You're too kind, I really appreciate it though! I'm looking forward to see your projects, if you can tag me or share them with on instagram for example, I would love to see the things you all create.
I thought something was wrong when making Library Override, but it's just that Blender moves my character to the origin point (where the axis meets). In your case, it stayed in the same place, but for me, the program always puts the characters on the 0, 0, 0 once I make the override. Not the worst, but there must be a solution. 🤔
Oh, I had the same thing when coming from 3dsmax. Xrefs were handy. Blender does a great job too, you just need to know how to do it and what to look for.
Locked channels was the first thing that popped into my head. tbh I don't know what else it could be. It's difficult to assess the situation from here. You could import your scene in a new/clean blend file and see if it works there. If so, there must be some sort of button checked our unchecked somewhere in the old blend file. I'm sorry I can't be of more help to u
Hi! Thank you for this valuable content. What if you want to reuse all the assets from the scene in another shot? Let’s say you’d like to create another shot in the same environment but with a different animation for your character rig. I’m struggling to find any content on this topic. How can you link the character between scenes you’ve previously created while using different animations?
Hey! It's the same workflow, basically. the only thing is you don't need to override anything. Overrides are only neccessary if you want to change something locally. So create one file with your base environment. Here you do all your changes. Than link the environment in as many scenes as you want to use it.
Graag gedaan! Ik help jullie graag😉 Tof werk doen jullie. Mochten jullie me ergens voor nodig hebben in de toekomst, ben ik freelance beschikbaar. Groetjes Menno 😁
That's odd... did you lock the channels in your dopesheet/graph editor? Did you use modifier in the graph editor like noise and cycles on top of your keyframes? Can you try a recreate the problem in a new blend file with a simpler set up. This helps me debug my problems most of the time
hello , thanks for the vidéo ,but i have a other probleme , how did you do the rig of the mouth of the round shape character ? I really struggle to do it :/ is it in 2D or really in 3D ?
@@MVARTZ yeah sorry I'm franch ^^'' so , I really like your 3 D model , I made a character who have the same mouth but I have issues while I'm making it , I have no idea how to do it , in 2D it's ok but in 3D I struggle, my character have a perfectly round face :/ , do you still have the character so I can see how you did your topology and your paint weight:/ I'm really sorry to ask you but I didn't found anything about it and you did it :/
@@Jessica-hm9ff You don't have to apologize, I'm just not sure what character were talking about. Is it this hunter character with the helmet. In that case, I don't have any topology online on display. If you mean my channel mascott. You can find a free model/rig of this on my website. Mvartz.com/#freebies
@@Jessica-hm9ff i'm planning on making a fac rigging tutorial in the future, there have been more questions about it. And I'm sure to include mouth shapes in it
Thanks for you knowledge!! Just I'm stuck on one thing, once I set keyframes for the armature I can't make it move through the timeline and I don't know why :(
The first thing that comes to mind is... Have you accidently locked a channel either in the graph editor, dope sheet editor or the transformation channels? There is a lock icon 🔒 in front the channels in dope or graph editor. Thnx for the support btw 😊
i'd love to start linking stuff to keep my scenes lightweight but the system blender has in place is just terrible and overcomplicated. the asset browser would be nice if linking stuff actually worked. library overrides work like 10% of the time
@@MVARTZ Recently I tried appending and linking a collection from the asset browser. Both times, I was unable to make a library override of the collection in my new scene. I was also unable to make it local to the new scene. So I couldn't pose the armature which made it useless. As for library overrides, I use an addon called Diffeomorphic which also me to import and rig DAZ characters. Unfortunately, due to the way this addon handles the characters (creating shapekeys that are driven by the mesh, adding a lot of custom properties to control morphs, etc.) it just doesn't work when you try to link the character to a new scene and perform a library override. Too much data becomes unusable.
That is odd, the whole purpose of library overriding after you link a rig into a new blend file, is to be able to pose the character. I don't have a definitive answer for you, however, be sure to check if you have a stable version of blender. Check if you have any scripts or other dependencies that need to be linked. For example GUI for character rigs, can sometimes be lost behind when linking. I need to see the problem of have more info at least to give more assistance. If you provide me that I could hopefuly be more helpful. Good luck! PS you can reach out to me via instagram or discord, both or linked on my channel page
I tried doing this with the Rain and Snow free blender rigs, and it messed up the reflective properties of Rain's eyes and caused deformations in Snow's face. The expressions/pose libraries also arent showing up for some reason. Would you have any idea why? The original files show up just fine when opened
From what I can tell... The pose libraries are redundant now that we have the asset library. If you enable the pose library addon, it's in blender 3.2 and up by default, in preferences. You might be able to convert to pose assets. This feature is under heavy development and is highly unstable. For the time being, I'm not sure how to get those expression poses back. (This should be done in the master file) As for the deformation artifacts, I was able to just link both rigs without running into DEF issues. Shading-wise both characters seem fine. So link and library override still work, just the master collection to link everything at once. Make sure you are on the latest version of both rigs. If nothing else. You could always upgrade or downgrade to a blender that still works with the expression library for your project being. Then with your animation fixed in place upgrade to a newer version and reap the benefits of the latest features. I'm sorry I can't be of more help, nevertheless, stay at it, and keep us in the loop if you find some breakthrough
What's good Jorge! I've upload the them for you to download. Would you be able to let me know how everything went. If the process of downloading it went well and if the installation worked for you? So that I can optimize the download experience on the site and all. mvartz.com/product/mvartz-blender-theme/
@@MVARTZ Hi mvArtz , I am very grateful that you take the time to upload the theme, but the download experience is not good, I could not download it, I put my address, country etc etc yet I get a message "No shipping method has been selected. Please double check your address, or contact us if you need any help."
Yea no that is not what this is meant for. You can just import/append the rig, however you'll always have to adjust it to the new character of course. Also look into meta rigs. And how to create one for yourself, that will be a time saver if you're looking to do it once and copy it to other characters
@@MVARTZ yeah I thought to just copy and then move and just for each character. However , I have my own rig Ive learned to do. I have this hip system I do. Learned that from a vids
This channel is massively underrated! Love it! ❤️
Thanks for the support ☺️
Oh, this is the most well-explained video I have found about a subject that was giving me headaches. Thank you! I will try it later on my project =D
You're too kind, I really appreciate it though!
I'm looking forward to see your projects, if you can tag me or share them with on instagram for example, I would love to see the things you all create.
I thought something was wrong when making Library Override, but it's just that Blender moves my character to the origin point (where the axis meets). In your case, it stayed in the same place, but for me, the program always puts the characters on the 0, 0, 0 once I make the override. Not the worst, but there must be a solution. 🤔
@@isacienfuegos9210 for me the spawn at the location of the 3d cursor? Can it be that this is at 0,0,0 for you?
Thanks for the short and good video. 👍 I really don't like looking through 15 minutes to find 20 relevant seconds.
Thanks! It depends on what your looking for I guess. Glad you found it helpful😁
ty sm for this!! quick and easy! good man!!
This is what I was looking for . Because in Maya they Reference Files just one click and reference the whole rig thanks
Oh, I had the same thing when coming from 3dsmax. Xrefs were handy.
Blender does a great job too, you just need to know how to do it and what to look for.
I can't seem to edit any keyframes in the graph (it's not locked). Any ideas?
Locked channels was the first thing that popped into my head. tbh I don't know what else it could be. It's difficult to assess the situation from here.
You could import your scene in a new/clean blend file and see if it works there. If so, there must be some sort of button checked our unchecked somewhere in the old blend file.
I'm sorry I can't be of more help to u
I have the same problem, when I animate the new frames disapear when opening again the file and it cannot be edited in the graph
Is this related to this video? I need more context or to see the problem otherwise it is very difficult for me to say anything meaningful.
I solved it, the original file had an animation, so to add frames it is required to go to the dope sheet and create a new animation on the new file
@@juanfernandojimenezbuitrag2434 I'm glad to hear you found a solution😁
Hi! Thank you for this valuable content. What if you want to reuse all the assets from the scene in another shot? Let’s say you’d like to create another shot in the same environment but with a different animation for your character rig. I’m struggling to find any content on this topic. How can you link the character between scenes you’ve previously created while using different animations?
Hey! It's the same workflow, basically. the only thing is you don't need to override anything. Overrides are only neccessary if you want to change something locally.
So create one file with your base environment. Here you do all your changes. Than link the environment in as many scenes as you want to use it.
@MVARTZ thanks!
No problemo! 😉
Bedankt Menno!
Graag gedaan! Ik help jullie graag😉
Tof werk doen jullie. Mochten jullie me ergens voor nodig hebben in de toekomst, ben ik freelance beschikbaar.
Groetjes Menno 😁
@@MVARTZ Thanks Menno, ik zal het zeker onthouden!
i did library override and animated it but cant seem to change the animations or delete keyframes once animated. help
That's odd... did you lock the channels in your dopesheet/graph editor?
Did you use modifier in the graph editor like noise and cycles on top of your keyframes?
Can you try a recreate the problem in a new blend file with a simpler set up. This helps me debug my problems most of the time
hello , thanks for the vidéo ,but i have a other probleme , how did you do the rig of the mouth of the round shape character ? I really struggle to do it :/ is it in 2D or really in 3D ?
Sorry I'm not sure what you mean. Could you rephrase that please?
@@MVARTZ yeah sorry I'm franch ^^'' so , I really like your 3 D model , I made a character who have the same mouth but I have issues while I'm making it , I have no idea how to do it , in 2D it's ok but in 3D I struggle, my character have a perfectly round face :/ , do you still have the character so I can see how you did your topology and your paint weight:/ I'm really sorry to ask you but I didn't found anything about it and you did it :/
@@Jessica-hm9ff You don't have to apologize, I'm just not sure what character were talking about. Is it this hunter character with the helmet. In that case, I don't have any topology online on display.
If you mean my channel mascott. You can find a free model/rig of this on my website.
Mvartz.com/#freebies
@@MVARTZ yeah I was talking about the hunter character:/ , I saw your mascot, he is really cool btw ^^ , but his mouth is in 2D :/
@@Jessica-hm9ff i'm planning on making a fac rigging tutorial in the future, there have been more questions about it. And I'm sure to include mouth shapes in it
Thanks for you knowledge!! Just I'm stuck on one thing, once I set keyframes for the armature I can't make it move through the timeline and I don't know why :(
The first thing that comes to mind is...
Have you accidently locked a channel either in the graph editor, dope sheet editor or the transformation channels?
There is a lock icon 🔒 in front the channels in dope or graph editor.
Thnx for the support btw 😊
i'd love to start linking stuff to keep my scenes lightweight but the system blender has in place is just terrible and overcomplicated. the asset browser would be nice if linking stuff actually worked. library overrides work like 10% of the time
Aah sorry to hear that! What sort of issues do you run into, I'm curious?
@@MVARTZ Recently I tried appending and linking a collection from the asset browser. Both times, I was unable to make a library override of the collection in my new scene. I was also unable to make it local to the new scene. So I couldn't pose the armature which made it useless. As for library overrides, I use an addon called Diffeomorphic which also me to import and rig DAZ characters. Unfortunately, due to the way this addon handles the characters (creating shapekeys that are driven by the mesh, adding a lot of custom properties to control morphs, etc.) it just doesn't work when you try to link the character to a new scene and perform a library override. Too much data becomes unusable.
im using a rig and i cant use the pose mode function afyer following the vid
That is odd, the whole purpose of library overriding after you link a rig into a new blend file, is to be able to pose the character.
I don't have a definitive answer for you, however, be sure to check if you have a stable version of blender.
Check if you have any scripts or other dependencies that need to be linked. For example GUI for character rigs, can sometimes be lost behind when linking.
I need to see the problem of have more info at least to give more assistance. If you provide me that I could hopefuly be more helpful.
Good luck!
PS you can reach out to me via instagram or discord, both or linked on my channel page
I tried doing this with the Rain and Snow free blender rigs, and it messed up the reflective properties of Rain's eyes and caused deformations in Snow's face. The expressions/pose libraries also arent showing up for some reason. Would you have any idea why? The original files show up just fine when opened
From what I can tell... The pose libraries are redundant now that we have the asset library. If you enable the pose library addon, it's in blender 3.2 and up by default, in preferences. You might be able to convert to pose assets. This feature is under heavy development and is highly unstable. For the time being, I'm not sure how to get those expression poses back. (This should be done in the master file)
As for the deformation artifacts, I was able to just link both rigs without running into DEF issues.
Shading-wise both characters seem fine. So link and library override still work, just the master collection to link everything at once.
Make sure you are on the latest version of both rigs.
If nothing else. You could always upgrade or downgrade to a blender that still works with the expression library for your project being. Then with your animation fixed in place upgrade to a newer version and reap the benefits of the latest features.
I'm sorry I can't be of more help, nevertheless, stay at it, and keep us in the loop if you find some breakthrough
can you share your theme blender?
I'll upload it to mvartz.com somewhere this week. I let you know when it's up.
@@MVARTZ woww thanks , i ll subcribe , good content
@@JorgeMorales_3D awesome thnx Jorge!
What's good Jorge! I've upload the them for you to download. Would you be able to let me know how everything went.
If the process of downloading it went well and if the installation worked for you? So that I can optimize the download experience on the site and all.
mvartz.com/product/mvartz-blender-theme/
@@MVARTZ Hi mvArtz , I am very grateful that you take the time to upload the theme, but the download experience is not good, I could not download it, I put my address, country etc etc yet I get a message "No shipping method has been selected. Please double check your address, or contact us if you need any help."
Nah imma skip this method. im lookin to copy my rig to another character so i dont have to redo it over and over and over each time
Yea no that is not what this is meant for.
You can just import/append the rig, however you'll always have to adjust it to the new character of course.
Also look into meta rigs. And how to create one for yourself, that will be a time saver if you're looking to do it once and copy it to other characters
@@MVARTZ yeah I thought to just copy and then move and just for each character. However , I have my own rig Ive learned to do. I have this hip system I do. Learned that from a vids
@@Omnivoid22 cool for the deformation in the groin area that usually is a difficult spot he.
Hope you find a way that works for you
@@MVARTZ yeah it's. Ad annoying. The method I used makes perfect . Love it. I struggle with bone roll and such. You have a vid for that?
@@Omnivoid22 No I can't say I have any video's specific for that.