Dude, you are awesome for making a tutorial on this even though it'll allow people to make their own base meshes that are customizable instead of buying yours. Honestly, really cool of you.
Thanks! That's kinda my business model, I'll show you how to do something, but you can save yourself some time and get a slightly more advanced and tuned version by paying a small amount
4:12 you don't need to make separate shape keys for making eyes small or anything opposite of a shape key, you can just set the min-max value from 0 and 1 to -1 and 1
That's super useful! One thing I did wonder though is if it's possible to make the default bone position of bones follow the shape key morph of the mesh. To make it more understandable let's say we have a face and we create a shape key for it that elongates the face. Now the mouth is quite a bit lower than before. But the mouth bones of the face rig still haven't moved. That breaks posing the mouth and makes it unintuitive, but I also cannot move the bones to the right place in pose mode since that will affect the shape again. I could go and do it in edit mode but that's a destructive operation and destroys the modular purpose and if it's a complex rig with lots of helper bones things can easily break. So is there some way to essentially dynamically change the "rest pose" to adjust to the new shapekey? I haven't found anything like that anywhere before.
It's not really a Face Rig, it's a character customizer rig but it will only work on that one specific female Basemesh, you won't be able to use it on other models. But yes, I will be releasing it soon!
Setting the value to -1 just made the eyes small and moving it to the right made the eyes big. But putting the bone back in the normal positon at X: 0, is only making the eyes small
Double check your key frame values in the driver editor. At a value of -1 you want the eye small shape key to be set to 1, and at a value of 0 you want both shape keys to be 0. You can check the value of the shape keys in the shape key menu, so when you move the bone, have a look at the shape keys and see what values they're set to which will allow you to fix it hopefully
When I make the driver, the key frame is set at zero instead of one automatically. When I manually change it to one, the driver only works when the bone goes *towards* the starting point, not away from it. When trying the same for a second shapekey (+ adding the minus symbol) the shapekeys just overlap. What am I doing wrong?
You should be able to, most game engines import shape keys so they should work but the drivers wouldn't work so you would need to make the rig again in your Game Engine
Dude, you are awesome for making a tutorial on this even though it'll allow people to make their own base meshes that are customizable instead of buying yours. Honestly, really cool of you.
Thanks! That's kinda my business model, I'll show you how to do something, but you can save yourself some time and get a slightly more advanced and tuned version by paying a small amount
4:12 you don't need to make separate shape keys for making eyes small or anything opposite of a shape key, you can just set the min-max value from 0 and 1 to -1 and 1
That's super useful! One thing I did wonder though is if it's possible to make the default bone position of bones follow the shape key morph of the mesh.
To make it more understandable let's say we have a face and we create a shape key for it that elongates the face. Now the mouth is quite a bit lower than before. But the mouth bones of the face rig still haven't moved. That breaks posing the mouth and makes it unintuitive, but I also cannot move the bones to the right place in pose mode since that will affect the shape again.
I could go and do it in edit mode but that's a destructive operation and destroys the modular purpose and if it's a complex rig with lots of helper bones things can easily break.
So is there some way to essentially dynamically change the "rest pose" to adjust to the new shapekey? I haven't found anything like that anywhere before.
Incredible. This opens a whole new world for character customization. Thank you so much for taking the time to share this process!!
you need more views, this video has helped me out so much. this tips on using drivers will become really helpful on some other projects
Thanks VA, Great demo 😃
I finally found your tutor exactly match what I need.
Excellent tutorial, thanks !
Ingenious! Thanks for sharing!
Thank you for the video.
excellent just what I needed
How about a tutorial on how to recreate the use of shapekeys in Charlie Brown?
this is the tutorial that i need! i'm a vtuber and i just started 3d modelling, i think this tutorial is very useful for a beginner like me.
Big fan do you think you could do a video covering different types of 2d eye rigs like you did with the line art video ?
I do plan on doing more of those types of videos, and an eye video is something that I will do eventually!
@@VertexArcade thanks for making tutorials
NOWAY TYSM
Will you release your face rig as a paid addon? Big fan of your toon shader and mannequin addons
It's not really a Face Rig, it's a character customizer rig but it will only work on that one specific female Basemesh, you won't be able to use it on other models. But yes, I will be releasing it soon!
Setting the value to -1 just made the eyes small and moving it to the right made the eyes big. But putting the bone back in the normal positon at X: 0, is only making the eyes small
Double check your key frame values in the driver editor. At a value of -1 you want the eye small shape key to be set to 1, and at a value of 0 you want both shape keys to be 0. You can check the value of the shape keys in the shape key menu, so when you move the bone, have a look at the shape keys and see what values they're set to which will allow you to fix it hopefully
We need a tutorial about the editor with a face made of curves from the end of the video!111
Как раз то, что нужно
When I make the driver, the key frame is set at zero instead of one automatically. When I manually change it to one, the driver only works when the bone goes *towards* the starting point, not away from it. When trying the same for a second shapekey (+ adding the minus symbol) the shapekeys just overlap. What am I doing wrong?
This is amazing, is it possible to transfer these customizable models in game engines like Unity or Godot?
You should be able to, most game engines import shape keys so they should work but the drivers wouldn't work so you would need to make the rig again in your Game Engine
what if the character is rigged? Would the bones follow the shapekey?
That’s explained in his Adjustable Mannequin video
confused at driver -1.000
oh i found it. i just press right click to graft or Ctrl + M then chose by time over zero time.