[Blender] How to create PERFECT Custom Bone Shapes

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  • เผยแพร่เมื่อ 2 ต.ค. 2024

ความคิดเห็น • 81

  • @araanimations
    @araanimations 2 ปีที่แล้ว +10

    Dude, I spent hours over several days on how to make custom controls without Blender's stupid rigify program. Thank you thank you dude, why does no one make tutorials on rigging controls?

  • @MasterCharizard
    @MasterCharizard 3 ปีที่แล้ว +22

    You should have more visibility, you showed the problems in all the cases and given a solution for every problem.
    I am grateful, thank you.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks man, glad it was helpful!

  • @tinkerboi
    @tinkerboi 3 ปีที่แล้ว +6

    If you wonder where does the Shape Object goes after you deleted them, it's actually still in the blend file, it's just unlink from this scene collection
    You can find it in outliner,
    Change the Display mode to Blender File, Inside Objects, you can find the Shape Object inside there. If you want to bring it back manually, in the same outliner, you can press m, and choose scene collection and it will bring the object back to the scene. (By Moving it into the scene collection)
    You can also drag and drop the object to specific collection inside the outliner, or into specific scenes.
    If you however drag it into viewport, it will make a copy instead instead of instancing it
    Don't know if that information is useful, but just some fun fact

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Those are cool tips. Understanding Blender's data is not very intuitive and it definitely deserves attention.

  • @manafon5398
    @manafon5398 3 ปีที่แล้ว +5

    How was I not subscribed to this channel?!, This make the process of setting up bones that are mirrored (extremities and the sort) ridiculously fast.
    1) Create a custom shape and position it where you need it.
    2) Set it's origin to the same coordinate as the skeleton Object so the mirror modifier works correctly.
    3) Make a mirror modifier, apply it.
    4) Split the mesh into two.
    5) Set and Align the Bone with the Custom Shape as shown in the video with the addon.
    6) Profit. :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Haha, subscribe and profit! :D
      Thank you for the comment :)

  • @kirterwindorado
    @kirterwindorado 3 ปีที่แล้ว +1

    Thank you so much sir!

  • @SugarLightStudios
    @SugarLightStudios 3 ปีที่แล้ว +1

    I found something if i have discovered earlier ,that could have saved my hours of time
    "alawys make cloth after rigging is done and weight is perfect"
    when i made cloth for character and only got into rigging ,the automatic weight doesnot distributes the weight perfectly and also have to make the weight manually for cloth
    I am saying this only to the one who make cloth by duplicating the selected portion of mesh and modify it cause you will get all perfect weight without any problem

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks for sharing. And yes I fully agree and I use the same technique ;)

    • @noveltykwanda410
      @noveltykwanda410 2 ปีที่แล้ว

      thank you

  • @kinuspacemouse1631
    @kinuspacemouse1631 3 ปีที่แล้ว +2

    i had to stand up and clap to you IRL man, this tutorial is pure diamond, Subbed and liked, Cheers.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      LOL, thanks! Bone shapes in Blender are weird but once it makes sense it's not so bad.

    • @kinuspacemouse1631
      @kinuspacemouse1631 3 ปีที่แล้ว +1

      @@CGDive Yea!

  • @verbatim7488
    @verbatim7488 ปีที่แล้ว +1

    I was gonna click on subscribe for such a good thorough explanation until I realized I was already subscribed and I was like "Ofcourse I would subscribe to someone who gives such good, through explanations"

    • @CGDive
      @CGDive  ปีที่แล้ว

      Thanks!!

  • @marorerimeraremaro2533
    @marorerimeraremaro2533 2 ปีที่แล้ว +1

    Thanks for the tutorial mate, clear explanations and follow along examples are all it takes to get good content :D Also big props for showing us the "under the hood" operations so we don't get bamboozled every time an automated tool decides to rebel against us.
    One quick question though: When you use the automatic rig generator tool, a lot of the custom bone shapes appear to be differently colored. How can we give color to meshes that are essentially composed of just edges and not faces?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      This is done with Bone Groups. Covered here :)
      th-cam.com/video/YNvNJUUFe9w/w-d-xo.html

  • @jasonbowman9521
    @jasonbowman9521 9 หลายเดือนก่อน

    How do you get the custom bone shapes to " tack on" and move with the bone armature and the mesh? Mine float in a set area, they tend to work but they done move with the mesh or bone armature. They only work in a limited area.

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      Sorry, I have no idea what you mean. What I show in the video should work. Take it slow and watch carefully :)

    • @jasonbowman9521
      @jasonbowman9521 9 หลายเดือนก่อน +1

      @@CGDive It's just me. lol. It takes me a long time to learn stuff. It took me 3 years to get any mesh to take to a basic extruded armature, but now I can do it with ease, but with more advanced armatures it's like starting over. I got some of it to work. I consider your channel one of the top best to learn armatures and I hope to be able to pose two headed Ogres and three headed dragons soon.

  • @MRGIWIT
    @MRGIWIT ปีที่แล้ว

    blender is so weird bro

  • @MariaAltmann
    @MariaAltmann 3 ปีที่แล้ว +2

    YOU ARE AWESOME CGDRIVE _ THANK YOU!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      No problem!

  • @angeld7849
    @angeld7849 3 ปีที่แล้ว

    Why 29 minutos? Well thanks the video is not one hour

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      That's how we roll around here. :D

    • @angeld7849
      @angeld7849 3 ปีที่แล้ว

      @@CGDive i prefer short videos...

    • @angeld7849
      @angeld7849 3 ปีที่แล้ว

      @@CGDive not everybody will have the time to watch a video of 29 minutes

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@angeld7849 Yeah, I get it. But it seems like a lot of people enjoy my thorough content so most of my videos are long and extensive.
      I have a plan to make short versions of my vids for Twitter and Instagram. But no immediate plans, sorry.
      So for now I recommend finding someone like the Royal Skies. :)

  • @SixySix704
    @SixySix704 ปีที่แล้ว

    You made me waste 20 minutes, should just get the addon

    • @CGDive
      @CGDive  ปีที่แล้ว

      Sorry for making you do stuff. I did not realize the power I had.

  • @Neil-xm5dr
    @Neil-xm5dr 4 หลายเดือนก่อน

    thanks

  • @sanketvaria9734
    @sanketvaria9734 3 ปีที่แล้ว

    should've started with the addon.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      I explain why I didn't in the video :)

  • @manhha00
    @manhha00 ปีที่แล้ว

    thank bro, useful tutorial

    • @CGDive
      @CGDive  ปีที่แล้ว

      You are welcome ☺️

  • @Emran17173
    @Emran17173 ปีที่แล้ว

  • @Winterblade49
    @Winterblade49 11 หลายเดือนก่อน

    This man makes himself the cartoon character it's an awsome style!!

  • @isabel5066
    @isabel5066 ปีที่แล้ว

    wow! thank you so much for these explanations! I come from maya and it was really confusing to watch other videos because rigging in blender is very different from what i learned in maya

  • @charlymaracas1212
    @charlymaracas1212 ปีที่แล้ว

    This is great! Thank for your tutorials. I couldn't find any other video talking about this subject and the addon just works great on Blender 3.4

  • @SugarLightStudios
    @SugarLightStudios 3 ปีที่แล้ว

    I want to ask you one more thing ,what inspired you to get into rigging ,like your entire channel is about rigging
    why not fun stuffs like 3d rendering ,modeling .but you choosed to be rigger,although rigging is one of the most fraustrating thing in blender and even at the end we dont get that level of satisfaction as we get by making complet game,perfect animation,good light etc, why you choose your channel to be rigging channel ,
    just asking the back ground because very few less people are into making videos about rigging

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks for your interest. Most of the channel is indeed about rigging at this point. But I do want to cover other 3d topics.
      As you can see my videos are mostly about Rigify ... and not about hard-core rigging.
      What inspired me was honestly that I saw an opportunity. I realized how awesome rigify is, but I noticed that no one was covering the info in a comprehensive manner.
      The Rigify series was well received so I decided to double down on this topic and now I am making more videos related to rigging. I am keeping it very basic and beginner-friendly.
      "just asking the back ground because very few less people are into making videos about rigging"
      That's another reason as well. It's hard to get noticed if you do what everyone else is doing. Tutorials on rigging are highly necessary but few people are doing them.
      So yeah, to some extent the rigging stuff was an accident. ;) I'll slowly branch out into other topics.

    • @The3Dsmash
      @The3Dsmash 3 ปีที่แล้ว +1

      @@CGDive I am very glad you decided to make all these super helpful tutorials about rigging in Blender! Good choice for you as a channel/content producer and for us as a community seeking quality rigging instruction. Thank you!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@The3Dsmash Thanks man. Really appreciate the encouraging comment!

  • @forrestgump2114
    @forrestgump2114 3 ปีที่แล้ว +1

    I just finished this video and thank you again for the great tutorials, I was wondering if I delete the object that I created for the custom shape of the bone, now the bone keeps the shape as you said quote "some where in the memory", now if I close the blend file or the blender it self and reopen it, would it keep those custom shapes ? cause if it's yes then I'm going to delete them.
    2nd question : where do rigify keeps it's custom bone shapes (they're not visible as object in the collection tree), why not using the already perfectly made rigify custom bone shapes if there's a way to reference them ?.
    Thank you.
    3rd question : I wanted to adjust the weight for some bones in the rigify generated rig but I couldn't find the right bone (I know all the deform bones are located in the 2nd and 3rd layer from right to left on the 2nd row on the right skeleton panels), for instance for a cat or wolf armature I can't find the corresponding bone for the lower Jaw and the control bone seems to not have any weight (Jaw-Master) ?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +4

      1: Well you can easily test that :) but the answer is no, your custom shape won't disappear. Blender keeps this shape in the scene file. It's similar to pressing that weird Fake User button. As long the mesh is used by something (in this case the bone shape) it will be saved. If you change the Outliner to Blender File and look under Meshes you'll find your shape there. You can delete them but you won't be able to edit them anymore. The best practice is to put them in a separate Collection and make that collection invisible¬ rendered. This is what Rigify does which leads me to your second question.
      2: As soon as you press the generate button, a new collection called Widgets is created. It's disabled in viewport and render but you can easily show it in the viewport. And sure, you can use those shapes if you like.
      3: The DEF layer is always layer 29. There you'll find all bones that have weight influence over your mesh
      imgur.com/a/jf5Dd3d
      The Jaw master only controls the DEF bones but there is no corresponding DEF bone. So what you're seeing is correct. You just have to learn to work with what the system is giving you :)

    • @forrestgump2114
      @forrestgump2114 3 ปีที่แล้ว +1

      CGDive THANK YOU SO MUCH for your time and effort and help, I really appreciate it, I wish you all the best and stay healthy.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      @@forrestgump2114 No problem, thanks for being part of the community! :)

  • @walejaw3d
    @walejaw3d ปีที่แล้ว

    fantastic video. nice deep dive into it

  • @patriciafarag2545
    @patriciafarag2545 2 ปีที่แล้ว

    So grateful. I have a question if you can help me with the Addons. I try to install the addons but it does not appear in the list to select it.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      it should appear... which blender version?

  • @forrestgump2114
    @forrestgump2114 3 ปีที่แล้ว

    another thing I want to share with you, and I would like you to share with the community using your simplified method of explaining things , some times and for some reasons the Rigify N panel (buttons) disappear, I spent many hours searching for a valid solution and I found one that works.
    link : blender.stackexchange.com/questions/49053/rigify-n-menu-options-missing-reloading-the-rig-ui-py-doesnt-help-solution
    the solution was explained by some one called "Simon" :
    Quote :
    "This particular problem was caused by deleting the rig_ui.py file and replacing it with the rig_ui.py file generated in a different file. The rigify plugin creates and executes the script which is partly specific to the rigify rig that it's generated with. It's found in the scripting tab.
    The problem is solved by going to the scripting tab, and checking a specific line in the 'rig_ui.py' script.
    On line 6, where it says 'rig_id =' there should be within quotes, a specific code that should match the code found on your rig.
    To find your rig's ID, select your rig and check the rig properties. Underneath 'Custom properties' copy the 'rig_id' code. Check to see whether it matches the code mentioned in the rig_ui.py script. If it doesn't match, that's the problem, so delete the code inside of the quotes. Paste in your rig's ACTUAL id in the code, inside of the quotes next to 'rig_id ='.
    Now hit 'Run script' on the toolbar below and the buttons on the N menu should return."
    Unquote.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Got it. I touch on that in my advanced course, in the Ogre videos. But I'll probably make a youtube video about the rig_uo thing. Thanks for the suggestion!

  • @forrestgump2114
    @forrestgump2114 3 ปีที่แล้ว

    Hello Rigify man 🙂, no body has decipher rigify as you did, and I never understood it until I wached your tutorials, so I wanted to say THANK YOU VERY MUCH, I didn’t watched this video yet, I just wanted to reach out to you first.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hey Forrest :) Thanks and sorry for the late replies. I'll reply to your other comments in a minute.

  • @valleybrook
    @valleybrook 3 ปีที่แล้ว +4

    Will use this one as reference when I will do some own control widgets! Keep on doing your work!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thank you and hope the info will be useful to you in the future :)

  • @BLACK_STATIC
    @BLACK_STATIC 2 ปีที่แล้ว

    adore that clear talk flow😍😍😍

  • @sageforce9306
    @sageforce9306 3 ปีที่แล้ว +1

    GOOD WORK BUDDY

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks for the visit, mate!

  • @3dnormalman915
    @3dnormalman915 3 ปีที่แล้ว

    Thank you so much

  • @relianceclassrecordings7061
    @relianceclassrecordings7061 3 ปีที่แล้ว

    It rally Nice understanding about good rigging technique I love this

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Glad it was helpful :]

  • @kdexpressoo6023
    @kdexpressoo6023 2 ปีที่แล้ว

    Thx, crash learning basics.
    There is a way to move the gizmo along the bone to the other ball end. IDK what I did.
    I was trying to move the armature ball axis in local edit mode.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Hi. Sorry, I am not sure what you mena. Also, I am not sure if this is a question or an observation. :)

    • @kdexpressoo6023
      @kdexpressoo6023 2 ปีที่แล้ว

      @@CGDive
      An observation. You were saying in video, that the xyz gizmo should be at the bottom bone location.
      I'm positive the xyz axis gizmo can be moved along the bone. Idk what hotkey I pressed.
      I don't have a use for it. Although maybe I will come across the button I pressed. One day. It's not a deal breaker, or game changer!!

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      @@kdexpressoo6023 In Blender 3 they added more move/rotate settings for custom shapes. Maybe that's what you mean. Since this tutorial was made with 2.8 or 2.9 it doesn't show these features.

  • @dwilsonmagaia1633
    @dwilsonmagaia1633 3 ปีที่แล้ว

    how to color custom bone Shapes.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      I show that around the end of part 2 of this video :)
      th-cam.com/video/YNvNJUUFe9w/w-d-xo.html

  • @jkartz92
    @jkartz92 3 ปีที่แล้ว

    how do we color the controls?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      I covered that in part 2
      th-cam.com/video/YNvNJUUFe9w/w-d-xo.html

  • @PurpleArkStudio
    @PurpleArkStudio 3 ปีที่แล้ว

    Thank you!!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Sure 😃

  • @dwilsonmagaia1633
    @dwilsonmagaia1633 3 ปีที่แล้ว

    I like your videos

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Cheers!

  • @TheBryancrochet
    @TheBryancrochet 3 ปีที่แล้ว

    woot

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      woot

  • @GoodEnoughVenson_sigueacristo
    @GoodEnoughVenson_sigueacristo 2 ปีที่แล้ว

    Wow! @14:00 That was an extremely long way to say, 'Bones point forward along their Y axis, so be sure to make your gizmo's geometry align forward along its Y axis as well.' Besides that bit of a misadventure into overexplanation land, great vid, as always.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      People are at different levels. Some appreciate the in-depth explanations, others are annoyed by them occasionally. I don't think you can satisfy all user levels unless you make multiple versions of the same video :_)

  • @freaky4488
    @freaky4488 3 ปีที่แล้ว +1

    you could've use empties instead of splines or meshes

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Right, I did learn that by accident shortly after I released the video. I may add this info in the next video. But, at least in my workflow, I use meshes 99.9% of the time so that's what I show.