RPG graphics E02: Character rig [Blender]
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- Опубликовано: 21 авг 2024
- In this episode we create a rig for the character. In the following episode the mesh deformations will be improved using weight painting.
See Brackeys' channel for the programming half of this series: / brackeys
Download the starting model here:
www.dropbox.co...
Download rigged character here:
www.dropbox.co...
RPG gameplay programming playlist:
• How to make an RPG in ...
Support the creation of more gamedev tutorials:
/ sebastianlague
For anyone using newer versions of Blender (2.79+), when you get to ~17:10:
You no longer need to duplicate, scale, and flip the bone names.
You need only select the bones to mirror, press W, and choose the Symmetrize option.
In newer versions, the original method no longer removes the ".001" suffixes from duplicated bones.
Thx
thank you
That's amazing. Thank you!
Man, this solved a "completely unrelated" :) problem that I was struggling with for an hour.
Thank you. I struggled for so long with a problem related to that. thank you
Thanks I really needed this! xD
Brackeys lol even you found it useful, you did a perfect choice choosing him, well done
When is your first rpg tut. coming out? Learning the modeling is incredibly fun, but but I'm looking forward to the programming! Or was that dialogue tutorial secretly part of this?
on wednesday
Thanks!
Wait! It's Monday, noooo so long until his :(
Thanks so mach for this, I needed to
For people in 2.8, at 6:00 when he says Ctrl + N, it's been changed to Shift + N or you can go to the menus at the top Armature -> Bone Roll -> Recalculate Roll -> View Axis
Edit: As mentioned by @Nazaire Shabazz, when you get to around 17:10, you don't need to duplicate and scale to -1. Just right-click and click Symmetrize, and then right-click and go to Names -> Autoname Right/Left
where is names
thanks so much
@@cheeseanim thank you very much
You are the only RUclipsr who has ever succeeded in teaching me blender basics.
lol
Yeah, and actually teaching them, unlike all those videos who spend 10 minutes explaining how to move a box around.
@@carl-johanhorberg1399 yea lol
"basics"
Yes my friend, You are the true Ninjas
For anyone having trouble with strange rotation on the foot bone IK (16:00) you need to make sure the bone roll for the actual foot bone is correct by selecting the foot bone, pressing ALT R in edit mode, and rotating it till the bone's rotation is corresponding to the IK properly.
Thx for that tip. It helped a lot. For me actually helped to select foot bones including IK bone in edit mode and then pick recalculate roll -> active bone (armature menu). Blender 2.81
You sir are a godsend! I could not figure out why i was having trouble.
thank u so much
Edit: it changes but I still don't have the right degree
@@maximloboda2125 Didn't work for me but I'm using 2.91. It seems when rotating at 16:26 instead of just rotating right to left as it does in the video, my foot bone seems to rotate in a U shape. can't find any solutions for it though. I wish this video series was updated for later blender versions, so much of it just doesn't work anymore :(
Tutorial took like 20 minutes to watch, actually getting to this point took ~20 hours.
*Efficiency* :D
For me 20 min ~ 3.5 hours
same
@17:10 Working in Version 2.82.7, you can select the bones you want to duplicate, go into edit mode, and then select armature on the toolbar at the top by your modes. There is a Symmetrize function there which will give you the same results instantly.
6:02 recalculate roll short cut has been changed in blender 2.8
It's now SHIFT+N. not CTRL+N
@Pineapqles I will need that soon :D Or whole new tutorial for this. ;)
you the real mvp :3
Thanks bro
That's a hardcore topic that took several lessons on college (I learned it on 3ds max) and you made it easier to understand in a few minutes. Thanks!
For those getting a *".001"* and a *"strange rotation on some bones"* after mirroring the bones:
1. Select all the .L bones (all left body-part bones)
2. Press *W* and select *Symmetrize* in the Specials menu.
3. Check all your .R bones are nicely placed and renamed! ;)
_This is "the right way" since v2.79 in Blender! Still a great and helpful tutorial, well done sebastian!_
this comment is 5 years old and has 0 replies
Hello Sebastian,
I just wanted to say that even after 3 years and with Blender 2.9 your tutorial is still very helpful.
Just commenting to thank you for your tutorials. Great voice, proper articulation, the right speed. High quality stuff.
I used to hate character rigging. Thanks to you Sir I no longer do so!
Finally! A tutorial that contains and explains the roll problems while setting up a rig. Every other tutorial I've ever seen went sooooo smoothly for everyone that they didn't encounter such problems.
Thank you very much, Sebastian! This goes right into my "tutorials best of" collection :)
15:50 for blender 3.4+
Bone constant propeties on right side,
Add bone constaraint > Copy rotation
Target > Armature
Bone > LegIK.L
Target and Owner > Local with Parent
thanks for commenting this, the bone wasn´t pointing forwards after changing the target, turns out i also had to change the owner, if it wasn´t for your comment i would be raging with no idea what´s going on lol
For anyone having trouble aligning the Pole Target to the knee -- if you extrude the PT bone from the knee, locking your movement to the y axis, and then clear parent, you'll have a bone that's perfectly inline, without having to worry about manually adjusting it and whether you got it right.
Level Pixel Level has a great video where he demonstrates this and explains the purpose and use of the pole target in more detail:
ruclips.net/video/suP14lYWpN8/видео.html
Note that he does go into some additional rigging stuff afterwards, stuff that's not really necessary for this.
you are by far the easiest to understand,all other rigging tutorials ive watched were so fast and i had to constantly pause and try to replicate but this just made it simpler
This, like most of yours and Brackeys' videos, is great reference material. I've used this many times when I have a problem rigging a character, and at this point, I've become quite competent at the task.
I was too caught up in the reasoning for the bone naming convention that I was thinking to rename my toes "foot fingers".
For anyone having problems with IK (maybe your Leg IK Bone isn't moving), remember to clear the parent on the IK Bone AND the Pole Target bone, somehow I missed it in the tutorial, hope this can help :)
Thank you very much! I missed it too
I know is this is three years ago but still thanks
@@abdulhameedlawal8579 so this tutorial can still work in the current blender version? I haven't used blender before tho but this tutorial is very easy to understand unlike others I've found
Tip: In Object mode, if you press N and look somewhere at the top of that panel, you will see the dimensions of the selected object, which you can use to make your character a more specific size.
6 year old comment with 0 replies
For 16:09 when testing the rotation make sure to do Shift-S then Cursor to Selected to center the 3D cursor to the bone then rotate it, since now transforms and rotations are all based off the 3D cursor by default. OR press "." and switch the pivot to Active Element before rotating.
Thanks to you...i am a programmer..i played with blender once 9 years ago!
And then just gave up and never looked back. Now thanks to your 1st episode..i have my first low poly model!
May the good Lord bless you :D
For people who have encountered a problem with the IK causing the knee to bend backwards, Check your initial bend of the knee in the Edit mode. If your knee is bending inwards in the edit mode, the pose also bends the knee inwards. Just make sure the knee bends towards the Pole Target to eliminate this issue.
You are slowly becoming my favorite youtuber. Man you have me really thinking where I would be without you. Glad you were born, sincerely.
Yes someone who uses simple language and shows every shortcut key he uses! Thank you!
Bro, as an indie gamer in the nation of mostly unproductive people, I could start all over for my game creating adventure by starting to create my own characters. You literally fired up my hope again. Thank you for all of these, keep it going please.
If anyone is still watching this video and has a problem with the WHOLE body moving and not just the leg. Set ur chain length to 2. Worked for me!
JUST finished the first one when you released this, thanks!
This is by far the best tutorial on rigging for Unity that I've seen, and I've seen and been confused by quite many. :) Thank you for being so very clear in everything you say and do!
can't believe I've never noticed that before...
testing whether the armature was parented to the model properly, grabbed the shoulder bone, pissed myself laughing at the awesome deformation.
that's gonna be fun (obviously will need a lot more geometry in order for it to look right).
13:11 leg breaks in middle*
"things arent looking good"
I programming and procrastination made me take weeks to finally get this video done. Now it's finally done after looking up self therapy for being unable to do what I want to do or make myself work. I feel so relieved of finally getting to the next part after this tab teasing me every time I accidentally click on it and seeing my unfinished work. Finally done
This series is amazing. Also, it's really cool to see you teaming up with Brackeys. Looking forward to the rest of this series!
If u got the error: Bone height blablabla one or more bones blablabla, when parenting the armature to the character, i fixed it going to object mode, clicking on the character, and recalculating normals and deleting doubles, on the menu that appears and disappears with "T", then i just parented it as Sebastian says.
Thx! that's solved my problem :D
Exactly what I was looking for, glad someone else had this problem. Thanks I up voted in case someone else has this problem.
Where are the recalculating normals and stuff
I cant find it even after pressing T
Thanks
You're actually doing a fantastic job at teaching
I've tried to start with rigging so many Times with no luck and you first show full proces with possible errors in making humanoid rig. Good work ;)
For anyone confused about why, when you hit Shift+C, your view zooms way out while Sebastian's doesn't, it's because you likely have other objects (such as your camera or light source) further out. This is because Shift+C zooms out just far enough to see all objects. Sure enough, check out Sebastian's outliner section; you'll see no light source object.
Another wicked helpful tutorial! Thanks, I'm excited for this series between you and Brackeys
TO THOSE HAVING TROUBLE WITH ADDING IK VIA SHIFT+CTRL+C:
Apparently this is a common issue in other tutorials as well. Simply, make sure you are in POSE mode, not Object or Edit Mode. That is, the bones should have a blue outline. You get to it by clicking on the bones object, TAB to get into edit mode, then CTRL TAB to access pose mode.
Ive avoided a lot of the bone roll on the ik to pole target by placing the Pole Target a little bit farther up than he shows in the video. Hopefully that will help someone. You will still be able to manipulate the joints, it just negates the awkward rolling when the IK is being moved back and forth. I love these tutorials, very helpful.
hey I made my rig, but when I move my left ik bone to control the left leg both legs are moved. also the entire right side of the rig doesn't control the mesh, does anybody know whats wrong
I had this problem too. When I flipped the names there's a "001" behind all my bone names. Deleting the "001" seemed to solve my problem.
oh, thanks
I wish I could give this 1000 likes.
thank you thank you thank you
i got the same problem
Sebastien: "Scale the character down to a more human size..."
Me: 0:40 *SEID IHR DAS ESSEN NEIN WIR SIND DER JÄGER!*
Holly damn, that was so easy to understand, thanks to brackeys u got yourself a new follower, you explained the IK well i had problems with it, thanks
Your name...Remind me of something..
FUS RU DAH maybe ?
Wuld Nah Kest
That whirlwind sprint shout
dovahkiin youkai Are u a indie dev or hobby in game development?If u want some help i gladly can help because i want to improve my skills!ASAP
Thank you Sebastian
Thank you very much Sebastian
dude this is the best series of tutorials eveeeer, eveeeeeer in the history of youtube, i love you dude in a manly way that only game devs can share, i already subscribed, liked, and gave my soul to this guy...
I have to say your tutorials are super easy to follow. Thanks a lot!
Hello there.
19:44 : General Kenobi !!
You are a bold one!
Finally found it again! Followed this tutorial a while ago, been searching for this video for a long time
And once more! You'd think I'd remember it by now
in the last episode i just chucked a cube as the head, gave it a screen and some glowy eyes and called it billy
Great tutorial. I'm a beginner and found this to be very concise and well put together. Everything worked out. Thanks for providing the base model for download also. cheers
For anyone in the future having an issue with the bones not attaching to the mesh with automatic weights on a custom model - you need to select the mesh, push W - and select REMOVE DOUBLES. Then parent as instructed.
You are the best teacher, thanks
You are pretty good at talking and writing something else at the same time...
The bit where I'm naming bones and casually talking about pose flipping is voice over. I'd mess that up terribly in realtime :P
Well Thats a really good voice over. I had no clue. Well executed.
this took me 3 days to fix that stupid pole target skewing thing and then when i finally got that right, it went all crazy when i fixed the rotation to the IK "Heel Bone"!!! no wonder it costs MILLIONS of $$$ for CG, my low skilled ass would still charge 1500 bucks to do this for someone just based on the time it took to fix. Every minute i spend working on this, increases my respect for those who dedicate their life to this art.
Love from Brackeys Fans!:D
I finished it!! It took a lot of work some stuff wasnt working properly but i've done it.
If you are following this tutorial and after applying the automatic weights and testing moving the legs it looks really bad and just doesnt work (like it happened to me).
I'll tell you what i did :
at 0:49 when i did that my character got split in half separated by a gap.--------------> To fix this temporarily i went into the mirror modifier in the body object (you have to be in object mode) and i slowly increasead the merge limit slider until they merged. dont increase it by a lot go unit by unit until they merge.
at 20:56 This one is really important but i dont have an explanation as to why it worked for me (im a noob). i DID NOT choose with automatic weights, i chose with ENVELOP WEIGHTS, and it worked out almost perfect like in the video.
I still had to paint some parts that just werent assigned to any bone and would just "stick" in place.
Finally to fix the fact that the character looked wide beacuse of the gap fix. I went in edit mode for the body mesh and tweaked the vertices until i slimed it back down.
And it worked!!
Good Luck to anyone out there working on this. :3
For anyone using blender 3, when you get to about 6:00, recalculate roll is now shift-N.
guys if for some damn reason after duplicating and flipping bones to the right side the "lower leg.R" bone if distorted, go to
-bone constraint tab (bone with chain icon)
-find Pole angle
-delete 90 and type it once again
for some reson the pole targeting for that bone disappeared too, so choose "pole target.R" once again
Just share my troubleshoots on right mesh moved unexpectedly when moving left armature after parented:
1. Check the respective right armature's name, except of delete .001 and make sure ending with .R, also need to ensure the armature doesn't named Bone.001(and following), it'll caused the respective armature parented with initial left armature.
2. In Edit mode select the disaster part's armature, minimize it to find whether did create any armature accidentally then delete it.
Oh thanks it was the second
For 2.8 at 17.10 version press F3, select mirror press x
Remember to point centre the cursor scale
I think because this video is outdated for current blender versions, but I had a problem when parenting the bones to the model where moving one leg or arm would move both, found out it is because you need to apply the mirror to the model BEFORE parenting the bones to the model. If anyone else had this problem too, I hope this helps!
Man if I could subscribe ten times I would, thank you so much
this is freaking amazing, you got urself a new sub sir
Ooh so I have been scaling correctly it's nice to get an accurate answer finally!!
13:47 Doesn't work for me. It still bends the same way.
If the character twists after automated weightpainting, try *recalculation of rolls from side* too (not just front view). Helped me, when only legs twisted the body in half.
>> Edit mode >> whole armature selected >> go to side vied (num pad 3 (+5)) >> ctrl+N (from active view)
Best men ever
SAVED MY LIFE I HOPE
I find it better to not set a poletarget and instead set the thigh bone to IK chain length of one, and use the kneepoletarget. You will not have to worry about any offset.
Also, be sure to recalculate the bone rolls. This is more complicated than the video hints at. The left and right side bones must have opposite bone rolls( for instance 90 and -90 ). This will automatically happen when you duplicate and switch sides. You should not recalculate the left and right side at the same time in the same view. This will cause the bone rolls to be exact. Recalc the left side in left side view, and then recalc the right side in right side view(press 3 and then 9). When I recalc the arms, I go into top view(7).
I've got to say, this tutorial clicks way better with me, than the one you did 2 years ago. Especially rigging in blender is always a complete nightmare for me tbh. There are so many issues that may or may not occur seemingly at random and mess up everything. I don't have the time to follow along at the moment, but from quickly watching the vid, it seems pretty reasonable that I should be able to apply that to my own work. I'm anxious to see if I can somehow manage to rig something that does not twist itself in all kind of directions this time *sigh*.
What's the reason you avoid ik for the arms btw.? Because you find it unnecessary for the project, or because it's more of a hassle than it's worth (for me it is at least)?
Thanks!
Happy to hear it! I went through the comments of my past rigging videos to see where things were going awry for people, and have tried to address those problem areas in this video.
Yeah I don't think ik will be helpful for any of the arm animations in this project. I considered adding it anyway, and just showing how to turn it on and off for different animations by animating the influence slider, but opted against ultimately for the sake of a shorter, cleaner video.
21:01 [Blender 2.90] Select your Character first and then select the armatures in Object mode. Then Armature Deform options should show up
For blender 3.0 if you apply the subdivision surface and it comes out differently (middle of head spikes out), it may be because you have to apply the mirror modifier before applying the subdivision surface.
Me - Awake at 4 in the morning, pounding another energy drink, fingers bleeding, back aching, sweating trying to get this done, I even got shit to do tomorrow.
*Looks at the time in the video, sees **4:55**/**21:47*
*Starts crying*
All went good till 21: something, when i do automatic weighting it all deform strangely
Tinker with the weight painting a bit, it fixes when the parts that are weird aren't influenced by the bones anymore
nevermind, the problem just moves
You probably didn't apply the mirror modifier to your model i guess
In my case it renamed it wrong. It changet it to ".R.001" ...
I tried it few times but then I noticed there is a "Symmetrize" option in the Armature menu.
So:
- select your left side bones
- click bellow in menu on:
- - Armature
- - Symmetrize
No need to duplicate bones. Works perfectly :)
Very good and clear tutorial! Maybe a faster way to copy the bones from the left side to the right side is to select all the bones in edit mode and in the 'Armature' section at the bottom, click 'Symmetrize'.
+gert vermeers Good one, thanks!
20:34 I got all the bones onto the other side, but the mesh leg moves forward in a very weird way, then when I move something on the models left it moves on the right too, almost like it's being dragged with the left side.
I had this problem too but it was because I duplicated the bones then right-clicked to symmetrize but forgot to delete the duplicates I created earlier.
You are the best! First I thought I'd never be successfull with blender :D Now I've done a dude out of a cube who is able to move :O
You are a pretty good teacher, thank you ^^
for flip duplicate bone, now you can use shortcut W and choose to symmetrize
GUYS CHECK THIS COMMENT! I FOUND THE PROBLEM for mirroring the arm positions wrong: go edit mode in armature, select all armatures, press shift + N and Below Negative select Global -Y AXIS. Now you can mirror positions correctly. Also, you can fix the mesh deformation happened after that in pose mode by pressing F3 (Command Console Blender 2.8) type Apply Pose as Rest Pose, it is fixed my friend, oh yeah baby. That one was a pain, glad I can help...
Amazing Video that still works in 2021
Ok I'm stuck at 14:14 . I can't seem to find the right angle of the joint
I have the same problem, did you ever manage to get it working?
Thank you so much for addressing the IK issue around 14 minutes in. I had been working on a character and couldn’t get around this. I tried limiting the x rotation, but it caused the animation to be really jerky
Please do a similar series but with the overhauled 2.8 ?
Waiting anxiously for the next part, I've got a fully rigged bright green ork just aching to be animated!
When is the next tutorial? This is the only tutorial on youtube that has taught me how to effectively use blender
18:20 When I do the "flip names" thing, I get names like Lower Arm.R.001. How did you avoid those extra pieces being added to the names after duplication?
its a mistery
More like magic
Use the mirror option instead. This video is for a slightly older version of blender. And use symmetry setting.
For anyone using newer versions of Blender (2.79+), when you get to ~17:10:
You no longer need to duplicate, scale, and flip the bone names.
You need only select the bones to mirror, press W, and choose the Symmetrize option.
In newer versions, the original method no longer removes the ".001" suffixes from duplicated bones.
In the newer versions it doesn't take away the 001
Really Helped A lot, Thanks for the tutorial!
thanks alot these tutorials mean the world
thank you! followed exact instructions and had no problem!
I don't know if this was mentioned in the video and I missed it, but you need to apply and remove the mirror modifier before doing the armature deform.
Hey Sebastian I hope you will explain in your series how to create animations like pushing or walking on an uneven ground.
That would be pretty good to know how to create such things :D
Please dont mind my bad in English.
Great video! You really keep it easy to follow. Thanks a lot.
If anyone had issues with the leg/ik bone rotation and getting the leg to bend in a more natural angle. I had issues getting it right so here is what i tried.
Once i lifted the i bone the knee would go off to the side as in the video. While still in pose mode i changed the pole angle until it looked more natural. Then i returned the bones to their original positions and made a note of the pole angle i should use. No issues at the moment
my bones refuse to move so smoothly
you have to be in pose mode to see the bones constraint tab.
Amazing. quite stunning. brilliant
My guess as to why people had problems with the Add Constraints (with Targets) short cut is that they weren't in Pose Mode
When I move the leg IK bone. It just rotates around its head.