Blender 4.0: What' s new in Rigify

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 119

  • @mariusj6004
    @mariusj6004 10 หลายเดือนก่อน +53

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +14

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

    • @Bamamarama
      @Bamamarama 26 วันที่ผ่านมา +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 10 วันที่ผ่านมา

      I am with you

  • @lanceanthony198
    @lanceanthony198 10 หลายเดือนก่อน +18

    An updated rigify series for beginners would be awesome

  • @RomboutVersluijs
    @RomboutVersluijs 8 วันที่ผ่านมา

    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  7 วันที่ผ่านมา +1

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

  • @snark567
    @snark567 10 หลายเดือนก่อน +12

    It's a good thing you're redoing the tutorials because a lot of things are outdated.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  10 หลายเดือนก่อน +1

      Awesome!

  • @ShienlanMiitsues
    @ShienlanMiitsues 10 หลายเดือนก่อน +1

    CGDive single handedly taught so much about rigify rigging!

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

      Doing my best, sir 🙏

  • @Tenchinu
    @Tenchinu 8 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 :(

  • @RomboutVersluijs
    @RomboutVersluijs 8 วันที่ผ่านมา +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  6 วันที่ผ่านมา +1

      Nice!

  • @deleted7222
    @deleted7222 11 หลายเดือนก่อน +5

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

    • @nahoj.2569
      @nahoj.2569 10 หลายเดือนก่อน +2

      sounds hot

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +2

      hahah

  • @RomboutVersluijs
    @RomboutVersluijs 8 วันที่ผ่านมา

    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.

  • @ibrahimayad6732
    @ibrahimayad6732 10 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      Haha, good one 🤣

  • @activemotionpictures
    @activemotionpictures 10 หลายเดือนก่อน

    3:01 - Thank you so much.

  • @OttrPopAnimations
    @OttrPopAnimations 10 หลายเดือนก่อน

    Your channel is a treasure for the Blender community

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +2

      Thank you very much 🙏

  • @ivanb386
    @ivanb386 5 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!

  • @pawpotsRS
    @pawpotsRS 10 หลายเดือนก่อน

    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.

  • @phungaiman
    @phungaiman 10 หลายเดือนก่อน

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

  • @Seecondchance
    @Seecondchance 10 หลายเดือนก่อน

    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  10 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

  • @blenderblender792
    @blenderblender792 10 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  10 หลายเดือนก่อน

      awesome!

  • @friendlyartc3064
    @friendlyartc3064 10 หลายเดือนก่อน

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

  • @RomboutVersluijs
    @RomboutVersluijs 8 วันที่ผ่านมา

    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

  • @alexvasquez7559
    @alexvasquez7559 8 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  8 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 8 หลายเดือนก่อน

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

  • @bilosofie
    @bilosofie 10 หลายเดือนก่อน

    Much much love n respect as usual

  • @lanceanthony198
    @lanceanthony198 10 หลายเดือนก่อน

    The tentacle rig is the most interesting thing here imo

  • @ZzZz-dr7uq
    @ZzZz-dr7uq 9 หลายเดือนก่อน

    I love this version :D

  • @gamesbyaaron
    @gamesbyaaron 8 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  8 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 8 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  8 หลายเดือนก่อน

      @@gamesbyaaron haha. Sure!

  • @JeffreyKordius
    @JeffreyKordius 7 วันที่ผ่านมา

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

  • @jasonwilliams8730
    @jasonwilliams8730 9 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  9 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 9 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👍

  • @joaquinesquivel85
    @joaquinesquivel85 10 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

  • @cube_adx5305
    @cube_adx5305 10 หลายเดือนก่อน

    Thank you, angel

  • @Haroon3D
    @Haroon3D 10 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  10 หลายเดือนก่อน

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

  • @timetosleep8055
    @timetosleep8055 10 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  9 หลายเดือนก่อน

      paw should work.

  • @just_a_zombie6718
    @just_a_zombie6718 3 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.

  • @hotsauce7124
    @hotsauce7124 10 หลายเดือนก่อน

    Hello is there a tutorial for Rigify and vertex skinning?

  • @eucharistenjoyer
    @eucharistenjoyer 25 วันที่ผ่านมา

    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  2 วันที่ผ่านมา +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 วันที่ผ่านมา

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

    • @CGDive
      @CGDive  วันที่ผ่านมา

      @@eucharistenjoyer nice!

  • @uwunice3779
    @uwunice3779 4 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  4 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 4 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.

  • @forestlong1
    @forestlong1 10 หลายเดือนก่อน

    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  10 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_ 10 หลายเดือนก่อน

      Rigify already have finger IK.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      @@leodash_ true!

  • @Shattered3582
    @Shattered3582 4 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

  • @עומראשכנזי-ז5ז
    @עומראשכנזי-ז5ז 10 หลายเดือนก่อน

    You’re the best

  • @bakantimo601
    @bakantimo601 10 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

      Please, elaborate...

    • @bakantimo601
      @bakantimo601 10 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  10 หลายเดือนก่อน

      @@bakantimo601 24:20

  • @DwithaCrown
    @DwithaCrown 6 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  6 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

  • @rettbull9100
    @rettbull9100 10 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  10 หลายเดือนก่อน

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

  • @soirema
    @soirema 7 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

  • @GustavoSanchez-fp6rd
    @GustavoSanchez-fp6rd 10 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  10 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 9 หลายเดือนก่อน

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

  • @joseph.cotter
    @joseph.cotter 9 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  9 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 9 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  9 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 9 หลายเดือนก่อน

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

    • @joseph.cotter
      @joseph.cotter 9 หลายเดือนก่อน

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

  • @valangdance
    @valangdance 10 หลายเดือนก่อน

  • @kaletziiii6668
    @kaletziiii6668 10 หลายเดือนก่อน

    Where I can fix weights in rigify?

    • @CGDive
      @CGDive  10 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.

  • @bilosofie
    @bilosofie 10 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

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

  • @LIFEisShort4016
    @LIFEisShort4016 10 หลายเดือนก่อน

    updates on auto rig pro?

    • @CGDive
      @CGDive  10 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 10 หลายเดือนก่อน

      @@CGDive thank you buddy

  • @waelbeji
    @waelbeji 10 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  10 หลายเดือนก่อน +1

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

  • @verdecap
    @verdecap 11 หลายเดือนก่อน +1

    First!!!

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      Oh, man! You beat me :(
      haha

  • @MumuMundo
    @MumuMundo 10 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  10 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 10 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 ^^

  • @soirema
    @soirema 7 หลายเดือนก่อน

    16:02 i dont have that menu there hmm

    • @CGDive
      @CGDive  7 หลายเดือนก่อน +1

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

  • @Slipdash
    @Slipdash 10 หลายเดือนก่อน

    It’s weird how ui row defaults to 0

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

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

  • @jcrc1717
    @jcrc1717 8 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  8 หลายเดือนก่อน

      mhmmmmm

  • @yahyabaskale8948
    @yahyabaskale8948 10 หลายเดือนก่อน

  • @monkey.5075
    @monkey.5075 10 หลายเดือนก่อน

    heyyyyyyyyyyyyyyyyyyyyy i need

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      need what? :D

  • @AwakeningAnimations
    @AwakeningAnimations 10 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      You're not edit mode 🙂

    • @Tybiti
      @Tybiti 10 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 10 หลายเดือนก่อน

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

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      @@Tybiti Do you mean GameRig?

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +2

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