[Blender addon] Game Rig Tools: UPDATED v. 2.2.0

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  • เผยแพร่เมื่อ 7 ม.ค. 2025

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  • @seb249
    @seb249 ปีที่แล้ว +7

    A massive thanks to you and Blenderboi for this update. I've been using GRT with Godot 4 over the last couple of months and it has been a massive help so far. I was actually not updating to Blender 3.6 because I wasn't sure if this addon would still work, but now we've got this new update that looks great! Keep up the good work!😁

  • @yulianmercedes4263
    @yulianmercedes4263 11 หลายเดือนก่อน

    Man your tool/addon was like a huge motivator for me to get into blender and learning animation for videogames, right now as a hobby but if i manage to get a career out of this i will come back and donate you

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Wow, that's awesome! No worries about donations. Keep it up!

  • @juliocargnin
    @juliocargnin ปีที่แล้ว

    What was amazing got even more marvellous! Thanks Blender Boy and Todor for the such a tool! We salute you!

  •  ปีที่แล้ว

    Thank you both for making blender better to work with for gamedev

  • @sagbag856
    @sagbag856 ปีที่แล้ว +4

    appreciate you so much for this

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      You're so welcome!

  • @alex.artechtattoo
    @alex.artechtattoo ปีที่แล้ว +1

    God bless you! Thanks a lot for your great work!

  • @xpea16
    @xpea16 ปีที่แล้ว

    That's awesome !! Thank you so much 😊

    • @CGDive
      @CGDive  ปีที่แล้ว

      No problem 😊

  • @Zarosian_Ice
    @Zarosian_Ice 6 หลายเดือนก่อน

    Really great tool! I am unsure where to leave feedback or requests, so i'm sorry if this is the wrong place.
    I noticed when pushing to NLA, it doesn't put the name of the action in the NLA track leading to naming conventions like "NlaTrack.001" etc, if there is a future update, do you think you could make it so it inputs the actions name in the NlaTrack section like it normally does when you push to NLA?

  • @LeooAi
    @LeooAi 6 หลายเดือนก่อน

    I cant find the root bone, is there a way to know which one it is since my original rig has it and can be controlled its just i cant find which one its converted into, i need this for Godot

  • @mishafbx
    @mishafbx 9 หลายเดือนก่อน

    Thank you so much its life saver 💚💚

    • @CGDive
      @CGDive  9 หลายเดือนก่อน +1

      Glad it helped!

  • @RealPigeonz
    @RealPigeonz ปีที่แล้ว

    This is incredible...

  • @AronNemeth95
    @AronNemeth95 ปีที่แล้ว +1

    Amazing job ❤

  • @dylanbequet2464
    @dylanbequet2464 4 หลายเดือนก่อน

    I have an issue with the root bone. When I animate the large controller on the ground, and import the animation .fbx in unreal the root bone does not move. How can I animate the root bone with this addon ?

    • @CGDive
      @CGDive  4 หลายเดือนก่อน

      The addon is not meant for animation, just for rigging your character with a standard Unreal skeleton.
      That said, you can animate the Armature in Object mode and the object level animation should become root motion when exported. That is just FYI. Since it is not officially supported it is not something that I can provide a lot of information on.

  • @Animotions01
    @Animotions01 ปีที่แล้ว +2

    I own Autorig pro, what is the advantage of using game rig tools over ARPS native exporter for Unity & UE ?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      If ARP's exporter works well (which it should), then there is no need to use GRT.

    • @Animotions01
      @Animotions01 ปีที่แล้ว

      @@CGDive Thanks mate We Appreciate your knowledge.👍👍👍

    • @tinkerboi
      @tinkerboi ปีที่แล้ว +1

      GRT is for generic/rigify workflow, ARP native exporter would work better for ARP rig as they are tailored made for ARP

    • @MohsinAli-tw4nc
      @MohsinAli-tw4nc 9 หลายเดือนก่อน

      @@CGDive Every Time I exportr ARP rig to UE5 , it does not work, How can I use the GRT for UE5 as I need to make custom animations

  • @gozabraham
    @gozabraham ปีที่แล้ว

    Hello, does this also bake the facial animation created with rigify? Or how does it work with facial animation?

    • @CGDive
      @CGDive  ปีที่แล้ว

      It bakes anything. The trick is to set it up correctly before baking. When you get the addon, you'll also find tutorials. Watch them :)

  • @superveky9215
    @superveky9215 ปีที่แล้ว

    Hello i want to generate rig when i made armature, but button is greyed out, how to fix it?

    • @CGDive
      @CGDive  ปีที่แล้ว

      You have to set the Control rig field (as shown in the video)

  • @Soturi_the_paladin
    @Soturi_the_paladin ปีที่แล้ว

    So I have everything set up and my rig is working correctly, I baked my Idle and Walk to test it, I’m working off a slightly modified Rigify setup. Baking to NLA works great, but when I use the export to Unreal tool, I used the other guide to port the animations over with it. But I don’t see any animations at all. I’m not sure what I am doing wrong? I’m gonna go through the guides again step by step, but I figured I’d ask just incase it was obvious.

    • @CGDive
      @CGDive  ปีที่แล้ว

      I can't say for sure, sorry. Full transparency: since it's not related to our addon, I am no giving a lot of thought :)

  • @dev.ashesh
    @dev.ashesh ปีที่แล้ว

    hello! i am new in rigging, and all my characters have similar bone hierarchy and bone names, except for some names that are equipment slots. in unity, the generic rig works the best for all characters except for the shared animations that deforms the characters and makes the characters stretched or compact. I tried using humanoid rig but there are alot of warnings but still works fine. I want to keep using generic rig since it works perfectly. Can those animations be fixed to work on all characters without changing to humanoid and maintaining the original rig?

  • @MRBERO0
    @MRBERO0 ปีที่แล้ว +1

    Can u make new video on how to use this latest update to create all this bone things to unreal (i mean from a to z )❤

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      This is an update to GRT Core. GRT Unreal has not been updated, it works as before.

    • @MRBERO0
      @MRBERO0 ปีที่แล้ว

      Aaaah i see
      Thanks for clarifying

  • @superveky9215
    @superveky9215 ปีที่แล้ว

    Hello, I want from that armature generate rigify, but option is disabled, why?

    • @CGDive
      @CGDive  ปีที่แล้ว

      You have to set the Control rig field (as shown in the video)

  • @Longlocks_1642
    @Longlocks_1642 10 หลายเดือนก่อน

    Does game rig tools create a root bone to be sent to unreal? I'm thinking of using root motion in unreal and am worried that I can't find a root bone anywhere in my generated game rig.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

      This is a very peculiar Blender + UE workflow quirk: the Armature *Object* in Blender becomes the root bone in UE. That is why you want to name the armature object that you send to UE "root".

    • @Longlocks_1642
      @Longlocks_1642 10 หลายเดือนก่อน +1

      @@CGDiveAha that's good to know, thank you Todor. I'll reply later to report how it goes for the sake of others with the same issue.

  • @rj_enoz
    @rj_enoz ปีที่แล้ว +1

    Rigify hierarchy Fix 🤩🤩

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      YES!

    • @AlGny2
      @AlGny2 ปีที่แล้ว

      does that mean i can just use rigify to rig my character ?

    • @rj_enoz
      @rj_enoz ปีที่แล้ว

      @@AlGny2 yea

  • @stylie473joker5
    @stylie473joker5 ปีที่แล้ว

    Thank you so much, just wanted to ask does this work nice with Cascadeur ?

    • @AronNemeth95
      @AronNemeth95 ปีที่แล้ว +1

      I tired it before with Cascadeur and it's perfect :) If you would like to use the control rig to change animations from Cascadeur you still need to retarget the imported animation to the control rig.

    • @stylie473joker5
      @stylie473joker5 ปีที่แล้ว

      @@AronNemeth95 Thanks for your reply. I was thinking of generating the game rig of Rigify with the addon and take it to Cascadeur to animate it (Animate the body with Cascadeur and Face with Blender) So that won't pose an issue ?

    • @CGDive
      @CGDive  ปีที่แล้ว

      It could be useful for exchanging rigs with Cascadeur but currently there I haven't tested a sepecific wokflow.

  • @DanteReaver
    @DanteReaver ปีที่แล้ว

    Thank you so much for the tool, you're the boss. Does Game Rig tools support shape keys? I've successfully baked the actions to my game rig but the keys in the control rig of the original rig where not transferred over. I'm using drivers to change the value of the shape key.

    • @DanteReaver
      @DanteReaver ปีที่แล้ว

      I re-did the bones in the new rig, switched the drivers to the new bones and copy pasted the baked animation keyframes into them. That solved it. I think if I had created them before baking the animation into the game rig I probably wouldn't have to do all of this.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Hey, glad you solved it. This is something that is not integrated yet and I recognize that it is a weakness of this workflow and of the addon. Basically shapekeys are driven by the control rig and they stay so after the rig extraction. And since we export the game rig, the shapekeyss stay behind.
      If the shapes are driven by the DEF bones then you could edit the drivers to that the they are driven by the bones in the Game rig. But if the drivers depend on MCH or control bones, it becomes a bit more complex.
      There is an external addon written by someone else which attempts to solve this issue but I haven't given it a proper try yet.
      gitlab.com/x190/bake_sk_drivers

  • @mattseaton5832
    @mattseaton5832 ปีที่แล้ว

    Great add-on. Thank you so much for providing it. Does it support generating the game ready rig with a root bone for root motion? Mine has no root bone, and the hierarchy is kinda weird. I could try adding one, but I'm scared I'll break everything.

    • @CGDive
      @CGDive  ปีที่แล้ว

      You can extract the root bone, you just have to set the correct extraction settings (exporting the Deforming bones only is the default but there are other options). Root motion workflows for a specific engine are not supported so you have to implement it yourself.

    • @mattseaton5832
      @mattseaton5832 ปีที่แล้ว

      @@CGDive What do you mean root motion workflows are not supported? If i bake an animation which has keyframes on a rigify root bone will they be baked to the root bone on the game rig?

    • @mattseaton5832
      @mattseaton5832 ปีที่แล้ว

      Ok I answered my own question. I can indeed extract the root bone, but animation baking no longer works then, which kind of defeats the whole purpose of the add on. I guess that's what you mean when you say root motion workflows are not supported.

    • @CGDive
      @CGDive  ปีที่แล้ว

      @@mattseaton5832 No that's not what I meant. I just meant that you have to know what you root bone needs to perform in Blender and then how to set it up in your engine. But the animation baking should work. Please email me, I will try to help.

    • @mattseaton5832
      @mattseaton5832 ปีที่แล้ว

      @@CGDive Well I started again from scratch and it worked this time. Kinda confused. Sometimes I hit mute and unmute and I can't tell if it's doing anything. And when I play the baked animation, the control rig still moves along with the animation. Not sure why that is. But I exported it to godot and it works so all good.

  • @sunny99179
    @sunny99179 ปีที่แล้ว

    So i need to first rig with rigify or i can start rigging with this add on? Thank you🎉

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Right, first Rigify or a custom rig. Then use this addon to extract a game rig.

    • @sunny99179
      @sunny99179 ปีที่แล้ว +1

      @@CGDive thank you very much
      Can you tell me if the controls of this control rig works inside unreal? Because i rigged on rigify and maked some custom controls but after import to unreal they don't do a thing, only the main structure (spine,arms etc)

    • @CGDive
      @CGDive  ปีที่แล้ว

      ​@@sunny99179 Blender Control rigs and Unreal control rigs are not compatible. Until someone creates a script that translates blender constraints, drivers, etc to Unreal blueprints you can't export control rigs.
      Watch this series to get a feel for what you can and cannot export from blender to game engines:
      th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html

  • @crummymudd8625
    @crummymudd8625 ปีที่แล้ว

    Thank you for update. I really appreciate GameRig Tools, it has made my workflow so much better and more efficient. How about for blender files that used the previous version? Is it safe to uninstall old version then install v 2.2.0? Or should I keep using previous version for blender files where I have already baked several animations to the game rig, and only use v 2.2.0 for new blender files? (I have already upgraded Blender itself to 3.6)

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      The safe option would be to use 2.2.0 with new files ... but old files should still work with the new addon version. You may have to set the Control rig and Game rig in the new interface but that's about it. I may be missing something tho so be careful and do not overwrite your old files.

    • @crummymudd8625
      @crummymudd8625 ปีที่แล้ว

      @@CGDive Thanks -- makes sense, I'll back up everything before trying it out

  • @alexeypetrov8394
    @alexeypetrov8394 ปีที่แล้ว

    Love U , man! thanks

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      You're welcome!

  • @NycroLP
    @NycroLP ปีที่แล้ว +1

    How is this compared to autorig pro?

    • @CGDive
      @CGDive  ปีที่แล้ว

      They are different :)

    • @tinkerboi
      @tinkerboi ปีที่แล้ว +1

      They are different type of tools, If you already use AutoRig Pro, I don't think you need Game Rig Tools
      Game Rig Tools are made for Generic Manual Rig Workflow, and in additionally work decently well with rigify

  • @gjohgj
    @gjohgj ปีที่แล้ว

    How does it work with rigify facerig?

    • @CGDive
      @CGDive  ปีที่แล้ว

      When you get the addon, you will find tutorial videos and you can learn how to deal with a face rig there.

  • @rikkasummer2784
    @rikkasummer2784 ปีที่แล้ว

    can i make my own rig with control rig and then extract it to game rig with this addon?

    • @CGDive
      @CGDive  ปีที่แล้ว

      With UE Control Rig? To be honest, I am not sure what workflow you envision so I can't say for sure.

    • @rikkasummer2784
      @rikkasummer2784 ปีที่แล้ว

      @@CGDive sorry let me ask again, can i make a full rig (with control rig) in blender from scratch without using rigify, and then use this addon to create a game rig?
      or is this addon only works for blender rigify rig?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      @@rikkasummer2784 yes, the addon works with any rig, not just Rigify :)

  • @illumisanic
    @illumisanic 2 หลายเดือนก่อน

    Can I restore the original rig?

    • @CGDive
      @CGDive  2 หลายเดือนก่อน

      You can choose not make any changes to the original rig. But if you already used the default options and you want to go back, then no, there is no automated way to do that.

  • @duyanhnguyen6102
    @duyanhnguyen6102 ปีที่แล้ว

    🎉

  • @abneraguilar295
    @abneraguilar295 ปีที่แล้ว

    En blender market se niegan a darte el reembolso es una mala experiencia decepcionado de esto piensen antes de comprar porque después no hay marcha atras

    • @CGDive
      @CGDive  ปีที่แล้ว

      1. I don't speak Spanish
      2. Not true, Blender Market gives refunds rather easily. I think they have 30 days money back guarantee. You can also contact the creator and ask them for a refund. I will always give you your money back if you are not happy with your purchase.

  • @oceankingdom1985
    @oceankingdom1985 ปีที่แล้ว

    we need watching to learning how to using all old version tool if want to known how to using this version ??

    • @CGDive
      @CGDive  ปีที่แล้ว

      I am not sure if I understand the question...
      Many people don't know how to correctly update to a new version so I showed how to do it. Hope this helps.

    • @oceankingdom1985
      @oceankingdom1985 ปีที่แล้ว

      ​@@CGDive you have some versions tools for blender 2.8 2.9 3.0 3.4 3.6 . I'm using blender 3.0 but when i'm trying to understanding how to rigging with tool help
      i failed when tried copy step by step your tutorials.
      So i tried all your versions for 3.0 blender, then install 3.6 blender to tried again all your versions on it.
      Still not working and blow my mind like ^&#$%@&$%*@! with tool and versions.
      It's better if you have beginner tut video for each version, i think so.

  • @VITAS874
    @VITAS874 4 หลายเดือนก่อน +1

    thumb down for pay this

    • @CGDive
      @CGDive  4 หลายเดือนก่อน

      You don’t have to pay this so thumbs should be up 👍🏻

    • @VITAS874
      @VITAS874 4 หลายเดือนก่อน

      @@CGDive yeah? I see only 15$ for download and not free.

    • @CGDive
      @CGDive  4 หลายเดือนก่อน

      On Gumroad you can get it for free.