[Blender 2.8~3.6] Rig ANYTHING with Rigify #5-1 - "Rig Types" EXPLAINED

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  • Опубликовано: 12 сен 2024
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    In this video we'll explore the Rig Types.
    First subscribe so you get the whole video series! www.youtube.co....
    Rig Types are Rigify's building blocks (legs, arms, spines, face etc.). Understanding them is crucial for building your own custom Rigify rigs. And this is what this course is about!
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Комментарии • 118

  • @joelstolarski2244
    @joelstolarski2244 Год назад +11

    Excellent tutorials. Did this one. Advice to anyone watching, is to follow as close to details as possible. The two extra leg horse with two tails, was pretty hard. This one, now lost count how many times had to delete all and restart. Watch the names. My Blender 3.1 crashed due to pc upgrade, so like dummy I upgrade to 3.3 and it is tiny changes in the right side menu that really will drive you nuts. Just go slow and you will find the menu items in slightly different places. especially the basic.chain all those are in there . Thanks cgdive for another one. Indebted to you and all RUclips creators for the tutorials.

    • @CGDive
      @CGDive  Год назад +1

      Thanks! Indeed these tutorials need a remake since the Rigify interface changed enough to make them hard to follow.

  • @fheisk
    @fheisk 4 года назад +12

    giving things meaningful names is important in software development, this is a great example of how confusing it is when things are named without too much thought

    • @CGDive
      @CGDive  4 года назад +3

      Oh man, don't get me started about the Rig Type names. The problem is partly because Rigify had different maintainers over the years and each named stuff as they liked. A clean up is overdue!

    • @scarlettstone1302
      @scarlettstone1302 3 года назад

      @@CGDive It might have been because the library is still in development. So for example, they might be trying to add a super_tentacle, thus the simple_tentacle. With that, I have no idea about the copy_chain and super_copy

    • @CGDive
      @CGDive  3 года назад

      @@scarlettstone1302 Could be but I think whoever initiated this is no longer involved. So hopefully the new maintainer will clean it up soon.

    • @alexrusu2905
      @alexrusu2905 3 года назад +1

      @@CGDive I'm positive something is up, I'm trying some of them and they're different from what you show in this file. For example in 2.93 there's no difference between limbs.paw and limbs.rear_paw. One should have had toe bones and now it's gone.

  • @CGDive
    @CGDive  4 года назад +18

    I was shy about promoting the paid part of the course at first but the community response has BLOWN ME AWAY. Thank you!
    So in short: I am working on advanced chapters for this course. They are around 60% complete as of now but I am offering them as an early-bird deal. The final price will be around $45, but you can still pre-order them now at a discount (30% off) on Gumroad. gumroad.com/l/rigify
    If you like this series I think you'll love the advanced stuff too. It will contain one module dedicated to the Building Blocks. You'll learn all the advanced options that Rigify offers.
    And in another module, we'll rig several complex characters together. See the gumroad link for more info
    gumroad.com/l/rigify

  • @segamai
    @segamai 8 дней назад

    Thank you SO MUCH for this, the UI in blender is absolutely abhorrent sometimes, but especially for rigging

  • @hoverBOXcreative
    @hoverBOXcreative 4 года назад +3

    This is a fantastic series. I never knew there was so much control over metarigs. I've only done minor editing to rigs provided by rigify.

    • @CGDive
      @CGDive  4 года назад +2

      Yeah it's crazy! Such a great tool and it really hasn't been covered much over the years.

  • @troyacarpenter
    @troyacarpenter 3 года назад +5

    Great work! You really understand rigify and how to explain it.

    • @CGDive
      @CGDive  3 года назад +1

      Gald you think so, Troy :)

  • @razakkalady8944
    @razakkalady8944 4 года назад +11

    Your tutorials are well oriented and elaborative. Bought the course and cant wait for the last chapters. Keep up the good work

    • @CGDive
      @CGDive  4 года назад +1

      Thank you for your support, Razak! Thanks to people like you I can now work almost full time on the newer chapters. More stuff coming soon!

  • @elviokill
    @elviokill 3 года назад +15

    The "super" suffix does't mean better or improved.
    C++ use "super" for override function.
    Blender core is written in C++.

    • @CGDive
      @CGDive  3 года назад +9

      That is interesting, thanks for the info. Still tho, that's great if you're a smart coder... But Rigify is ultimately supposed to be used by the average dude and dudette. So it should use names that make sense to the average user.

    • @elviokill
      @elviokill 3 года назад +5

      @@CGDive I agree with you on that.
      I think the person who made Rigify used this name convention to make coding easier to remember.
      By the way I already liked and subscribed.
      Great work!!

    • @CGDive
      @CGDive  3 года назад +4

      @@elviokill Thanks for the support, Elvio!
      I actually spoke with some of the people who created Rigify. There were several maintainers over the years and each added their own namings and stuff. That's partly the reason why the names are a bit of a mess :)

    • @DodaGarcia
      @DodaGarcia Год назад +1

      I think C++ doesn't have the "super" keyword, but Python does, and add-ons are written in Python. The rest of your explanation is on point though, and I wish they'd just called it "base" instead of "super" so that people who don't know about the keyword could more easily get it from context.

    • @elviokill
      @elviokill Год назад

      @@DodaGarcia Thank you for the correction!

  • @StanleyValacos
    @StanleyValacos 4 года назад +1

    I thought I'd help you out and bought the free meshes. Easy to make but help you out. Nice series.

    • @CGDive
      @CGDive  4 года назад +1

      Thanks for your support, Stanley! Really appreciate it!

  • @W1zardRyan
    @W1zardRyan Год назад

    Programmer here: the term "super" is oftentimes a keyword that can be used to refer to a parent class (where a class can be thought of as a blueprint for an object that can be instantiated), where the keyword super is most commonly used to call a parent class's constructor, method, or property. The analogy here could be the meta rig, and the generated rig as a child and parent class, and it could also be used to refer to composition of multiple components together.
    My guess is that the developers forgot that's not how most users think of the word "super", and those labels stuck past development.
    Just my take though, awesome series btw!

    • @CGDive
      @CGDive  Год назад +2

      Thanks!
      Yeah, you are most likely right. And yeah, the problem is that 95%+ of the Rigify end users are not programmers :)

  • @-.._.-_...-_.._-..__..._.-.-.-
    @-.._.-_...-_.._-..__..._.-.-.- 2 года назад

    Oh, okay. Now, I see what's going on. This has opened a whole new range of possibilities.

  • @juliocargnin
    @juliocargnin 4 года назад +1

    Keep it up the good work! Very informative and concise.

    • @CGDive
      @CGDive  4 года назад

      Thanks, Julio!

  • @RomboutVersluijs
    @RomboutVersluijs 4 года назад +2

    The rear_paw is different, its has more bone segments. It therefor it moves different. Youll also notice that the "role" bone is located at a different position.

    • @CGDive
      @CGDive  4 года назад +2

      I'm very interested in this if you are right but I just did a few tests and I get exactly the same results. My opinion based on my experience and experiments is this: rear_paw is a Sample, not a Rig Type. But for some reason all samples are also listed in the Rig Types. If you still think I am wrong, I am all ears!

    • @RomboutVersluijs
      @RomboutVersluijs 4 года назад +3

      @@CGDive Well im check Rigify in 2.79b When i add the 2 i get different legs. The back paw has an extra bone and the role bone is more in the middle. They are both same type as it seems, just different pre-defined then. So then yes basically the same.

    • @CGDive
      @CGDive  4 года назад +3

      @@RomboutVersluijs I am kinda curious. I did tests and I can't have a paw or a rear_paw with anything but 4 bones. More or less bones always causes an error.

  • @MeshVoid
    @MeshVoid 4 года назад

    Awesome explanations! Great course, bought it, would recommend it!

    • @CGDive
      @CGDive  4 года назад

      Thank you Mesh Void! :)

  • @Doc_Animator_N
    @Doc_Animator_N Год назад +1

    7:45 Exercise - Identify Rig Types.

    • @CGDive
      @CGDive  Год назад

      Bookmarked :)

  • @isaacalimomen5251
    @isaacalimomen5251 Год назад

    I love your tutorials.

    • @CGDive
      @CGDive  Год назад +1

      Thanks, Isaac!

  • @maximilianohernandez4379
    @maximilianohernandez4379 2 года назад

    Amazing explanation, thank you

  • @vstreet7583
    @vstreet7583 2 года назад

    Great tutorial. Great advice. THANK YOU! Dg

  • @angryteapod1765
    @angryteapod1765 2 года назад +1

    man if i knew python i wouldve wrote rigify+ addon that expanded the capabilites of rigify BY A LOT(like i wanna add a block for cloth). because already its really powerfull addon

  • @myrrhsolace5875
    @myrrhsolace5875 2 года назад +2

    When I am in Edit Mode, select the initial single bone, and delete it, I am immediately put into Object Mode. I can no longer go to Edit Mode to select the Rigify elements from the Rigify Buttons menu because I can't enter Edit Mode again unless I create another bone. How do you delete the single bone in Edit Mode without being automatically set to Object Mode?

    • @CGDive
      @CGDive  2 года назад

      I've never heard of such of problem. I'd go as far as to say you're probably misinterpreting something... I can't be sure of course.
      Can you record a video of yourself doing what you do?
      You can post it on your discord discord.gg/YFH5HUv
      Or email it to me.

    • @heiro5
      @heiro5 Год назад

      @@CGDive I'm having the exact same issue. I'm in Blender 3.3. If there is no bone present then the armature and bone property tabs disappear.
      Furthermore, the (now unified) Rigify tab in the armature properties tab doesn't seem to have an "add sample" button. At least I can't find it. ...yet. I will sort this out, though. Excellent series. In particular looking forward to this chapter, but first I need to get the car out of the garage lol.

    • @heiro5
      @heiro5 Год назад +1

      @@CGDive Okay, I got it. You've already said it at this point of the video, but some options are hidden in specific modes. In Blender 3.3 the Samples tab IS in the armature props tab, BUT ONLY IN EDIT MODE. That said, there first has to be a bone present so I can Ali Baba my way to the tab at all. When I delete the armature and bone, those property tabs disappear like Brigadoon... My best solution at the moment is to make a single bone, add a sample, and then delete the original bone. On to class!!
      EDIT: Yes... not just did you mention specific modes, but this particular requirement. I'm slow but I get there.

    • @kaotykberi4433
      @kaotykberi4433 Год назад +1

      @@heiro5 this, I have been struggling for half an hour with it.

  • @CaCriGuz
    @CaCriGuz 2 года назад

    Thank you my friend!
    Amazinf videos. :)

  • @halfblue2678
    @halfblue2678 2 года назад

    As a software developer, I completely understand reasoning behind this naming convention.

    • @CGDive
      @CGDive  2 года назад +1

      I guess it's a matter of taste. I've talked to other developers who also dislike the current names of the Rigify types.

    • @halfblue2678
      @halfblue2678 2 года назад

      @@CGDive yep, that's kinda a rookie mistake. And probably due to rushing to implement stuff, the devs didn't really thought of a better way of naming stuff. Having a naming convention on the fly is also kind of a skill when you have to plan those on your own.

  • @GrowPotCheaply
    @GrowPotCheaply 3 года назад

    I cannot figure out how to get clothes to work correctly for animating. I even joined them to the figure, then used quad remesh add on, and connected it to the rig, but the clothes act as if they are separate pieces even though they are not. I even boolean joined them. Same issue.

    • @CGDive
      @CGDive  3 года назад +1

      Clothes are difficult to rig, very difficult. And there is no one solution. Join our discord and share details about your project. We may be able to make some suggestions. Cheers!

  • @_s_s_world_
    @_s_s_world_ 2 года назад

    all is fine except that sometimes switch of the Mode are silent (by hotkey and no displayed on screen) so its hard to follow...

  • @anonimusadversus
    @anonimusadversus 2 года назад

    THANKŚ VERY MUCH!!!

  • @thyself125
    @thyself125 2 года назад

    I can’t thank you enough man. Do you have Patreon page where you can be supported?

    • @CGDive
      @CGDive  2 года назад

      Sure thing and yes, I have a Patreon. Thanks for considering supporting me!! :)
      www.patreon.com/cgdive

  • @longpinkytoes
    @longpinkytoes 4 года назад +2

    if you start a Discord, i would totally help keep it organised :)

    • @CGDive
      @CGDive  4 года назад +1

      Thanks for the offer! Discord has been on my mind but honestly I've never used the platform properly. What's good about it?

    • @longpinkytoes
      @longpinkytoes 4 года назад +2

      @@CGDive well first the bad side: bad moderators can kill a server
      the good news: if your community is international, someone is available to help newbies 24/7 :D

    • @CGDive
      @CGDive  4 года назад

      @@longpinkytoes Thanks for the info. Let's discuss further on Discord?

    • @longpinkytoes
      @longpinkytoes 4 года назад

      @@CGDive friend request sent
      lol maybe pull that comment before your inbox gets jammed with adoring fans...

  • @dynamicreality4243
    @dynamicreality4243 3 года назад

    Thank you :)

    • @CGDive
      @CGDive  3 года назад

      No problem 😊

  • @SugarLightStudios
    @SugarLightStudios 4 года назад

    Help! I cant weight paint the generated rig used "RIGIFY" , It just doesn't shows up like a normal rig!

    • @CGDive
      @CGDive  4 года назад +1

      You have to unhide Layer 29 of your rig. There you'll find the DEF bones and you'll be able to weight paint like any other rig. Let me know if this doesn't make sense.
      I am also working on a video about Weight Painting that will include the workflow for Rigify. Coming soon :)

    • @SugarLightStudios
      @SugarLightStudios 4 года назад +2

      @@CGDive Thanks ! got it ,we have to weight paint the rig which looks similar to the rig we used to make meta rig,but everyone may not understand it,so the video will be helpful on weight paint to many people:)

    • @CGDive
      @CGDive  4 года назад +1

      @@SugarLightStudios Yes, I think it would be useful! Hope to get it out soon!

  • @tutorialmaster7924
    @tutorialmaster7924 3 года назад

    Good Tutorial

    • @CGDive
      @CGDive  3 года назад

      Thanks mate!

  • @artsyfoxy4791
    @artsyfoxy4791 3 года назад +1

    How would low poly models be if I add a meta rig

    • @CGDive
      @CGDive  3 года назад +1

      Low poly should work well with Rigify,

    • @artsyfoxy4791
      @artsyfoxy4791 3 года назад +1

      @@CGDive Thank you

  • @MrJana596
    @MrJana596 10 месяцев назад

    In Blender 4.0 Release candidate, I am not able to create the special bones . The menus are different . I am not able to find the create button. But if we copy from animal bones and merge with human or other animal armature the work.

    • @CGDive
      @CGDive  10 месяцев назад +1

      yeah, 4.0 is quite different! I would consider this guide applicable for 2.8~3.6.
      For blender 4+ we are going to need new ones.

  • @MrJana596
    @MrJana596 10 месяцев назад

    When generating the rig in blender 4.0 RC , it gives an error message , "no bone collections have UI buttons assigned- Please check the UI Collection subpanel"

    • @CGDive
      @CGDive  10 месяцев назад

      yeah, Blender 4.0 is going to change the workflow significantly. I am considering remaking my Rigify courses.

  • @wesleyguiserix6406
    @wesleyguiserix6406 3 года назад

    could "super" be for superposition ? anyway you're awesome !

    • @CGDive
      @CGDive  3 года назад

      Do you mean to say that Rigify is a bit of Schrödinger's box? I don't disagree :P

  • @Prajwal____
    @Prajwal____ Год назад

    Cant we just change those names ourselves? Like going into the blender file and seeing where the software is showing us those names from? I use 2.79 btw

    • @CGDive
      @CGDive  Год назад

      The names of the rig types? Good have to edit the Rigify code for that.

  • @etta777
    @etta777 Год назад

    The more I learn about rigify, the more I think that it's not needed. Just build your own skeleton with IK. Less headache and clean solution.

    • @CGDive
      @CGDive  Год назад

      Oh, IK! Fancy! :P

    • @etta777
      @etta777 Год назад

      @@CGDive what? Why not?

    • @CGDive
      @CGDive  Год назад

      @@etta777 Why not what? :)

    • @etta777
      @etta777 Год назад

      @@CGDive I didn't get what did you mean "fancy". Kinda my idea is not good?

    • @CGDive
      @CGDive  Год назад

      @@etta777 I am just being goofy again, sorry. :D
      No, it's not bad at all. If it works for you go straight ahead.
      But saying that you don't need Rigify because you can do your own rigs with IK is a bit strange. Rigify creates so much more than IK.
      But yeah, it's a matter of what you need and use.

  • @thyself125
    @thyself125 2 года назад

    Do you think you will ever do animation series?

    • @CGDive
      @CGDive  2 года назад +1

      Maybe. I'm not a good animator tho. Then again I'm not a good rigger yet here we are 😆

  • @haruka3203
    @haruka3203 5 месяцев назад

    4:45 In blender 4.0, I clicked on Generate rig and it said "No bone collections have UI buttons assigned"
    But the rig type is there on the bottom bone of the basic chain that we loaded. So... I'm at a lost now.

    • @CGDive
      @CGDive  5 месяцев назад +1

      watch the updated version of the course for Blender 4
      ruclips.net/p/PLdcL5aF8ZcJt1GvL-Fcxy-fPgEFG-1fLp
      Here is the exact solution you are looking for:
      ruclips.net/video/UAOq_8Udl6U/видео.html

    • @haruka3203
      @haruka3203 5 месяцев назад

      @@CGDive omg thank you!

    • @CGDive
      @CGDive  5 месяцев назад

      @@haruka3203 No worries!

  • @mr.chaosmesterenoveraltcha6681

    Is there a way i can add rigify things to an normal already made rig?
    Pls answer me if you see this comment

    • @CGDive
      @CGDive  Год назад

      Kind of but don't rely on that too much. You can add rig types to the existing vibes but you have to really know what you are doing. Hope this helps 🙂

    • @mr.chaosmesterenoveraltcha6681
      @mr.chaosmesterenoveraltcha6681 Год назад

      @@CGDive okay, so… in the video here do i learn how i can add the rig types to an already made rig?
      Or don`t you have any video for it
      If could you Maybe do it for me or something?

  • @Eradifyerao
    @Eradifyerao Год назад

    How come I don't see the "rigify buttons"?

    • @CGDive
      @CGDive  Год назад +1

      In Blender 3+ all of the Rigify features in the Armature tab were organized under the Rigify panel. Can you see that? There should be a Generate button, and then 3 subpanels: Advanced, Bone Groups, Layer Names. If you are in Edit Mode, you should also see "Samples".

    • @Eradifyerao
      @Eradifyerao Год назад

      @@CGDive I definitely see the rigify panel, just not the "rigify buttons" panel.

    • @eponn5648
      @eponn5648 Год назад

      @@Eradifyerao it's in Rigify> Samples menu now

  • @lukdra
    @lukdra 3 года назад

    gracias videoxd

    • @CGDive
      @CGDive  3 года назад

      de nadaaaa ;D

  • @wavee6323
    @wavee6323 Год назад

    Super things lol

  • @Justathereptile
    @Justathereptile 4 года назад

    can you make a tutorial on rigging a snake in the future?

    • @CGDive
      @CGDive  4 года назад +1

      A snake rig has been requested a lot. I am definitely thinking about it. Thanks for your input!

    • @Justathereptile
      @Justathereptile 4 года назад

      @@CGDive Awesome Hope it happens. I've been trying to find a solution for snake rigging for along time.

    • @CGDive
      @CGDive  4 года назад

      @@Justathereptile Got it! Will do my best.

    • @CGDive
      @CGDive  4 года назад

      ​@@Justathereptile What do you find most difficult about rigging a snake? what kind of motion do you want to create? Because the basics are very simple, but depending on the desired animation the rig will be different.

    • @Justathereptile
      @Justathereptile 4 года назад +1

      ​@@CGDive
      To have the snake slither, and coil up. Is there a rig that can do both?