TimeStamps: 0:00 Final Rigged 3d Model Showcase | Rigify human metaRig 0:42 Finger Bone alignment with Mesh 2:04 Human to Minotaur Bone face structure re-alignment 4:04 Minotaur Bone structure view and face adjustments 6:08 Adding a custom tailbone to Minotaur's Armature 7:25 Minotaur body wireframe view & checking auto weight-painting 7:42 Correcting wrist-bone alignment 8:26 Checking for auto weigh painting Errors 9:22 Error: "Bone Heat Weighting: Failed to find solution for one or more bones" 10:42 Solution 11:20 Use of Data-transfer Modifier and Corrections 12:26 Mouth Part Rigging: Teethes and tongue 14:10 Rigging Cloths using Data transfer & solving problems 16:55 Minotaur Horn weight painting problem-solution 17:26 Correcting weight paint 19:14 Pose and Scene setup 23:44 Subscribe and Next Video
@@zaid.1271 There are links in the description, one of them is part of retopology process. If you want to see exactly which process I follow you can see my cat retopology video where I used other blenders built-in tool - bsurfaces 😉
Hello! Thanks for your question in the comment section. To rig separate objects like the eyes, upper and lower teeth, and tongue, follow these steps: Select every separate object (e.g., both eyes, teeth, tongue). With your Rig as active selection, press CTRL + P. Instead of choosing "Automatic Weights," select "With Empty Groups." This will create vertex groups corresponding to the rig's bones without assigning any weights. Next, manually assign vertices to the appropriate "DEF" bone vertex group. For example, assign all vertices of the left eyeball to the 'DEF-eye.L' group. Tip for the eyes: Make sure the eyes are separated into individual objects, and their pivots are centered to their respective geometry. Ask again If you don't understand.
Oh, mis-understood, sorry. But solution to your Problem is Upgrading face Rig. "Def" vertex groups for eyes not appearing; I had that problem with Ragify in the past.
TimeStamps:
0:00 Final Rigged 3d Model Showcase | Rigify human metaRig
0:42 Finger Bone alignment with Mesh
2:04 Human to Minotaur Bone face structure re-alignment
4:04 Minotaur Bone structure view and face adjustments
6:08 Adding a custom tailbone to Minotaur's Armature
7:25 Minotaur body wireframe view & checking auto weight-painting
7:42 Correcting wrist-bone alignment
8:26 Checking for auto weigh painting Errors
9:22 Error: "Bone Heat Weighting: Failed to find solution for one or more bones"
10:42 Solution
11:20 Use of Data-transfer Modifier and Corrections
12:26 Mouth Part Rigging: Teethes and tongue
14:10 Rigging Cloths using Data transfer & solving problems
16:55 Minotaur Horn weight painting problem-solution
17:26 Correcting weight paint
19:14 Pose and Scene setup
23:44 Subscribe and Next Video
This is so cleann!
riggify is most underrated one!! yet I prefer FK rigs for tongue and tail and IK, that comes by default
bro thank you so much , please upload with voice over
soooooooooooooo good
keep up the good work
@@georgewildman-yi7qc thank you 😊
@@kilutica3D no thank you
😁
This is great! When you made the character how did you do retopo? Thats the one process I hate doing when creating characters.
@@zaid.1271 There are links in the description, one of them is part of retopology process. If you want to see exactly which process I follow you can see my cat retopology video where I used other blenders built-in tool - bsurfaces 😉
Dont mind me asking, but any of you have the problem where eye / teeth doesnt appear as a vertex to selectionate? how do you solve it?
Hello! Thanks for your question in the comment section. To rig separate objects like the eyes, upper and lower teeth, and tongue, follow these steps:
Select every separate object (e.g., both eyes, teeth, tongue).
With your Rig as active selection, press CTRL + P.
Instead of choosing "Automatic Weights," select "With Empty Groups." This will create vertex groups corresponding to the rig's bones without assigning any weights.
Next, manually assign vertices to the appropriate "DEF" bone vertex group. For example, assign all vertices of the left eyeball to the 'DEF-eye.L' group.
Tip for the eyes: Make sure the eyes are separated into individual objects, and their pivots are centered to their respective geometry.
Ask again If you don't understand.
Oh, mis-understood, sorry.
But solution to your Problem is Upgrading face Rig. "Def" vertex groups for eyes not appearing; I had that problem with Ragify in the past.
bro upload normal speed tutorial that beggners can understand easily
It might take a bit longer, but I understand. I'll do that for shorter tutorials that focus on specific points rather than covering an entire process.
i love your work keep up 😍
Thank you! Will do!