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I have been fighting with rigging for about 3 weeks and I know I am not the best at menus in blender but OMG this is the best tutorial I have ever seen. You are exactly what I needed. I am going to your channel now and find all of your educational materials. Thank you very much.
I initially learned rigging back in 2011 in Maya and my mind is BLOWN. Oh how we've struggled, oh how we've cursed. Everything we used to do by hand and it was just such a tideous process overall (like binding objects/shapes to the armature as some kind of UX for controlling the rig) Thank you so much for this course!
It is such a good tutorial. It's reminding me the day I learned Maya rigging about 10 years ago. My first tutor taught me how to mimic joint setup by using parenting and clusters. Thank you for your awesome tutorial.
I have never seen a tutorial explained in a masterful way, you are a genius with a blender and as a teacher too, thank you brother. I am subscribed and I am liking all your videos.
Dude this was the best rigging tut ive seen, you really go through it at the right speed for me. You explain everything you are doing and more importantly why you are doing it, but not in a condescending or patronising way. Just this one has given me all the info I need to do what I want but I am going to watch the whole play list because you explain so well I am sure it will me a greater understanding of several blender concepts. (very rare for me I always just skip to the next thing, but I think these are worth it). I came here looking for how to use rigify, but I went away knowing how to rig manually, so I dont need rigify.
Doing the tutorial is very necessary to understand the logic of this basic rig... truly amazing the time we live in where all this information is free on the internet. Thank you so much for this.
Thank you so much! I tried to learn rigging last year and left more confused and scared of armatures than when I started, but thanks to this series I finally feel like I'm starting to understand.
Tried to rig a model using rigify and it was very confusing to me. So far this tutorial has been easy to follow and has already helped me to understand some of the things that were confusing me before. Thank you!
Amazing! This was really easy to follow and understand. I've done other tutorials and didn't know why I was doing some of the stuffs. This video clears it up. Thank you.
Great presentation... But when creating the "Sphere" @ 32:45, after creating three circles at 90-degree to one another, you need to JOIN them. The Viewport > Custom Object take a single object.
gracias por compartir tus conocimientos yo queria aprender a animar en blender y siempre me frustraba por lo de los esqueletos y armadurasa no lo podia enterder ahora comienzo a entender aunque tendre que practicarlo varias veces mas para que pueda comprender toda la informacion muchas gracias
Very nice entry tutorial, gonna follow this to the last step. Knowing the rudimental basics is what gives you the tools to be really creative later on. I also like your style - no annyoing music, fast and concise, speeding up repetitive parts, giving extra time to the important Blender pitfalls. On a side note: It is beyond me why the custom bone shapes are edited in pose mode??? I guess it makes sense from a Blender programmers perspective put from an artists perspective, editing the tool appearance should be an edit property, not a pose property. It is not something that would be changed in the animation stage, where pose mode essentials is the made for. It should be accessible in both modes, or even better, saving it in the bone object property. Would also be cool to have an automatic collection attached/parented to the amature object, which contrains the bone shapes - would make it easier to append characters to scenes with custome boneshapes - having everything at one object-level place in the outliner. Also: switching between the 3 armature modes is weird. The shortcuts and switch you from object mode to edit or pose mode respectivly. You can go from pose mode into edit mode with . But when you are in edit mode and then press a pie menu opens. Why isn't it simply switching directly to pose mode? Should be clear that I want to go there - it's only 3 modes anyway. It does make things less intuitive and adds one unnecessary step inbetween.
21:01. in my rig. The local orientation is not same as yours. My local orientation of the knee is on Z axis. I have to lock IK X and Y instead of Y and Z. can you explain why is that ?
Yeah, I guess I could have included information about that. You must have created your bone slightly differently from me so it ended up with different "bone roll". You can control the bone roll in Edit Mode by selecting the bone and pressing ctrl+R. Also enable "Axes" under Armature Tab > Viewport Display > Axes and you will see the exact orientation of your bone.
Fantastic tutorial! I am at point where we are to select the leg_IK.L bone in pose mode, shift click the lower leg bone, then Ctrl-Shift-C, but hitting those keys are not brining up any options for me. Any idea what might be going on? Thanks!
A mistake I made when setting up the armature was not making the arms and legs parented to the pelvis/root, so they did not move along with the spine and the IK ankle controller didn't affect them. Make sure to avoid this
Hi, at part where we add circle shape to control the leg, when I add the circle it is tilted along Y axis about 30 degrees. I suppose that means something is off in my rig. Another indicator, is that when I bend the leg, it doesn't bend the way you would expect leg to bend, but at weird angle (probably this same 30 degree offset that I somehow introduced). Maybe earlier I did something in Object mode and didn't apply transform? Other ideas on why this might be? thanks
@@CGDive Hi, I just redid the bone placement and now all is fine! Thanks. I finished. Really a great tutorial! I notice when I use the toe rig controller, the toes rotate/move in a weird deformed way. Is that because we didn't use weight painting to make them all deform together? When I see you moving the toe all the toes seem to move more symmetrically.
@@BrianHuether I can't say for sure whiteout seeing the problem but it is most likely either weight painting or the position of the bone. Bone positioning is extremely important.
Hi great video, But i'm having a small issue. For some reason at 22:15 when I select the bones and symmetrize them it creates a copy over the existing bones on the other side, and attaches the new bones to the target bone (shin) on the right side. The new bones also aren't parented to the mesh or the chain of bones on the left. Any idea why this may be happening? My rig is also made using the Mixamo tool (which I find way easier to get the weights correct instead of using automatic weights). Thank you for the tutorial BTW! Edit: i'm stupid, I think it's because I forgot to rename the bones on the other side of the body to match the naming convention.
@@ProfKisuto sorry, I thought you meant additional Deforming bones at the hips that are sometimes added for better automatic weights. :) Yes, a hips control would be one of the most essential features to add to this rig, along with a foot roll mechanism. Then you can add twist bones at the wrist, shoulder, etc. Then IK/FK + switch mechanism. Etc, etc. I just can't do it all in one reasonably long video. So that is the reason :)
Thanks for letting me know. Which one? cgdive.com or Academy? I just switched my hosting company so there may be some downtime. It seems to be working on my end. Please keep me updated!
This is a great video. But I have question about creating the rig for UE5. I watched one of your old videos (The fundamentals of exporting rigged characters to unreal, 2y ago) where you explained some approaches. So for understanding, a good solution without your plugin would be: 1. copy the created rig (from this video), 2. remove all constraints from the copied rig 3. add copy rotation and copy location constraints to every single bone of the copied rig (it copies the moves of the control rig) --> In the end you have 2 rigs, one control rig (with ik and other constraints) and another one to export to Unreal 4. then I disable deform bones of the control rig and enable deform bones of the rig that i export to Unreal Is my approach right? Does it work? Of course I tested your plugin and im going to use it in the future too but as a beginner I also want to understand basic solutions. Thank you for your effort, I could learn a lot from you and Royal Skies. Both of you are true time saver.
You could but exporting to game engine is sometimes not straightforward. I got a playlist about that haha ruclips.net/p/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
20:46 For me the shin still rotates sideways from the knee, even though I locked the IK Y and Z. T_T EDIT: For some reason I have to lock Y and X, but not Z and then the model squats naturally. :)
Yes, it's because of Bone Roll which I didn't mention but probably should have. If you do exactly what I do, you will get the same result and you will have to lock Y/Z. But if you create your leg bones slightly differently, e.g. from a different view, they may end up with orientation different from mine so you had to lock Y/X. Hope this makes sense :)
When i try my character to squat, with rigify, the legs cross each other, would you please help me I would really appreciate it I´ve been trying to fix it for a week now but no luck thank you very much
@@CGDive unfortunately YT Doesnt notify me about replies. However the good thing is.. it worked! I had to change to x manual in the rigify tab. I will watch your new course :) im sure it will help a lot, but if i ever get stuck, mind if i ask you again? id really appreciate it. Thanks a lot! you are a life saver! Happy holidays :)
@@CGDive Is there a rigify option FOR SKIRTS? (do skirts need to have their own rig :o?) Ive tried parentig a dress to my rig w autoweights but the skirt crosses through the opposite leg. also, how do i add wrinkles o realism to my dress? (whenever i use cloth simulator it sends my cloth down on the z axis) thank you very much! and a happy new year!
Bro do you think is worth updating from blender 3.6 to 4.0/4.2 version?. I payed for a course that use some addons like bone manager that already dont work in newer versions. But the end result is massive so i dont know what to do.
I can't tell you what to do. Maybe go through the course and then switch to 4.0. By the way, check out the RIg UI addon. It's the new Bone layer manager! :) blendermarket.com/products/rig-ui
Help me anyone, PLEEASE HEEEELP Why are bones always created with messed up axis? Especially y and z axis They are always swapped once the bone is created. Is there a way to fix it?
@@CGDive I do, but still normal axis are different from global axis. That's why they never act as in the tutorial and I end up locking ik axis x and y instead of y and z, but afraid this messes up the animation later.
@@magedatef7901 The initial state of the axis depends on the view you create them in. If you follow the tutorial exactly you (e.g. if I am in left view, switch to left view as well) then you will get the same results as me. This is a good point that I should have explained. I will keep it in mind for future tutorials.
I really don't know why but I've been redoing the whole tutorial again and again, yet get stuck at the same point 20:40 where my IK bones still act weirdly and I have to lock ik axis x and y instead of y and z in the video. I give up on basic rigging, I'll jump over to rigify tutorials directly.
hey bro. i have a problem about armature position . when i set the 3d cursor at left corner of door and after i set orign to cursor and control it everything look fine but after i rig it the bone placed at middle of the door and i see also the orign is placed at middle of the door. don't know where i making mistake have any idea? ruclips.net/video/1sLXZjGTenA/видео.html
I don't have the time to answer random questions on YT, sorry. (I am happy to answer questions about the video though). Try our discord discord.gg/j8SQCjFsXP
Nice tutorial, however early explanation/clarification on the importance of joint orientation as a result of how the bones are created would be *extremely* helpful as I am getting joint issues when parenting and constraining similiar to @ring05's comment and it's a headache to go back and fix
Cheers @@CGDive - stumbles aside, I liked this so much I purchased the early access option for the rest, so thank you for the course and keep up the great work!
I'm able to follow you better than "Blender Guru" because you use the "Tab for Pie Menu". The dropdown selection for Object/Edit/Pose Modes is hard to see with the RUclips icon in the way.
@@CGDive I downloaded Blender from the Blender website a week ago. Unless there is something extra you have to download to get more add-ons, the everything is there. I am using 4.2.
BONUS CONTENT
❖Get FREE file downloads and Bonus chapters here:
academy.cgdive.com/courses/rigify-basics
❖Or Subscribe and get all of my paid courses for $5.99/Month!
People like you are the unsung heroes of the industry, thank you very much for this series. You’re doing a terrific job explaining it all
Ah, thanks 🙏
The level of detail in this video is everything for new users
One of the best tutorials on youtube explaining very well rigging
Glad you think so!
I have been fighting with rigging for about 3 weeks and I know I am not the best at menus in blender but OMG this is the best tutorial I have ever seen. You are exactly what I needed. I am going to your channel now and find all of your educational materials. Thank you very much.
You are the first one who explains rigify in detail. Thanks
I initially learned rigging back in 2011 in Maya and my mind is BLOWN. Oh how we've struggled, oh how we've cursed. Everything we used to do by hand and it was just such a tideous process overall (like binding objects/shapes to the armature as some kind of UX for controlling the rig) Thank you so much for this course!
I learned much more of how rigging works here than I did when I went to school for 3d, Thank you for these tutorials!
It is such a good tutorial. It's reminding me the day I learned Maya rigging about 10 years ago. My first tutor taught me how to mimic joint setup by using parenting and clusters. Thank you for your awesome tutorial.
You're very welcome!
i can't thank you enough for this series.
THANK YOU INFINITELY!
I have never seen a tutorial explained in a masterful way, you are a genius with a blender and as a teacher too, thank you brother. I am subscribed and I am liking all your videos.
You are too kind. But thank you, always great to hear from someone who found my tuts useful!
Dude this was the best rigging tut ive seen, you really go through it at the right speed for me. You explain everything you are doing and more importantly why you are doing it, but not in a condescending or patronising way. Just this one has given me all the info I need to do what I want but I am going to watch the whole play list because you explain so well I am sure it will me a greater understanding of several blender concepts. (very rare for me I always just skip to the next thing, but I think these are worth it). I came here looking for how to use rigify, but I went away knowing how to rig manually, so I dont need rigify.
Doing the tutorial is very necessary to understand the logic of this basic rig... truly amazing the time we live in where all this information is free on the internet. Thank you so much for this.
Glad you enjoyed it!
Thank you so much! I tried to learn rigging last year and left more confused and scared of armatures than when I started, but thanks to this series I finally feel like I'm starting to understand.
Nice!
Tried to rig a model using rigify and it was very confusing to me. So far this tutorial has been easy to follow and has already helped me to understand some of the things that were confusing me before. Thank you!
Nice!
You are the very best when it comes to clear explanations of rigging.
Glad you think so, mate!
Can't believe such course is free. Thanks a lot man. You are a lifesaver.
Yeah, I want everyone to have access to this stuff! :)
Amazing! This was really easy to follow and understand. I've done other tutorials and didn't know why I was doing some of the stuffs. This video clears it up. Thank you.
Glad it was useful :)
Best rigging tutorial I've seen, giving fundamental knowledge
Glad you think so!
Great presentation... But when creating the "Sphere" @ 32:45, after creating three circles at 90-degree to one another, you need to JOIN them. The Viewport > Custom Object take a single object.
Nope, I am doing everything in Edit Mode so it's one object already :)
Thanks for these tutorials. I'm definitely going to sign up for the paid courses!
gracias por compartir tus conocimientos yo queria aprender a animar en blender y siempre me frustraba por lo de los esqueletos y armadurasa no lo podia enterder ahora comienzo a entender aunque tendre que practicarlo varias veces mas para que pueda comprender toda la informacion muchas gracias
de nada :)
Thanks for watching!
this is the understandable rigging tutorial ive ever seen
Awesome!
You are an amazing teacher CGDive. Thank you!
Glad you think so :)
Thank you very much! The BEST video tutorial about rigging in RUclips!
Wow, thanks!
I wanted to learn Rigify but I was also unsure if I should just skip the fundamentals, so this is perfect!
Never skip the fundamentals!
Really great content and presentation. Thank you!
Great tutorial. I look forward to completing his series.
Wow this is amazing, thank you so much for creating this full tutorial!
You're very welcome!
Thank you so much! Amazing tutorials. Finally I started to understand rig ❤❤❤
Nice! I am working on a more indepth Rigging series now. Stay tuned :)
thanks for helping me figure out how to rig stuff
Very nice entry tutorial, gonna follow this to the last step. Knowing the rudimental basics is what gives you the tools to be really creative later on.
I also like your style - no annyoing music, fast and concise, speeding up repetitive parts, giving extra time to the important Blender pitfalls.
On a side note: It is beyond me why the custom bone shapes are edited in pose mode???
I guess it makes sense from a Blender programmers perspective put from an artists perspective, editing the tool appearance should be an edit property, not a pose property. It is not something that would be changed in the animation stage, where pose mode essentials is the made for. It should be accessible in both modes, or even better, saving it in the bone object property.
Would also be cool to have an automatic collection attached/parented to the amature object, which contrains the bone shapes - would make it easier to append characters to scenes with custome boneshapes - having everything at one object-level place in the outliner.
Also: switching between the 3 armature modes is weird. The shortcuts and switch you from object mode to edit or pose mode respectivly. You can go from pose mode into edit mode with . But when you are in edit mode and then press a pie menu opens. Why isn't it simply switching directly to pose mode?
Should be clear that I want to go there - it's only 3 modes anyway. It does make things less intuitive and adds one unnecessary step inbetween.
21:01. in my rig. The local orientation is not same as yours. My local orientation of the knee is on Z axis. I have to lock IK X and Y instead of Y and Z. can you explain why is that ?
Yeah, I guess I could have included information about that. You must have created your bone slightly differently from me so it ended up with different "bone roll". You can control the bone roll in Edit Mode by selecting the bone and pressing ctrl+R.
Also enable "Axes" under Armature Tab > Viewport Display > Axes and you will see the exact orientation of your bone.
press shift+n and choose global z axis, or what work for you
Thanks for your great efforts. You are the master of the bones!
LOL! Thanks!
Pal, your tutorial is useful, thanks your help, my problem finally be solved!!!
I´m Learning a lor from your videos. Thannk you so so much.
Love them.
Awesome and thank you!
Fantastic tutorial! I am at point where we are to select the leg_IK.L bone in pose mode, shift click the lower leg bone, then Ctrl-Shift-C, but hitting those keys are not brining up any options for me. Any idea what might be going on? Thanks!
Think I figured it out. I have older AMD card and apparently that makes ctrl shift C not work.
wow, that's weird. I have never heard of this problem.
15:56 How do you control bones in weight paint mode?
The shortcuts are the same as in pose mode R, G, S. Keep watching the series and find out how it works.
I learned a lot of information. Thank you.
You're a great teacher!
Thank you! Only good students appreciate that :P
commenting for my own reference
16:38 & onwards is what i need to improve
I would love a manual rigging course so much ^^
Thank you so much for this tutorial.
A mistake I made when setting up the armature was not making the arms and legs parented to the pelvis/root, so they did not move along with the spine and the IK ankle controller didn't affect them. Make sure to avoid this
Hi, at part where we add circle shape to control the leg, when I add the circle it is tilted along Y axis about 30 degrees. I suppose that means something is off in my rig. Another indicator, is that when I bend the leg, it doesn't bend the way you would expect leg to bend, but at weird angle (probably this same 30 degree offset that I somehow introduced). Maybe earlier I did something in Object mode and didn't apply transform? Other ideas on why this might be? thanks
I am not sure. If you could share images on discord someone may be able to help discord.gg/j8SQCjFsXP
@@CGDive Hi, I just redid the bone placement and now all is fine! Thanks. I finished. Really a great tutorial! I notice when I use the toe rig controller, the toes rotate/move in a weird deformed way. Is that because we didn't use weight painting to make them all deform together? When I see you moving the toe all the toes seem to move more symmetrically.
@@BrianHuether I can't say for sure whiteout seeing the problem but it is most likely either weight painting or the position of the bone. Bone positioning is extremely important.
Thanks for the clear and detailed presentation ❤❤
My pleasure 😊
Hi great video,
But i'm having a small issue. For some reason at 22:15 when I select the bones and symmetrize them it creates a copy over the existing bones on the other side, and attaches the new bones to the target bone (shin) on the right side. The new bones also aren't parented to the mesh or the chain of bones on the left. Any idea why this may be happening? My rig is also made using the Mixamo tool (which I find way easier to get the weights correct instead of using automatic weights). Thank you for the tutorial BTW!
Edit: i'm stupid, I think it's because I forgot to rename the bones on the other side of the body to match the naming convention.
So informative, thanks a ton!
Hello ! So im having a problem at the 29:51of the video where the mesh of the foot gets squashed and it is not working correctly any help is welcome !
I am not sure but I would say you must have done something different than in the video. Give it another try.
19:40 I have a glitch here
when I move the character, it moves the right arm with it but without right arm skeleton
Not sure. I'd have to see to see the exact behavior to make a suggestion.
@@CGDive ok
do you have a discord server ?
@@Multifandomguy discord.gg/j8SQCjFsXP
You are the best there is. Thank you:)
Wow, thanks!
In 14:02, when I ve done, Symmertrize dosen't work. Do you know why it dosen't work?
With the model I provided or a custom one?
@@EddyTheLion Check your bone names. If you don't have .L in the name, they won't be Symmetrized.
nice video lets go next ep-3
gogogo!
Great video thanks!
hi can any one help me in symmetry part when i click on symmetry arm portion is successfully done but leg portion is not symmery on right side 36:10
36:10 is the end of the video ;)
Check your names. If the leg bones do not have the ".L" suffix, they will not be symmetrized.
Very cool! Is there a reason why you didn't add a hip bone?
Well, it's an optional bone. It didn't occur to me to add it :)
@@CGDive You don't animate hips?? :D
@@ProfKisuto sorry, I thought you meant additional Deforming bones at the hips that are sometimes added for better automatic weights. :)
Yes, a hips control would be one of the most essential features to add to this rig, along with a foot roll mechanism. Then you can add twist bones at the wrist, shoulder, etc. Then IK/FK + switch mechanism. Etc, etc. I just can't do it all in one reasonably long video. So that is the reason :)
CGDive is my zen
haha, nice! :D
Amazing as always!) For some reason when i press m I get just a text "move to layer" without any laye suggestions, instead of interface of colections(
hmmmm, using Blender 4.0?
Your website link is not working.
Thanks for letting me know.
Which one? cgdive.com or Academy?
I just switched my hosting company so there may be some downtime. It seems to be working on my end.
Please keep me updated!
This is a great video. But I have question about creating the rig for UE5. I watched one of your old videos (The fundamentals of exporting rigged characters to unreal, 2y ago) where you explained some approaches. So for understanding, a good solution without your plugin would be:
1. copy the created rig (from this video),
2. remove all constraints from the copied rig
3. add copy rotation and copy location constraints to every single bone of the copied rig (it copies the moves of the control rig)
--> In the end you have 2 rigs, one control rig (with ik and other constraints) and another one to export to Unreal
4. then I disable deform bones of the control rig and enable deform bones of the rig that i export to Unreal
Is my approach right? Does it work? Of course I tested your plugin and im going to use it in the future too but as a beginner I also want to understand basic solutions.
Thank you for your effort, I could learn a lot from you and Royal Skies. Both of you are true time saver.
Sounds right. Ideally, watch that older video. The workflow is still there and still works. :)
AT 29:58 when I put a parent (click offset) my foot become smaller in pose mode
Maybe you scaled the parent bone. Try selecting all bones and pressing alt+s.
Ty this happened to me and it fixed
nice video really helpful!!
Glad to hear that!
Thats best tutorial for nubs!
Glad you think so! :)
Can I create animations with this rig then export the animations to unreal?
You could but exporting to game engine is sometimes not straightforward. I got a playlist about that haha
ruclips.net/p/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
20:46 For me the shin still rotates sideways from the knee, even though I locked the IK Y and Z. T_T
EDIT: For some reason I have to lock Y and X, but not Z and then the model squats naturally. :)
Yes, it's because of Bone Roll which I didn't mention but probably should have. If you do exactly what I do, you will get the same result and you will have to lock Y/Z. But if you create your leg bones slightly differently, e.g. from a different view, they may end up with orientation different from mine so you had to lock Y/X. Hope this makes sense :)
@@CGDive Ohh, I see! Thanks for the tutorials, they're super awesome. 🙂
when I symmetrized after adding ik constraint symmetrized leg didn't work. Can someone help me out??
Most likely some of the bones are missing the .L suffix.
A custom AutoRig Pro character is Very hard to export to UE5. Is Rigify a better rigging tool for custom rigs to export into UE5?
Auto-Rig Pro actually has custom export options which should make it very easy to export to UE and Unity. I haven't used that much though.
When i try my character to squat, with rigify, the legs cross each other, would you please help me I would really appreciate it I´ve been trying to fix it for a week now but no luck
thank you very much
Straighten the legs from the front view. See this:
ruclips.net/video/mDclMstJx6Y/видео.html
@@CGDive
unfortunately YT Doesnt notify me about replies. However the good thing is.. it worked! I had to change to x manual in the rigify tab. I will watch your new course :) im sure it will help a lot, but if i ever get stuck, mind if i ask you again? id really appreciate it.
Thanks a lot! you are a life saver! Happy holidays :)
@@dro-q4u ask away. If I can help, I usually will :)
@@CGDive
Is there a rigify option FOR SKIRTS? (do skirts need to have their own rig :o?) Ive tried parentig a dress to my rig w autoweights but the skirt crosses through the opposite leg. also, how do i add wrinkles o realism to my dress? (whenever i use cloth simulator it sends my cloth down on the z axis)
thank you very much! and a happy new year!
Bro do you think is worth updating from blender 3.6 to 4.0/4.2 version?. I payed for a course that use some addons like bone manager that already dont work in newer versions. But the end result is massive so i dont know what to do.
I can't tell you what to do. Maybe go through the course and then switch to 4.0.
By the way, check out the RIg UI addon. It's the new Bone layer manager! :)
blendermarket.com/products/rig-ui
@@CGDive will do my man thanks a lot
thank you greatly!
No worries!
Thank you so much sir
Most welcome
thank you master❤
I spend hours yesterday not what I was doing wrong when setting up the IK controller. It was parented and had the deform option on😆😑🤔
Thank you very much.
Welcome 😊
My Rigify controlers doesn't work on unreal, any help?
This:
ruclips.net/p/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3
Then this:
ruclips.net/p/PLdcL5aF8ZcJv6Hd5wGEiHxpYpzAMJPnsB
Help me anyone, PLEEASE HEEEELP
Why are bones always created with messed up axis? Especially y and z axis
They are always swapped once the bone is created. Is there a way to fix it?
Y axis is never "messed up". It's always along the bone's length. In edit mode press ctrl+R to "roll" the bone.
@@CGDive I do, but still normal axis are different from global axis.
That's why they never act as in the tutorial and I end up locking ik axis x and y instead of y and z, but afraid this messes up the animation later.
@@magedatef7901 The initial state of the axis depends on the view you create them in. If you follow the tutorial exactly you (e.g. if I am in left view, switch to left view as well) then you will get the same results as me. This is a good point that I should have explained. I will keep it in mind for future tutorials.
I see you started the spine in semi-front perspective, and I start it from the front view as well. Yet, my bones never act like yours I don't know why
I really don't know why but I've been redoing the whole tutorial again and again, yet get stuck at the same point 20:40 where my IK bones still act weirdly and I have to lock ik axis x and y instead of y and z in the video.
I give up on basic rigging, I'll jump over to rigify tutorials directly.
Thanks a lot
why not using metarig tho ?
That is covered literally in the first minute of the video...
i'm sorry I mean rigify
but let me check another episode@@CGDive
my knee bending is bending the lag backwards, lol, how do I fix it? can someone link me a tutorial? plz, lol
Here is how to fix: ruclips.net/video/mDclMstJx6Y/видео.html
:)
hey bro. i have a problem about armature position . when i set the 3d cursor at left corner of door and after i set orign to cursor and control it everything look fine but after i rig it the bone placed at middle of the door and i see also the orign is placed at middle of the door. don't know where i making mistake have any idea?
ruclips.net/video/1sLXZjGTenA/видео.html
I don't have the time to answer random questions on YT, sorry. (I am happy to answer questions about the video though).
Try our discord
discord.gg/j8SQCjFsXP
Bundle of lovings😂😂😂
I am sorry, what?
Ya casi termino, solo me falta el ultimo minuto.
el ultimo minuto? The last minute is missing? I don't understand, sorry :)
What about rigging the Hands? .....
What about it? :)
Thanks alot
Most welcome
Thanks sir
Nice tutorial, however early explanation/clarification on the importance of joint orientation as a result of how the bones are created would be *extremely* helpful as I am getting joint issues when parenting and constraining similiar to @ring05's comment and it's a headache to go back and fix
Thanks, will keep that in mind!
Cheers @@CGDive - stumbles aside, I liked this so much I purchased the early access option for the rest, so thank you for the course and keep up the great work!
@@oceanchill Thank you for your support! Appreciate it!
perfect
great
I'm able to follow you better than "Blender Guru" because you use the "Tab for Pie Menu". The dropdown selection for Object/Edit/Pose Modes is hard to see with the RUclips icon in the way.
What's the point of making a tutorial on something that isn't in Blender 4 and isn't listed on the Blonder website?
I literally have no idea what you are talking about. This is a tutorial for Blender 4 using standard Blender 4 features.
@@CGDive I downloaded Blender from the Blender website a week ago. Unless there is something extra you have to download to get more add-ons, the everything is there.
I am using 4.2.
@@Stuckathomemom Get the latest versions 4.2.1. It is definitely there under Add-on. Make sure you are not looking under Extensions.
Why not have Right be Red? lol
Not sure, aybe you are making a joke that is flying over my head.
As I said, please color the controls exactly as you want.
I need someone to tech me how to make a pro character animation
🪄 I know rigging.
I know kung fu!
👌🙏💥
😘😘😘😘😘😘😘😘😘😘😘😘
thank you so much for this, subbed.
Welcome!