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.
It's a good thing you're redoing the tutorials because a lot of things are outdated.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.
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.
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 :(
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
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!
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.
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.
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.
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
@@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👍
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
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?
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.
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.
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
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?
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
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.
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.
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....
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
@@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.
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
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.
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
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.
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.
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?
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.
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.
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
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
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 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.
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.
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...
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.
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.
CGDive is singlehandedly carrying Blender's rigging. Just wanted to thank you for your hard work.
haha, definitely not singlehandedly. We all work together. Long live the Blender cult... I mean, community! ;P
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.
I am with you
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
I found it confusing at first but once I figured it out, yeah, much better and move visual than before.
An updated rigify series for beginners would be awesome
Agreed!
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.
Awesome!
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.
Nice!
CGDive single handedly taught so much about rigify rigging!
Doing my best, sir 🙏
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.
Wow! Looks super great! Imma do some tentacle rigs on my human chars
sounds hot
hahah
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 :(
THE LORD OF THE RIGS. WITHOUT "N". THANK YOU, SIR. YOU ARE A MASTERMIND.
Haha, good one 🤣
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
Your channel is a treasure for the Blender community
Thank you very much 🙏
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!
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.
awesome!
3:01 - Thank you so much.
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.
The tentacle rig is the most interesting thing here imo
Great rigify tutorials hope you will update them to blender 4.0 soon. Like the depth in your tutorials🙂
That tentacle rig should replace the tail in any animals meta rig. Much easier to animate I think?
Thank you so much CGDive, I’ve learnt a lot from you
I love this version :D
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.
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
@@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👍
Much much love n respect as usual
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
Hello is there a tutorial for Rigify and vertex skinning?
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?
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.
That was it! I ran the scripts again and settings appeared. Thanks!@@CGDive
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.
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
Thank you, angel
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?
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
@@CGDive You just had me doing the surprised Pickachu meme. Thanks for letting me know!
@@gamesbyaaron haha. Sure!
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.
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.
Rigify already have finger IK.
@@leodash_ true!
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....
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
@@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.
can I make bone collection ui with my own (not rigify) rig&
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
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.
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
@@CGDive Your plugin was a lifesaver. I had to rig an cartoon octopus for a game and it worked great.
@@eucharistenjoyer nice!
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.
You will most likely have to wait for the addon to be updated.
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.
paw should work.
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?
Wrong orientation. It's probably this
th-cam.com/video/5wKGXkE4nyU/w-d-xo.html
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.
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.
with GameRigTools is easy and fast, if you have the knowledge of how the rig obviously works
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.
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
You’re the best
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
What happens when we export a rig with bendy bones to game engine like Unreal?
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
@@CGDive Yes but bendy bones don't act like regular bones, how do animations get handled? (Will look for series)
@@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.
@@CGDive so you loose all animations using bendy bones then?
If so, is there way to convert anims to shape keys bfr export?
Where I can fix weights in rigify?
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.
❤
I dont have the samples tab to select the tentacle rig?
You're not edit mode 🙂
@@CGDive I'm having the same issue. and I'm in edit mode. I click the sample dropdown menu and its empty 🤷♂
@@CGDive I figured it out. I uninstalled my rigify Game Feature Sets and restarted blender. and the Samples tab popped up
@@Tybiti Do you mean GameRig?
@@Tybiti thanks for sharing your solution by the way!
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...
It probably can be automated. Works be worth it for of you have hundreds of rigs.
Yo T isnt it be great if rigify came up with a picker
Would be nice but won't expect it from core development :)
updates on auto rig pro?
I know it was updated and made compatible with 4.0. I haven't checked the release log lately. I should take a look :)
@@CGDive thank you buddy
16:02 i dont have that menu there hmm
You have to be in Pose mode for the metarig and select the first bone in the chain.
It’s weird how ui row defaults to 0
Yeah, there must be a reason why but I'm also not sure.
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.
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.
@@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 ^^
First!!!
Oh, man! You beat me :(
haha
Blender keeps adding unnecessary complexity and manual work just for things to work.
mhmmmmm
heyyyyyyyyyyyyyyyyyyyyy i need
need what? :D
what about the rig layers not showing for saved files using blender 3.6?
Please, elaborate...
@@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
@@bakantimo601 24:20