You have to pre-bend the knees (as well as the elbows) in order to avoid reverse bending. Don't overdo it, just a little bit is enough so that Blender knows which direction they have to bend.
@@ThomasPotter 2:10 "Let's test this out to see if it works properly. You can see if we take this middle body you can see the legs bend forward, which sometimes doesn't happen. So yeah, be careful, sometimes just redo it, I don't know" So the reason why it sometimes doesn't happen is because they aren't bent in the right direction.
@@danifurka6790 How does one "pre-bend" the knees and elbows? Move them in object mode? My rig isn't generating and I'm wondering if this is the reason why.
rigify rig is actually only useful for introducing yourself to rigging and animation though. you're gonna have a hard time adding constraints to the rig later on because it's such a hard-coded jumbled mess.
agree, it's like instant noodle ramen, those old tutorial is good, teaching from basic, rigify is good for only few rig base, like human, quadruped, and fish, then if you want to rig robot, monster etc you need to make your own rig, that old tutorial teach you all the basic
@@Sekkizan i agree it is fine, good even, but for beginners to use it right away, it's damaging, as they'll have to work/practice/study harder later on to figure out how it works, if they ever want to modify anything.
Agree, the people who made it wanted to provide flexibility over simplicity just in my opinion, surely it gives you many controls over bones but they are just overwhelming and making posing and animating frustrating.
Great tool for if you need a rig for some quick poses or want to take a look at a completed rig for learning. If you have time and you're serious about 3D (especially animation), you should at least *attempt* to make a rig from scratch just once. There are a lot of useful things you learn from the process. And the knowledge you obtain will help you make customizations and fixes to rigs you use in the future.
*Sigh* I was hyped after watching this video, but I know you and a few other similar comments are right. Been enjoying learning different aspects of game dev, but rigging/animating has been frustrating. No easy outs, gotta push through and get a handle on it!
Maybe don't tell people forget the fundamentals of rigging and allowing a tool to do that for them, they won't actually learn anything by using a tool used for mass creation.
But so many this generation want the quick way, why bother learning or putting in effort? Pardon my sarcasm xD I agree with you fully.... I think Royal Skies has good rigging tutorials because they are fast (under 7 minutes in most cases), to the point, teaches you important fundamentals and how to quickly pick-up on rigging and naming work flow... Because I would much rather know where everything is on my rig in the event something goes south. People should learn the proper method FIRST... Then start changing things once they actually know what should be done.
Well if you guys take a second and just think, if a tool like this exist why not use it, because many people had to learn the hard way doesn't mean everyone else does, im one of those people that had to manually rig. If this tool works for what the person needs it for no need to learn the implications behind rigging. Its like using unity engine or unreal without making your own game engine first, and yes i know that they are not that comparable as making a engine is vastly more complicated but its the same principle.
Rigify is a crutch that people who are learning Blender should really stop relying on. People should learn how to rig from scratch, so that they can rig anything they make, and not just a realistically proportioned humanoid character.
This is a very fair point, but for those that just want to make themselves some form of personal model, and don't plan to get too heavily into 3D modeling past that point, it can be a very nice tool to get it functional at the very least, to do whatever minimal task they set out for, like a persona model for videos, or a vrchat model that only they plan to use. You'd think it sounds like a lot of effort, but you'd be shocked how many people are hard headed and determined to sit down and learn what basics they need just to feel like themselves in virtual spaces because they can't in reality Heck, I actually got into modeling *because* I wanted to have a persona model for things, and I'm learning the many methods of how to make and/or rig things just so I can do so for myself and my s/o, so we can vibe in VR Chat as ourselves And eventually I plan to make some models for his alters as well, so they can feel more like themselves when fronting! Obviously I'm not just planning on using Rigify for the whole thing, but since all of them are common enough body shapes, it seems like a good tool to quickly slap a rig on and make sure my joints all deform how I want before I commit fully to a custom rig, y'know? A bit like how some artists do a very basic sketch, then a more corrected sketch and add more details, then actually outline it and color and all! (Which I also do, hah) It just feels good to start with something you haven't dumped a bunch of time into, to ensure your concept will flow how you want ^u^ And it could also be the thing that inspires modelers to learn, because they see those limitations and realize how much they love modeling/rigging/animating in this medium, and want to get into it more fully, a bit like how C++ is a good starting language but isn't the be-all-end-all, as many others do different jobs better or worse, and you still would need to learn their quirks to use them, but you also know you're willing to work with them and get more into the whole thing! I likely would have never thought to enter any form of 3D space art wise and just stuck to 2D art forms, had it not been for air dry clay, which a lot of people also consider to be crap and a crutch and they mention how it functions far different from normal clay, how it's just for kids and all, and in turn try to argue that people should just start with normal clay if that's where they want to go, but being able to test those waters and see that I liked how it felt as a medium, I was able to test actual clay, then wood carving, plush making, and soon welding too! This is how passion can grow, and this is why, crutch or not, it's rather easy to appreciate how beneficial this sort of thing can be to getting people into something they would normally have never given a second glance! Least that's my two cents on it, hah
Would love to but nothing is working I do the steps and then I got to pose mode only for it to magically not work only the bones or rig move but not my model
Personally when i rig a character i will always do it fully manually, gives vastly more options, and you really should use fk/ ik toggles, ik should really only be used when you need a limb to stay in place for example jumping over a wall, plant the hand down so you don't have to "animate" it staying in place
the knees were bent backwards due to the fact that the bones were bent backwards. Make the "correct" angle in the bones and they will bend in the "correct" direction
This will be very helpful for making it "fast", but if you're going to make the controller yourself, start with 3ds max or Maya, the point of a controller is to make it 'constraints' work well. (we don't talk about skinning because this is ..pain in the ass)
i don't know why, but i tried million times to parent rig correctly and its not working properly, metarig is not attached to the object and rig. it deforms like it has no skeleton
Thank you for the great tutorial! Do you know if it's possible to convert an existing rig to Rigify? For example, if I already have a rigged and properly weight painted model.
You actually can, you can change the rigidify type of any bone and change it to work in the “generate control rig” setup. This is available in bone properties in pose mode and can basically allow you to modify and add rigs in to your heart’s content
I appreciate the tutorials. I think I'm having those problems you've mentioned with the rig not generating. When I press Generate Rig, nothing happens and an error displays: "generation has thrown an exception: list index out of range". I've tried a lot to make it work, but nothing has been working. Have you or anyone found a way to fix this? The first time I had this problem, I did change some names and add/remove a few bones (to give my human mesh more detailed hands) beforehand, but then I reverted everything back to normal and it still doesn't work.
I dissagree with this 150% . every character and scenario for a character is not done with a single rig...even for games..rigging is also a good skill to have.
Rigify is a good shortcut for specific kinds of models. Creating rigs from scratch is not entirely necessary unless your model does not fit a standard biped shape.
I'm fairly new to blender so i might be asking a dumb question. But I've been building my character from one sphere (using the snake to expand out to the torso). It looks good so far but i attempted to extrude out the arms and it looks weirdly attached to the body. I imagine the same issue with the legs. Have i basically broken my camera model? Or can it be fixed for rigging later (delete the arms and find a new way to expand from the torso, should i find a way to seperate the head, neck if possible)
Rigify is nice if working inside blender only as it doesn’t translate well to other software … had tons of times i had to redo 80% of the rig and weights because of this in unity
Hello Thomas. I'm using a translator. I have tried to work with a female torso to which I can make cross sections and be able to see from above. Let me explain: If I cut the neck horizontally and could see it from above, I would see a circle. If I cut it at the waist I would see an oval from above, but if I cut it at the bust I would see an irregular oval that shows the bulge of the two breasts or breasts at the front and the back at the back, the same would happen if I cut it at the hips. Could you tell me what software you would recommend me to do this with and then take some pictures and do an explanatory class?
Amazing as always , although is there any chance you could make a tutorial on low poly female characters ? I want to make one similar to the one you used in this tutorial, with a detailed chest
@@ThomasPotter but you didn't, the add-on does it for you and then you correct it, not to mention, if we speak purely about the title, and affirm you respected it because you only say "stop this now", leaving the matter hanging for the video, then deliver no expected solution but rather a simple alternative, should i call the video a honeytrap instead? because you're quite clearly on the borderline about what should be presented from the title.
@@ThomasPotter You may have delivered what the title implies, but it is still misleading information. Creating rigs from scratch is still necessary when you are working with non-standard structures.
rigify is bad. hear me out. everyone has their own abstract bs way of doing things like wizards and spells.what you think is not what others see or perceive and thus outline presets automatically setup for you is bad for newbies because it just looks like outlines. i myself have never used rigify's rig outline things because it looks too abstract, messy and i rather have a skeleton of arrows then a bunch of boxes and outlines scattered all over the place. don't tell people they need to do what you do. that never ends well.
You have to pre-bend the knees (as well as the elbows) in order to avoid reverse bending. Don't overdo it, just a little bit is enough so that Blender knows which direction they have to bend.
I think I covered it briefly in the video
@@ThomasPotter 2:10 "Let's test this out to see if it works properly. You can see if we take this middle body you can see the legs bend forward, which sometimes doesn't happen. So yeah, be careful, sometimes just redo it, I don't know"
So the reason why it sometimes doesn't happen is because they aren't bent in the right direction.
@@ThomasPotter Hope this helped
@@danifurka6790 How does one "pre-bend" the knees and elbows? Move them in object mode? My rig isn't generating and I'm wondering if this is the reason why.
@@jonathanwilliamson2529 You have to move the elbow and the knee in edit mode, it doesn't have to be more than a few degrees of bending tho
rigify rig is actually only useful for introducing yourself to rigging and animation though. you're gonna have a hard time adding constraints to the rig later on because it's such a hard-coded jumbled mess.
agree, it's like instant noodle ramen, those old tutorial is good, teaching from basic, rigify is good for only few rig base, like human, quadruped, and fish, then if you want to rig robot, monster etc you need to make your own rig, that old tutorial teach you all the basic
@@KaitoKaze I’ve seen people rig monsters with rigify tho
Rigify is fine, just need to know how to work with it, literral professional manage to make it works
@@Sekkizan i agree it is fine, good even, but for beginners to use it right away, it's damaging, as they'll have to work/practice/study harder later on to figure out how it works, if they ever want to modify anything.
Agree, the people who made it wanted to provide flexibility over simplicity just in my opinion, surely it gives you many controls over bones but they are just overwhelming and making posing and animating frustrating.
Great tool for if you need a rig for some quick poses or want to take a look at a completed rig for learning.
If you have time and you're serious about 3D (especially animation), you should at least *attempt* to make a rig from scratch just once. There are a lot of useful things you learn from the process. And the knowledge you obtain will help you make customizations and fixes to rigs you use in the future.
*Sigh* I was hyped after watching this video, but I know you and a few other similar comments are right. Been enjoying learning different aspects of game dev, but rigging/animating has been frustrating.
No easy outs, gotta push through and get a handle on it!
Maybe don't tell people forget the fundamentals of rigging and allowing a tool to do that for them, they won't actually learn anything by using a tool used for mass creation.
But so many this generation want the quick way, why bother learning or putting in effort? Pardon my sarcasm xD I agree with you fully.... I think Royal Skies has good rigging tutorials because they are fast (under 7 minutes in most cases), to the point, teaches you important fundamentals and how to quickly pick-up on rigging and naming work flow... Because I would much rather know where everything is on my rig in the event something goes south. People should learn the proper method FIRST... Then start changing things once they actually know what should be done.
Well if you guys take a second and just think, if a tool like this exist why not use it, because many people had to learn the hard way doesn't mean everyone else does, im one of those people that had to manually rig. If this tool works for what the person needs it for no need to learn the implications behind rigging. Its like using unity engine or unreal without making your own game engine first, and yes i know that they are not that comparable as making a engine is vastly more complicated but its the same principle.
Damn I like this channel, you explain things real well and go to the point quickly. Subbed.
Thanks!
Rigify is a crutch that people who are learning Blender should really stop relying on. People should learn how to rig from scratch, so that they can rig anything they make, and not just a realistically proportioned humanoid character.
This is a very fair point, but for those that just want to make themselves some form of personal model, and don't plan to get too heavily into 3D modeling past that point, it can be a very nice tool to get it functional at the very least, to do whatever minimal task they set out for, like a persona model for videos, or a vrchat model that only they plan to use.
You'd think it sounds like a lot of effort, but you'd be shocked how many people are hard headed and determined to sit down and learn what basics they need just to feel like themselves in virtual spaces because they can't in reality
Heck, I actually got into modeling *because* I wanted to have a persona model for things, and I'm learning the many methods of how to make and/or rig things just so I can do so for myself and my s/o, so we can vibe in VR Chat as ourselves
And eventually I plan to make some models for his alters as well, so they can feel more like themselves when fronting!
Obviously I'm not just planning on using Rigify for the whole thing, but since all of them are common enough body shapes, it seems like a good tool to quickly slap a rig on and make sure my joints all deform how I want before I commit fully to a custom rig, y'know?
A bit like how some artists do a very basic sketch, then a more corrected sketch and add more details, then actually outline it and color and all! (Which I also do, hah)
It just feels good to start with something you haven't dumped a bunch of time into, to ensure your concept will flow how you want ^u^
And it could also be the thing that inspires modelers to learn, because they see those limitations and realize how much they love modeling/rigging/animating in this medium, and want to get into it more fully, a bit like how C++ is a good starting language but isn't the be-all-end-all, as many others do different jobs better or worse, and you still would need to learn their quirks to use them, but you also know you're willing to work with them and get more into the whole thing!
I likely would have never thought to enter any form of 3D space art wise and just stuck to 2D art forms, had it not been for air dry clay, which a lot of people also consider to be crap and a crutch and they mention how it functions far different from normal clay, how it's just for kids and all, and in turn try to argue that people should just start with normal clay if that's where they want to go, but being able to test those waters and see that I liked how it felt as a medium, I was able to test actual clay, then wood carving, plush making, and soon welding too!
This is how passion can grow, and this is why, crutch or not, it's rather easy to appreciate how beneficial this sort of thing can be to getting people into something they would normally have never given a second glance!
Least that's my two cents on it, hah
Would love to but nothing is working I do the steps and then I got to pose mode only for it to magically not work only the bones or rig move but not my model
Rigify is a good shortcut for specific kinds of models.
The snap to volume center is neat
Personally when i rig a character i will always do it fully manually, gives vastly more options, and you really should use fk/ ik toggles, ik should really only be used when you need a limb to stay in place for example jumping over a wall, plant the hand down so you don't have to "animate" it staying in place
I found it very funny when you were aggressively moving the sections of the body lol
the knees were bent backwards due to the fact that the bones were bent backwards. Make the "correct" angle in the bones and they will bend in the "correct" direction
This will be very helpful for making it "fast",
but if you're going to make the controller yourself, start with 3ds max or Maya, the point of a controller is to make it 'constraints' work well. (we don't talk about skinning because this is ..pain in the ass)
amzing how to learn, ty bro
mine don't show the big box when I re generate rig
As a noob this video answered all my questions. Thanks 😁
i don't know why, but i tried million times to parent rig correctly and its not working properly, metarig is not attached to the object and rig. it deforms like it has no skeleton
I swear to you I am watching the video rn, I had no idead u made a tut on Rigify I just opened YT and there it was "Rigiy" XO
Lol
in case you leg rig dont move forward rotate the bone or push the knee a little in the direction you want it to fold and then click rigify again
i keep getting an error saying that i need a certain part to rig it properly
so that is why i hate this plugin
Good for bipeds, what about quadrupeds, or other odd limbed characters?
Theres other rigs for quadrupeds
@@ThomasPotter Ah, I see the other categories now, thanks!
Thank you for the great tutorial!
Do you know if it's possible to convert an existing rig to Rigify? For example, if I already have a rigged and properly weight painted model.
I don't think so but you could try the mixamo add-on
You actually can, you can change the rigidify type of any bone and change it to work in the “generate control rig” setup. This is available in bone properties in pose mode and can basically allow you to modify and add rigs in to your heart’s content
I appreciate the tutorials. I think I'm having those problems you've mentioned with the rig not generating. When I press Generate Rig, nothing happens and an error displays: "generation has thrown an exception: list index out of range". I've tried a lot to make it work, but nothing has been working. Have you or anyone found a way to fix this?
The first time I had this problem, I did change some names and add/remove a few bones (to give my human mesh more detailed hands) beforehand, but then I reverted everything back to normal and it still doesn't work.
You should check out CGDive's rigify tutorials, he explains in detail how it works.
ruclips.net/p/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
I dissagree with this 150% . every character and scenario for a character is not done with a single rig...even for games..rigging is also a good skill to have.
Rigify is a good shortcut for specific kinds of models. Creating rigs from scratch is not entirely necessary unless your model does not fit a standard biped shape.
thankyou so much!
2:30 yes, glitch all the time. How can blender ever animate a movie like this?
Most of the time it’s a rebuild from scratch.
What are you talking about?
hello when i ringing the model mine is not the same as yours to test
yeah that's the model i made, the tutorial is there for you to rig your own character
Good tip. Thank you.!
When I Re-generate the rig it eventually appear up above character but not on the actual armature. How to fix that?
HELP ME PLEASE when i generate the rig it always come off TOO BIG. I tried it all, Ctrl + A all transforms and scale. It still comes off too big!
does this only work for a humanoid rig or can you generate four-legged, insect, etc?
Yeah check the other rigs under the armature tab. There's plenty of template rigs
thanks G
i got the latest blender and theres no X button next to the option tab? i cant move the bones?
Are you in edit mode?
@@ThomasPotter I figured it out thanks
I'm fairly new to blender so i might be asking a dumb question.
But I've been building my character from one sphere (using the snake to expand out to the torso). It looks good so far but i attempted to extrude out the arms and it looks weirdly attached to the body. I imagine the same issue with the legs.
Have i basically broken my camera model? Or can it be fixed for rigging later
(delete the arms and find a new way to expand from the torso, should i find a way to seperate the head, neck if possible)
Can you use this to make animations for unity?
Yes it could work
Rigify is nice if working inside blender only as it doesn’t translate well to other software … had tons of times i had to redo 80% of the rig and weights because of this in unity
Yeah I've made plenty of tutorials teaching how to rig for game characters
Hello Thomas.
I'm using a translator.
I have tried to work with a female torso to which I can make cross sections and be able to see from above. Let me explain: If I cut the neck horizontally and could see it from above, I would see a circle. If I cut it at the waist I would see an oval from above, but if I cut it at the bust I would see an irregular oval that shows the bulge of the two breasts or breasts at the front and the back at the back, the same would happen if I cut it at the hips.
Could you tell me what software you would recommend me to do this with and then take some pictures and do an explanatory class?
Look into booleans
Or try 3d print slicing software, it literally does what you have described.
Is that an animal tabs I saw that Rigify includes?
Yes, there's 5 template rigs
"Stop This"
No
I have just finished rerigging a character manually, after 6 months using rigify. Having just 2 bones for eyelids is sooo satisfying.
STOP Rigging Like THIS NOW!
No
@@proclaimedgamers5708 That was exactly my response the moment i saw the title xd
It won't work for me.
What error do you get? Did you delete bones?
Can you please explain to me why my rig didn't spawn on my character?
Probably don't have your 3D cursor in the middle
do u know how to stop the model deforming while animating please ? i want my models to keep the same arm or leg length lol
I think on the n panel you can find the properties for the IK bones when you select them. I theres a slider somewhere to stop it
@@ThomasPotter thanks
Amazing as always , although is there any chance you could make a tutorial on low poly female characters ? I want to make one similar to the one you used in this tutorial, with a detailed chest
lol
Can someone please help find a rigify free tutorial?
Yes look at my channel I have multiple videos on rigging
@@ThomasPotter thanks! I want to learn rigging but I always get slaped in the face with rigify! 😣😫
@@dr_dave512 CGDive's channel also has a lot of rigify tutorials.
misleading title, clickbait.
i would like to see you animate a certain character in "Tangled" with this method.
In my opinion rigify is good. A lot of rigs I use to practice a intimation use it and it works quite well
It's not click bait if I still deliver on my title and thumbnail.
@@ThomasPotter Rigify IS good, I never said otherwise, that's not the problem here.
@@ThomasPotter but you didn't, the add-on does it for you and then you correct it, not to mention, if we speak purely about the title, and affirm you respected it because you only say "stop this now", leaving the matter hanging for the video, then deliver no expected solution but rather a simple alternative, should i call the video a honeytrap instead? because you're quite clearly on the borderline about what should be presented from the title.
@@ThomasPotter You may have delivered what the title implies, but it is still misleading information. Creating rigs from scratch is still necessary when you are working with non-standard structures.
rigify is bad. hear me out. everyone has their own abstract bs way of doing things like wizards and spells.what you think is not what others see or perceive and thus outline presets automatically setup for you is bad for newbies because it just looks like outlines. i myself have never used rigify's rig outline things because it looks too abstract, messy and i rather have a skeleton of arrows then a bunch of boxes and outlines scattered all over the place. don't tell people they need to do what you do. that never ends well.
i would recommend them slowly doing it themselves so they can piece together things as a lot of models are personalized.