11:12 One additional tip I can add regarding pole vectors, you can change the pole parent value (to 7 I believe, can't remember) so that the pole vector follows the IK feet, so you don't have to worry about constantly readjusting the knees when moving the feet in IK (and it will remain anatomically correct). 👍
@@hisanimationshi i have some trouble with the rigi add in i press iniziate rig for start to rig the armatura but ones i pressed i can't generate the rig and the bones are all in the right position can you help me
Awesome! I've done a little bit of rigging but plan to learn more about it for some 3D printed miniatures I'm gonna make for Christmas. Glad to see you're out here making that process easier :)
Really useful. But I have one question. Will it be updated for 4.0.1+ Or will I have to use older versions to use it. Because the Blender team did something with their settings and an error appears every time I try to use it.
For nearly a lot of the characters I want to rig, It doesn't allow me and just gives the error: "RIGIFY ERROR: Bone 'LThigh': Heel bone not found. Incorrect armature for type 'leg'". I've tried so hard to figure this out but literally 5 people in the entire world have had this problem, but their solution doesn't work for me. This is my last resort, but s there any way anyone else can help here? I'm so lost And no, I didn't delete the heel bone when generating the rig. I didn't even touch it
How do I fix generation has thrown an exception? Edit: Nvm I was missing a rig type on a finger and my neck(super head) was connected to my spine so it was throwing an error
Thank you so much for such a time saver! How would one go about editing the controllers? I'd like to make some controllers bigger as they are just too tiny and inside my model + I'd like to know if its posible to add an extra eye controler in front of the face to move them with more ease with constraints rather than the "extra controller" setup they get by default
hey! wanted to ask, is there a way to prevent it from doing twist bones? i have a character with ball jointed arms with stiff joints and the original rig has it so ONLY the ball joint does the rotations, yet with this it now also twists the forearm, is there a way you know of that can fix this?
I think this is caused by the Armature's Bendy Bones. Just select the bones that you don't want to deform with the twist, and reduce the bone segments in the "Bendy Bones" area to 1.
@@hisanimations Nevermind I found the issue but I do have another question. I keep getting "generation has thrown an exception: list index out of range". How do I fix this?
Putting the Blender Community on his back
11:12 One additional tip I can add regarding pole vectors, you can change the pole parent value (to 7 I believe, can't remember) so that the pole vector follows the IK feet, so you don't have to worry about constantly readjusting the knees when moving the feet in IK (and it will remain anatomically correct). 👍
Le poney has spoken
nice, i didn't know that. thanks!
@@hisanimationshi i have some trouble with the rigi add in i press iniziate rig for start to rig the armatura but ones i pressed i can't generate the rig and the bones are all in the right position can you help me
more hisanimations videos? yes please!
more tutorials?! YES PLEASE!!!!!!!
AND NOW ADDONS?!?!? LETS FRICKING GOOOOOOOOOOOOOOOOOOOOOOOO!!!!
Awesome! I've done a little bit of rigging but plan to learn more about it for some 3D printed miniatures I'm gonna make for Christmas. Glad to see you're out here making that process easier :)
This is sooo useful. You’re amazing as always
This looks brilliant. Will test it soon!
He finally made a detailed tutorial
Thank you for the tutorial!
Finally A Good Way To Rig Things! Thanks A Ton Mate!
you are such a real one for this bro, first you made the amazing tf2 stuff, and now this, if I could bro, I’d kiss you
Blender sweep
Really useful. But I have one question. Will it be updated for 4.0.1+ Or will I have to use older versions to use it. Because the Blender team did something with their settings and an error appears every time I try to use it.
For nearly a lot of the characters I want to rig, It doesn't allow me and just gives the error: "RIGIFY ERROR: Bone 'LThigh': Heel bone not found.
Incorrect armature for type 'leg'". I've tried so hard to figure this out but literally 5 people in the entire world have had this problem, but their solution doesn't work for me. This is my last resort, but s there any way anyone else can help here? I'm so lost
And no, I didn't delete the heel bone when generating the rig. I didn't even touch it
Based
Yipeee
Keeps telling me I have to "Enable Rigify addon" even though its already enabled, anybody else getting this issue?
noice
I get an addon error when I click on the initialize rig button (AND DON’T IGNORE THIS MESSAGE THIS IS IMPORTANT FOR ME AND FOR PEOPLE)
Please help me, I get an error: "Generation has thrown an exception list index out of range"
I had same error too
How do I fix generation has thrown an exception?
Edit: Nvm I was missing a rig type on a finger and my neck(super head) was connected to my spine so it was throwing an error
Thank you so much for such a time saver! How would one go about editing the controllers? I'd like to make some controllers bigger as they are just too tiny and inside my model + I'd like to know if its posible to add an extra eye controler in front of the face to move them with more ease with constraints rather than the "extra controller" setup they get by default
hey! wanted to ask, is there a way to prevent it from doing twist bones? i have a character with ball jointed arms with stiff joints and the original rig has it so ONLY the ball joint does the rotations, yet with this it now also twists the forearm, is there a way you know of that can fix this?
I think this is caused by the Armature's Bendy Bones. Just select the bones that you don't want to deform with the twist, and reduce the bone segments in the "Bendy Bones" area to 1.
Rigi Martin and viva la vida loca
lol
İts all rigirs
How do I make the pelvis the root?
that isn't possible in a rigify rig, but you can change the pivot location in the spine chain settings
@@hisanimations Nevermind I found the issue but I do have another question. I keep getting "generation has thrown an exception: list index out of range". How do I fix this?
hi
fnaf
baf
Ñam