The Mixamo addon needs a special version for Blender 4! ❖Mixamo Addon fix for Blender 4: gitlab.com/x190/mixamo_blender4 ❖Mixamo Addon for Blender 3.6 and earlier: substance3d.adobe.com/plugins/mixamo-in-blender/
Thank you so much for your help CGDive. I will be using all these special techniques in my game. MIrror of darkness. You are all going to see some absolutely bombers cutscenes and chats!!!
@@CGDivei was wondering, when i follow the entire workflow. It makes a very good result. I have one issue. When i record some face mocap, I turn my head to the left and the right. Process the video on landmaker and get the csv. I am using Anker Powerconf C300 I upload it to blender but on the character when the mocap is applied. The head goes up and down. Its like the axis are inverted. What would be your best guess as to why this happens.? :)
Firstly thank you so much. This is extremely well explained. I was wondering about the animation that FaceIt produces. Its driving the ARKit shapekeys right? I'm aiming for a Blender to Unreal workflow similar to your tutorials. So I have a game rig inheriting the location and rotations of a rigify control rig. The actions are then baked down to the NLA of the mesh/game rig. Can I also combine the FaceIt shapekeys with this?
Hi! Oh my goodness....I have to say that you are the BEST teacher and guru for blender!! After watching your last two tutorials on FaceIt, I took the leap and bought it. After successfully rigging the face, I managed to rig it with Mixamo (I did it the other way around than you show here...I did it with FaceIt first). I had great success until I started trying to re-use previously downloaded animations from Mixamo. So, with my newly rigged (Mixamo and FaceIt) character, I am having great difficulty using Mixamo animations that I previously downloaded, because the target skeleton is the WRONG SIZE. I see in this video, that at minute 26:00-27:00, you do a "thing" where you re-import your rigged character back to Mixamo in order to get new (unskinned) animations...is that why? Is it because the animations have to match your character or the sizing will be off?? So I guess that's my question...do I have to re-download every (unskinned) animation from Mixamo with each and every character I make, in order for the rig size to match? Or is there a magical way to scale the target skeleton animations? (If the target skeleton is a different size than the Mixamo control rigged character....the animation gets really weird looking). Thank you for making the best blender content EVER!!! (so helpful for us noobs :)
Thanks mate and sorry for the late reply. Hmmm, Generally character with close enough proportions should do the trick but.. if the retargeted animations look off then yes, try to re-rig the character.
This is such a great tutorial! But I have one problem: I had a simple rig with one bone for the head. I chose this bone at 18:00 . But My head isnt moving at all. The face works great but I can't understand what I did wrong. :( Im using Live Link Face btw. (I just have a normal armature since Im making a puppet. Do I need to have those controls? Like the circle on top of the head) EDIT: ..... make sure to go into options in the app you are using and hit something like "record rotation". For a few days I am trying out everything in blender.... my mistake was that the app did not record the rotation of my head. oops
@@CGDive i have a prob wen i want to conect my faceitcontrolrig to my mixamo character rig, i do the tutorial about set child of but it wont follow the head bone, pls help
Yo! Thanks for the amazing tutorial. I've successsfully been using ARkit to drive facial animation in Unity - Will these shapekeys/blendshapes translate into Unity when I export the FBX of my character?
@@CGDive Well I haven't purchased FaceIt yet, but based on this I will give it a go. Up to this point I've been using characters and avatars from other sources that come with the ARKit Blendshapes ready to go.
Thanks! At the end, it seems that the mouth does not move freely and does not have a huge range motion. It’s the same for me although I believe that I rigged everything properly? Any ideas?
@@CGDive Thank you! I indeed tried with an iPhone 14 and the lips moved way better! Top lip even moved a bit too much (U shape, like a weird grin, when I accentuated my enunciation). I could correct that using the graph. What could be a more definitive way? Also, after applying a sitting mixamo animation, the head of my character didn’t follow and stayed at the same position so the neck skin was all elongated and distorted. Any ideas on how can I correct this?
Bro, Please help When I am using Blender 3.6 but there is nothing in Maximo Rig Setting - IK-FK switch.. In the non linear animation timeline - the Proprieties option (N) is showing empty..
This is too specific, it could be a myriad of things. Sorry, I can't help but drop by our Discord and share the problem with images etc. Maybe someone will be able to help discord.gg/j8SQCjFsXP
привет,я не могу выбрать Face Main так как у меня голова не отделена от тела в отдельный mesh и я не хочу ее отделать так как при движении головы будут видны разрывы между телом и головой,что делать?
Yes, you can select face main in Edit Mode by selecting one vert and pressing ctrl+L. Then press the Face Main button. Also the newest version of the addon has a special eyedropper that can select the face main geometry in Object mode.
Hi quick question, how come I don’t have access to these settings Head Setup> Head Object> Head Bone? 18:14 Face it only gives me the option for creating a Head Rotation or Create head target but those options haven’t worked. The face mocap works well but I have no rotation from my face cap performance. Please help!!
@@PRANIMATES You should get the latest version from your Blender Market downloads. If it doesn't work, ask the dev by clicking Ask a Question on the product page. But I am pretty sure FaceIt is updated for Blender 4.0
It doesn't, even though you can unparent the bones that you want to squash and stretch you will need a proper rig to control the behavior in the DCC you are going to use it or in a game engine itself.
If you only use mixamo for animation retargeting of the deformation bones, you can use Auto-Rig Pro to generate a meta rig with squash and stretch and a whole host of features necessary for cartoonish or anime style animation. You can even connect the Face-it rig to the ARP rig should you wish to keep both rigs deformation bones for exporting(via setting all of the face-it bones as "custom bones" in ARP after generating all of the face-it shape keys, joining the two rigs, and parenting the face-it head head bone to ARP "c_head.x"). ARP plus "Voxel Diffuse Skinning" are the addons that I use as a character artist the most. From my experience, some parts of the body like the traditional Surface Heat skinning that comes with ARP(hands especially), while collections of disjointed or spiral bits prefer Voxel Diffuse for a better deformation.
@@CGDiveFaceIt, I am looking for a way to mainly mocap just the mouth shapes. Is this addon flexible enough to just focus on face parts? Another question is, I would have to Frankenstein this head rig to generated Rigify rig aye?
@@MarcV_IndieGameDev Yes, it has special features to mask out parts of the face such as brows, eyes, mouth. :) I haven't used that much myself but it's there. Also, if you don't have the eyes/brows shapes at all, that won't be a problem. It will simply apply the animation to the shapes that do exist.
my problem with faceit is it only works on perfectly centred character. I already have a character in a scene and I would like to rig his face but I can't because he's not enterer and I cant move him with the whole scene to be centred :(
@@CGDive well I'm not talking about not having character cantered when it's the only thing in your project. I'm talking revisiting some previously done elaborate scenes with several characters and lot of other objects and trying to rig one. obviously they can't all be centred in that scenario
@@mayaamis right... I am not picking on you or anything but imho that is just a bad workflow. I can't think of a reason why you would be setting up a character that is being used in a scene. The character set-up should be done in a separate scene, in the center of the world. The character then should be either linked or appended into the animation scene. And if you only have the character in the complex scene, then you can isolate it and reset all transforms of the bones and armature object, thus creating a clean set-up scene. So my non-sugar coated opinion is that you need to follow better practices. Do what you like with it (with my opinion, I mean) :)
I am not sure about the exact workflow you have in mind. In general, yes. The control rig from the Mixamo addon is actually based on the Quick Rig extension for Auto-Rig Pro.
@@scorobeat Mixamo addon is not something I use all the time so it's ok. If I did need it I'd use 3.6. You may be able to generate the rig in 3.6, then open it in 4.0 but I haven't tested that.
The Mixamo addon needs a special version for Blender 4!
❖Mixamo Addon fix for Blender 4:
gitlab.com/x190/mixamo_blender4
❖Mixamo Addon for Blender 3.6 and earlier:
substance3d.adobe.com/plugins/mixamo-in-blender/
Absolute masterclass. It's like 6 hours of your previous content in 37 minutes! Thanks heaps ☕
Nice!
Insane value. Thanks so much for making these informative videos. You’ll probably be a big part of shaping the lives of many upcoming animators.
Thank you, I appreciate the positive comment!
Audio 2 Face Tutorial Please!! Would love to see what your workflow looks like.
first, you need at least 10gb graphics card
Thank you so much for your help CGDive. I will be using all these special techniques in my game. MIrror of darkness. You are all going to see some absolutely bombers cutscenes and chats!!!
Nice, looking forward!
@@CGDivei was wondering, when i follow the entire workflow. It makes a very good result. I have one issue.
When i record some face mocap, I turn my head to the left and the right. Process the video on landmaker and get the csv. I am using Anker Powerconf C300
I upload it to blender but on the character when the mocap is applied. The head goes up and down. Its like the axis are inverted. What would be your best guess as to why this happens.? :)
@@Mirror-of-Darkness I am not sure why it happens, but I covered how to tweak that in this video
th-cam.com/video/1Ygq9052RSk/w-d-xo.html
@@CGDive Amazing, thanks. I saw it. Must have missed the section about that. ;)
Mixamo rigging is so simple! I should really use it sometime
audio to face pleaseee and thank you man for this content your are a treasure
gottcha and thanks!
Firstly thank you so much. This is extremely well explained. I was wondering about the animation that FaceIt produces. Its driving the ARKit shapekeys right? I'm aiming for a Blender to Unreal workflow similar to your tutorials. So I have a game rig inheriting the location and rotations of a rigify control rig. The actions are then baked down to the NLA of the mesh/game rig. Can I also combine the FaceIt shapekeys with this?
Such a great to the point tutorial!
Absolutely great tutorials..would love to see a tutorial on how to facial animate a anthropomorphuc character with a snout
Great suggestion!
Thanks a lot man! You made it a lot easier!
Nice!
Hi! Oh my goodness....I have to say that you are the BEST teacher and guru for blender!! After watching your last two tutorials on FaceIt, I took the leap and bought it. After successfully rigging the face, I managed to rig it with Mixamo (I did it the other way around than you show here...I did it with FaceIt first). I had great success until I started trying to re-use previously downloaded animations from Mixamo. So, with my newly rigged (Mixamo and FaceIt) character, I am having great difficulty using Mixamo animations that I previously downloaded, because the target skeleton is the WRONG SIZE. I see in this video, that at minute 26:00-27:00, you do a "thing" where you re-import your rigged character back to Mixamo in order to get new (unskinned) animations...is that why? Is it because the animations have to match your character or the sizing will be off?? So I guess that's my question...do I have to re-download every (unskinned) animation from Mixamo with each and every character I make, in order for the rig size to match? Or is there a magical way to scale the target skeleton animations? (If the target skeleton is a different size than the Mixamo control rigged character....the animation gets really weird looking). Thank you for making the best blender content EVER!!! (so helpful for us noobs :)
Thanks mate and sorry for the late reply. Hmmm, Generally character with close enough proportions should do the trick but.. if the retargeted animations look off then yes, try to re-rig the character.
Thank you, very useful tutorial❤️ How i can export all of these in unreal engine for example?
audio2face tutoria please! thats what i've been waiting for
This is such a great tutorial! But I have one problem: I had a simple rig with one bone for the head. I chose this bone at 18:00 . But My head isnt moving at all. The face works great but I can't understand what I did wrong. :( Im using Live Link Face btw.
(I just have a normal armature since Im making a puppet. Do I need to have those controls? Like the circle on top of the head)
EDIT: ..... make sure to go into options in the app you are using and hit something like "record rotation". For a few days I am trying out everything in blender.... my mistake was that the app did not record the rotation of my head. oops
Subbed because you shared love towards us android users
Thanks and we have something much better now! Check out this vid:
th-cam.com/video/1Ygq9052RSk/w-d-xo.html
good video man, your channel is great
Thanks, appreciate that!
Thanks for video, how to download it and to play in the iphone with actions and voices.
Excellent, thank you!!
Thanks a lot bro
This is amazing appreciate you
thankyou for great tutorial, really appreciated bro!
Glad you liked it!
@@CGDive i have a prob wen i want to conect my faceitcontrolrig to my mixamo character rig, i do the tutorial about set child of but it wont follow the head bone, pls help
always shows "No head bone specified
@@ilhamlux This is a separate setting, not the same as connecting the control rig to a body rig. See here: th-cam.com/video/KQ32KRYq6RA/w-d-xo.html
@@CGDive but it will be destructive? i wont same as the result that you do, parent to head bone like that
Excellent, tutorial thanks
Hi! I bought your rigify course a while ago, and I wanted to know if you're planning to do a video on the skin.stretchy_chain rigtype in more detail ?
Yes, I tested and learned the skin types a while ago and I am planning to cover them. Thanks for your support!
at what part of this process would you add a hair/cloth simulation?
It should be done from the start along with other types of rigging, ideally.
Nice one!
Yo! Thanks for the amazing tutorial. I've successsfully been using ARkit to drive facial animation in Unity - Will these shapekeys/blendshapes translate into Unity when I export the FBX of my character?
Shapekeys do export with FBX. Did you test it?
@@CGDive Well I haven't purchased FaceIt yet, but based on this I will give it a go. Up to this point I've been using characters and avatars from other sources that come with the ARKit Blendshapes ready to go.
@@Composit.Design Well, faceit has nothing to do with the Export process. You can test the shapekey export with any model that has them.
@@CGDive Ok good to know, really appreciate you responding
Excellent!
But with this i could apply multiple animations in the NLA editor
sure
Thanks! At the end, it seems that the mouth does not move freely and does not have a huge range motion. It’s the same for me although I believe that I rigged everything properly? Any ideas?
It could be either that your face capture app is not detecting a lot of mouth movement or the mouth shapes are not pronounced enough.
@@CGDive Thank you! I indeed tried with an iPhone 14 and the lips moved way better! Top lip even moved a bit too much (U shape, like a weird grin, when I accentuated my enunciation). I could correct that using the graph. What could be a more definitive way?
Also, after applying a sitting mixamo animation, the head of my character didn’t follow and stayed at the same position so the neck skin was all elongated and distorted. Any ideas on how can I correct this?
Bro, Please help When I am using Blender 3.6 but there is nothing in Maximo Rig Setting - IK-FK switch..
In the non linear animation timeline - the Proprieties option (N) is showing empty..
This is too specific, it could be a myriad of things.
Sorry, I can't help but drop by our Discord and share the problem with images etc. Maybe someone will be able to help
discord.gg/j8SQCjFsXP
do you find a solution , i also experience this
awesome!
привет,я не могу выбрать Face Main так как у меня голова не отделена от тела в отдельный mesh и я не хочу ее отделать так как при движении головы будут видны разрывы между телом и головой,что делать?
Yes, you can select face main in Edit Mode by selecting one vert and pressing ctrl+L. Then press the Face Main button. Also the newest version of the addon has a special eyedropper that can select the face main geometry in Object mode.
Thnxx sir
Hi quick question, how come I don’t have access to these settings Head Setup> Head Object> Head Bone? 18:14 Face it only gives me the option for creating a Head Rotation or Create head target but those options haven’t worked. The face mocap works well but I have no rotation from my face cap performance. Please help!!
I'll be very interested if/when you find a free face rigging app/plugin/what-have-you.
Thanks anyway for this vid.
Well, there is Rigify and I have a lot of stuff about it on the channel...
Not working in blend| 4.0
Mixamo? That is addressed in the video description.
Here is the fix for Blender 4
th-cam.com/video/UNDXffLwtq4/w-d-xo.html
@@CGDive no, faceit .... At the point of project landmarks it is throwing bunch of errors and no face rig is created after on.
@@PRANIMATES You should get the latest version from your Blender Market downloads. If it doesn't work, ask the dev by clicking Ask a Question on the product page. But I am pretty sure FaceIt is updated for Blender 4.0
How do I make my mixamonrig to stretch because trying to make something similar to luffa of one piece
Ah, I don't think it has squash/stretch...
It doesn't, even though you can unparent the bones that you want to squash and stretch you will need a proper rig to control the behavior in the DCC you are going to use it or in a game engine itself.
If you only use mixamo for animation retargeting of the deformation bones, you can use Auto-Rig Pro to generate a meta rig with squash and stretch and a whole host of features necessary for cartoonish or anime style animation. You can even connect the Face-it rig to the ARP rig should you wish to keep both rigs deformation bones for exporting(via setting all of the face-it bones as "custom bones" in ARP after generating all of the face-it shape keys, joining the two rigs, and parenting the face-it head head bone to ARP "c_head.x").
ARP plus "Voxel Diffuse Skinning" are the addons that I use as a character artist the most. From my experience, some parts of the body like the traditional Surface Heat skinning that comes with ARP(hands especially), while collections of disjointed or spiral bits prefer Voxel Diffuse for a better deformation.
I'm very new! Was wondering, would using mb labs to create a character cause any problems or can I follow this guide still?
I haven't used MB labs much. In general, it shouldn't be an issue.
Would this work with non human heads?
To an extent, yes. But non-human could mean many different things so some cases may not work.
Thank you!
You're welcome!
My character is stylised, I'm mainly just wanting the mouth to work. Will the addon hate it just wanting the mouth controls?
Which addon? FaceIt?
@@CGDiveFaceIt, I am looking for a way to mainly mocap just the mouth shapes. Is this addon flexible enough to just focus on face parts?
Another question is, I would have to Frankenstein this head rig to generated Rigify rig aye?
@@MarcV_IndieGameDev Yes, it has special features to mask out parts of the face such as brows, eyes, mouth. :) I haven't used that much myself but it's there. Also, if you don't have the eyes/brows shapes at all, that won't be a problem. It will simply apply the animation to the shapes that do exist.
@@CGDive Cheers for info! I will have to look into it, see if it gets included in the black Friday sale soon :D
@@MarcV_IndieGameDev Yeah, probably will be on sale so wait a week or whatever long it is until BF :)
Interesting that free app Live Link Face creates better synch and animation than paid Face Cap.
Yeah although that is not always the case. Also Live Link Face is developed by Epic so it's not just a random free app. :)
@@CGDive I have bought the full Face Cap and thought it was clearly the best alternative. Now I will try out Live Link Face
Thank you
Welcome!
my problem with faceit is it only works on perfectly centred character. I already have a character in a scene and I would like to rig his face but I can't because he's not enterer and I cant move him with the whole scene to be centred :(
At least in my book, not having the character centered is just such a bad practice practice that I won't blame the tool for not covering it.
@@CGDive well I'm not talking about not having character cantered when it's the only thing in your project. I'm talking revisiting some previously done elaborate scenes with several characters and lot of other objects and trying to rig one. obviously they can't all be centred in that scenario
@@mayaamis right... I am not picking on you or anything but imho that is just a bad workflow. I can't think of a reason why you would be setting up a character that is being used in a scene. The character set-up should be done in a separate scene, in the center of the world. The character then should be either linked or appended into the animation scene.
And if you only have the character in the complex scene, then you can isolate it and reset all transforms of the bones and armature object, thus creating a clean set-up scene.
So my non-sugar coated opinion is that you need to follow better practices. Do what you like with it (with my opinion, I mean) :)
@@CGDive ok I thought about it and you're right I've been doing in wrong.. still learning Blender but thanx for advice :)
@@mayaamis I am glad you are considering learning more about this. Most people will just stick to what they know. Keep it up!
can we create control rig like this in auto rig pro?
I am not sure about the exact workflow you have in mind. In general, yes. The control rig from the Mixamo addon is actually based on the Quick Rig extension for Auto-Rig Pro.
@@CGDive Yes, I found out quick rig in your other tut. That is what exactly I want. Thank you for all the good work. Keep going 💪
Plz make same for unreal engine
Which blender v, do you use because i use blender v4 and addon mixamo-in-blender dos not working
yeah, I know. I will try to make a video when it gets fixed. For now there is no properly fixed mixamo addon for Blender 4.
Thanks, I'm waiting for... SO what's your version blender
@eat In this video it must have been 3.6. But I use 4.0 now.
So how you do to animate without this add-on in blender 4.0 to generate rig?
@@scorobeat Mixamo addon is not something I use all the time so it's ok. If I did need it I'd use 3.6. You may be able to generate the rig in 3.6, then open it in 4.0 but I haven't tested that.
Do this rig auto-convert with Transformer in Character Creator 4
no idea!
@@CGDive plz send link of rigged model here
@@nimitverma3460 what? :D
Plz send the character u rigged > I want to check in CC4> if it works> so I need your model rigged with mixamo and faceit
@@nimitverma3460 It's not part of the service, sorry :)
the amount of ads in your video is making it unwatchable
The ads are from TH-cam.