I wish I found this site two months ago. I spent two months learning how to rig on another course because I thought Rigify Couldn't be modified. more people need to see this channel
I can't thank you enough for this tutorial. I swear a lot of tutorials just add a human rig and call it a day. When you're designing a character, one rig type does not fit all. I really like how you explain the rig types and demonstrate them.
Yep, that was the motivation to make this series. We have a million Human rig tuts, a bunch of Quadruped ones, and almost none that go any deeper than that. Glad you enjoyed it!
Thanks, Professor. Just needed the rig types for most of the bones. I really thought manually naming each bone would light up the generate rig button. Edit: It feels great knowing I can make my characters in gravity sketch, then learn to rig them in blender.
I believe the naming conventions come from programming language. Super refers to parenting and hierarchical relationship. So im guessing it means it will be the root/parent of a chain, or one will be present in that generated set. I think we all know what "chain" refers to, and "copy" I imagine means it uses script to literally copy some default single bone, with "basic" configuration.
Yeah, of course. But why do we have names that we have to speculate about rather than ones that just make sense. That is my personal gripe with the names.
Love this course!! Do you have any idea in 4.2 about the error "Generation has thrown an exception: name 'rig_id' is not defined" when you try to generate a rig (for example a spline tentacle)? Thanks!
Hi my deformer bone for the teeth does show in metarig, but not in the generated rig right after generating? how to make them show up, or do i have to add them manually?
What is the convergence option on the Experimental Super Chain? My assumption is that you could connect multiple Super Chains together for more control options. However, no matter how I use it, it doesnt have any useful results. I've tried for 7 hours, please help Attempting to rig both sides of a scarf
can i aplly the rigify DEF bones to my metarig bones to use it as a default pose? i was able to make the resting pose but i dont know how i get the inital metarig bones to have the same transform as the rigify DEF bones
I have a pretty unique case where the a character has digitegrade legs, but "human shoes" so it has an extra leg joint. I really like the foot controls you get using rigify. Is there a way to have double kneed legs using Rigify? Or could i Frankenstein something together?
So, what about for hair? I know there's addons like bone wiggle to have them automatically move as you animate, but can you still have them on a rigify meta rig somehow?
@@CGDive I got it, thanks, sorry I kind of confused myself. As meta rig bones are the same bones and can still be manipulated with add-ons involving bones.
Hey which type of bone structure should i be using for a dolphin/ killer whale ? Is it spine or tail? I would love to see you do a rig for a dolphin or sorts
There is a shark metarig under Animals. I have used it for a whale with minor tweaks and it should work for a dolphin as well. I believe it uses both spine and tail.
You can add bones to the generated rig if you want to. Just keep in mind that if you re-generate that will override your manual edits. So if you go the manual edits route, you are giving up on the metarig regeneration.
Thanks for the video! I'm having an issue and I hope you can help me. When I try to generate my rig, Blender runs into a script error: "Generation has thrown an exception: name 'rig_id' is not defined" Have you ever ran into this issue?
Ps you noted we can created double joints for limbs. But why not add a paw. That's basically a double joint limb already. Yet I think we are stuck with how it bents. Probably will cause that gimbal issue if you don't have it bent forwards and backwards as it is in the sample
I forgot how I can preserve custom bikes added to the rig. I have a rig which from the base is rigidy, but some bones have been added. I guess I just need to add them to a metaeig. But how can I preserve the custom priors. Because those have been added to the generated rig? This character came without the metarig. I've made a script with which I can automatically create a metarig and it will vind the proportions automatically to the existing generated rig. I did this first manually, which was ofcourse tedious. Then I found a script to add constraints, but again I then need to apply each constraint. So I made a script to that. Then I made another script, which binds the metsrig in edit mode to an existing ge erated rig. Which saves ton of time. Yet I can't remember what to do with the custom props. I guess perhaps I need to make a custom script. I see a input for that in the advanced settings. Yet can't remember what it is for
Here's a tip: If you want to make more than one knee for your super.furry_gf, you can use a paw sample and modify it. I didn't know that you could combine bone samples, I always made the tail bones myself.
how about adding the child of constraint to rigify ""before"" I generate the rig ? don't want to applying child of every time I re-generate the rig Edit : Thanks for the tutorial very insightful for me who just using base rigify all this time
*BONUS CONTENT - Get FREE file downloads and Bonus chapters here*
academy.cgdive.com/courses/rigify-basics
From time to time, I go back to watch your tutorials on Rigging and Weight Painting... they are a goldmine of information! Thanks a lot!
Thank you as always, mate! Keep rocking!
it has been 19 years that I am a 3D artist, And in my experience you are the best tutorial maker I have ever seen, many thanks for your contents.
Wow, thanks for the kind words! I am glad the tuts have been useful :)
I wish I found this site two months ago. I spent two months learning how to rig on another course because I thought Rigify Couldn't be modified. more people need to see this channel
Thank you!
@@TH-camrUser000 Yeah man, I thought it was just a boring ripoff of youporn. Just a bunch of kids playing video games.
I can't thank you enough for this tutorial. I swear a lot of tutorials just add a human rig and call it a day. When you're designing a character, one rig type does not fit all. I really like how you explain the rig types and demonstrate them.
Yep, that was the motivation to make this series. We have a million Human rig tuts, a bunch of Quadruped ones, and almost none that go any deeper than that. Glad you enjoyed it!
You should make basic to advance rigging by manual and rigify
Thanks!
Thank you too! I appreciate the support!
Such great informative content you're putting out, Todor. Best explanations ever.
thank you very much!
I am delighted to watch another great Tutorial from you. This is very essential to understand the rigging in Blender. Many thanks for your Tutorials.👍
Great to hear!
thanks for this. comprehensive and brought a lot more clarity to my rigify skills.
Thanks, Professor. Just needed the rig types for most of the bones. I really thought manually naming each bone would light up the generate rig button.
Edit: It feels great knowing I can make my characters in gravity sketch, then learn to rig them in blender.
This is AWESOME!
Love your videos! Thanks so much.
I believe the naming conventions come from programming language.
Super refers to parenting and hierarchical relationship. So im guessing it means it will be the root/parent of a chain, or one will be present in that generated set.
I think we all know what "chain" refers to, and "copy" I imagine means it uses script to literally copy some default single bone, with "basic" configuration.
Yeah, of course. But why do we have names that we have to speculate about rather than ones that just make sense. That is my personal gripe with the names.
Love this course!! Do you have any idea in 4.2 about the error "Generation has thrown an exception: name 'rig_id' is not defined" when you try to generate a rig (for example a spline tentacle)? Thanks!
me: *sees "theory" in the title*
also me: It's just a theory, a RIGGING Theory!
I am not sure I get it haha :D
As in "a scientific theory"?
@@CGDive ...matpat reference.
@@jaim2 Who just made a goodbye video 😢
@@uuffzz yeah.. we know we already miss him
Hi my deformer bone for the teeth does show in metarig, but not in the generated rig right after generating? how to make them show up, or do i have to add them manually?
you saved my project bro thanx!
Awesome!
What is the convergence option on the Experimental Super Chain? My assumption is that you could connect multiple Super Chains together for more control options. However, no matter how I use it, it doesnt have any useful results. I've tried for 7 hours, please help
Attempting to rig both sides of a scarf
the best there is the best there was and the best ever will be .. T ur awesome brother ❤
You are too kind, mate! 😊
can i aplly the rigify DEF bones to my metarig bones to use it as a default pose? i was able to make the resting pose but i dont know how i get the inital metarig bones to have the same transform as the rigify DEF bones
"can i aplly the rigify DEF bones to my metarig bones to use it as a default pose?"
I don't understand what that means, sorry.
I have a pretty unique case where the a character has digitegrade legs, but "human shoes" so it has an extra leg joint. I really like the foot controls you get using rigify. Is there a way to have double kneed legs using Rigify? Or could i Frankenstein something together?
Other comment says you can use paw sample for legs with two knees
@@majikthise110 Oh yea, i'll give that a shot, thanks!
So, what about for hair? I know there's addons like bone wiggle to have them automatically move as you animate, but can you still have them on a rigify meta rig somehow?
Yes, if you watched so far you should know how to add bones your metarig. So what's the issue?
@@CGDive I got it, thanks, sorry I kind of confused myself. As meta rig bones are the same bones and can still be manipulated with add-ons involving bones.
Hey which type of bone structure should i be using for a dolphin/ killer whale ?
Is it spine or tail?
I would love to see you do a rig for a dolphin or sorts
There is a shark metarig under Animals. I have used it for a whale with minor tweaks and it should work for a dolphin as well. I believe it uses both spine and tail.
Is there a way in which we can add bones to already generated rig or do we have to always create everything in meta-rig and then generate?
You can add bones to the generated rig if you want to. Just keep in mind that if you re-generate that will override your manual edits. So if you go the manual edits route, you are giving up on the metarig regeneration.
Thanks for the video! I'm having an issue and I hope you can help me. When I try to generate my rig, Blender runs into a script error:
"Generation has thrown an exception: name 'rig_id' is not defined"
Have you ever ran into this issue?
Looks like it is a known bug and will be fixed in 4.2.1
projects.blender.org/blender/blender/issues/125767
Hi. I have a issue with my auto rig pro rig. The arm and legs twist weirdly when I pose them. Can you guide me how can I fix them?
I didn't found this thing on demo Mike rig
This course is awesome
Thank you!
@@CGDive Subscribed. Your tutorials are so clearly explained and a pleasure to follow. A new 4.0 update too. Wonderful 🙂
Ps you noted we can created double joints for limbs. But why not add a paw. That's basically a double joint limb already. Yet I think we are stuck with how it bents. Probably will cause that gimbal issue if you don't have it bent forwards and backwards as it is in the sample
I don't think it will work as you imagine. Give it a go.
this helped me out so muchh thank uuu
Glad it helped!
Hi cgdive can you please teach us how you can custom rig layer (ui layout)
Yes, in the next videos!
@@CGDive YESSSS!!!!!!!
What can be used for hairs
Simple tentacle. You could even add dynamics to them using a bone dynamics addon or a manual workflow.
@@CGDive thank you so much your videos help a lot and thanks for the reply
you are an angle thank you 🙏🙏
I assure you I am not. But thanks for the nice comment.
I forgot how I can preserve custom bikes added to the rig. I have a rig which from the base is rigidy, but some bones have been added. I guess I just need to add them to a metaeig. But how can I preserve the custom priors. Because those have been added to the generated rig?
This character came without the metarig. I've made a script with which I can automatically create a metarig and it will vind the proportions automatically to the existing generated rig. I did this first manually, which was ofcourse tedious. Then I found a script to add constraints, but again I then need to apply each constraint. So I made a script to that. Then I made another script, which binds the metsrig in edit mode to an existing ge erated rig. Which saves ton of time.
Yet I can't remember what to do with the custom props. I guess perhaps I need to make a custom script. I see a input for that in the advanced settings. Yet can't remember what it is for
Adding custom bikes would be cool indeed. :D
Seriously, I don't follow with all the typos and unintended words.
Here's a tip: If you want to make more than one knee for your super.furry_gf, you can use a paw sample and modify it.
I didn't know that you could combine bone samples, I always made the tail bones myself.
how about adding the child of constraint to rigify ""before"" I generate the rig ?
don't want to applying child of every time I re-generate the rig
Edit : Thanks for the tutorial very insightful for me who just using base rigify all this time
What is the context for the child of question?
Why I can't see rig type?):
Make sure you are in Pose Mode and selecting the first bone in the chain.
Hi bro can you add female rig to game to unreal addon
💖💖💖💖💖💖
👍