IMPORTANT NOTEs: -do NOT do what i did at 47:34 to assign automatic weights to a single new bone; i was doing it on a separate mesh from the one i had already weight painted, but if you do it on the same one it WILL undo all your weight painting. instead, do the following: "First select your bones, then shift-select your mesh. Make sure your mesh is selected second. Now go into weight paint mode and ctrl-select whichever bone you want to adjust the weight for. Press f3 to open the operator search and search for 'Weight From Bones' Then select it and select 'Automatic'" blender.stackexchange.com/questions/34898/how-to-recalculate-automatic-weights-for-single-bones/65327 -for the shoulder bones at 11:09 it might not always be best to have them tilted upwards like that, and you may instead want them to follow the tapering of your model's shoulders. mine taper up slightly in the resting A-pose, but many others might taper downwards. when in doubt, though, just leave them perfectly flat. -if you're trying to use a bone constraint on the butt/abdomen and things are bending weird, go into edit mode on your armature, hit a to select all, then press alt r to reset your bone rolls.
while in weight paint mode, you can also click "Weights" on top and click "Assign Automatic From Bones" first option, while having any given bone selected
helpful method to make your life easier with the pupil and eye bone placement is to create a sphere, shrink it so it just perfectly fits behind the eye-opening(leave a little space for the pupil) then place that pupil dead center of the front of the sphere, when this is done, place your bone at the very center of the inside of that sphere
You can also rotate the pupil until it's flush with the face of the sphere and then set it's origine point to the center of the sphere to fine-tune its base placement.
For the pants underneath a long shirt, I'd actually recommend using the texture's transparency to stop clipping, instead of trying to delete the mesh in a precise way. That way you can stay very close to the hem and not have to worry about that precise little dance. That said, I sympathize trying to rig those darn things. They're so cute but SO PAINFUL. Though, of course, as you said, just connecting them is the ultimate ideal here.
@@Eldr1tchGl1tch Create a new white texture and use texture paint to paint everything black from the waist down to just above the hemline. This is an alpha mask. All the parts you painted black will now appear invisible once applied. Plug it into the alpha node of the shader or mix the shader with a transparency shader with the alpha mask as the fac. Now you cannot see any of the pants underneath the long shirt, but the mesh is still there.
Weightpaint is a nightmare. My hair is the greatest mess ever and this video just trew all the solutions at me. Finally, my journey can continue! Thank you ^.^
I swear to god rigging is already a daunting task... blender makes it so much more counter intuitive than it already is... I really hope they will give this aspect a little bit more love so that it can compete on par with maya rigging system
40:35 Thank you for being the first person to give me the advice to be worried. Love this video series, thank you for bringing levity to even some of the most tedious and dry stuff in modelling
I really feel like a lot of technology especially when it comes to things like rigging and texturing has been very static for the longest time purely because that's how it's done. Having done usability engineering in college, I've always been extra conscious of how bad and awkward a lot of UI choices are. When looking at software like Vroid, for all it's flaws, you can see how it streamlines a lot of stuff. A lot of 3D Modelers etc. go out of their way to be kind of "nerdy" as it gives the appearance of being more powerful with few pathways for simpler operations.
"Ah! Rigging! I struggled through texturing, but rigging honestly doesn't seem so bad!" 4 hours of rigging later, and I have nothing but knowledge to show for it. "oh" Thanks again for these tutorials! They've been a huge help, and I am enjoying the process, speed bumps and all!
Watching the end of the video and your struggles with weight painting, "ghost" vertices, and vertices not painting properly... coming in from Maya, I felt that. It ain't just Blender :')
Thank you for this series. I am a profesional 3d artist but making models for vtubing in particular has a couple of niche challenges that I was able to learn from you. I appreciate the help!
Ah, the wonders of hard surface modelling. Got all this done in an evening with no weight painting required. Just slotting bones into their assigned places via cursor to selection and selection to cursor, then vertex groups assigned at 100%
So I worked on the Tony Hawk Pro Skater 1+2 Remastered game, and I just wanna say reading the chapter title "Tony Hawk's Pelvic Affliction" has me in tears I'm laughing so goddamn hard lmao
i come bac kt othis video everytime i have the displeasure of weight painting, usually because i remember you explained how to do something, and every time it is so pleasing to see someone in as much terrible agony as me
it's at this point i have decided i will just commision someone to do this but you got me through a good chunk of what i have done and i find you funny so take my sub and thank you for the help you tutorials gave me
My third attempt to create a VRoid avatar... I have a feeling that this series will still be a touchstone for me regardless of how many I attempt/make.
It might be better to create vertex groups, assign them to bones cleanly and then do the weight painting. Automatic weights goes really messy when models get complicated.
welp finally got the armature to work but slight problem, every piece i move it drags another part of my body creating a duplicate. example: i move the arm down from the T-Pose position and leaves behind another arm from the t-posing
you for some reason most likely have either a duplicate object or a series of duplicate faces occupying the same space as your model, you'll have to get rid of that one
i've never even tried to use it because i assume it's never gonna work as well as just doing it yourself, but i suppose it wouldn't be a terrible starting point for you to edit and fix up after downloading
hi mako i absolutely love these videos they've helped me out so much! i was just curious if i should add a bone to the eyebrows of my model since they're seperated from the face (art style choice) sorry if this is a weird or stupid question
i have seen people use bones for rigging but i'm not sure how one would get that to work for vtuber or vrchat things, just use shapekeys (which i'll get into once i make the final video)
tanks to issues like the one at 1:06:50 i normally go bone by bone removing the vertex groups it has i once spend a week trying to fix weird blanding movements with the elbows of a model, and the only solution was to remove all the vertex groups from the arms bones to have only the arm one. For some reason auto weight assigns all vertex groups to all bones even when the bone have 0 influence in most of them
I got an error that says Bone Heat Weighting Fail, and I cant find a straightforward answer to how to fix it. When I make the mesh the child of the armature and do automatic weights the mesh doesnt move when i try to pose it :(
I have just started the video. I'm guessing this feeling is why I often see that the art and rigging have been done by 2 different people on many Vtubers I see, lol.
I have only one question, if we created all this in blender and done with the rigging and everything, how will I show my 3d character on twitch or any other platform ? help me please im stuck
hey, i just wanted to say that your series of tutorials on this has saved me so much time and frustration. i've been looking through your socials to see if you have a venmo or something where people could leave a tip but i don't see any. i would still love to leave a tip if you had one.
So I watched this video awhile ago, learned quite a bit (thank you for sacrificing your sanity by the way), then continued my studies elsewhere. I saw this video (th-cam.com/video/a-GSNYkG69A/w-d-xo.html) and immediately thought of your struggles with the long shirt. It goes over a few advanced bones and constraints to help keep a stretchy skirt in place and on top of the body mesh, using a detail mesh over a rigging mesh, and ways to slide the cloth along the body of the character for animation purposes. Some of these methods would probably be a huge performance issue with a VRChat rig, but not so much with a beefy computer setup for performing with an avatar.
Hi. So, there's a Blender addon now that lets you export as a VRM from the comfort of Blender. I'm sorry to bother you, but do you have any information on the tricks of it? I'm wondering if it works the same as the program that lets you export it as a VRM in Unity.
This shit is so impressive, and inspiring. I wish I had more time available. :( I'm going to have to commission someone to make me an avatar. GOOD JOB!!!
I'm planning on making a low poly model heavily inspired by the Nintendo DS era of graphics, so stuff like eyes might just be flat textures that change. (Depends how blendshapes work, I haven't gotten that far yet. I'll decide on that aspect of design when I know how it works.) And there's not gonna be as much range of motion to keep with the style. Am I simply already traumatized by seeing how complicated this is? No... (Yes lmao)
For some reason when I weight paint it doesn't mirror, even though I have the mirror modifier. It seems to work when I go to the modifier's Data and turn off Vertex Groups, but I'm not sure if I'm supposed to have that off or not.
weight paint mirroring is something i do not understand and i merely pray to imaginary deities to get it to work (my vertex group checkbox is on and it works though)
I know I can trust you based on your low energy attitude and language. You've been doing this long enough that your souls in nothing but a fine powder along with your heart, like mine after this whole soul crushing endeavor haha
i think i talked about that in...SOME part, might be part 5? im not super familiar with animation but just figure out where you'll have to split your project into two different versions and then try to do as much work as possible on the single version before you have to split
uhhhh is it like, 0 meters long or something? press n (i think) in edit mode to open up the sidebar, look through the tabs until you find the spatial coordinates for the bone's head and tail ends, make sure they're not the same
IMPORTANT NOTEs:
-do NOT do what i did at 47:34 to assign automatic weights to a single new bone; i was doing it on a separate mesh from the one i had already weight painted, but if you do it on the same one it WILL undo all your weight painting. instead, do the following:
"First select your bones, then shift-select your mesh. Make sure your mesh is selected second.
Now go into weight paint mode and ctrl-select whichever bone you want to adjust the weight for.
Press f3 to open the operator search and search for 'Weight From Bones'
Then select it and select 'Automatic'"
blender.stackexchange.com/questions/34898/how-to-recalculate-automatic-weights-for-single-bones/65327
-for the shoulder bones at 11:09 it might not always be best to have them tilted upwards like that, and you may instead want them to follow the tapering of your model's shoulders. mine taper up slightly in the resting A-pose, but many others might taper downwards. when in doubt, though, just leave them perfectly flat.
-if you're trying to use a bone constraint on the butt/abdomen and things are bending weird, go into edit mode on your armature, hit a to select all, then press alt r to reset your bone rolls.
Could you pin this please? I nearly missed it!
@@em-agan oops i forgot to, there we go
while in weight paint mode, you can also click "Weights" on top and click "Assign Automatic From Bones" first option, while having any given bone selected
helpful method to make your life easier with the pupil and eye bone placement is to create a sphere, shrink it so it just perfectly fits behind the eye-opening(leave a little space for the pupil) then place that pupil dead center of the front of the sphere, when this is done, place your bone at the very center of the inside of that sphere
oh that is a very good idea
You can also rotate the pupil until it's flush with the face of the sphere and then set it's origine point to the center of the sphere to fine-tune its base placement.
For the pants underneath a long shirt, I'd actually recommend using the texture's transparency to stop clipping, instead of trying to delete the mesh in a precise way. That way you can stay very close to the hem and not have to worry about that precise little dance.
That said, I sympathize trying to rig those darn things. They're so cute but SO PAINFUL.
Though, of course, as you said, just connecting them is the ultimate ideal here.
How?
@@Eldr1tchGl1tch Create a new white texture and use texture paint to paint everything black from the waist down to just above the hemline. This is an alpha mask. All the parts you painted black will now appear invisible once applied. Plug it into the alpha node of the shader or mix the shader with a transparency shader with the alpha mask as the fac.
Now you cannot see any of the pants underneath the long shirt, but the mesh is still there.
What better motivation is there to finally learn how to rig models after years of using blender than a cat femboy being your teacher 👀
That’s the best teacher there can be!😁
Yeah
Oh
Weightpaint is a nightmare. My hair is the greatest mess ever and this video just trew all the solutions at me. Finally, my journey can continue! Thank you ^.^
omfg 4 month later and I am done! Fuck belts, why did I thought a belt was a good idea?! AHHHHH!
I swear to god rigging is already a daunting task... blender makes it so much more counter intuitive than it already is... I really hope they will give this aspect a little bit more love so that it can compete on par with maya rigging system
40:35 Thank you for being the first person to give me the advice to be worried.
Love this video series, thank you for bringing levity to even some of the most tedious and dry stuff in modelling
20:10 The pause had me laughing way too hard
But this part series is really helpful. Thank you for using your time to make this and help us
I really feel like a lot of technology especially when it comes to things like rigging and texturing has been very static for the longest time purely because that's how it's done. Having done usability engineering in college, I've always been extra conscious of how bad and awkward a lot of UI choices are. When looking at software like Vroid, for all it's flaws, you can see how it streamlines a lot of stuff. A lot of 3D Modelers etc. go out of their way to be kind of "nerdy" as it gives the appearance of being more powerful with few pathways for simpler operations.
Your tutorials are the best. You go in detail where others don't. Thank you so much!
Just downloaded Blender because of your tutorials! Can't wait to start playing with it, thank you for all of this goodness!!
Thank you so much for this tutorial series. It's exactly what I've been looking for! Looking forward to the next part!
Your tutorials were a great help for making my little blob, glad to see them continuing :D
"Ah! Rigging! I struggled through texturing, but rigging honestly doesn't seem so bad!"
4 hours of rigging later, and I have nothing but knowledge to show for it.
"oh"
Thanks again for these tutorials! They've been a huge help, and I am enjoying the process, speed bumps and all!
Watching the end of the video and your struggles with weight painting, "ghost" vertices, and vertices not painting properly... coming in from Maya, I felt that. It ain't just Blender :')
Thank you for this series. I am a profesional 3d artist but making models for vtubing in particular has a couple of niche challenges that I was able to learn from you. I appreciate the help!
Ah, the wonders of hard surface modelling. Got all this done in an evening with no weight painting required. Just slotting bones into their assigned places via cursor to selection and selection to cursor, then vertex groups assigned at 100%
I cannot thank you enough for making this whole process easier on my mental health
I thank this tutorial for existing, I wasn't able to do much on blender to rig a model for my friend, and this helped me alot, thank you Mako.
So I worked on the Tony Hawk Pro Skater 1+2 Remastered game, and I just wanna say reading the chapter title "Tony Hawk's Pelvic Affliction" has me in tears I'm laughing so goddamn hard lmao
thank you for your service
i come bac kt othis video everytime i have the displeasure of weight painting, usually because i remember you explained how to do something, and every time it is so pleasing to see someone in as much terrible agony as me
THIS VIDEO IS AMAZING THANK YOU SO MUCH FOR CONTINUING THIS SERIES ❤♥❤
The blooper clips at the end of this video made me giggle so hard lol
My oc would look like a jojo character with his t shirt vacuum sealed to his chest lol...
What am i kidding im a femboy
Narancia
@@catoticneutral i love that character 😍
@@sonatabirdie uwu
24:12 "Cool."
Just waiting for the episode where he shows how to use the model for streaming so that I can convince myself to start this masochistic journey
you can load it in obs, if you put it into facerig and link facerig to obs and stream from there, there are a few tutorials out there
it's at this point i have decided i will just commision someone to do this but you got me through a good chunk of what i have done and i find you funny so take my sub and thank you for the help you tutorials gave me
My third attempt to create a VRoid avatar... I have a feeling that this series will still be a touchstone for me regardless of how many I attempt/make.
Oh man, RIGGING manually is the most complex! Literally makes you want to bang your head on the desk for how difficult it is.
Your model would look a lil better with some lighting added imo, in blender it looks great but live it's kinda flat, dunno if you thought about it
Im confused about the mouth and eyelid control? How does that work without any connected bones?
shapekeys, will talk about them next part
1:08:46 thats due to autonormalize, if its only affected by one bone, you cant substract on that bone unless you give weight to other bone
i think that makes sense
Even though I'm using Maya LT, these videos have been extremely helpful! Thank you Mako!
It might be better to create vertex groups, assign them to bones cleanly and then do the weight painting. Automatic weights goes really messy when models get complicated.
Since the first episode of this series, seems like many people couldn't made to this part, the real dev hell starts here lol.
I feel like im a lot more confident learning how to model from a 3d model than from a random dude sitting there telling me how
welp finally got the armature to work but slight problem, every piece i move it drags another part of my body creating a duplicate.
example: i move the arm down from the T-Pose position and leaves behind another arm from the t-posing
you for some reason most likely have either a duplicate object or a series of duplicate faces occupying the same space as your model, you'll have to get rid of that one
this is a never ending nightmare
I came for horni and i left with knowledge
What's your opinion on the built in rigify addon and its built in premade skeleton?
i've never even tried to use it because i assume it's never gonna work as well as just doing it yourself, but i suppose it wouldn't be a terrible starting point for you to edit and fix up after downloading
This sad emo boy may be my best hope for creating a VR rig that doesn't explode
Me: learning how to draw so I can follow along
Videos 5 steps ahead: I'm fast as f boi
2:22 damn them tabs u must be working ya ass off
"eyeball bones" is such a cursed phrase
hi mako i absolutely love these videos they've helped me out so much! i was just curious if i should add a bone to the eyebrows of my model since they're seperated from the face (art style choice) sorry if this is a weird or stupid question
i have seen people use bones for rigging but i'm not sure how one would get that to work for vtuber or vrchat things, just use shapekeys (which i'll get into once i make the final video)
sounds swag, thank you so much
tanks to issues like the one at 1:06:50 i normally go bone by bone removing the vertex groups it has
i once spend a week trying to fix weird blanding movements with the elbows of a model, and the only solution was to remove all the vertex groups from the arms bones to have only the arm one. For some reason auto weight assigns all vertex groups to all bones even when the bone have 0 influence in most of them
I got an error that says Bone Heat Weighting Fail, and I cant find a straightforward answer to how to fix it. When I make the mesh the child of the armature and do automatic weights the mesh doesnt move when i try to pose it :(
you're making the mesh the child of the armature...? that sounds kinda weird
00:20 first thing i thought of when i saw that bone rigging disaster.. 🐀 i love your model its so beautiful!!
2:34
101 tabs in your browser
I have just started the video. I'm guessing this feeling is why I often see that the art and rigging have been done by 2 different people on many Vtubers I see, lol.
Hi, Great video.
a quick question, what motion capture platform do you use?
vseeface
I have only one question, if we created all this in blender and done with the rigging and everything, how will I show my 3d character on twitch or any other platform ? help me please im stuck
i'm working on that part of the series right now, but in short you use a vtuber application like vseeface
2:35 Good lord that many tabs
I can't thankyou enough for all this you beautiful human bieng
hey, i just wanted to say that your series of tutorials on this has saved me so much time and frustration. i've been looking through your socials to see if you have a venmo or something where people could leave a tip but i don't see any. i would still love to leave a tip if you had one.
i stream on this channel at 7pm est every monday wednesday and friday if you wanna stop by and do a donation :O
@@makorays I will, thanks 😊 🙏
Love these videos
hi! love your series! i have a question, after you made the 3D model, what program do you use to capture your movement and translate it to the model?
vseeface
So I watched this video awhile ago, learned quite a bit (thank you for sacrificing your sanity by the way), then continued my studies elsewhere. I saw this video (th-cam.com/video/a-GSNYkG69A/w-d-xo.html) and immediately thought of your struggles with the long shirt. It goes over a few advanced bones and constraints to help keep a stretchy skirt in place and on top of the body mesh, using a detail mesh over a rigging mesh, and ways to slide the cloth along the body of the character for animation purposes. Some of these methods would probably be a huge performance issue with a VRChat rig, but not so much with a beefy computer setup for performing with an avatar.
interesting, i'm not actually sure how or even if you could use that method in unity though
Thank you this has been a live saver
AMAZING VIDEO. Thanks
I’d be waiting for your next video. I happen to have my model done
You keep saying "vtuber software" without being very specific? What are you using?
vseeface
@@makorays thank you so much
when you rewatch this part because you wanna cry over your weight painting.
1:04 ✨Magic Hands✨
I plan on making this but minus the legs. Whats the point of legs when you're like me and never leave your chair lol
jesus you make this actually understandable
learning blender made me cry
He sounds like he is dying at the end
maybe you could connect that section of the mesh onto the leg instead of having it be apart of the shirt?
Do you need a toe bone if you don’t intend on moving the toes. For example my character model is wearing open toe high heels.
i
don't know ?? ?
for some reason when i do the part that connects it all the model just grows in size and is layed down how do i fix that
Cool work!
Do you use the bones for the mouth, eyelids?
you can rig your face if you really want to and use the bones to help you make shape keys but i didn't
seems like a very painful process.....ah what the hell this will make it easy
2:40 WHY DO YOU HAVE SO MANY TABS LOL??
My character is rigged with the CAT system in 3ds max. I wonder if I can use that.
The part about the eyes was hard to understand. My eyes don't seem to be attached.
Hi. So, there's a Blender addon now that lets you export as a VRM from the comfort of Blender. I'm sorry to bother you, but do you have any information on the tricks of it? I'm wondering if it works the same as the program that lets you export it as a VRM in Unity.
not a single clue, sorry
@@makorays Oh, well, that's fine. Thanks anyway.
This shit is so impressive, and inspiring. I wish I had more time available. :( I'm going to have to commission someone to make me an avatar. GOOD JOB!!!
I'm planning on making a low poly model heavily inspired by the Nintendo DS era of graphics, so stuff like eyes might just be flat textures that change. (Depends how blendshapes work, I haven't gotten that far yet. I'll decide on that aspect of design when I know how it works.) And there's not gonna be as much range of motion to keep with the style. Am I simply already traumatized by seeing how complicated this is? No... (Yes lmao)
How many tabs do you usually have open? "Yes"
omg your avatar is so cute OwO
i have a model with no fingers, do i still need to make the finger bones or can i skip it?
i am not sure, you can try skipping it and if unity yells at you, you can just make some dummy finger bones that don't control anything
For some reason when I weight paint it doesn't mirror, even though I have the mirror modifier. It seems to work when I go to the modifier's Data and turn off Vertex Groups, but I'm not sure if I'm supposed to have that off or not.
weight paint mirroring is something i do not understand and i merely pray to imaginary deities to get it to work
(my vertex group checkbox is on and it works though)
Ok I just now realized that I have to click something called X mirror, but the thing is I can't seem to find that anywhere at all.
Sorry if this is too late but no matter what I do I can’t get it to synchronize or parent
what version of blender is this
I know I can trust you based on your low energy attitude and language. You've been doing this long enough that your souls in nothing but a fine powder along with your heart, like mine after this whole soul crushing endeavor haha
i actually do not have that much time in any of this stuff i was just on antidepressants when i recorded these
What do you do if your planning to use your model for BOTH vr chat and regular animation?
i think i talked about that in...SOME part, might be part 5? im not super familiar with animation but just figure out where you'll have to split your project into two different versions and then try to do as much work as possible on the single version before you have to split
@@makorays oh okay cool
my favorite bone, the EYEBALL BONE
Great content! DeathNote from AmongUS.
Yes
41:13 those are some real facts
WE HAVE THE SAME JOKE IN BOTH OUR VIDEOS THIS IS SO FUNNY
Dummy bone? More like dummy THICC bone
I have a model in .fbx
Can i use guía un vtuber? I can't open It With animaze for example
i'm not sure what guia un vtuber is, but if you're asking if you can use an fbx model for a vtuber, yes, that's the standard 3d model format.
When I make a bone it's just a dot... how do I fix this?
uhhhh is it like, 0 meters long or something? press n (i think) in edit mode to open up the sidebar, look through the tabs until you find the spatial coordinates for the bone's head and tail ends, make sure they're not the same
@makoray i figured it out i turned off bones on the viewport settings
how you put in on your stream
finally someone who can explain this in neurodivergent T_T
is that why this series is so popular among certain people
makes sense considering the mental state of the guy who made it
how do you do the mouth movements ?
watch the next video
I cracked at that whoaaaaahh lmao-
God fucking damnit thank you, you fucking legend, you!