Blender 4.0: What' s new in Rigify

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  • เผยแพร่เมื่อ 16 พ.ย. 2024

ความคิดเห็น • 120

  • @mariusj6004
    @mariusj6004 ปีที่แล้ว +54

    CGDive is singlehandedly carrying Blender's rigging. Just wanted to thank you for your hard work.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +14

      haha, definitely not singlehandedly. We all work together. Long live the Blender cult... I mean, community! ;P

    • @Bamamarama
      @Bamamarama หลายเดือนก่อน +1

      Uhh, I know. If you want to 3d model something, there is a million tutorials. If you want to push your blender skills past modeling there is a steep decline in knowledge, or at least its a lot harder to find. CGDive is gold.

    • @sajjadabouei6721
      @sajjadabouei6721 หลายเดือนก่อน

      I am with you

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน

    That panel to custome the rigui layout is just genius! I'm baffled how easy it is now. That's some really high level of coding how they did that

    • @CGDive
      @CGDive  หลายเดือนก่อน +1

      I found it confusing at first but once I figured it out, yeah, much better and move visual than before.

  • @lanceanthony198
    @lanceanthony198 ปีที่แล้ว +20

    An updated rigify series for beginners would be awesome

    • @BlueHawk80
      @BlueHawk80 4 วันที่ผ่านมา

      Agreed!

  • @snark567
    @snark567 ปีที่แล้ว +13

    It's a good thing you're redoing the tutorials because a lot of things are outdated.
    PS: Thanks for helping me fix the UI error, I spent like 2 hours searching how to fix it yesterday and I couldn't find anything.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Awesome!

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน +1

    Ps that select icon @4:38 is so you can select the button fron that uilist, it makes the button active in that button panel. The UI panel that is.

    • @CGDive
      @CGDive  หลายเดือนก่อน +1

      Nice!

  • @ShienlanMiitsues
    @ShienlanMiitsues ปีที่แล้ว +1

    CGDive single handedly taught so much about rigify rigging!

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Doing my best, sir 🙏

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน

    Ps in your old video, the Dave rig settings was not explained as I didn't see your question on twitter in time. Basically was save rig settings does. It saves a preset with the bone collections and your rigui layout together with the bone colors. Since this is kinda tedious work. I thought this would be handy to save separate from metarigs. That way you can reuse that system separate of metarigs save options.
    One side not. When you have your metaeog setup and than apply a eig setting. You need to check that all bones are set properly to a bone collection. Today I added a function which tries to find the same bone collections and it will apply them. But you also need to check in pose mode if the rig types are still correct.
    So all the work you did around @8:50 can be saved as a preset. This can save you a lot of time if you want to reuse different layouts. All you need to do 8s put the bones and assign the rig types extras to the proper bone collection.

  • @deleted7222
    @deleted7222 ปีที่แล้ว +5

    Wow! Looks super great! Imma do some tentacle rigs on my human chars

    • @nahoj.2569
      @nahoj.2569 ปีที่แล้ว +2

      sounds hot

    • @CGDive
      @CGDive  ปีที่แล้ว +2

      hahah

  • @Tenchinu
    @Tenchinu 9 หลายเดือนก่อน

    thank you very much for all the effort and vids!
    alrdy subscribed, just just wanna show appreciation... cause ur vids are the only ones that actually help take things into engine.
    Still relearning rigify after autorig pro failed me miserably on custom rigging for UE :(

  • @ibrahimayad6732
    @ibrahimayad6732 ปีที่แล้ว

    THE LORD OF THE RIGS. WITHOUT "N". THANK YOU, SIR. YOU ARE A MASTERMIND.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Haha, good one 🤣

  • @RomboutVersluijs
    @RomboutVersluijs หลายเดือนก่อน

    I finally updated my addon Rigify Save Presets to be able work with bone collections. I'm also about to add samples, so that we can make custom parts and import those as well

  • @OttrPopAnimations
    @OttrPopAnimations 11 หลายเดือนก่อน

    Your channel is a treasure for the Blender community

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +2

      Thank you very much 🙏

  • @ivanb386
    @ivanb386 6 หลายเดือนก่อน

    Not sure if it's been mentioned...if you use the "Human (Meta-Rig)" the one with the fingers and face bones, and you want to remove the face bones cos you're not using them but still want the fingers, make sure to delete the bone that's hidden inside the head bone (spine.006) called (face)...use Xray so you can see it. Otherwise, you will get an error ("ORG-nose" not found) when trying to generate the rig. Thanks for the awesome video!!! you have saved my ass many times!

  • @blenderblender792
    @blenderblender792 11 หลายเดือนก่อน

    I wasn't sure how to animate a tentacle so I came up with an invisible slide for it. But now I can actually have a behaveable character. The twist in the story of the tentacle monster, it's the hero for hire. 😉The hero thanks you for helping me.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      awesome!

  • @activemotionpictures
    @activemotionpictures 11 หลายเดือนก่อน

    3:01 - Thank you so much.

  • @pawpotsRS
    @pawpotsRS ปีที่แล้ว

    thanks!, since the last comment with my problem, as of now I don't have any problem. I haven't updated to 4.0 because I doubt that I would have a problem with the compatibility so I'll be waiting for your update on the 4.0 tutorial of the rigify.

  • @lanceanthony198
    @lanceanthony198 ปีที่แล้ว

    The tentacle rig is the most interesting thing here imo

  • @friendlyartc3064
    @friendlyartc3064 11 หลายเดือนก่อน

    Great rigify tutorials hope you will update them to blender 4.0 soon. Like the depth in your tutorials🙂

  • @JeffreyKordius
    @JeffreyKordius หลายเดือนก่อน

    That tentacle rig should replace the tail in any animals meta rig. Much easier to animate I think?

  • @phungaiman
    @phungaiman 11 หลายเดือนก่อน

    Thank you so much CGDive, I’ve learnt a lot from you

  • @ZzZz-dr7uq
    @ZzZz-dr7uq 10 หลายเดือนก่อน

    I love this version :D

  • @jasonwilliams8730
    @jasonwilliams8730 10 หลายเดือนก่อน +1

    I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      I can't say either. Are you just exporting the Rigify rig or making it game ready?
      Here are my workflows for gameready rigs (including an addon)
      th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html

    • @jasonwilliams8730
      @jasonwilliams8730 10 หลายเดือนก่อน

      @@CGDiveWill be a game ready horse that the player rides inside of my godot project with idle, walk, gallop, jump, fall, and land. My rigify human player and rigify bat monster are both animated and working great inside of my godot project so idk what I'm missing with the horse lol. It is so weird to see the animations "ghost rotate" inside of blender because I have only seen animations change or not copy over properly once they are inside of a game engine. Anyway thanks for the reply and link I will check it out👍

  • @bilosofie
    @bilosofie 11 หลายเดือนก่อน

    Much much love n respect as usual

  • @joaquinesquivel85
    @joaquinesquivel85 11 หลายเดือนก่อน

    This is great, I am using to rig a blob/slime character, taking advantage of the stretch/squash property. But, I am still having problem with the base, when I move to far the top controller the base body starts also moving and to flat on the floor. any idea of how I can fix it or what other method I can use. Thank you

  • @hotsauce7124
    @hotsauce7124 11 หลายเดือนก่อน

    Hello is there a tutorial for Rigify and vertex skinning?

  • @alexvasquez7559
    @alexvasquez7559 9 หลายเดือนก่อน +1

    I have several characters rigged with the old rigify where I set the armature to FK, but I can't figure out how to switch to FK in the new version. It looks you're saying that your old rigify armature won't work as is in the new Blender 4.0?

    • @CGDive
      @CGDive  9 หลายเดือนก่อน +1

      It should work the same way. Your rig UI script is probably not executed because of the internal changes in blender. You have to either re-generate the rig or get the script to run which is covered in the video.
      Saying "old rigify" is a bit exaggerated. Rigify has not changed that much.

    • @alexvasquez7559
      @alexvasquez7559 9 หลายเดือนก่อน

      That was it! I ran the scripts again and settings appeared. Thanks!@@CGDive

  • @just_a_zombie6718
    @just_a_zombie6718 4 หลายเดือนก่อน

    2:45 wow i manually tried to find the solution for this on the first series since i am using 4.0 LOL but i finished the series without a problem so it's fine, you just have to find everything in tab and it works almost the same on the video.

  • @Shattered3582
    @Shattered3582 6 หลายเดือนก่อน

    my computer is too old to support blender 4.0, but in the meantime i am going to keep wrestling with the old rigify until i am able to upgrade to blender 4.0

  • @cube_adx5305
    @cube_adx5305 ปีที่แล้ว

    Thank you, angel

  • @gamesbyaaron
    @gamesbyaaron 10 หลายเดือนก่อน

    I know you're probably working on an updated beginners course for rigify, but I was going through the 2.8/.9 course and came here when I got to Chapter 7 on Bone Groups and Layers. Is the Bone Collection UI for 4.0 basically a replacement for groups and layers in 2.8/.9?

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      Hi, actually my updated Rigify course for Blender 4 is almost completely released. Here is the playlist :)
      th-cam.com/play/PLdcL5aF8ZcJt1GvL-Fcxy-fPgEFG-1fLp.html
      "Is the Bone Collection UI for 4.0 basically a replacement for groups and layers in 2.8?"
      Yes! I covered that here:
      th-cam.com/video/Jtse_jUq7rk/w-d-xo.html

    • @gamesbyaaron
      @gamesbyaaron 9 หลายเดือนก่อน

      @@CGDive You just had me doing the surprised Pickachu meme. Thanks for letting me know!

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      @@gamesbyaaron haha. Sure!

  • @forestlong1
    @forestlong1 ปีที่แล้ว

    Pretty strange updates in my opinion. No, I don't mean they're useless. However, I would for example add the same simple set of markers for chin, wrists, groin and knees as in AutoIrig PRO or Mixamo, to make it easier to install the skeleton in the model, IK in the fingers, presset for long-banded clothes, skirts, and many other useful things. But so far the measurements are weird.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      yeah, I understand your point of view as a user. My impression is that the Blender developers are more interested in adding core features than improving the UX. It's understandable since they have limited resources.

    • @leodash_
      @leodash_ 11 หลายเดือนก่อน

      Rigify already have finger IK.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      @@leodash_ true!

  • @uwunice3779
    @uwunice3779 5 หลายเดือนก่อน

    if I wanted to retarget mocap data to the new tentacle...how would I go about it...been trying different options but keep getting errors from the rokoko addon....

    • @CGDive
      @CGDive  5 หลายเดือนก่อน +1

      I haven't tested that. If you have watched my 1 hour long tut on Rokoko retargeting, that is more or less all I know. Match the corresponding bones, the retarget.
      Also, the *Retargeting to "weird" rigs* video can be useful
      th-cam.com/play/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP.html

    • @uwunice3779
      @uwunice3779 5 หลายเดือนก่อน

      @@CGDive Thanks, and yeah I've seen your tutorials, they are great. The spline tentacle seems to have an issue with the root bone from rigify, since the Mocap uses the hip bone as root to drive the location, the spline tentacle's hook modifier cant follow the hip...Auto rig pro seems to fix it by setting the hips as root, but breaks everything else. Trying to figure out how to transform the hips on rigify to be the root without breaking stuff... Or making an existing rig into a auto rig pro without loosing weightpaint data or having to make my whole rig from scratch...been messing around with the Mid bones parent switch... that almost got me somewhere but no, heh.

  • @DwithaCrown
    @DwithaCrown 7 หลายเดือนก่อน

    can I make bone collection ui with my own (not rigify) rig&

    • @CGDive
      @CGDive  7 หลายเดือนก่อน

      Yes, you can either use Python scripting or dedicated addons like Bone Manager
      fin.gumroad.com/l/STdb?a=477128051
      or Rig UI
      blendermarket.com/products/rig-ui?ref=356

  • @eucharistenjoyer
    @eucharistenjoyer หลายเดือนก่อน

    Any idea on how hard one would need to edit this tentacle bones to get them working when exporting for game engines?
    I'm creating a 3D Professor Octopus (which is actually a cartoon Octopus that is a uni professor, haha) and I'm having a hard time rigging it.

    • @CGDive
      @CGDive  หลายเดือนก่อน +1

      Exactly as hard as any other Rigify rig if you use our addon Game Rig Tools or something similar.
      Learn about GRT: th-cam.com/play/PLdcL5aF8ZcJv6Hd5wGEiHxpYpzAMJPnsB.html

    • @eucharistenjoyer
      @eucharistenjoyer หลายเดือนก่อน

      @@CGDive Your plugin was a lifesaver. I had to rig an cartoon octopus for a game and it worked great.

    • @CGDive
      @CGDive  หลายเดือนก่อน

      @@eucharistenjoyer nice!

  • @rettbull9100
    @rettbull9100 11 หลายเดือนก่อน

    Anyone using daz3d characters in Blender. DaztoBlender addon isn't able to turn the daz rig to the new rigify rig. You can still open old blender files into new release.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      You will most likely have to wait for the addon to be updated.

  • @timetosleep8055
    @timetosleep8055 11 หลายเดือนก่อน

    What would be the best to use for spider legs? I tried spline tentacle with FK, limbs paw with IK and limbs arm with IK, but the results aren't that great.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      paw should work.

  • @Haroon3D
    @Haroon3D 11 หลายเดือนก่อน

    Hello i have a question,
    i have some unity packages from asset store,some characters with animations and i want to tweak animations in blender, but blender failed to import it, i also tried better fbx but still same issue with bones and stuff all orientation wrong. Tried Maya with same packages and it works fine, could you please make a video on that? how to import pre-made assets in blender, and then export them back to unity?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Wrong orientation. It's probably this
      th-cam.com/video/5wKGXkE4nyU/w-d-xo.html

  • @GustavoSanchez-fp6rd
    @GustavoSanchez-fp6rd 11 หลายเดือนก่อน

    The updates for Rigify are great, but sadly the one thing I've been hoping the devs will correct still didn't happen for this update :(
    Rigify will still not output a game-ready rig on export.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +4

      yeah, I don't think it's on their todo list at all. You can use our Game Rig Tools addon or the GameRig feature set.

    • @ZzZz-dr7uq
      @ZzZz-dr7uq 10 หลายเดือนก่อน

      with GameRigTools is easy and fast, if you have the knowledge of how the rig obviously works

  • @Seecondchance
    @Seecondchance ปีที่แล้ว

    Hey CGDive, I have a question. Is it possible to join a Rigify rig to another rig, whether it is another Rigify rig, or a MHX rig, or some other custom rig? I tried that but many bones in the Rigify rig were deleted upon joining.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      It can be done if you understand Rigify well enough. Watch my Rigify videos and you should know what can done after some practice :)
      Here is an example of joining Rigify and another rig:
      th-cam.com/video/7WDBqXTAKDg/w-d-xo.html

  • @עומראשכנזי-ז5ז
    @עומראשכנזי-ז5ז 11 หลายเดือนก่อน

    You’re the best

  • @soirema
    @soirema 8 หลายเดือนก่อน

    16:02 okay I looked online and I cant find a solution! D: anyone? pleaseeee
    edit. okay i found out that it only works for the first bone before the rigify

  • @joseph.cotter
    @joseph.cotter 10 หลายเดือนก่อน

    What happens when we export a rig with bendy bones to game engine like Unreal?

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      All bones will be treated as normal bones. I have a series all about exporting from Blender to game Engines. Covers all sorts of questions like this one :)
      th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html

    • @joseph.cotter
      @joseph.cotter 10 หลายเดือนก่อน

      @@CGDive Yes but bendy bones don't act like regular bones, how do animations get handled? (Will look for series)

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      ​@@joseph.cotter Yes, please do.
      Re: Bendy bones... they just get ignored on export. Set all bbones in your rig to 1 segment and see the result in Blender. That is what you will get in game engine.

    • @joseph.cotter
      @joseph.cotter 10 หลายเดือนก่อน

      @@CGDive so you loose all animations using bendy bones then?

    • @joseph.cotter
      @joseph.cotter 10 หลายเดือนก่อน

      If so, is there way to convert anims to shape keys bfr export?

  • @kaletziiii6668
    @kaletziiii6668 11 หลายเดือนก่อน

    Where I can fix weights in rigify?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      The question is not very clear but in 4.0 you have unhide the DEF Bone Collection which contains the Deform bones. In 3.6 and earlier it is bone Layer 29 (3rd to last). From there you can do the usual Blender weight painting.

  • @valangdance
    @valangdance ปีที่แล้ว

  • @AwakeningAnimations
    @AwakeningAnimations ปีที่แล้ว

    I dont have the samples tab to select the tentacle rig?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      You're not edit mode 🙂

    • @Tybiti
      @Tybiti 11 หลายเดือนก่อน

      @@CGDive I'm having the same issue. and I'm in edit mode. I click the sample dropdown menu and its empty 🤷‍♂

    • @Tybiti
      @Tybiti 11 หลายเดือนก่อน

      @@CGDive I figured it out. I uninstalled my rigify Game Feature Sets and restarted blender. and the Samples tab popped up

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      @@Tybiti Do you mean GameRig?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +2

      @@Tybiti thanks for sharing your solution by the way!

  • @waelbeji
    @waelbeji 11 หลายเดือนก่อน

    a script used to do all that back in 3.6 and prior... now i have to do this manually and update 100s of rigs in many many scenes at my workplace.. ffs...

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      It probably can be automated. Works be worth it for of you have hundreds of rigs.

  • @bilosofie
    @bilosofie 11 หลายเดือนก่อน

    Yo T isnt it be great if rigify came up with a picker

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Would be nice but won't expect it from core development :)

  • @LIFEisShort4016
    @LIFEisShort4016 ปีที่แล้ว

    updates on auto rig pro?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      I know it was updated and made compatible with 4.0. I haven't checked the release log lately. I should take a look :)

    • @LIFEisShort4016
      @LIFEisShort4016 11 หลายเดือนก่อน

      @@CGDive thank you buddy

  • @soirema
    @soirema 8 หลายเดือนก่อน

    16:02 i dont have that menu there hmm

    • @CGDive
      @CGDive  8 หลายเดือนก่อน +1

      You have to be in Pose mode for the metarig and select the first bone in the chain.

  • @Slipdash
    @Slipdash ปีที่แล้ว

    It’s weird how ui row defaults to 0

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Yeah, there must be a reason why but I'm also not sure.

  • @MumuMundo
    @MumuMundo 11 หลายเดือนก่อน +1

    Thanks again for demystifying Rigify! I fixed my simple custom rigify rig from 3.6 using a simpler method than messing with Python, this may help others th-cam.com/video/OztTaW3wnoo/w-d-xo.html
    Since they already have settings for fk & tweak for example I wonder why they didn't just automate the collection & button adding process, just like old rigify used to generate layers. I guess it's good being able to add our own buttons but it adds a lot of manual work & increases the risk of human error. In most cases I would just want a global tweak button for example, not one for every rig type.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      You can place all your tweaks on a single layer, by the way. As to why Blender devs do things in a certain way, I don't know. :) I am sure they have a lot of constraints (no pun intended) since they are part of the complex core development.

    • @MumuMundo
      @MumuMundo 11 หลายเดือนก่อน

      @@CGDive Yeah, maybe supporting collections is just the 1st step, after all the main purpose of Rigify is to automate as much steps as it can ^^

  • @verdecap
    @verdecap ปีที่แล้ว +1

    First!!!

    • @CGDive
      @CGDive  ปีที่แล้ว

      Oh, man! You beat me :(
      haha

  • @jcrc1717
    @jcrc1717 9 หลายเดือนก่อน

    Blender keeps adding unnecessary complexity and manual work just for things to work.

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      mhmmmmm

  • @yahyabaskale8948
    @yahyabaskale8948 11 หลายเดือนก่อน

  • @monkey.5075
    @monkey.5075 ปีที่แล้ว

    heyyyyyyyyyyyyyyyyyyyyy i need

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      need what? :D

  • @bakantimo601
    @bakantimo601 11 หลายเดือนก่อน

    what about the rig layers not showing for saved files using blender 3.6?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Please, elaborate...

    • @bakantimo601
      @bakantimo601 11 หลายเดือนก่อน

      @@CGDive If we open rigged file using rigify from older version of blender to 4.0, the rig layers in the N panel doesn't show up

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      @@bakantimo601 24:20