I understood it thanks to your detailed explanation even though I don't understand English well.😄
Glad it was helpful!
still working on retopo the base mesh however downloaded your finished mesh to compare, so I have no surprises going into this part. You're a pretty good modeler & instructor I was 98% accurate which is far better than I've ever done.
That is great to hear! That means if you're doing it right then I'm teaching it right. lol
I've been waiting for this video for a long time.thank you so much.
No problem!
If you are like me and wondering why when you generate the rig it isn't aligned, make sure that you applied your scale and rotation (ctrl + A) to the rig and that should fix it!
you're a god for that tip. Many thx bro
Because I got a weird character, I had to place around with the face a bit. A good tip is to create a second face rig, delete everything but half the face. remember to turn on the names of the bones by going to data (the stick man icon on the right) select viewport display, then turn on names.
careful of the spine 4. and the bones with the glue in the name. They detach really easy. and you need another tutorial on how to fix them. if you can. I had so many face problems that I needed to make a new rig.
This was an interesting video, it certainly helps to feel more at ease in the rigging aspect, for which I still struggle a lot, and it's nice to know that you can still continue modifying a model with sculpting without too much risk, it helps to think up of new chanters. Those that mean you can change most of the body proportions too without trouble or is that another can of worm? On a last note, I guess you already know that, but I normally use active verts setting instead of 3d cursor to help align and rotate other selections without having to go through the trouble of resetting your 3d cursor all the time. Looking forward to see the next video on this.
You can change a lot of the proportions by scaling parts of the rig. You can get away with a bit of sculpting, but if you move the verts too far, the rig kind of falls apart. But you can alway go back into the metarig, move the bones and re-generate the rig pretty quickly.
Oh, and I didn't know about active verts, I'll have to start using that in my workflow. thanks, man!
I cannot wait for the next part. I am physically incapable
sorry, I'm slowing down. Just finished editing the next one. Looking to get it uploaded sometime in the morning
Anybody's eye bones go missing?
mine too, and I don't know how to fix that
me too
Same. For me, I would have it for a moment and then when I tab out and tab back into edit mode (without doing nothing else) it would completely disappear. Not even on the bone collections or anything.
Did you end up figuring it out
👀
Nice tutorials, but how do I make those color handles to appear? i rigify and everything works but that colored things don't appear and I think maybe It will help to make the poses easier? Or there are not necessary? 😭
I had to redo it three times for it to work. There is a lot to mess up. If you're changing the bones it's good to generate the rig, just to see if it is not messed up, that way you can change errors early on
For those who have the Rigify jaw master error, I think I founded a solution for this case. If you have moved the jaw_master bone using the snapping tool, when you move the bone that goes in the corner of the mouth it will give you the error. This happens because the jaw_master bone should not be on the surface of the model but in the center so you have to align it in the x axis with all the other central bones. To do this you must select all the central bones and press SX0, then the bone that gives the problem should be in the x center of the model.
You are doing gods work thank you so much!
haha yw, ty!
Thanks man , your videos are perfect
haha thanks
To be honest, I didn't really dig into the character rigging.
But now that you showed it, I thought: "Hmm... Maybe it's not complicated after all"
But I guess it depends on which character these dice are added
Yeah, this is pretty barebones, going with the most automatic way I could think of to get the character into poses
Jesus, this part cost me more nerves than all previous combined, Rigify spewed out like 5 errors one after another, but I got through! Fuck, I'm already afraid of what comes next, LoL
Awww... don't be afraid! You can do this!
@@BranSculpts I'm going through your hair video piece by piece, so far so good (hope I didn't jinx it LMAO)
Hi! So, I've been working on a project alongside this tutorial and have followed it up to this point. I have rigged everything up and got it exactly where I want it. But when I try to rig everything up, an Error alert comes up saying, "RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs []
Incorrect armature for type 'skin_jaw'
I know what it is. The joints at the bottom of the lip separated as I placed them. The rig is saying to go back and fix them. But I need to figure out how to fix it other than restarting the entire rig all over again, which I have done twice now up to this point. I would greatly appreciate any advice on how to move forward. Thank you for your time.
just got that too. hope someone knows.
Your a legend truly
Wow thanks!! 😊
Hi, Your tutorials are awesome. I have a question for you. For a dynamic pose we use armature in our sculpt. So before applying rigify addon do we have to do retopology in order to apply armature? Or can we just simply use armature to our sculpt which is not retopologized yet ?
Thanks 👍
You'll want to retopo to get your quad count down before you rig it. Blender would probably hang up and crash if you tried to pose a rigged high voxel mesh.
@@BranSculpts Thanks for sharing your knowledge. Appreciated 👍
Went from webcomics to 3d sculpting….
Cool!
for my next trick, I'll be sculpting 3d webcomics!
What if generating rig doesn't work for handmade rigs you made yourself? Is there a way around this?
Resp! You used new face rig!
Thanks for the great help, your are amazing! I just have a question, once i have my base mesh, how i change my character? I mean doesn't the scultping changes the vertexes and so everything else?Is there a quick fix for this, or am i missing something?Can anyone explain to me?
So, I've followed you this far. Thank you for the great tutorial! however, my rigify tab is not actually there whenever I go into the data properties of the human meta rig. I can't find the upgrade face rig button anywhere
I tried following the tutorial regardless, but I don't have the Jaw controller.
Hey @Bran, thanks for this series. I am following this. I have a question for you. Since you have mentioned that we are not doing weight painting in this series. So I tried with weight painting over generated rig. But most of the bones are showing pink while doing weight painting. How can we weight paint with this rigify add-on. Thanks for the efforts and time.
I have followed the whool tutorial but on generating the rig it causes problem, An error occurs, It says"Bone Jaw Master error occurs " I have applied transform but it's not working for me. I think I had to start it from scratch 😔.
.
.
Finally !! I followed the whole tutorial again and box selected all the verts. Instead of tweaking. It worked :)
I don't know if this is a change in 4.0 or I did something wrong, but my rig doesn't look like yours. It looks like the metarig, is hard to click on cuz the body hides it, and I have no eye controller
looks like metal rig since bone points in middle aren't connected together(fixed mine). Also to see rig go to armature menu or green stick man and select the "in front" check box.
I'm not sure if you've had this problem before and how to fix it in the future but whenever I set the rig up none of the parts move. I figured out that none of the pieces had the Deform active and I had to go to each part individually to active the deform setting so the mesh could actually move. I'm not entirely sure what causes this so if you have any advice let me know.
I haven't come across or heard this problem before. This if after generate rig and auto weights?
@Bran Sculpts Yes everything you did in the video I followed it. Once the rig was generated nothing moved until I realized none of the pieces had the deform setting activated for some reason.
@@mr.shroomyshroom where i could fing deform settings? O have same problem(
Same problem here. I can’t move my mesh at all. I put the deform active to all pieces together by selecting them all and then with my mouse over the deform checkbox pressed Alt+enter and it worked but no progress afterwards
hello bran, my rigging is broken, on the fingers, if one of the fingers is moved the other fingers are also pulled on the edges, do you have a solution🤧
How do people watch and do the course?
1) Do you watch the video pause and then do what was shown in the video?
2)do you watch the video, pause take notes and screen grabs and then do what is shown in the video?
3) do you watch the entire video then do what was shown in the tutorial?
What's the best way to learn and progress through these tutorials?
when I'm taking a course or watching a video, I'll usually watch it all the way, then I'll watch it again while following along. Pausing if I need more time or am falling behind.
@@backhandsmack1358 ah. a straw man argument, typical of moron's with no real reason behind whats upsetting them, they asked a valid question because they were curious and there's no need to take a minute out of your day to put them down for trying to learn
thank you bran
Why I keep losing my eye bones? please help me 🙏
late, but for anyone stuck on this, it might be because you had snapping turned on when moving the eye bone around
@BranSculpts
These tutorials have been wonderful, however I've run into the problem of my character's eyes not being stable in the sockets when I go to move the eyes with the controller. They end up being slightly deformed, like they know to stay in the socket but also are being pulled or moved out of the socket or pushed far back into the socket. When I move the head the eyes stay within the head, so no issues there. It's just when I want to move/rotate the eyes alone that I'm having issues with...
I had the same issue. Try unhiding the meta rig, re-do the eye bones carefully, make sure they are in the center and the front part is up front. Then re-generate the rig. That did it for me.
After a week stuck on this part I found that tiny settings that get changed and forget tot turn on or off screwed me up.
Accidently had snapping on for the rigging in certain parts and snapped a bone to another without realising only to finish the rig and when i go to generate rig it errors lol
Finally past it now with a somwhat decent rig, the green rings around the arms dont do anything though and not sure if they meant to.
You are the best, thank you a lot❤
beautiful tutorial thanks you ! You rocks!
Greetings Mr. Sculpts! Any idea when I armature the tongue with automatic weights, it sticks to the bottom teeth and moves when the lower jaw is moved?
Oh and the timestamp was: 24:58 (just for heads up)
Sorry for the late late reply! You may have to sift through your vertex groups and remove influence from non-toungue bones via weight painting
@@BranSculptsthis rly helped thank you vm for answering every comment
Ey, im stuck here and i dont really know nothing about weight painting, my only solution is to learn about weight painting? xd
@niptron hello, did you solve this issue? i´ve the same problem
im having one slight issue as a beginner at blender. at 5:38 when i also press alt - H to unhide the arms in edit mode, nothing happens and i know they are not deleted as i can still see them in object mode. is there any other way i can bring them back? please help
Go to the Scene Collection in the top right and make sure the eyes are clicked.
Do you need recreate rig or do some retopo after create new character from base mesh?
No you don't. Like he showed at the very end, the rig can still be used with any new character you create and it's already retopologized so it makes things much easier to create new characters and clothes from there! (While still being fully rigged!!)
The hands rigging is awesome idea! You are a genius! :)
for 20:25 I have no available eyebone. Should I make one?
Yeah so solution is just restart. I also had errors related to the jaw and mouth. TLDR make sure that snapping is off for the eye bones and anything in the center area until he says so. You want the center aligned bones to stay centered and there is no undoing that if you break the glue for the symmetricality.
I'm having an issue right where I'm about to generate the rig, but I am getting an error message saying "Bone 'nose_glue.004': Could not match control node for ORG-nose_glue.004 Incorrect armature for type 'base_generate'" I have fully rebuilt the rig and I am still receiving the same message. Any help is more than appreciated!
same thing happened to me too
If you scroll down a bit in the comments you can find the solution
@@rubensacca8158 Like a treasure hunt lmaooo
@@paracite366 I'm quoting part of an answer by Bran Sculpts that worked for me:
It looks like a bone has accidentally been moved away from a bone that it's supposed to be attached to. This can happen when moving the ball end of a bone where 2 bones connect without box selecting you make both alive at the same time. This can also happen along the center line if x mirroring is not enabled.
You can fix this by locating the bones that are separated and placing them in the same space. You can do this by selecting the first bone end, press shift+s and choosing "cursor to selected", then selecting the bone that needs to overlap, shift+s again and choosing "selected to cursor".
@Ruben Saccà I'll give it a shot! Hopefully it works!
its crazy that 3D modelling is so much easier than drawing
does anyone know why my pose controls wouldnt be showing up in pose mode? I have to move every bone individually.
What to do with the reto body and base mesh body should i join them or parent them ????
for some reason when i generate the rig, some of the controls aren't appearing for me like the eye rigs, and the jaws are in a weird wonky shape. how do i fix that?
same. Got a bunch of missing bones from the video that I'm not seeing on my end. Wondering if Bran had edited his default meta rig or something.
Grrr! I started again a second time but I have height weighting errors on my face! would you have any advice? knowing that I was careful to leave the bones attached. THANKS
I was helped to find and therefore the trick just in case! it's when there is too much mesh, the weighting is not done! in this case you have to enlarge the metarig, the character, the attached parts (eyes, tongues, teeth), scale then "CTRL + P, with automatic weight" and it works
Ah sorry I took too long to respond. Glad you figured it out!!👍👍
Sorry I’m late but what do you mean by snapping on to the surface 17:48? I got confused.
Hello! Thanks for the tutorial. I have a problem. When I add the bone to the tongue and try to move it, the tongue sticks to the bottom row of teeth. It's weird!
Got the same problem! Were u able to find a solution?
so the rig doesn't appear for me, just not there. i cant seem to get it visible (still cant get it to appear
28:13 man... my eyes still act goofy and pop out of their sockets wherever you try to look anywhere but front, its like their pivot/core point shifted way further front.
Yet, the metarig eye bone is perfectly in center
I had the same issue and it was driving me nuts. What worked for me was unhiding the metarig, re-doing the eye bones (19:56 to 20:57), and then clicking the 'Re-Generate Rig' button. Be sure to save a second copy of the file before messing around with it, though, just in case.
i have a problem with the eyes when I parent them to the armature and then assign the vertex groups and delete the rest it moves without deformation but it moves oustide the mesh like it's completly separated :(
I too have the same problem here
@@seti334 me too lol
upvote on this one
Heya Bran your base mesh helped me alot to make characters easily but as i am new and if i want to create new characters with this base mesh and if i do sculpting on them ,do i need to retopologize them again after sculpting on it?can u kindly tell me how to manage it because am so excited to create new characters but quite confused about this?
Hello, upgrade face rig has disappeared in blender4.0, I wonder how to create an upgraded rig for the face now..
Hi thank you so much! I have a problem to generate the rig, blender gives me an error about the bone "chin end glue 001" could you help me?
You may have accidentally moved the tip of the chin bone from it's parent.
@@BranSculpts yeah, it was, thank you!
Guys im getting the following error:
RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node for ORG-brow_glue.B.L.002
Incorrect armature for type 'base_generate'
Any idea how fix it? Tyvm for the tutorial its amazing!
Edit: Nvm just fixed: Keep the glues connected or will mess everything lol
By the time you see this it might already be to late but can you elaborate on keep the glues connected?? I’m having the same issue but I can’t seem to fix the problem!!!
@@ihaveseentwoprettybestfrei6571 if I remember correctly, you need keep certain bones tips connected, i almost certain is that!
thankyou!, LEtsss GOOOOOO
yoooo
Hello! I've been watching your videos to help me in my Blender projects and I need help in one thing: when I generate the rig, my character didn't move anything in pose mode, I don't understand why, the only things I managed to fix were the teeth, tongue and eyes, but the rest of the body doesn't move. Can someone help me please?
DEF eyes isn’t showing up in the menu.
Same as me. I'm frustrated. Have you found a solution?
My eye bone simply disappeared after i saved, closed the program and opened again. What do I do?
I couldn’t generate rig, it said something about the bone nose could not match.
For some reason when I generate the rig, the finger bones are missing, any idea on how to fix this. the meta rig bones are there but that advance rig doesn't seem to have any control points
without weight paint character can animate like face expression and character stunt?
Hey bro even I make 3d models on adobe maya...is blender more easier that maya 3d ..I haven't tried blender yet ...🙄 just asking which software is better for 3d ...
I have no idea. I only jumped into 3d stuff around 10 months ago and have only touched Blender because it's a free app :S
@@BranSculpts ok thank you for feedback 😇❤
RIGIFY ERROR: Bone ‘jaw_master’: Mouth corner counts differ: [‘lip_end.B.L.001’] vs [] Incorrect armature for type ‘skin_jaw’
It comes from a problem of symmetry, solution:
In Object mode select the armature, Shift S > Cursor to Selected
In the Transform Pivot Point panel choose 3D Cursor
In Edit mode select all the central bones and SX0
In Edit mode select all the bones and Alt R to reset rotations
RIGIFY ERROR: Bone 'nose_glue.004': Could not match control node for ORG-nose_glue.004
Incorrect armature for type 'base_generate'
Any luck with this? I'm having the same issue
@@paracite366 it was a mistake when I move the bones, re do all and will be fixed
@@paracite366 be care full when move the bones, the joints not to be separated if was connected
@@anficyon I've already re made the rig following the video and I still have the sane result sadly
hey so im getting a ''generation has thrown an exception: list index out of range'' error when trying to generate a rig and i cant find any fixes for this anywhere
I accidnetally CTRL-Z'd after updating the face mesh and I couldnt get it back :( help!
this may b a stupid question but can you apply mixamo animations on this rig?
For some reason only parts of my armature rig is showing infront, not the whole skeleton. I can't figure out if this is a glitch or not.
I must be doing something wrong because after hitting "Generate Rig" my rig looks completely different....maybe because I use blender 4.0 😕
Nvm. I'm just stupid. I had some problems with the rig and it was not generated properly. It works now 🙂
Sometimes it's the small details that we overlook that will make a huge difference in the outcome. Awesome job for finding out the mistake and fixing it!
can i ask what kind of problems you had cause i have the exact same issue and i cant figure out how to solve it 😅
@@Phoeniiix Sure :-) I deleted the whole rig and recreated it and saw an error regarding one of the bones (in my case it was one of the chin bones). Apparently it was unaligned from some other bones. I re-positioned it and regenerated rig... to find out that nose bone is unaligned too...after fixing it my rg did generate properly.
Also sorry for being so late with my answer.
My armature is not joining it's shows bone overheat something.
I can’t find my eye bones. I type them in the search bar, and nothing comes up.
Sorry, I have a problem, I hope someone who knows can help me, when I press the generate rig key I get an error with this message: "RIGIFY ERROR: Bone "jaw_master": Mouth comer counts differ: {´lip_end.B.L.001} VS{} incorrect armature for type "skin jaw" but I don't know what is wrong and according to me I don't see an error, could someone help me?
It looks like a bone has accidentally been moved away from a bone that it's supposed to be attached to. This can happen when moving the ball end of a bone where 2 bones connect without box selecting you make both alive at the same time. This can also happen along the center line if x mirroring is not enabled.
You can fix this by locating the bones that are separated and placing them in the same space. You can do this by selecting the first bone end, press shift+s and choosing "cursor to selected", then selecting the bone that needs to overlap, shift+s again and choosing "selected to cursor".
To narrow down which bones needs to be moved, we look at the error msg. It looks like the jaw master bone isn't happy with the setup. It relies on the lip bones and the other jaw bones, but since it specifically mentions the lips in the error, I'd look there. "Mouth corner counts differ" makes me think that the separation meets either where the top lip and bottom lips meet or along the bottom lip bones.
I can't say for sure if this will be the exact fix without seeing your blend file, but it should be the right direction. Lemme know how it goes and I'll see if I can help from there. 👍
I have the same. At this point, I think I will redo everything, I can't find what is disconnected
after doing all the rig editing i used generate rig and it created me a new rig over the old one. Any help?
Is this rigging technique compatible with game characters?