I just stumbled across your channel...and after watching this video I subscribed. You have a clear and easy-to-follow approach that many video makers don't, at least for me to follow. I do wish you would consider making a course in rigging that covers the topics you went through in this video...but in a more detailed manner. I know this would be time-consuming for you but I am thinking of it as a paid course. I would definitely buy it. Currently, I am creating a dog model for a friend, I am retired and therefore have the time, and I need to really articulate the face, mouth, ears, tongue, eyelids, etc. I am trying to go through the old course called "The Art of Effective Rigging." As thorough as it is, it is outdated, and I personally enjoy your approach to explaining things compared to the instructor of this course. So this should serve only as a compliment to you if you have no interest in creating such a detailed course. I have modeled in Blender for years but this is my first time venturing into texturing, rigging, animating and rendering, and compositing. I have lots to learn and I always look for instructors who come across as clearly as you do in this video. Thank you!
That is a huge compliment. Too be totally honest, I'm quite hesitant of late if this whole youtube content creation thing is for me. I started doing this to share what I've learned and discuss with people of the same mind. None of my close friends were, interested in this stuff. So this became a outlet. Unfortunately there are many downsides to this too. But thats besides the point. I tell you this because your comment, it really shifted something in me. I can really help other artist. Not everything is as toxic as it seems here. And that my friend brings me joy. So I will consider doing courses. I can't possibly tell you when something of that size could be produced. So fingers crossed you haven't outgrown me by then. Again, your thoughful comment ismuch appreciated.😊
Thank you for such a personal reply @MVARTZ . I seriously doubt that I will have outgrown you at any stage in my learning of Blender. Thank you for even considering such a request as mine. I do not indulge much in social media as I spend most of my time doing art but I do see some rather shocking comments as I browse different TH-cam videos so I guess that comes with the territory. I wasn't thinking so much for you to do TH-cam vids but only to maybe use this platform to announce your possible commercial course on whatever outlet you end up producing it on such as GameDev or Udemy or whatever. Thank you for even considering. At my age, your worry will not be if I have outgrown you over the time it takes but whether I will still be on this planet when it comes out. The bottom line is that you do have a nice manner in your presentations. Easy to listen to, clear and concise...on par with Grant Abbitt and some others. I was only sorry that I didn't know enough to fully take advantage of what you went over in this "overview" of rigging alternatives. Good luck to you in whatever you decide to do.
I don't think a tutorial could cover that. Creating a short film is far more complex than animating a sequence. (I'm interested in stories too, would love to do more with it) From scripting to rendering is quite a lot to tackle. For example giving character emotions isn't just about creating a sad/happy/whatever pose. It's about reaction/change and a characters believes and motivations per scene. That make emotions/acting believable. (Which I'm no expert in either) I'm going to start my own short stories soon and am thinking of creating content around them. First I need to make sure I have a some income for coming months. I'm doing some freelance work. Also I'm brushing off some skills to improve my demoreels in the hope to find more clients. After that I've agreed to permit myself some play time, in the form of short stories and other content.
That is so awesome to hear, hope you enjoy the getting back into 3d. It's so much fun and ultimately freeing to be able to bring your ideas in to life😄
video was ok, for me audio was off. Will you be changing your microphone in the near future? Or maybe it just need to be adjusted so that the background music doesn't interfere with your voice.
I don't think it's a mic issue. Maybe I should have spend more time on audio ducking, but I too only have so much time. So far no one had complaints, anyway thnks for the feedback😉
In theory I gave you all you need really. But I understand if you want to go in bit more in depth. Get good with vince, has a tutorial that might be good for you. I studied the model Daniel Lara uploaded to the blendercloud and applied that to my own models
Did you make the Jaw a separate ? At 2:09 you talked about parenting the tongue to the jaw, do all the facial objects need to be separate but parented? (The mesh not the rig)
9 times out of 10, the character consists of 1 mesh. Except for the eyes, teeth, and tongue. (these can be joined in the same object, but not connected as one mesh. Or can be separate objects) All parts of clothing and props are individual objects. Each separate object gets assigned an armature modifier. The armature modifier binds the meshes to the rig. The weights tell the mesh what part moves with which bone. So generally objects don't have to be parented to each other, they will all be bound to the same rig. Of course, exceptions are always there. Hope that clears it up, lemme know🤷🏻
There is no right or wrong way to parent a bendy bone. Depending on where the bendy bone is placed you choose the best parent. In most cases you can parent both controllers, the outer two bones, to the head bone. There are some other options that are not uncommon, that I talked about, here 8:38 You need to test out per case, what works best. Soon you'll get a feel for what parenting set up works best in what scenario. They all have different strengths and weaknesses. For instances parenting the end controller to the start controller makes it easy to rotate the entire bendy bone with one controller. At the same time this can be a weakness I'd say. You see, when the end controller always moves with the start controller, you might end up counter animating a lot on the end controller. A good rule of thumb for this is whenever you want to animate both controllers often, say the corners of the eye lids, you will parent them both to the head controller. Imagine if you rotated on eye lid controller, just to find the other side dispositioned, now you have to counter that rotation. Set a keyframe for both and repeat over and over. It makes more sense if both controller can do their own thing independently from each other. Last side note: Some end controllers will move with the jaw while the start ctrl moves with the head bone
@@MVARTZ Interesting, I've been trying to find a flexible face rig as this. if I were to rig the face, I would do the set up with the bone parenting as you've done, then I'm thinking I should use armature deform or automatic weights?
Eye rigging, Eyelids rigging, Jaw rigging, Teeth rigging, Tongue rigging, Brows rigging along with skin weighting with each step at a beginners pace tutorial please.
You started your video with lots of examples that you never get into. Please come back to those examples (I am pretty sure those examples were not yours though). Point me where you got those animations.
You're right! those were b-roll just to illustrate how complex face rigs can be. And I find them appealing. You can search for them.. use google's reverse image search perhaps. I'm sure you can figure something out
"Rigging should be an approaching purpose.." that's a good line
I like the intro of your video!
Means a lot to hear this🤩
I never knew you could use bendy bones to animate faces. I am so gonna give it a try!
Yea it works like a charm. And fairly straightforward rigging process 🤩
Very good explained. I love yourr video. Thank you.
Thnx that means more than you think🙌
I just stumbled across your channel...and after watching this video I subscribed. You have a clear and easy-to-follow approach that many video makers don't, at least for me to follow. I do wish you would consider making a course in rigging that covers the topics you went through in this video...but in a more detailed manner. I know this would be time-consuming for you but I am thinking of it as a paid course. I would definitely buy it. Currently, I am creating a dog model for a friend, I am retired and therefore have the time, and I need to really articulate the face, mouth, ears, tongue, eyelids, etc. I am trying to go through the old course called "The Art of Effective Rigging." As thorough as it is, it is outdated, and I personally enjoy your approach to explaining things compared to the instructor of this course. So this should serve only as a compliment to you if you have no interest in creating such a detailed course. I have modeled in Blender for years but this is my first time venturing into texturing, rigging, animating and rendering, and compositing. I have lots to learn and I always look for instructors who come across as clearly as you do in this video. Thank you!
That is a huge compliment. Too be totally honest, I'm quite hesitant of late if this whole youtube content creation thing is for me.
I started doing this to share what I've learned and discuss with people of the same mind. None of my close friends were, interested in this stuff.
So this became a outlet. Unfortunately there are many downsides to this too. But thats besides the point.
I tell you this because your comment, it really shifted something in me. I can really help other artist. Not everything is as toxic as it seems here.
And that my friend brings me joy.
So I will consider doing courses. I can't possibly tell you when something of that size could be produced. So fingers crossed you haven't outgrown me by then.
Again, your thoughful comment ismuch appreciated.😊
Thank you for such a personal reply @MVARTZ . I seriously doubt that I will have outgrown you at any stage in my learning of Blender. Thank you for even considering such a request as mine. I do not indulge much in social media as I spend most of my time doing art but I do see some rather shocking comments as I browse different TH-cam videos so I guess that comes with the territory. I wasn't thinking so much for you to do TH-cam vids but only to maybe use this platform to announce your possible commercial course on whatever outlet you end up producing it on such as GameDev or Udemy or whatever. Thank you for even considering. At my age, your worry will not be if I have outgrown you over the time it takes but whether I will still be on this planet when it comes out. The bottom line is that you do have a nice manner in your presentations. Easy to listen to, clear and concise...on par with Grant Abbitt and some others. I was only sorry that I didn't know enough to fully take advantage of what you went over in this "overview" of rigging alternatives. Good luck to you in whatever you decide to do.
I would appreciate if you made a tutorial on how to make a short film that includes animation and setting the scene and animate character's emotions.
I don't think a tutorial could cover that. Creating a short film is far more complex than animating a sequence. (I'm interested in stories too, would love to do more with it)
From scripting to rendering is quite a lot to tackle.
For example giving character emotions isn't just about creating a sad/happy/whatever pose. It's about reaction/change and a characters believes and motivations per scene. That make emotions/acting believable. (Which I'm no expert in either)
I'm going to start my own short stories soon and am thinking of creating content around them.
First I need to make sure I have a some income for coming months.
I'm doing some freelance work.
Also I'm brushing off some skills to improve my demoreels in the hope to find more clients.
After that I've agreed to permit myself some play time, in the form of short stories and other content.
This was incredibly informational and inspirational, I might get back into 3d
That is so awesome to hear, hope you enjoy the getting back into 3d. It's so much fun and ultimately freeing to be able to bring your ideas in to life😄
Thanks for this clear tutorial, really helped a lot!
Glad you found it helpful😁
A crazy good video my man
Appreciate it, thank you
All the best to you
Much appreciated! 😁😁
Great explanation. 🔥
Thanks so much 🤩😳
Perfect video thankyou
So nice of you, your kind words mean a lot
Amazing explanation so I click the like button twice!
Hit it one more time just to be sure tho😜🤙🏻
Awesome video ! 😊
Bro, you enlightened me, u got my like and subs.
You're too kind🤗 Thnx for the like and follow😁
video was ok, for me audio was off. Will you be changing your microphone in the near future? Or maybe it just need to be adjusted so that the background music doesn't interfere with your voice.
I don't think it's a mic issue. Maybe I should have spend more time on audio ducking, but I too only have so much time.
So far no one had complaints, anyway thnks for the feedback😉
whoah crazy informative
Glad you think so! 👍🏻
Good video thank you. Do you know any resource for facial rig with bendy bones?
In theory I gave you all you need really. But I understand if you want to go in bit more in depth.
Get good with vince, has a tutorial that might be good for you.
I studied the model Daniel Lara uploaded to the blendercloud and applied that to my own models
Could you make a tutorial on how to animate realistic hair for blender for animals and humans with long hair?
I see what I can do😁 see you around 😇
Hi thanks great explanation. Can you please create detail video on bendy bone rigging.
Thanks! I'll see what I can do. I make no promises
Did you make the Jaw a separate ? At 2:09 you talked about parenting the tongue to the jaw, do all the facial objects need to be separate but parented? (The mesh not the rig)
9 times out of 10, the character consists of 1 mesh. Except for the eyes, teeth, and tongue. (these can be joined in the same object, but not connected as one mesh. Or can be separate objects)
All parts of clothing and props are individual objects. Each separate object gets assigned an armature modifier.
The armature modifier binds the meshes to the rig. The weights tell the mesh what part moves with which bone.
So generally objects don't have to be parented to each other, they will all be bound to the same rig.
Of course, exceptions are always there.
Hope that clears it up, lemme know🤷🏻
Face rigging with bendy bones is anew one.
It works like a charm🤙🏻
how did you make the bendy bones display as cuved lines?
I believe I set the viewport display type to wire.
Question: for the bendy bones technique, how do you parent it to the face for a face rig?
There is no right or wrong way to parent a bendy bone. Depending on where the bendy bone is placed you choose the best parent.
In most cases you can parent both controllers, the outer two bones, to the head bone.
There are some other options that are not uncommon, that I talked about, here 8:38
You need to test out per case, what works best. Soon you'll get a feel for what parenting set up works best in what scenario. They all have different strengths and weaknesses.
For instances parenting the end controller to the start controller makes it easy to rotate the entire bendy bone with one controller. At the same time this can be a weakness I'd say.
You see, when the end controller always moves with the start controller, you might end up counter animating a lot on the end controller.
A good rule of thumb for this is whenever you want to animate both controllers often, say the corners of the eye lids, you will parent them both to the head controller.
Imagine if you rotated on eye lid controller, just to find the other side dispositioned, now you have to counter that rotation. Set a keyframe for both and repeat over and over.
It makes more sense if both controller can do their own thing independently from each other.
Last side note: Some end controllers will move with the jaw while the start ctrl moves with the head bone
@@MVARTZ Interesting, I've been trying to find a flexible face rig as this. if I were to rig the face, I would do the set up with the bone parenting as you've done, then I'm thinking I should use armature deform or automatic weights?
Start with automatic weights. And clean up a bit.
For characters that have lots of screentime you might want to spent more time on it.
@@MVARTZ Got it, thanks! Will definitely use this technique. Glad I watched your video!
@@assassinsenpai super! Good luck 😁
Third guy looks exactly like Arthur Shelby from Peeky Blinders
Can't be a coincidence, right? 🤷♂️
@@MVARTZ it's him isn't it? 😂
@@ezpz4646 haha yea... he was what I was trying to sculpt, buy I'm not 100% happy with the stylized likeness.
@@MVARTZ The fact the likeness is so much like him despite how stylized it is. Is proof you did a dang good job buddy. I think it's great 👍
@@ezpz4646That is awesome! thanks 😁
AWEsome
Glad to know you approve😁
Eye rigging, Eyelids rigging, Jaw rigging, Teeth rigging, Tongue rigging, Brows rigging along with skin weighting with each step at a beginners pace tutorial please.
I'll see what I can do buddy 😊
@@MVARTZ Many Thanks.
You started your video with lots of examples that you never get into. Please come back to those examples (I am pretty sure those examples were not yours though).
Point me where you got those animations.
You're right! those were b-roll just to illustrate how complex face rigs can be. And I find them appealing.
You can search for them.. use google's reverse image search perhaps. I'm sure you can figure something out