I wanted to add a note about setting up the feather bones and feathers so that they fold more easily using just the main controls. It took me a long time to figure this out, so maybe it can be helpful to someone else. First, make each feather a separate object. It's VERY helpful to name each feather the same thing as its corresponding bone (this also makes assigning weights easier). It's also helpful to group feathers in folders by layer. Lay out the feathers the way they'll attach to the wing. They'll overlap a bit horizontally. Make sure they're all flat and at the same height--you can select all of them then use s+z+0 to zero on the z axis. Now, you want to stagger the feathers so there's a tiny bit of verticle space between them. I used .1 mm. The last hand feather of bottom row will be in the lowest position. The first arm feather of the top row will be in the highest. I have three rows of 22 feathers each, so my stack of feathers is 3.25 mm thick, with none of them overlapping vertically. Now you want to match the bones exactly to each of the feathers. If you've staggered the feathers properly, none of the bones will overlap at all, and they should all be level. Then give each feather the full weight of its corresponding bone. If you've named them the same, you can select the feather, go to object data properties, add a new vertex group, copy and paste the feather name, then select the whole feather and assign the weight. Now when you go to pose, the feathers (mostly) won't intersect with each other. There may be a few you have to adjust, but for the most part, the wing folds beautifully!
Wow, this is very much needed video! I basically have given up on my Crane model animation because I just couldn't figure this all out. Thank you for posting.
@@CGDive I saw it, I was hopping it was about how to do it with metarig or from scratch, but Auto-rig pro might be necessary to get eventually anyway, but it's good to understand the fundamentals on how to do it
Hi. That's regular blender functionality. In Edit Mode, if you have bones with symmetrical names (bone.L - bone.R), then moving the bone on one side will basically symmetrize the one on the other side.
Oh man I've been waiting for your next FaceIt video but THIS is amazing and I'm super excited for the more in depth tutorial. I have some bird/avian characters I've been dreading having to make so this is insanely helpful.
Awesome. More FaceIt stuff is in the works. The addon dev is adding new features which will improve how we rig cartoony and anime faces. So I am waiting for the changes to be implemented.
Very nice tutorial!!! Your videos are all high quality and well explained. I've been trying to use Auto Rig Pro for all my projects now, but i've ran into a problem, I'm can't add custom bones for hair and clothes, I have tried everything, adding bones in Edit Reference Bones, naming them correctly, making sure they are on the controller layer instead of the reference layer, and setting it as Custom Bones in the export tab, but I can't get the to follow the arms and head bones, same if I want to create a cloak or a cape. Strangely, I was able to do it before without reading the documentation, so I know its possible. Anyways, thank you for this tutorial!
Hi CGDive! I'm a big fan of your content, it helped me improve my rigging skills A LOT. I bought AutoRigPro a few days ago and I was wondering if its possible that you make a tutorial on how to rig a very stylised character, with a lot of squash and stretch (I'm trying to achieve Hotel Transylvania style). I want to learn about the Sticky lips function or how to curl the lips, but I couldn't find good tutorials. Thank you very much! Have an amazing day!
I will consider it, thanks for the suggestion. Check out the "Secondary controllers" options in the meantime. I think this one one of the most powerful tools that ARP has for cartoony limb deformations. www.lucky3d.fr/auto-rig-pro/doc/auto_rig.html#secondary-controllers
Great totorial!! Sorry to borther you but may i know why my bone failed to control a single feather like you do ? i do the same as you all along the operation but the feather control turned out to control nothing.😭😭
I don't know, sorry. I understand your frustration but there is nothing I can suggest based on the info you provided (which is basically "it doesn't work" :) ). One thing I can say tho is that in my experience on YT dozens and dozens of people have told me "i do the same as you" ... and every time I follow up to see what happened, it turns out they've done something very different :D
Depends on the wings. Some wings which are more bat-like may be easier to rig with an arm "limb" with fingers serving as the appendages between the membranes.
I was following the tutorial, but I haven't found the model base file (pigeon)... ther's only a "bird" on the folder, which is the base of another tutorial....
The Rigify "wings" are pretty rudimentary. They are not really wings, it's just an arm with some simple bones attached to it. There isn't much to show, no feather automation, no nothing.
I’m sorry to bother you.I would be very grateful if you could answer this question for me. I used blender’s autorig pro to retarget a game character’s animation, but after importing it into Unreal Engine, the root motion was lost. If you could provide some ideas or methods, I would appreciate it very much.
I wanted to add a note about setting up the feather bones and feathers so that they fold more easily using just the main controls. It took me a long time to figure this out, so maybe it can be helpful to someone else. First, make each feather a separate object. It's VERY helpful to name each feather the same thing as its corresponding bone (this also makes assigning weights easier). It's also helpful to group feathers in folders by layer. Lay out the feathers the way they'll attach to the wing. They'll overlap a bit horizontally. Make sure they're all flat and at the same height--you can select all of them then use s+z+0 to zero on the z axis.
Now, you want to stagger the feathers so there's a tiny bit of verticle space between them. I used .1 mm. The last hand feather of bottom row will be in the lowest position. The first arm feather of the top row will be in the highest. I have three rows of 22 feathers each, so my stack of feathers is 3.25 mm thick, with none of them overlapping vertically. Now you want to match the bones exactly to each of the feathers. If you've staggered the feathers properly, none of the bones will overlap at all, and they should all be level.
Then give each feather the full weight of its corresponding bone. If you've named them the same, you can select the feather, go to object data properties, add a new vertex group, copy and paste the feather name, then select the whole feather and assign the weight.
Now when you go to pose, the feathers (mostly) won't intersect with each other. There may be a few you have to adjust, but for the most part, the wing folds beautifully!
Awesome, thanks for sharing. Will pin this comment :)
Wow, this is very much needed video! I basically have given up on my Crane model animation because I just couldn't figure this all out. Thank you for posting.
Super helpful! Just what I needed!
Fantastic!
thank you sir, you are doin great
Awesome , I have been waiting forever for a good feater rigging tutorial can't wait to see the whole thing.
The full thing, part 1 :D
ruclips.net/video/qzDZMUeTtt8/видео.html
@@CGDive I saw it, I was hopping it was about how to do it with metarig or from scratch, but Auto-rig pro might be necessary to get eventually anyway, but it's good to understand the fundamentals on how to do it
@@mix-up9003 You can totally start from scratch. I am already working on a video like that :)
@@CGDive Awesome dude, I am very much looking forward to get that course of yours. Best of luck on it
Oh, this is what I was waiting for!!!!!!!!!!!
Feather controls, so nice! is 9:56 an ARP function only? Or it can also be done with Rigify?
Hi. That's regular blender functionality. In Edit Mode, if you have bones with symmetrical names (bone.L - bone.R), then moving the bone on one side will basically symmetrize the one on the other side.
Been waiting for this 🎉 thanks
Oh man I've been waiting for your next FaceIt video but THIS is amazing and I'm super excited for the more in depth tutorial. I have some bird/avian characters I've been dreading having to make so this is insanely helpful.
Awesome. More FaceIt stuff is in the works. The addon dev is adding new features which will improve how we rig cartoony and anime faces. So I am waiting for the changes to be implemented.
@@CGDive Super cool! Can't wait to see what they add
Finally a bird ARP rig! There is no tutorial on this so it defintely fills a gap
More in-depth tut coming next week :)
Thank you. Can you utilize bird rig to animate dragon wing? Folding etc..
I think so. Just use very few feathers.
this is incredible!!
YEII ANOTHER HELPER TOOL
The bird tut is 2 parts, 1 hour each. So not very mini haha
More brilliance!
Very nice tutorial!!! Your videos are all high quality and well explained. I've been trying to use Auto Rig Pro for all my projects now, but i've ran into a problem, I'm can't add custom bones for hair and clothes, I have tried everything, adding bones in Edit Reference Bones, naming them correctly, making sure they are on the controller layer instead of the reference layer, and setting it as Custom Bones in the export tab, but I can't get the to follow the arms and head bones, same if I want to create a cloak or a cape. Strangely, I was able to do it before without reading the documentation, so I know its possible. Anyways, thank you for this tutorial!
To be honest, I have left exploring completely custom bones for later. My experience with that part of Auto-Rig Pro is limited.
Thank for another awesome tutorial, would you be willing to do an overview of BlendRig 6?
I have it on my list! :) (ETA not available lol)
Thank You!
Hi CGDive! I'm a big fan of your content, it helped me improve my rigging skills A LOT. I bought AutoRigPro a few days ago and I was wondering if its possible that you make a tutorial on how to rig a very stylised character, with a lot of squash and stretch (I'm trying to achieve Hotel Transylvania style). I want to learn about the Sticky lips function or how to curl the lips, but I couldn't find good tutorials. Thank you very much! Have an amazing day!
I will consider it, thanks for the suggestion.
Check out the "Secondary controllers" options in the meantime. I think this one one of the most powerful tools that ARP has for cartoony limb deformations.
www.lucky3d.fr/auto-rig-pro/doc/auto_rig.html#secondary-controllers
@@CGDive Thank you very much! I will check it out!
Love the content! I was just wondering if you have done a tutorial in the past covering combining animations? 😀
In NLA?
@@CGDive yeah!
One more thing, is it better for the feathers to be one sided planes or thick rectangles?
One sided would be easier to work with.
Great totorial!! Sorry to borther you but may i know why my bone failed to control a single feather like you do ? i do the same as you all along the operation but the feather control turned out to control nothing.😭😭
i have struggle with it for 3 days!! I would be so grateful if you can answer my poor question
I don't know, sorry. I understand your frustration but there is nothing I can suggest based on the info you provided (which is basically "it doesn't work" :) ). One thing I can say tho is that in my experience on YT dozens and dozens of people have told me "i do the same as you" ... and every time I follow up to see what happened, it turns out they've done something very different :D
diff b/w Auto rig pro and rigify?
which one to consider for making rigs in game pipeline or Production pipeline ??
Does the bird armature works for Dragon ?
Dragon with wings and legs and arms..?
Depends on the wings. Some wings which are more bat-like may be easier to rig with an arm "limb" with fingers serving as the appendages between the membranes.
I was following the tutorial, but I haven't found the model base file (pigeon)... ther's only a "bird" on the folder, which is the base of another tutorial....
Yes, this model cannot be shared. Did I say that I would share it in the video? If I did, it was a mistake, sorry.
i hate rigging then i discover your channel its feel like allah accept my pray and send you to me brother ammazing tutorials even amazing channel
Ha, awesome! That's my goal: to get people past fearing/hating rigging :)
Where can I find the bird base?
I think this model can't be released because of license limitations.
11:07 Damn so I gotta do this 60 times???? 😭😭😭😭😭😭😭😭😭
yes, sir! :)
why dont u make video with rigify bird ?
The Rigify "wings" are pretty rudimentary. They are not really wings, it's just an arm with some simple bones attached to it. There isn't much to show, no feather automation, no nothing.
@CGDive noted, thx u sir, then i will learn ARP now
I’m sorry to bother you.I would be very grateful if you could answer this question for me. I used blender’s autorig pro to retarget a game character’s animation, but after importing it into Unreal Engine, the root motion was lost. If you could provide some ideas or methods, I would appreciate it very much.
I haven't played much with Root motion. It's on my list tho.
@@CGDive It’s okay, I really like your courses, they help me a lot.
I love this and I wish I will never use it.
haha why?