[Blender] Retargeting/Ramap using Auto-Rig Pro (COMPLETE guide)

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  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 326

  • @activemotionpictures
    @activemotionpictures 2 ปีที่แล้ว +12

    At last, the biggest video of the entire series landed for a lot of ARPro. Great info!! Thank you for sharing.

  • @Ablumz
    @Ablumz หลายเดือนก่อน +1

    I SPENT 13 HOURS TROUBLESHOOTING UNTIL I FOUND THIS. A MILLION THANK YOUS YOU ARE AMAZING

    • @CGDive
      @CGDive  หลายเดือนก่อน

      NICE!

  • @ItsRexami
    @ItsRexami 2 ปีที่แล้ว +11

    Excellent video, I was on the edge before with Auto Rig Pro (I thought it was only for rigging a mesh, I didn't look into it much), but after seeing these great animation retargetting tools I'm definitely going to be using this from now on! Thank you so much for making this hour long video, I'd say it must have been a pain to edit this long of a video. You're doing a great service to the Blender animation community with your tutorials and guides, I always search for you on TH-cam if I need info on Blender animation, top quality as usual. Keep up the great work 👍.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +3

      Nice, glad to have pushed you over the edge :P
      And thanks for acknowledging my work on this 1-hour long monster. This one in particular was tough. I am not even sure why, I just kept making mistakes and having to re-record stuff :)

  • @corr2143
    @corr2143 ปีที่แล้ว +3

    The documentation in action as a digestible format, love it! Thank you 👍🎊🥳

  • @Rapixmedia
    @Rapixmedia 9 หลายเดือนก่อน +1

    Thanks alot sir. Your tutorials are so detailed you hardly skip a thing..... I keep coming back to them anytime am stuck.... Am requesting you do a detailed tutorial on mocap cleaning especially the shaky feet

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      Yeah, I want to cover mocap clean up, just haven't had the time...

  • @carlosedubarreto
    @carlosedubarreto 2 ปีที่แล้ว +1

    What an incredible video.
    I think it was the first time that I really learned how to use ARP.

  • @jakobanzengruber8688
    @jakobanzengruber8688 ปีที่แล้ว +1

    That's the best tool explanation video I've ever seen. Thank you very much! You are saving my day 💯

    • @CGDive
      @CGDive  ปีที่แล้ว

      Glad it helped!

  • @artyomtelnov8628
    @artyomtelnov8628 3 หลายเดือนก่อน

    Thank you lad, you really helped me out!
    I have been trying for several days to properly move an animation from Cascadeur to Blender. Turns out IK re-targeting is the way!

  • @HarrisonClaytonInternational
    @HarrisonClaytonInternational 3 หลายเดือนก่อน

    This is the first video I've found on this topic that has been clear and practical thank you so much :)

    • @CGDive
      @CGDive  3 หลายเดือนก่อน

      Glad it was helpful!

  • @HologramSam
    @HologramSam หลายเดือนก่อน

    Fantastic video. Thank you very much for providing such valuable info for free!

    • @CGDive
      @CGDive  หลายเดือนก่อน

      Glad you enjoyed it!

  • @jefersoncharlesmayer2315
    @jefersoncharlesmayer2315 2 ปีที่แล้ว +3

    Interesting tool and a very good explanation, as usual. Thank you!

  • @firmedia2908
    @firmedia2908 6 หลายเดือนก่อน

    Thousand thanks for your huge work. Its helps a lot!

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      Happy to help!

  • @FX_AnimationStudios
    @FX_AnimationStudios 2 ปีที่แล้ว +2

    Super nice man..thanks alot... its VERY important to state however.. if you;re doing IK Remaps... take note that the IK Poles will (I dare say) Always will be Pole Parent 0 which is parented to the c_traj or c_pos... this can be problematic later on... especially if you plan to mix motions :(... I learned this the hard way... so for me.. i ALMOST ALWAYS after retarget.. delete all Pole keys and switch to pole parent 1 and then I manually adjust the poles to match the source rig as best as possible.. its tedious.. but works.... and yes I tried the Auto Pole.. which sometimes works.. but for me at least more often than not.. it not get me the results I need.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Interesting observation. I'll test it. Thanks for sharing 🙏

  • @dontejewett4618
    @dontejewett4618 2 ปีที่แล้ว

    it is definitely worth the 40.00 it paint weights so perfectly! it is amazing!

  • @HideyoshiR
    @HideyoshiR 2 ปีที่แล้ว

    Perfect video to explain all this complicated stuff really comprehensively! Thank so much!

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Thanks! Also watch the new video I just released for a nice update in auto rig pro. :)

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial ปีที่แล้ว

    Did you manage to get an answer from the developer about the A pose vs T-pose? it seems the best solution is not to set the motion capture to A-pose but rather the rest pose of the rigged character to T-POSE so it conforms to all future mocap. Not sure if I missed any amendments to this video. Thank you for all your work, Todor. Truly. You are a hero.

    • @CGDive
      @CGDive  ปีที่แล้ว

      You did miss an important update video ;)
      Not only did I get an answer but the dev updated the addon besed on my feedback. Now you can update the rest-pose non-distructively!
      th-cam.com/video/OBNjB_WS7yM/w-d-xo.html

    • @AnnisNaeemOfficial
      @AnnisNaeemOfficial ปีที่แล้ว

      @@CGDivejust watched it. amazing ! This fix + voxel heat addon blows the Maya pipeline for quick rigging and retargetjng out of the water. Thanks so much for all your hard work in educating us.

  • @kathleencox3858
    @kathleencox3858 2 ปีที่แล้ว

    A much needed tutorial! Thank you so much for taking the time.

  • @luvmusic818
    @luvmusic818 2 ปีที่แล้ว

    As always, your tutorial is top notch. Thank you.

  • @arturertel
    @arturertel 2 ปีที่แล้ว

    I am super grateful, I have already learned and applied a lot!

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Nice. Really happy you're applying what you learned.

  • @johndeggendorf7826
    @johndeggendorf7826 2 ปีที่แล้ว +1

    Massive thanks! 🙏 Saved for reference. 🤔🍷🎩🎩🎩

  • @heyjude9537
    @heyjude9537 2 ปีที่แล้ว

    Your vids are a lifesaver

  • @devanmauch7843
    @devanmauch7843 วันที่ผ่านมา

    Dude, thank you so much!!

    • @CGDive
      @CGDive  วันที่ผ่านมา

      Glad I could help!

  • @felixbo
    @felixbo 2 ปีที่แล้ว

    This Video helped me a lot. I solved many problems i was facing with retargeting my recorded mocap data. The tip with deleting every arms and legbones
    from the retarget list and only leaving the hand IK was very useful. Before i always struggled with motion bugs when retargeting to IK.
    I am looking forward to your video(s) about cleaning up mocap data, i tried some things myself with deleting and smooting keyframes and animation layering with the
    NLA Editor but the results are still glitchy sometimes and it's hard to do, so i am curious about your solutions. Your Mocap playlist is a great resource for the Blender community! :)

  • @angelcutebxtch8723
    @angelcutebxtch8723 2 ปีที่แล้ว +1

    Very good Tutorial. Thank you.

  • @zangzang4364
    @zangzang4364 2 ปีที่แล้ว

    Very complete, thank you !

  • @tomanski3767
    @tomanski3767 2 ปีที่แล้ว +1

    Greetings from Bulgaria! Awesome tutorial as always!
    I was wondering if you plan to make a series on Auto-Rig Pro.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Привет. Поздрави и на теб.
      Планирам. :) Но не съм сигурен кога ще стане.

  • @alokfake2136
    @alokfake2136 2 ปีที่แล้ว

    VERY GOOD!! make more videos like this please, and also as you mentioned cleaning animation

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Cleaning, yeah. Well do. Any other ideas or requests?

  • @cordadrawstringbags6206
    @cordadrawstringbags6206 7 หลายเดือนก่อน

    Great tutorial. I still have issues with the target rig floating above the ground. Scaling makes it a bit better but still. Source animation doesn't have that motion but it target rig goes above and under the ground when doing squad animation

    • @CGDive
      @CGDive  7 หลายเดือนก่อน

      Playing with the scale and using IK retargeting are the main solutions I know of.
      At some point some issues are unavoidable so you have to go in an fix the retargeted animation.

  • @lwd4032
    @lwd4032 2 ปีที่แล้ว +2

    Great. With the ik retargeting, I will stick to auto rig pro in the future.
    But there are not many systematic tutorials on autorigpro. maybe you could make a video series?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +2

      I am considering it. It's a great tool with some unique features. It would be interesting to explore its workflows.

    • @thorndavid1660
      @thorndavid1660 2 ปีที่แล้ว

      Here is tutorial, I made over a year ago, hope it's helpful. th-cam.com/video/rBpE-K2dh8k/w-d-xo.html

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      @@thorndavid1660 Looks interesting, thanks for sharing!

    • @thorndavid1660
      @thorndavid1660 2 ปีที่แล้ว

      @@CGDive you're welcome! It was a joy to make and I am a big fan of your work, thank you so much.

  • @Goofy_Toons
    @Goofy_Toons ปีที่แล้ว

    you're amazing!

  • @JJHazy
    @JJHazy 2 ปีที่แล้ว

    If this the redefine really works for you when using mixamo animations and the mixamo skeleton looks all wonky, when importing the mixamo armature, in the import tab select armature -> automatic bone orientation

  • @hipervirgo3254
    @hipervirgo3254 2 ปีที่แล้ว

    *thanks man, really helped*
    mostly this part 43:58

  • @toyxyz3917
    @toyxyz3917 2 ปีที่แล้ว +1

    Thanks for the great tutorial video! I learned a lot from your Rigify series. I bought and tried Autorig pro this time, and it feels like a very convenient and intuitive tool. Can I expect more Autorig pro tutorials in the future?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +3

      Yes, you can. I have a series of videos about Auto-Rig Pro in mind but we'll see when I can get around to it :)

  • @Eirik_Tube
    @Eirik_Tube 2 ปีที่แล้ว

    Very helpful, thank you!

  • @VickingDev
    @VickingDev 2 ปีที่แล้ว

    Thanks again, excellent video

  • @AkanIdaresit
    @AkanIdaresit ปีที่แล้ว

    Thank you so much

  • @UlulAkhlam.3D
    @UlulAkhlam.3D 2 หลายเดือนก่อน

    awesome!

  • @TheButchersBrain
    @TheButchersBrain 4 วันที่ผ่านมา

    When I "Build Bone List" all bones appear, but there is no hips or c_root bone in the list that I can set as root. I see the bone in the outliner, but not in the build bones list. Any help?

  • @SuezScience
    @SuezScience 2 ปีที่แล้ว

    You're amazing man

  • @ShhhHhhhz
    @ShhhHhhhz 2 ปีที่แล้ว +2

    great guide! was wondering what if the model has no proper rest pose? how do i make a precise T pose from it? I've tried rotation resetting of bones and it has never worked for me

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Yeah, that's an important problem. Honestly, I don't have a great solution yet but I will figure it our and share a solution on the channel.

  • @mch43856
    @mch43856 2 ปีที่แล้ว

    Thank you amazing tutorial!

  • @RandomPickles
    @RandomPickles 2 ปีที่แล้ว

    Greate video! Thanks man.

  • @amootoon4032
    @amootoon4032 2 ปีที่แล้ว

    매유 유용한 강좌 잘 봤습니다. 구독과 좋아요 누르고 갑니다.

  • @engineeringworld2407
    @engineeringworld2407 ปีที่แล้ว +1

    Very Nice course please keep it up ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐

  • @bobabooey8367
    @bobabooey8367 2 ปีที่แล้ว

    Wow Veeeery nice Thanks Drive

  • @duduartist
    @duduartist 2 ปีที่แล้ว

    If you don’t help him to record the teaching, I can’t understand the teaching recorded by the author, and I won’t use it when I buy it. I have read his teaching several times and read the document many times. Later, I tried to ask him directly. I can understand it now. It feels like the teaching is like a promotional video, not real teaching. thank you

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Yeah, a lot of his videos are without voice. It's unfortunate but a good addon developer is not necessarily a good video producer... I find the written Documentation quite good tho.
      www.lucky3d.fr/auto-rig-pro/doc/

  • @joshsanfelici
    @joshsanfelici 2 ปีที่แล้ว +6

    Hi, I used ARPro in an animation project and I had lots of troubles as I tried to use my usual animation workflow in which I often create custom bone constraints and animation bakes to let characters and props interact together with IK chains. The problems arise as ARPro doesn't accept visual keyframes and doesn't bake animation correctly, while Rigify reacts perfectly in theese situations. Did anyone experience similar troubles and found an effective way to deal with them? Thanks for any clue, regards.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +3

      I am not sure I understand the problem fully so I can't comment. Not accepting visual keyframes is definitely strange. Auto-Rig Pro uses the built-in bone system so it should work... However, the addon developer is quite easy to talk to and he takes user input seriously. Try asking him about the problems you are experiencing and he may offer a solution.

  • @princesslanai9428
    @princesslanai9428 4 หลายเดือนก่อน

    I got lost at the rest pose. I did what you said but the arms we not doing what it suppose to do. I tried several but it never went into a a pose, one hand was in front straight and one in back straight. Any solution would help.

  • @kenalpha3
    @kenalpha3 2 ปีที่แล้ว +1

    Thanks for all the details. 1) 14:00 can you tell me about Mixamo lacking a Root bone, thus when its Hip bone shifts, it shifts the leg bones, and thus the feet are uneven at the ground - one foot goes thru? And how to fix that on our Main rig?
    Ive read talk about this issue, but never seen a video or it explained how to use ARP to add an actual Root bone (also used by UE4). Ty
    2) And can you say how to fix: When I retarget from Mixamo anim, my Rig is 2 units above the ground. If I GZ -2, my rig moves down, but then jumps back when I press play.
    How do I perma shift my Anim/rig? Or how do I correct retargeting from Mixamo, to retarget correctly? Ty

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Hey.
      1) the top-level root bone has nothing to do with the retarget root mentioned at 14:00. Having such a root will not help you fix shaky legs. The best way to stabilize the legs is to retarget to the IK controls which is covered in the video. That alone will make the legs more stable and then you can use the NLA and/or tweak the motion curves to stabilize them even more
      2) This can also be done in the NLA or by tweaking the motion curves. But ARP has its own solution. Watch 1:03:49 Interactive tweaks.
      I have a series about the NLA. In the future, I'll make videos specifically about cleaning up retargeted motion. But it will take some time.
      th-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html

    • @kenalpha3
      @kenalpha3 2 ปีที่แล้ว

      @@CGDive 2) Yayyy 1:03:49 Interactive tweaks. Ty, it was what I was looking for (The -Z adjust).
      Sorry for asking things you had in the vid - but I watched 3 vids that day and lost where I had seen it.
      3) 1:08:47 Wow. This was very helpful and thanks for the diagram.
      1) Ok ill try for a running animation: Interactive tweaks. Didnt work. For half of the anim, I want to move Left thigh -z = 2 - so [knee lower > foot] touches ground.
      But at the end of the anim, as the foot moves back and the toe bends - the toe goes below ground (bad anim from Mixamo - was not made even).
      So how do I move the thigh bone back up on only 5 selected frames?
      I de-selected all gold frames, then selected 5, and did the Z change, but it changed all frames, when all were not selected???
      Or what is the IK method to just move the foot or thigh down for 5 frames, then up 5 frames?
      (I thought my rig was already in IK mode - but going to pose > moving just the foot box - idk how to apply changes to only specific frames.)

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@kenalpha3 Sorry, your questions are a bit too basic, we are getting into tutoring zone and I don't have the time for that :D
      To tweak 5 frames you can use the curve editor or the NLA. I already shared my playlist above.
      If you don't know how IK works this could help
      th-cam.com/video/vKgH5zXIYmM/w-d-xo.html

  • @FabioGrisi-r6s
    @FabioGrisi-r6s 6 หลายเดือนก่อน

    Hi there, thanks for all the AR-P content! Question: how do I transfer actions/animations from one character to another when both are using Auto Rig Pro?

    • @CGDive
      @CGDive  6 หลายเดือนก่อน

      If the rigs are compatible (e.g. both use the default human rig), you can simply apply the same action to both and it will work. Or you could use retargeting.

  • @infobiblio660
    @infobiblio660 2 ปีที่แล้ว +1

    Hello! I follow all the steps as is, and when I hit Re-target it does the move but puts my arms back and crossed... Why is this happening? I also fail to define the link of the root of the armature.

    • @infobiblio660
      @infobiblio660 2 ปีที่แล้ว

      I get this error: The rotation of the source armature is not frozen. The X, Y, or Z values ​​are different from 1, which can cause problems in some cases. Freeze it first? This will affect the transformation values ​​of the animation, but keep it the same visually.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Regarding the crossed arms: the target and source rig most likely have different rest poses. Watch 16:25 .
      "I also fail to define the link of the root of the armature."
      Why? :D
      "Freeze it first? error" I've seen it but I am not sure. Do you have the latest version of the addon? I think this error was removed but I could be wrong. Anyway, it's best to ask the addon dev about that.

    • @infobiblio660
      @infobiblio660 2 ปีที่แล้ว +1

      @@CGDive Thanks, I was able to solve it in some specific animations. Thank you very much.

  • @satyakimandal6572
    @satyakimandal6572 ปีที่แล้ว

    This really is a great reference and documentation on the addon. I am using an A-pose, and changing the rest-pose accordingly as mentioned in the video, however in "mixamo Pistol walking" the fingers and wrist are not properly following the source. Any tips to do it? I have tried to match all the arm bones upto fingers. But still no luck.

    • @CGDive
      @CGDive  ปีที่แล้ว

      Sorry, no. At the very least I don't have a proper understanding of the problem to offer a suggestion :/

    • @satyakimandal6572
      @satyakimandal6572 ปีที่แล้ว

      @@CGDive That's alright. You are my go to channel for blender rigging and ARP. You have been a lot of help! Thank you so very much for that! :)

    • @CGDive
      @CGDive  ปีที่แล้ว

      @@satyakimandal6572 Sure :) 👍

  • @touyaakira1866
    @touyaakira1866 ปีที่แล้ว

    When I put it on the ankle, don't allow me to put it on the knee length limit. I don't understand English so I don't understand do you have a solution in the video?
    Please help me

  • @ZoraJones
    @ZoraJones ปีที่แล้ว

    thanks for this awesome video! quick question: I'm having issues with the pole targets of the legs. Most of the time they're fine, but sometimes they move to the back of the leg, causing the leg to twist. How can I fix this? Thanks so much in advance!

    • @CGDive
      @CGDive  ปีที่แล้ว

      Hi. Are you talking about retargeting or general ARP work.

    • @ZoraJones
      @ZoraJones ปีที่แล้ว

      @@CGDive sorry, i should have clarified. i'm talking about retargeting. i think it's an IK problem. when I tried the technique of your video section "IK retargeting - Auto rig pro direct" it was even worse. If you have any idea, let me know! And thanks

  • @kenalpha3
    @kenalpha3 2 ปีที่แล้ว

    Ty, I got my workflow fixed 90%. Can you direct me to a vid or tell me how to setup IK fingers > retargeted to Mixamo rig > and the fingers curl correctly to the Mixamo fingers (which do not have IK bones)?
    I am confused because step 6:
    1) I selected Rig generated by ARP > Object mode >
    2) N panel > ARP panel > Edit Reference Bones >
    3) Selected L hand bone > Limb Options > I checked IK fingers > ok.
    4) Match to rig.
    5) Then in ARP: REMAP > I found the Index fingers in the list box (under Re-target button).
    6) What do I put for Mixamorig:LeftHandIndex1, 2, & 3?
    I have sets [c_index1_ik.l, c_index2_ik.l, & c_index3_ik.l],
    and [c_index_ik2.l (a fingertip sphere), c_index_ik.l, & c_index_pole.l]
    i) I tried setting this but it failed:
    LeftHandIndex1 = c_index1_ik.l, Index2 = c_index2_ik.l, Index3 = c_index3_ik.l. Poles?
    ii) And I tried setting this but failed:
    Index1 = blank?, Index2 = c_index_ik2.l - set c_index_pole.l, Index3 (fingertip bone) = c_index_ik.l - do I use the same pole or only 1 bone uses a pole?
    7) (I want to use IK fingers on a Mixamo retarget of an Idle pose, to make easier finger corrections. My hand is going into the thigh. And manually rekeying fingers took too long. So I want to move the IK finger tip just on the thigh surface, and key that anim change. Thank you.)
    8) I want to do this [ watch?v=e-g10ntbiJM ], but in ARP terms. I dont know what ARP does to setup local finger rotation etc, when I do Step 3 above.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Let me clarify something. What do you mean by IK fingers? Because what you showed in 8) is not IK fingers. ARP can bend the whole finger by scaling the first finger control.

    • @kenalpha3
      @kenalpha3 2 ปีที่แล้ว

      @@CGDive Thank you. So I would like #3 real IK fingers, as the main question/setup > Rigged/Matched to the Mixamo animation.
      And while searching I found #8 (which would also help me animate).
      Is it possible to setup both with ARP? (He shows #8, but Id rather use an ARP setup so that I dont mess up any of ARPs controls. I looked at the Bone Constraint Properties tab > after doing step 3, but dont understand which IK bones to set for # 6 or 8.)
      Thank you. (And perhaps an idea for a future vid 🙂: IK fingers vs #8 control, and when to use each. Or more important, if it is possible to have IK controls and #8 setup on the same Rig.)

  • @RadwanNaji-be7xs
    @RadwanNaji-be7xs ปีที่แล้ว

    Great❤

  • @nickfai9301
    @nickfai9301 ปีที่แล้ว +1

    Hi, thanks for this tutorial. I got an error when choose Voxelized as binding engine. When I click Bind, I got a pop up "More than 75 000 polygon to bind". When I click OK in the pop up message, I got an error message binding error. My system is i7 13th gen, GPU RTX 4070T1. May I know why?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Hi. I am not sure if it is clear but I am not the addon developer, I just make tutorials about it. :) So I can't help with errors. You may have to ask the developer :)
      The problem seems obvious enough tho. Your mesh is very high poly and the binding algorithms probably runs out of memory.
      You could try Heat Maps. When you switch to it, you will see an Optimize High Res check box. Try to enable it and bind that way.

    • @nickfai9301
      @nickfai9301 ปีที่แล้ว

      @@CGDive Thanks.

  • @kat74809
    @kat74809 ปีที่แล้ว

    You demonstrated how to retarget to Rigify (FK). Will you show us how to retarget to Rigify (IK) as well? What's the difference between FK and IK? I usually just press Shift+ A-> Armature-> Human (Meta-rig). Then I go to Object Data Properties-> Generate rig. So is that IK or FK?

    • @CGDive
      @CGDive  ปีที่แล้ว

      If you don't have a good understanding of IK/FK please watch this first
      th-cam.com/video/vKgH5zXIYmM/w-d-xo.html
      Retargeting to Rigify IK is the same as for Auto-Rig Pro but you may want to switch the IK to pole target (also explained in the video link about)

  • @GhostBingo
    @GhostBingo 8 หลายเดือนก่อน

    @CGDIve, did the creator fixed this issue, when changing rest pose from T pose to A pose, other Arm animations still left crooked?

  • @Gmodderable
    @Gmodderable 2 ปีที่แล้ว

    Can you do a tutorial on the ”interactive tweak” tool? 🙂 Great video btw!

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Did you watch 1:03:49 ?

    • @Gmodderable
      @Gmodderable 2 ปีที่แล้ว

      @@CGDive Oh! I missed it. Cheers

  • @k-tiktok459
    @k-tiktok459 2 ปีที่แล้ว

    i don't know how my comment get removed
    my question was when I set source armature before setting one statement came IN front of me written ''your source is not freeze, freeze the armature'' in result every thing worked perfactly except for legs...feet are not moving

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I replied already.
      Check if you have the latest version of Auto-Rig Pro. I think the "freeze" message no longer shows in new versions.
      If the legs aren't moving, it probably means that they are not properly mapped.

  • @mesarena5408
    @mesarena5408 ปีที่แล้ว

    Wow this video is "GOD sent" I really appreciate the hours and effort put into to this video....very helpful indeed...GOD bless!!!!.....

    • @CGDive
      @CGDive  ปีที่แล้ว

      Great, glad you liked it! :)

  • @ZimCrusher
    @ZimCrusher 2 ปีที่แล้ว +1

    This looks like a beautiful plugin.
    Can it do VR hands?
    Say... if I had a model (gloves) and want to swap out the UE4 VR Hands for the gloves. Can this do that?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +2

      I haven't considered this. Go to the product page
      blendermarket.com/products/auto-rig-pro
      and you should see a button that says Ask a Question. This will allow you to ask the addon developer himself!

  • @siddharthpaul6539
    @siddharthpaul6539 2 ปีที่แล้ว

    hello sir its a great video, i've seen your other rigify videos which helped me a lot it will be very helpful if you please tell me a way to change height and weight of an avatar on just one rig.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I am actually not sure what you want to achieve. You could scale some controllers to make the character thicker/taller/shorter but I am not sure if that will work well. It is not a trivial task.

    • @siddharthpaul6539
      @siddharthpaul6539 2 ปีที่แล้ว

      @@CGDive sorry sir for such a late reply, i just want to know about a controller in rigify that can change weight of avatar proportionately..can i do that?

  • @PeteD
    @PeteD ปีที่แล้ว

    I have an issue where the retargeting isnt lining up properly, most notably the arms are off by about 30 degrees. It's retargeting mixamo animations so should be pretty straight forward, but as it is I need to add corrective layers and rebake for each animation im retargeting.....

    • @CGDive
      @CGDive  ปีที่แล้ว

      This is most likely because of the difference in rest pose. It's explained in the video :)

  • @angelcutebxtch8723
    @angelcutebxtch8723 2 ปีที่แล้ว

    Great video! Would it be possible to great a comprehensive video like what you did with Rigify in creating a rig i.e., added extra limbs? I am trying to add toes bones but cannot work out how to do it.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Yes... "Rig anything with Auto-Rig Pro" has been requested a lot and it's definitely on my list. But I can't say when I'll work on it.

  • @HarryClipz
    @HarryClipz ปีที่แล้ว

    When i retarget animations my feet be spinning idk what that is, but everything thing else is good it's just the feet. Edit I fixed it! I had to delete all of the toes since the toes was all weighted in the shoes i had no need for them and the spinning stopped. Everything is good now

  • @PrintedB
    @PrintedB ปีที่แล้ว

    Have you still not heard anything about retargetting multiple animations after changing the source rigs rest post? That a problem I was just running into, although not a huge issue, just need to change the targets pose to a T pose.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      I have heard :)
      th-cam.com/video/c_kQvuNrG0o/w-d-xo.html

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Actually this is the one related to your question. But the other video also shows nice new features :) th-cam.com/video/OBNjB_WS7yM/w-d-xo.html

    • @PrintedB
      @PrintedB ปีที่แล้ว

      @@CGDive TYSM!!

  • @IndianCitizen04
    @IndianCitizen04 2 ปีที่แล้ว

    Please make video on how I could make a control Rig of any Armature as I found difficulties to give fine touch to the motion after imported from iClone in Blender.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Control rig from any Armature? I don't know of such a tool/workflow.
      Something that comes close is Rig on the Fly.
      Or maybe Quick Rig from the creator of Auto-Rig Pro
      blendermarket.com/products/auto-rig-pro-quick-rig

  • @ekaterinamozharovskaya3053
    @ekaterinamozharovskaya3053 ปีที่แล้ว

    Thank you for another great tutorial. But - is it possible to make animation on Autorig_Pro rig, and retarget it to another Autorig_Pro rig?

    • @CGDive
      @CGDive  ปีที่แล้ว

      If the rigs have the same bone/control names, and more or less the same proportions, then you don't need to retarget. You can simply apply the action that you created with your first rig to the second one. It can be done in the Action Editor.

    • @ekaterinamozharovskaya3053
      @ekaterinamozharovskaya3053 ปีที่แล้ว

      @@CGDive thanks! But what if they have different proportions? (A woman and a man, a fat and a thin person).

  • @abelmartin9063
    @abelmartin9063 6 หลายเดือนก่อน

    Hi. First of all, thanks a lot for your tutorial series, it helps a lot with character's animation. I am having some issues with Mixamo IK arms IK legs Mapping Presets as it does not completely results in the same animation, but seems to result in several changes in rotation of bones. Any idea of what can I be doing wrong? Any bugs in the addon latest versions? Thanks a lot in advance

    • @CGDive
      @CGDive  6 หลายเดือนก่อน

      Some Mixamo characters have different bone orientations. Try using either a character you ran through the rigging process yourself or the e.g. the Ninja character.

  • @nv7287
    @nv7287 ปีที่แล้ว

    the voxel binding algorithm kept twisting my arms in a strange way 3000 quads
    (any pointers of what might cause this it's hard to know what settings to tweak.?)
    when you are adjusting the bones on your model you mention it looks fairly good -
    what were you looking for to make the evaluation? (so I know what to look for etc)

    • @CGDive
      @CGDive  ปีที่แล้ว

      This is a fairly simple example so I just look at it and go: hmmm not bad :P
      With complex stuff you'd have to look at photo references etc.

  • @杨小威
    @杨小威 8 หลายเดือนก่อน

    May I ask if it is possible to provide a tutorial on redirecting the Rigimap plugin?

    • @CGDive
      @CGDive  8 หลายเดือนก่อน

      Hi. I don't personally use Rigimap although it looks nice. And I am not sure what you mean by "redirecting".

    • @杨小威
      @杨小威 8 หลายเดือนก่อน

      @@CGDive Retargeting, that's the word, sorry。Okay, regarding the tutorial, thank you for your reply

  • @mladennikolic996
    @mladennikolic996 2 ปีที่แล้ว

    Hello, did you figure out how to use footrol? There is a ctrl behind the heel but it's not bending the fingers and it's frustrating if you have to animate 2 ctrl for one thing. Thanks in advance.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      This tutorial about retargeting. For general Auto-Rig Pro questions, please ask the addon dev.

  • @sharifyrk
    @sharifyrk 2 ปีที่แล้ว +1

    I tried following for re-targeting a Retargeting to Rigify (FK) section. All my animations are on a Riggify rig. Im not sure if this tutorial was for that. Im getting a few issues when Re-Targeting. Like it gets really messed up and doesn't map to any of the several animation, it also comes out in a odd position. Do you have a specific tutorial on this?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Sorry, your question is a bit of a riddle. :D
      I am not sure what the problem or situation is.

  • @hamdullahguclu9743
    @hamdullahguclu9743 ปีที่แล้ว

    My character's eyes are separate and he will have antennae on his head. My character is one piece. But the eyes and antennae are separate, I want these objects to follow the bone. Is there a tutorial with a method for this?

  • @marriedmonk4651
    @marriedmonk4651 2 ปีที่แล้ว

    In my System autorig pro is generating IK for legs but FK for arms . and if i change from FK to IK by tool bar it is not working . how to generate ik for arm by default

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      No idea about the circumstances. I showed how to switch IK/FK for legs and arms 4:55 . And retargeting to IK is handheld around 38:10

  • @hichamguennouni
    @hichamguennouni 4 หลายเดือนก่อน

    When I use AUTO RIG PRO for two characters, a glitch occurs on each character. Does this mean that you can put bone control on one character?

    • @CGDive
      @CGDive  4 หลายเดือนก่อน +1

      You should be able to rig two characters in the same scene. Please discuss your glitch with the addon creator (not me). In the meantime you could rig each character in a separate scene and then append or link into your animation scene. This is a good practice in general.

  • @GuaoMetalero
    @GuaoMetalero 2 ปีที่แล้ว

    cuando presiono Go y hace el proceso siempre aparecen 4 rigs en mi modelo y todos fuera de lugar, saben por que me sucede esto?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Entonces? :D

  • @olvaddeepfake
    @olvaddeepfake 2 ปีที่แล้ว +1

    i followed the tutorial for the rigify rig and the retargeting works fine but when i try to move the foot after retargeting the whole leg stretches and the IK doesn't seem to work. is there a fix for that?

    • @olvaddeepfake
      @olvaddeepfake 2 ปีที่แล้ว

      i figured it out. for some reason IK stretch was on 1 so iput it down to 0

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Good to know you figured it out!

  • @ilcane8785
    @ilcane8785 ปีที่แล้ว

    Thanks for the amazing tutorial as always.
    I've been wondering if there is any way to retarget the Scale of the bones with ARP, since the constraints seem to only be created for rotation and (optionally) location.
    Are you aware of any method that doesn't involve adding the Copy Scale constraints manually?

    • @CGDive
      @CGDive  ปีที่แล้ว

      Hi. I don't think so. Retargeting deals with rotation and location. You can probably set up a simple Copy Scale but it will depend on what you are trying to do :)

    • @ilcane8785
      @ilcane8785 ปีที่แล้ว

      @@CGDive Thanks for the response, just adding Copy Scale constraints does the job, so I guess it's scripting time.
      Makes me wonder why it's not an option, seems like the most straight-forward transformation to retarget, maybe because it's not commonly found in human animation, which is the standard use case.
      It may be worth suggesting it for future versions of ARP though.

    • @CGDive
      @CGDive  ปีที่แล้ว

      @@ilcane8785 yeah, exactly. Retargeting is generally meant to transfer mocap data to a cg character. And having scaling in a mocap animation doesn't make much sense :)

  • @CryptoNightshade
    @CryptoNightshade 2 ปีที่แล้ว

    Can you Please make a video about combining mixamo animations using ARP?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Using ARP? ARP doesn't have any tools for combining animations. You could do it the NLA and that is independent of ARP.

  • @ahmetg5759
    @ahmetg5759 26 วันที่ผ่านมา

    I cant do remapping between the same rigs rigged with autorig pro cant transfer a single action from fbx. dont know why. how to do that pls answer?

    • @CGDive
      @CGDive  26 วันที่ผ่านมา

      Retargeting between the same rig is not necessary. Just apply the same action.
      I may try to help further if you share more details using proper grammar that I can understand.

    • @ahmetg5759
      @ahmetg5759 26 วันที่ผ่านมา

      @@CGDive firstly, I didn't even think you would reply:) you are such a nice guy. I learned a lot from your videos and from your course on gumroad.
      I have a specific problem yes. I am rigging and animating quadrupeds for unreal engine. My animations has to be both in place and root motion. I have no problem at forward cycle animations so far. But when I try to turn my character for example 90 or 180 degree, i noticed that the feets that are at contact position on the ground are behaving weird. It is because they inherit new locations from the root bone rotation as a child of constraint and i cannot track and learn that weird change of position so that i can stick them on the ground.
      Now i tried a lot of things. Disabeling the influence of constraint modifier works for root motion animation but then i can't use it as in place animation or make it cyclic as long as i want for furter use in blender for example creating cinematic anim sequences with nla. And funny thing is, in unreal engine or in blender i am playing that exported animation and deleting keys for root motion and it is correctly playin in place. I think that is because blender apply visual keying when baking for export. İ know i write a lot and i can use visual keying but that doesnt seem to work for some reason.
      ın short, i just want to know that how can i apply (the action that I exported from blender) to my rigged blend file and use it? That would save a lot time for my work. Thank you again. 🙏

  • @anbagames
    @anbagames ปีที่แล้ว

    Hey, thanks for the awesome tutorial! :) I followed the steps from 45:30 onwards to enable IK for the feet and hands. Unfortunately, after the re-target, the arms and legs are completely stiff. Additionally, even though I try to move the hands and feet using IK, they only rotate instead.
    The only difference I noticed during the process is that although I have arm/leg poles in the list, my rig doesn't display them like in the video (the small spheres).
    Do you have any ideas what the problem could be?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Sounds like you want to be in IK mode but you are actually in FK. Try switching to IK again.

    • @anbagames
      @anbagames ปีที่แล้ว

      @@CGDive Do you mean by sliding the IK-FK switch slider from 1 to 0 for hands and feet? When I do that, the FK bones disappear and the IK bones appear, but the IK bones don't move at all throughout the entire animation. It seems like they are locked in place.

    • @anbagames
      @anbagames ปีที่แล้ว

      @@CGDive I found and fixed the problem. I accidentally used c_hand_fk instead of c_hand_ik, which is why the poles disappeared. Thank you so much!! Your channel has already helped me so much, so I just bought your GRT on Gumroad for the suggested price :)

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      @@anbagames thanks for your support!

  • @kunemann
    @kunemann ปีที่แล้ว

    I have a Rigify Rig from Human Generator and a Rig From Mixamo. For the sake of my life i cant get a proper Bone list! Shouldn't that be completely automatic?

    • @CGDive
      @CGDive  ปีที่แล้ว

      No, ARP only creates the list fully automatically for it's own rigs. For Rigify you have to set it up yourself. Then save a preset (e.g. Rigify-Mixamo) and you will be able to reuse it as often as you need.

  • @jonathanvilario5402
    @jonathanvilario5402 2 ปีที่แล้ว

    Are we able to bind skeleton to rig without controllers, so that we have just the armature binded and nothing else?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Hmmm... you can, but what's the point of Auto-Rig Pro then? If you want to export to game engines then Auto-Rig Pro has dedicated export tools that you can use.
      You can also use our Game Rig Tools addon to get a pure deform rig that is controlled by the control rig (so the best of both worlds, in a way)
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

  • @ericmilky720
    @ericmilky720 2 ปีที่แล้ว

    Thanks for the great video! My character is more cartoony than usual (still very humanoid), but it keeps generating the skeleton facing the wrong direction (hands/feet are flipped). Do you have any suggestions on how to fix this? Or if there is an way to just rotate/mirror the hands and feet properly that would be great. Thanks!

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      It sounds like a difference in the rest pose but I could be wrong. Did you change the rest pose as shown from 16:22?

    • @ericmilky720
      @ericmilky720 2 ปีที่แล้ว +1

      @@CGDive Fixed it, you're the best! Thanks again.

  • @jimcoote5094
    @jimcoote5094 2 ปีที่แล้ว

    I've been using Human Generator (HG) to create some very nice Avatars. Ideally I would like to retarget these with Mixamo rigs. The default HG rig is in A-pose. Therefore I had to make it adopt a T-pose, bake the textures, apply the rig modifier, delete it and then rig the empty shell as you describe in the video. This all looks OK in Cycles, (albeit with dodgy eyes in Eevee). I was hoping that giving rigs a T-pose in HG would save me all this nonsense. Sadly when I retargeted as you described from 10:01 onwards I got the same result as if I'd stuck with the default A pose in HG. I noticed that although HG allowed me to have a T-pose, the resting position was still in A-pose. Is that the core of the problem?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      There is only one rest pose and you see it when you switch your rig to Rest Pose. It sounds like you POSED your character in T-pose.
      Anyway, Auto-Rig Pro was updated and the problem with A-pose was solved. I covered it here:
      th-cam.com/video/OBNjB_WS7yM/w-d-xo.html

  • @k-tiktok459
    @k-tiktok459 2 ปีที่แล้ว

    hellow i don;t know if you reply me or not but if you do you will save someone's life and time plzz
    my question is
    when i do that remap, it shows me a text 'source armature not initialized, freeze it first below' can you plz tell me why this is happening
    in end result after doing all it works perfectly except for legs whole body moves except legs
    plz tell me what to do plz

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Please don't spam!!! Yes, I reply to everyone but I also have to work, sleep etc.
      Do you have the newest version of ARP? I think the necessity to "freeze" was removed in newer versions.
      Also the legs may not be mapped correctly, you should check that.

  • @mooble3942
    @mooble3942 2 ปีที่แล้ว

    Please help when I try to retargeting the rig with a mixamo mocap the entire body deforms

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Your help request needs more details. "Deforms" doesn't tell us anything about the problem.

  • @ragulrock6545
    @ragulrock6545 2 ปีที่แล้ว

    I cant retarget the fingers in auto rig pro perfectly. In whole video you ignored the fingers. Can u explain the retargeting of fingers. I am using CC3(actorcore) and Mixamo in Auto rig pro.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Retargeting the fingers should be the same as retargeting the rest of the body, only somewhat annoying because you have to set up like 30 bone pairs (argh). What exactly is the problem. You can email me your work files if you like me to take a look (solution not guaranteed ;o)

  • @AKno47372
    @AKno47372 2 ปีที่แล้ว

    whenever you have extra mesh like nails,socks, hair, etc..do they need to be conjoined with the body before rigging?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Separate meshes can be joined into one object or stay separate. It's a matter of personal taste and workflow.

    • @AKno47372
      @AKno47372 2 ปีที่แล้ว

      @@CGDive I tried rigging using auto rig pro sure the body was rigged but the parented objects weren’t binded to body or rig they just stayed in place, also the matter of vertices still sorta moving out of place when I pose character.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      @@AKno47372 I am not sure if you understand how weighting works in Blender. Here is my playlist on the topic
      th-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
      In the last video I talk about how to weigh complex, overlapping meshes but don't skip ahead. Learn the basics!

  • @Xastias
    @Xastias ปีที่แล้ว

    Does anyone know why the model I put as a target lies down when I press the Re-Target button?

    • @CGDive
      @CGDive  ปีที่แล้ว

      Could be because of the rest pose of your source rig. Or it may have unapplied scale.

  • @blockthechainer
    @blockthechainer ปีที่แล้ว

    I have a problem, when I use the rig on a character, then if I have a second model and I make a new rig in the same scene, the first model stops being rigged and loses the animations, is there an option that allows me to do more than one rig in the same scene?

    • @CGDive
      @CGDive  ปีที่แล้ว

      If you are making the second rig using Smart, uncheck "Overwrite existing rig" before clicking the Go! button :)

    • @blockthechainer
      @blockthechainer ปีที่แล้ว

      @@CGDive thanks that helps a lot thanks

  • @edrey1447
    @edrey1447 2 ปีที่แล้ว

    Thanks for making this video. I am having an issue retargeting a mocap made in plask, applied to a rigged character in blender(ARP rig). Once I click retarget the mocap armature is fine but my target model breaks apart. Do you know why this would happen? Appreciate any help, Thanks.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Not sure. You can try asking on our Discord with images
      discord.gg/YFH5HUv
      When it comes to ARP, you can also ask the dev.

  • @marcolukini9009
    @marcolukini9009 2 ปีที่แล้ว

    bpy_struct: item.attr = val: ARP_OT_retarget.frame_start expected an int type does anybody knows why this error keeps happening?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Please refer errors and bugs to the addon developer :)

  • @lwd4032
    @lwd4032 2 ปีที่แล้ว

    I find "Mixamo IK" retargeting does not give accurate results if the mixamo action is very complex. Have you met similar problem?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I am not sure what "very complex" means. If you shared a blend file I would take a look. Generally, you shouldn't expect any miracles from retargeting, especially e.g. if the armatures are quite different. Some clean up will be necessary and Auto-Rig Pro has tools for that.

  • @DarwinsGreatestHits
    @DarwinsGreatestHits ปีที่แล้ว

    at 45:27 how did you bring up undo history with a hotkey? I'm only able to add it to my quick favorites.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      It used to be ctrl+alt+z but they removed it in recent version of Blender. I wasn't happy. :)
      Now you can go to Edit > Undo History > ...

  • @sherzoderkinov4498
    @sherzoderkinov4498 ปีที่แล้ว

    Hi CGDive! Is there way to ik retarget fingers to rigify? or its better to do it manually? can you please give any clue on how to retarget fingers.

    • @CGDive
      @CGDive  ปีที่แล้ว

      FK Fingers are simple to retarget, just set up the pairs. IK, I have not done yet.

    • @sherzoderkinov4498
      @sherzoderkinov4498 ปีที่แล้ว

      @@CGDive Yeah Thank You. I also thought about retargeting to fk fingers is the solution. am so stupid)

  • @jobobbob5825
    @jobobbob5825 2 ปีที่แล้ว

    Can Auto-Rig Pro convert a previously made models rig? I have one with a deprecated rigify rig that can't be updated automatically and is FK only, I'd like to give it IK without having to remake it all over again.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      There is another add-on by the same author called Quick Rig. It can convert DEF bones to an ARP like rig.

    • @jobobbob5825
      @jobobbob5825 2 ปีที่แล้ว +1

      @@CGDive Sweet! Thank you!