[OBSOLETE - see description!] Game-ready Rigs #2 - make any rig Game-Ready (UE4/Unity/Godot)

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 65

  • @CGDive
    @CGDive  2 ปีที่แล้ว +1

    ***
    Parts of this video are obsolete as we developed "Game Rig Tools": an addon that automates the creation of a deform rig/game rig based on an existing Control Rig.
    You can still watch this video for a basic understanding of what the addon does.
    After that, you can watch this video which introduces Game Rig Tools.
    th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html
    ***

  • @activemotionpictures
    @activemotionpictures 3 ปีที่แล้ว +15

    18:40 - No, we are not sick. Please repeat as often as needed. This is tremendous insight for people using Godot + other engines. Great video!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Thanks man. I think it's important, just trying to anticipate some of the more advanced users going "OK, ok we got it already :D"

  • @tinkerboi
    @tinkerboi 3 ปีที่แล้ว +4

    When you switching the armature from Control Rig to Game Rig, you actually don't have to remove the armature modifier and use ctrl p to parent, you can just directly change the armature inside the modifier,
    typically, when you use CTRL-P, its just parent the Mesh object to Armature (normal object to object parent), plus adding a armature modifier to the mesh object with the armature object picked in the modifier
    which means, you only need to change the armature object inside modifier to switch the rig, plus maybe parent the mesh object to the game ready armature

    • @CGDive
      @CGDive  3 ปีที่แล้ว +3

      Yeah, many ways to achieve the same thing. Sometimes I am favoring certain workflows because it's easier to demonstrate. Other times it's just because ... that's how I do it :D

    • @tinkerboi
      @tinkerboi 3 ปีที่แล้ว +4

      @@CGDive True, just letting you know this as it could saves a few clicks,
      but then again, you have a point, it could confuse the viewer, and maybe is just not something you used to haha

  • @LZDART
    @LZDART 3 ปีที่แล้ว +3

    Nice game 😊😊❤️👍

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      The video from ue4 at the end? It's not really a game, just some characters in a game engine. But glad you liked it ☺️

  • @pocato2329
    @pocato2329 3 ปีที่แล้ว +3

    Will you cover Rigify + Arigify method in the future?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +5

      I'll do a video on Arigify for sure! However, the next video I'll be showing a manual fix for Rigify rigs similar to the one from this video.

  • @maxwell90711
    @maxwell90711 3 หลายเดือนก่อน

    Sir thank you so much for delivering lots of invaluable tutorial about rigging and I did learn a lot from you. Just a very quick question: if a bone is checked to be Deform, we need to delete it if it is not moving any other Deform bone in my understanding (at the step of cleaning up game rig - deleting non-deforming bone). I am wondering if we actually should actually check if this kind of bone indeed deform the mesh before deleting it? If yes, we still wanna keep them and have the corrsponding bone in Control Rig to control it? If i mess up, apologize in advance. Thanks again for your effort and passion on delivering great tutorial.

  • @ambitiousgamestudio4661
    @ambitiousgamestudio4661 3 ปีที่แล้ว +2

    Your content is always new, thanks.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks, mate!

  • @ВоронинМаксим-и8ф
    @ВоронинМаксим-и8ф 2 ปีที่แล้ว +1

    Very cool channel, I love watching your videos))). I want to ask a question.Is it possible to change the hierarchy during the finished animation, or is it better not to do this? At first I made an animation, but then I realized that I want to change the hierarchy, what should I do right?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Hey, thanks!
      It's ok to change the hierarchy while the game rig is constrained to the control rig. If you already baked some animations you'll have to re-bake them.

    • @ВоронинМаксим-и8ф
      @ВоронинМаксим-и8ф 2 ปีที่แล้ว

      @@CGDive But if I change smth in hierarchy, won't my animation break?I want my cannon to be in the arm hierarchy (now in the main bone ROOT hierarchy), but when making changes, the animation breaks.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@ВоронинМаксим-и8ф the hierarchy of the game rig can be changed without a problem before baking the animations to the game rig. If you change it after baking them you'll have to constrain and re-bake.

  • @alinaboiko2099
    @alinaboiko2099 ปีที่แล้ว

    Your channel is my favourite one in TH-cam. Thanks a lot!!!

  • @alkandrafilms420
    @alkandrafilms420 2 ปีที่แล้ว

    Hey I have one question to you: what if I want my coltrols to be seen (and used) in the UE? Maybe I should create them directly in the Unreal? I have searched for a long time for this information but cannot find it anywhere :,(

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I don't think there is a way to transfer the control rig from Blender to UE. Even if the two systems use similar rigging paradigms, they are not compatible 1:1. Maybe someone can do this through python someday.

  • @mahesh0806
    @mahesh0806 3 ปีที่แล้ว +1

    Great tutorial! Coincidentally, I too sometimes use this kind of 'two rig' workflow. I call it 'Def_Rig" and 'Ctrl_Rig'. :D

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Nice to see someone is thinking alike!
      I hear this is also used in other software so I guess it's a logical idea that people naturally come up with! :)

  • @AlberTesla1024
    @AlberTesla1024 3 ปีที่แล้ว +1

    And this process also works if one wants the mixamo animation on the simple FK custom made rigs uploaded to mixamo, where we need simple rig without any control and deforming bones only FK bones. And to get control we just get our FK rig constrained to the same IK rig by using copy transformation. And we make switch to switch between mixamo animation and our own animation by switching to FK mode and IK mode separately by using drivers.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Cool! I'm not very familiar with mixamo yet but it's nice to know that we can integrate it into blender in a similar way.

  • @JohnSatan
    @JohnSatan 3 ปีที่แล้ว +1

    Little scene clean-up advice if you prefer default layout: put all things in one collection, make a new file and append this collection in new file.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks! That should work. I think there actually was a checkbox when you open a file that lets you keep the default layout instead of loading the one from the file, wasn't there? lol

  • @tomanski3767
    @tomanski3767 3 ปีที่แล้ว +1

    Thank you! Awesome video as usual. I can't wait for the animation export workflow since that's something that I struggle with the most.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      There will be a quick overview of the progress in the next video. And a dedicated video some time soon a well.

  • @vacantly
    @vacantly 3 ปีที่แล้ว +1

    you're a hero for this for sure, I already found some workarounds to retain my hierarchies like using childOf constraints for arm controls, but this process makes exporting way easier and takes a lot of the doubt out of the process moving forward. Thank you again! I'll be continuing watching

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Awesome. Right, Child of will also work. Any constraint that creates a reliable connection between game bones and control bones will do the trick. Copy transforms is one of the most straightforward ones you can use tho.

  • @blenderzone5446
    @blenderzone5446 3 ปีที่แล้ว +1

    Great tutorial!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks for your support, Metal Head!

    • @blenderzone5446
      @blenderzone5446 3 ปีที่แล้ว

      my pleasure mate!

  • @bonkari
    @bonkari 2 ปีที่แล้ว

    You are my hero!

  • @caterinearango98
    @caterinearango98 ปีที่แล้ว

    You saved my life, I have no words to thank you. I´m going to use it for my game. Thanks a lot. Keep going!

  • @skydrowdev
    @skydrowdev 3 ปีที่แล้ว +1

    Absolute chad

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      What do you mean by chad? :)

    • @skydrowdev
      @skydrowdev 3 ปีที่แล้ว +1

      @@CGDive lol, it's one of these weird internet slangs. Means "alpha male" hehe

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@skydrowdev Ah got it. Never heard this one :)

  • @dauxgaming577
    @dauxgaming577 3 ปีที่แล้ว

    The script won't run

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Where did you expect to find the script?

  • @UnchartedWorlds
    @UnchartedWorlds 3 ปีที่แล้ว

    very good, keep this stuff up! I bought your rigify course, is it fully complete now or still some parts you need to add?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thank you! The Rigify course is almost complete.
      I need to finish a few chapters on the dragon.
      And some parts of the Manual may need to be updated.

  • @CopyCatBlack
    @CopyCatBlack 3 ปีที่แล้ว

    Sir really love that video but
    is their a way how to copy other weight paint rig to the rig i want to copy?
    like i want mixamo's weight paint to transfer to the rig that i m using (rig)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      It can be done with the Data Transfer modifier. However, both models have to have the same vertex groups... so basically the two rigs should have the same amount of Deforming bones and the bones should have the same names. I'll make a video about Weight Transfer and I'll try to include a workflow for mixamo.

    • @CopyCatBlack
      @CopyCatBlack 3 ปีที่แล้ว +1

      @@CGDive Thank soo soo soooo Much:)))

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer 3 ปีที่แล้ว

    Your channel is the best about rig in Blender.
    I will stude all your videos.
    Thank you!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks for your interest, my friend. Let me know if you need any help.

    • @CleisonRodriguesComposer
      @CleisonRodriguesComposer 3 ปีที่แล้ว +1

      @@CGDive I will start stude your videos.
      I almost done my first game, using Mixamo animations, but in my second game I want create my own animations.
      Any question I ask to you.
      Thank you, my friend!
      Hope you have a great day!

  • @lemonworm
    @lemonworm 3 ปีที่แล้ว

    where can I find the script?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Oh, it's on my Patreon but I have opened most of the posts there to the public so you should be able to download it :) www.patreon.com/cgdive
      And soon we'll have an even better addon which I'll share with everyone for free :)

    • @lemonworm
      @lemonworm 3 ปีที่แล้ว

      @@CGDive extremely based

  • @vacantly
    @vacantly 3 ปีที่แล้ว

    I've pretty much got my rig working but I can't for my life figure out how to get the animation/action editor working with this. It seems like when I animate an action, I can only get it working properly with the control rig. the game rig moves with it, but I can't assign actions to it properly and thus when i export the game rig, none of the animations go to unity. If you have any advice for this please share! I'm sorry if I missed it already, or if it's in another tutorial I overlooked.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Did you disable the constraints before export? Here is the process:
      th-cam.com/video/INK__p3CWUw/w-d-xo.html

    • @vacantly
      @vacantly 3 ปีที่แล้ว

      @@CGDive i'll give this a watch and try it out! i foolishly skipped this one because i'm not using rigify, thank you!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@vacantly Not foolish at all. The export workflow shouldn't be hidden there and I will make a separate video about it. It just takes time :)

    • @vacantly
      @vacantly 3 ปีที่แล้ว +1

      @@CGDive I appreciate that! thanks very much for your continued hard work on these.

  • @wasabee23rd26
    @wasabee23rd26 2 ปีที่แล้ว

    My gamerig does not move in pose mode

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      My guess is that the bones of the game rig are constrained to the control rig. You can disable them. I think it should be mentioned in the video.

    • @wasabee23rd26
      @wasabee23rd26 2 ปีที่แล้ว +1

      Bless you Todor! It actually was that the gamerig was locked, I had to go back previous vids to find out.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@wasabee23rd26 Perfect!

    • @jameso2290
      @jameso2290 2 ปีที่แล้ว

      @@wasabee23rd26 I'm having the same issue, I can't move my game_rig bones. What did you do to fix this, and what do you mean by "locked"?

    • @jameso2290
      @jameso2290 2 ปีที่แล้ว

      Never mind I found some page online that explained it.
      For anyone else who might see my comment: There's a bunch of LOCK icons in the "N Menu" (press N key to show it). You have to unlock the Location, Rotation, and Scale on each bone in the rig.
      I had never used that feature before, so I didn't think to look there. I was searching for a solution in the Bone panels and Constraitns panels, but it was in the "N Menu" thing in the viewport.

  • @silchasruin4487
    @silchasruin4487 3 ปีที่แล้ว +2

    I have been using your method of one rig for the animation of my game, I cannot thank you enough. It used to take me six hours to rig, weight paint and set up the inverse kinematics with negligible results and Unity would always complain and I would be forced to set everything to generic. Now it takes me under an hour with fantastic results and I can retarget animations to whatever Humanoid Avatar I have. I feel a lot more comfortable rigging even non humanoid characters. Thanks again!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Awesomeness! :) I'll make tutorials specifically about Unity in the near future but it's so cool to hear that even the general workflows are producing good results.