This whole rigging series has been a lifesaver! I'm a third year gamedev student studying an animation degree and they don't show us how to make anywhere near as robust a rig as you did here. Thank you thank you thank you!
15:00 The part you time lapsed is one of the reasons I'm watching this. When you get into these more complex forms it's nice to know why riggers are painting certain vertexes and not others. If I don't want to watch a part, I have the ability to skip ahead in the video.
Hey Dikko, I have recently watched all the series for Rigging in Blender(Ragnar) and i just want to say a big THANK YOU, because you were the main reason i have managed to secure myself a Technical artist: Rigger position in the industry. Keep doing what you're doing. You are helping people change their lives! :)
Thanks a lot! Also, you can set 'Viewport Overlays -> Zero weights' to Active for making zero-weight areas black. Very handy for search problems with weights
I've been following this series from the start at modeling. I just finished my first character this week. Thanks again, man, for making the most informative and most complete set of tutorials I've found in the last 3 years. 👏 Well played.
Finally had a chance to watch this series, as work had to halt for a week due to infections. Worked out though as I was able to watch the whole thing without having to wait for the next episode. Absolutely fantastic. Thanks so much for this.
Cages. Wow, a completely new method to try out. It's going to change how I save lower poly early designs to make life easier. Thanks Dikko. Really appreciate this whole series. I keep coming back to your work all the time.
Found your channel yesterday and instantly subbed. Looks like found gold! I really enjoy your style of teaching, especially the fact that you cover all the nitty gritty details, which after all are really important. There are so many Blender tutorials on RUclips, but only very few if any at all are so complete. I would really love to watch an animation series next :) Anyway, thanks a ton for putting this high quality content on RUclips for free.
I have finished this incredible tutorial, Took me a month haha.. Thank you so much Dikko! I have successfully rigged my character because of you. I hope you make a Rigging Tutorial about Creatures and Animals soon. Again Thank you!
This is a really cool character creation tutorial series! Dikko, thank you very much! At the very end, I ran into one difficulty, and I cannot find a suitable way to do it. Is there a correct way to attach stylized eyelashes and eyebrows to the character mesh so that they follow the "Shape Keys" face animation we already have? Maybe i need to repeat ientical "Shape Keys" settings separately for them?
I did that, while doing the shape keys for the eyelids and eyebrows I also did the shape keys for the separate meshes, the driver will affect both so it's just doing those 2 times. It worked for me.
I would also turn on active only in the overlays menu for the weight paint influence. Now everything shows blue which is misleading if you work with low values. Ps I've made an addon which allows you to save and use custom weightpaint colors. That way you can quickly change colors. Sometimes the blue to red isn't very clear. Being able to quickly switch a preset is handy
So you used a cage for the body in the last part. It looked so simpet and did seem to work okay. Wonder if you use a bit vetter defined cage helps. Also didn't quit understand why the face parts did not follow properly. You have already done that in other parts of the series
like eye lids and eyebrows, i have different geo just for them. do i have to create the shape keys on them at the same time? or can i somehow transfer the shapekey animation one way or another?@@Dikko
would it be fine to use character models from games or unreal engine asset store and rig them from scratch to use on a portfolio? maybe even do a side by side comparison, because most of them already come rigged.
hie, is there a way I can select a specific mesh/ vertices while I'm in paint weighting mode? Because I have a model with some combined meshes in one and I need to skin weight them according to certain parts of the bone influence. I can do this easily in Maya but I can't seem to figure out in Blender
Apart from vertex groups? Not that I know of. Weight painting is probably one of Blenders worst parts of the software IMO. It really needs some love from the devs
Great thank you Dikko for that tut i see your videos i have question about rigging What is the purpose of using the bones of MCH rot ,MCH , MCH INT- TMP ?
Great tuto but I got a weird issue. To help a bit with the Def shoulder bones. I've added on them a 10% copy rotation from the Def bicep bone so they rise or lower when I play with the IK or FK. The right arm with flawlesssly, but the left arm slightly drag behind, checked the IK and FK MCH bones and they follow correctly. The def bones return to their correct position when I click on anything. Removing that copy rotation remove that odd drag. Any idea how to fix that?
@@FyresGames Then that would be creating a feedback loop which results in the issue you mentioned. You'd could unparent the bicep bone and use a copy location constraint to allow it to follow the shoulder, if you don't plan to rotate the shoulder bone directly.
The hair is generated from geometry under the face model. That geometry is then rigged the same way as everything else. Hair is set to dynamic, and for the beard I also have a mesh deform modifier
I had a bit of trouble using the Copy Attributes Menu addon. If anyone else is having this issue, you can create a new bind using "object.copy_selected_modifiers" within 3D View (Global) using whatever key combination you prefer :)
Duplicate the original mesh and modify it so it covers the body enough to be able to transfer weights. Remove any modifiers that increase the poly count or add to the overall calculations such as physics or hair
Weightpainting is a total bitch, I agree and I want that on a T-Shirt please. I have been stuck on weightpainting for like 2 month now, you motivate me to try again!
"..you know, go through and slowly just paint in.. those details. Alright.. you'll see here it gets a bit tricky around the arm, we're getting to a bit we're we are [2mins later] .. now this can get pretty tiresome as you start to see because the more density your mesh, the more painting you have to DO and the more CAREFUL you have to be.. and that gets REALLY fucking annoying over time." XD
This whole rigging series has been a lifesaver! I'm a third year gamedev student studying an animation degree and they don't show us how to make anywhere near as robust a rig as you did here. Thank you thank you thank you!
ikr, dikko is the go to for rigging info.
Like same thing, typically writing character animation degree on Modelling and animation spec. as "rare theme"...
do you use blender in schools
15:00 The part you time lapsed is one of the reasons I'm watching this. When you get into these more complex forms it's nice to know why riggers are painting certain vertexes and not others. If I don't want to watch a part, I have the ability to skip ahead in the video.
Hey Dikko,
I have recently watched all the series for Rigging in Blender(Ragnar) and i just want to say a big THANK YOU, because you were the main reason i have managed to secure myself a Technical artist: Rigger position in the industry.
Keep doing what you're doing. You are helping people change their lives! :)
Big congratulations to you👏👏👏! So happy to hear that! Thank you for watching :)
Thank you so much for the tutorials Dikko. It was a pleasure learning rigging with you. You're a great teacher 👍
That was a kick ass series. Prolly have to rewatch it couple more times. Thank you!
Thanks a lot!
Also, you can set 'Viewport Overlays -> Zero weights' to Active for making zero-weight areas black. Very handy for search problems with weights
Good point :)
@@Dikko how to make a root bone?
Thanks for this!
Oh damn, I was just thinking, "I wish Dikko had a weight paint guide." Thanks for saving my life!
I've been following this series from the start at modeling. I just finished my first character this week. Thanks again, man, for making the most informative and most complete set of tutorials I've found in the last 3 years. 👏 Well played.
Finally had a chance to watch this series, as work had to halt for a week due to infections. Worked out though as I was able to watch the whole thing without having to wait for the next episode. Absolutely fantastic. Thanks so much for this.
Thanks for the tutorial, its nice to have something a bit more in depth for the more advanced usage. Cheers!
Thank you sooo much
I hope it helps :)
Cages. Wow, a completely new method to try out. It's going to change how I save lower poly early designs to make life easier. Thanks Dikko. Really appreciate this whole series. I keep coming back to your work all the time.
Found your channel yesterday and instantly subbed. Looks like found gold! I really enjoy your style of teaching, especially the fact that you cover all the nitty gritty details, which after all are really important. There are so many Blender tutorials on RUclips, but only very few if any at all are so complete.
I would really love to watch an animation series next :) Anyway, thanks a ton for putting this high quality content on RUclips for free.
Really enjoyed watching this series!
Hope you can also cover quadruped rigging in blender 😊
I have finished this incredible tutorial, Took me a month haha.. Thank you so much Dikko! I have successfully rigged my character because of you.
I hope you make a Rigging Tutorial about Creatures and Animals soon. Again Thank you!
IN FIRST 10 SECOND YOU SAY ALL I THINK. THANK YOU I'M NOT THE ONLY ONE
Thanks a lot!
You are the best blender trainer in the RUclips. The Rigging series help of my 3d life. Again thanks @dikko.
Dear All Student Please Pause your adblock watch the youtube ads & support this Lovely man
Thanks for the support! I'll hopefully be announcing some new ways to support the channel soon
rig looks very complicated, thank you so much for making my life easier
You did modeling, texturing and rigging all for animation how about some animation tutorials. Btw I love the dinosaur animation you made :D
It's on the cards :)
I was waiting!!! Thanks a lot for this!
No Worries :).
Thankyou for everything ^^
Welcome back Dikko :D
Thanks mate :)
You are an absolute hero, thank you for this.
Fantastic! Thank you so much for sharing
This is a really cool character creation tutorial series! Dikko, thank you very much!
At the very end, I ran into one difficulty, and I cannot find a suitable way to do it. Is there a correct way to attach stylized eyelashes and eyebrows to the character mesh so that they follow the "Shape Keys" face animation we already have? Maybe i need to repeat ientical "Shape Keys" settings separately for them?
I did that, while doing the shape keys for the eyelids and eyebrows I also did the shape keys for the separate meshes, the driver will affect both so it's just doing those 2 times. It worked for me.
This ist great. Thank you.
I was just about to start with the weights :D thank you very much
On another note, part 5 is missing from the playlist
I would also turn on active only in the overlays menu for the weight paint influence. Now everything shows blue which is misleading if you work with low values.
Ps I've made an addon which allows you to save and use custom weightpaint colors. That way you can quickly change colors. Sometimes the blue to red isn't very clear. Being able to quickly switch a preset is handy
When you use the active setting Ng, the rest of the mesh object will turn black. This is much more clear to see what bone is influencing
Very useful. Locking vertex groups doesn't seem to work with the voxel heat plugin though
So you used a cage for the body in the last part. It looked so simpet and did seem to work okay. Wonder if you use a bit vetter defined cage helps.
Also didn't quit understand why the face parts did not follow properly. You have already done that in other parts of the series
Can't thank you enough!
Great Tutorials. I was wondering how would you attach hair geometry pieces to the face's shape keys? whats the best approach?
Which part of the hair? The actual top of the hair or stuff like the beard and eyebrows?
like eye lids and eyebrows, i have different geo just for them. do i have to create the shape keys on them at the same time? or can i somehow transfer the shapekey animation one way or another?@@Dikko
would it be fine to use character models from games or unreal engine asset store and rig them from scratch to use on a portfolio? maybe even do a side by side comparison, because most of them already come rigged.
Hi Dikko, please reference your video, the one about reusing a rig on multiple models
thank you for the video :D
hie, is there a way I can select a specific mesh/ vertices while I'm in paint weighting mode? Because I have a model with some combined meshes in one and I need to skin weight them according to certain parts of the bone influence. I can do this easily in Maya but I can't seem to figure out in Blender
Apart from vertex groups? Not that I know of. Weight painting is probably one of Blenders worst parts of the software IMO. It really needs some love from the devs
Great thank you Dikko for that tut i see your videos i have question about rigging What is the purpose of using the bones of MCH rot ,MCH , MCH INT- TMP ?
They aid in driving the deform bones but don't actively deform the mesh. This they are "mechanical" Ie MCH
What if I did something with my normals and my auto weigth paint works like shit :( (I tried recalculating them, but it does not works)
Yes! Yes!!
Great tuto but I got a weird issue. To help a bit with the Def shoulder bones. I've added on them a 10% copy rotation from the Def bicep bone so they rise or lower when I play with the IK or FK. The right arm with flawlesssly, but the left arm slightly drag behind, checked the IK and FK MCH bones and they follow correctly. The def bones return to their correct position when I click on anything. Removing that copy rotation remove that odd drag. Any idea how to fix that?
Sounds like a hierarchy issue. Is the bicep bone a child of the shoulder bone on that side?
@@WaterShowsProd Yup
@@FyresGames Then that would be creating a feedback loop which results in the issue you mentioned. You'd could unparent the bicep bone and use a copy location constraint to allow it to follow the shoulder, if you don't plan to rotate the shoulder bone directly.
@dikko i have doubt about the fur . How did you parent it with the face rig
The hair is generated from geometry under the face model. That geometry is then rigged the same way as everything else. Hair is set to dynamic, and for the beard I also have a mesh deform modifier
I had a bit of trouble using the Copy Attributes Menu addon. If anyone else is having this issue, you can create a new bind using "object.copy_selected_modifiers" within 3D View (Global) using whatever key combination you prefer :)
can we copy a character full rig to any other different character ???
You can! But usually there will be some tweaks to be made along the way
how did you rigg/animate the hair tho?
Because the hair was particle based it would have to be simulated.
You skipped showing how you got the cage.
Duplicate the original mesh and modify it so it covers the body enough to be able to transfer weights. Remove any modifiers that increase the poly count or add to the overall calculations such as physics or hair
Thanks for answering! Appreciate that@@Dikko
Weightpainting is a total bitch, I agree and I want that on a T-Shirt please. I have been stuck on weightpainting for like 2 month now, you motivate me to try again!
Good luck! Hopefully these tips will help you.
5:24 ahhhh YOU SWORE!! SUZAN WOWICKY THE CEO OF RUclips WON'T LIKE THAT!! But I do, so I like and sub
"..you know, go through and slowly just paint in.. those details. Alright.. you'll see here it gets a bit tricky around the arm, we're getting to a bit we're we are [2mins later] .. now this can get pretty tiresome as you start to see because the more density your mesh, the more painting you have to DO and the more CAREFUL you have to be.. and that gets REALLY fucking annoying over time." XD
"weight-painting tips"
video runtime 1 hour
Yeah with weight painting that's about right
hello sir, how can i found this 3d model