[Blender 2.8~3.6] Rig ANYTHING with Rigify #3.1 - Prebuilt Meta Rigs (Human)

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  • เผยแพร่เมื่อ 30 ก.ค. 2024
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    We are taking the first steps towards rigging with Rigify by exploring the prebuilt meta rigs that the addon offers out of the box.
    First subscribe so you get the whole video series! / @cgdive
    In this lesson, we'll not only rig a biped character but we'll also learn common issues that most people struggle with when they start using Rigify.
    When something goes wrong Rigify presents with "wonderful" error messages like this one:
    RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'
    Those are potential show-stoppers so we'll learn how to deal with them.
    I created this course to show you how to build CUSTOM Rigify rigs that can fit any character.
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ความคิดเห็น • 204

  • @CGDive
    @CGDive  4 ปีที่แล้ว +25

    I was shy about promoting the paid part of the course at first but the community response has BLOWN ME AWAY. Thank you!
    So in short: I am working on advanced chapters for this course. They are around 60% complete as of now but I am offering them as an early-bird deal. The final price will be around $45, but you can still pre-order them now at a discount (30% off) on Gumroad. gumroad.com/l/rigify
    If you like this series I think you'll love the advanced stuff too. It will contain one module dedicated to the Building Blocks. You'll learn all the advanced options that Rigify offers.
    And in another module, we'll rig several complex characters together. See the gumroad link for more info
    gumroad.com/l/rigify

    • @activemotionpictures
      @activemotionpictures 3 ปีที่แล้ว +2

      Keep those videos between Rigify and U4 crossover coming! People love them!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@activemotionpictures A video on the topic of game engine export is coming very soon :)

  • @Rome0Dolorosa
    @Rome0Dolorosa 3 ปีที่แล้ว +34

    Thanks for doing this series. It is incredebly valuable. I appreciate that you show the errors a beginner will run into. Just awesome.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thank you Georg. I think that was important because Rigify is still basically not a finished product so the average user will run into errors sooner or later...

  • @KemicalKiddMUSIC
    @KemicalKiddMUSIC 2 ปีที่แล้ว +3

    just wanted to say this series is underrated. Ive watch so much rigging videos and this is the only one i find that has structure to it which is good for referencing. matter in fact the whole channel underrated imo.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Agreed, the channel should have at least 200k subs by now if life was fair.
      :D
      Thanks for the positive words and glad you like the videos!

  • @harryboteler5332
    @harryboteler5332 4 ปีที่แล้ว +5

    This is a great course! It covers everything with absolute clarity, and I have been waiting for days for someone to finally provide the solution for the spine.004 disjoint error message. Thank you so much!!

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Awesome. I am actually actively looking for weird problems that people encounter in Rigify. I want to create a chapter all about common issuses.

  • @YoitsCrit
    @YoitsCrit 3 ปีที่แล้ว +4

    i wont stop saying thank you, Its amazing how you taking your time to organize such valuable information, thank you sir.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Haha, being thanked is tough but I think I can handle it :P
      Glad you liked it!

  • @eliascastillo2073
    @eliascastillo2073 4 ปีที่แล้ว +1

    Great work man! I specially like that it is very up to date, you know how sometimes it is hard to follow a tutorial with another Blender version. Exactly what at was looking for and with a price I can afford

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Nice, thanks for your support. Rigify has a good maintainer at the moment so it may get some updates soon but I'll try to keep the info up-to-date!

  • @moorllk6290
    @moorllk6290 5 หลายเดือนก่อน

    It's great that you sort out possible errors. Because mistakes are what you mostly have to deal with.

  • @nymphohalo
    @nymphohalo 3 ปีที่แล้ว +5

    I just needed to fix the error. Thank u so much! Had a school assignment!
    Bone/spine 004 Error: 8:12

    • @CGDive
      @CGDive  3 ปีที่แล้ว +3

      Awesome! You had a school assignment that involved Blender? You school is much cooler than mine :D

  • @b0gie
    @b0gie 3 ปีที่แล้ว +2

    this is a very important blender video!
    thank you dearly, this covered all the important points to rigify

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You're very welcome!

  • @CaCriGuz
    @CaCriGuz 2 ปีที่แล้ว +1

    Thnak you so much for putting the hard work of creating this videos, It´s been really helpful. :)

  • @Ender_FPV
    @Ender_FPV 3 ปีที่แล้ว +1

    Great presentation of dense material. The subtitles helped it all make sense and flow

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Awesome! The subtitles are auto generated so thanks, youtube :) (... unless you mean my annotations, in which case, that's my hard work haha)

    • @Ender_FPV
      @Ender_FPV 3 ปีที่แล้ว

      @@CGDive Annotations!

  • @alexprofetransformador
    @alexprofetransformador 3 ปีที่แล้ว +1

    Hi. I gave a "tip" for your meshes and followed your tutorial, everything was fantastic!!!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thank you very much for the tip, Alexander! I am glad you're enjoying the series :)

  • @taylor_3d
    @taylor_3d 2 ปีที่แล้ว

    Exact problem I was looking on how to solve for the disjointed error. Thnx (thumbs up)

  • @thedrawhawk
    @thedrawhawk ปีที่แล้ว +1

    Your videos are epics

  • @anonimusadversus
    @anonimusadversus 2 ปีที่แล้ว

    Thank' s very much!

  • @Noctivant
    @Noctivant 8 หลายเดือนก่อน

    Awesome video!

    • @CGDive
      @CGDive  8 หลายเดือนก่อน

      Glad you enjoyed it

  • @jamaljamalwaziat1002
    @jamaljamalwaziat1002 4 ปีที่แล้ว +1

    Very very helpful titorials series thanks alot

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks for your interest, Jamal!

  • @thedrawhawk
    @thedrawhawk ปีที่แล้ว

    Thanks!

  • @nichegames9590
    @nichegames9590 3 ปีที่แล้ว

    I looked up that Unity's Humanoid prefers the T pose. I'll have to try it out both ways. Thanks again.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      If you plan to use Rigify for Unity Humanoid the T-pose is not the only problem. There are differences in the bone hierarchy. I'll be showing how to fix that on the channel!

  • @raniagazali2849
    @raniagazali2849 3 ปีที่แล้ว

    Thank you you saved my time

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Awesome!

  • @francaleu7777
    @francaleu7777 3 ปีที่แล้ว

    thank you very much !!! great

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thank you for taking the time to comment :)

  • @mustafaadilkhushi5355
    @mustafaadilkhushi5355 4 ปีที่แล้ว +1

    these videos are helpful. Any possible videos to rig complex characters through rigify?

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks! I am already working on complex characters for the Advanced Chapters. Please see cgdive.com/rigify/ for more info!

  • @rwoodvet
    @rwoodvet 3 ปีที่แล้ว

    Excellent tutorial(s)!! I've been watching them over and over again. But I'm running into a problem. I was getting an error saying there must be a chain of 3 bones, etc. I ended up deleting and manually inserting new arm bones from the upper arm to the hand. But after successfully generating the rig, the new arm bones don't have the rig "wires" around them like the other limbs and body parts. I can't control their movements. What did I miss or do wrong? Thanks!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      "must be a chain of 3 bones" ... most likely you added a bone to the arm chain by accident. It happens a lot for example if you press "E" which extrudes a bone. If you then right-click to cancel the extruded bone is still there altho it's very small.
      If you don't have wires that most likely means that you didn't set a rig type. You'll learn how to do that in the next chapters :) If you insist on finishing this one I'd suggest starting over. My guess is that somewhere a long the way you made a very small mistake but because Rigify is so finiky you got errors. Give it another go :)

  • @RomboutVersluijs
    @RomboutVersluijs 4 ปีที่แล้ว

    I keep wondering about wondering about the placement of the spine. Other rig video show and state its actually better to place it more like human spine, so more towards the back. DOnt you get weird deformation now, its rotation center is at a weird spot for humanoids.

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Right. I think I was too "aggressive" in recommending this placement. It's definitely not the "correct" answer. At the end you'll have to test it with your character and see which works better. The more realistic the character the more you have to comply with real-world anatomy.

  • @dianaobozova
    @dianaobozova 3 ปีที่แล้ว

    Thanks for the video tutorials! Can you please tell me, for further export to a unity, is it better for the model to be one single mesh, or is it possible to have separate elements, for example, a sword + human mesh + hat?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Either way should work as long as the meshes are weighted to a single Armature.

  • @stephenwright4012
    @stephenwright4012 3 ปีที่แล้ว

    Hi there. Thanks for these really useful tutorials. I've been using other 3D packages for some time but decided to investigate Blender again not having used it in years. I have a query which is ... at 8.14 you highlight the spine.004 error that arises from it's bone head not being aligned to the bone tail of spine.003 and then fix it by realigning them. I did exactly the same but even after triple checking that they are perfectly aligned down to their XYZ values Rigify still reports the same error. Any ideas what could be causing this? Thank you.

    • @stephenwright4012
      @stephenwright4012 3 ปีที่แล้ว

      Found the problem. The parenting between spine003 and 004 had been undone somehow. Probably an accidental shortcut pressing on my part (finger fart!)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Cool, glad it was solved. And yeah, if you parent two separate bone chains with "connected"option then you get an error.

  • @anastera3051
    @anastera3051 2 ปีที่แล้ว

    Hello! What a very nice and helpful tutorial series! Thank you very much! But I have a problem... when I click Ctrl+P it doestn show - With automatic weights? How can I get this option visible? Version 3.0

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Most likely you've selected the rig and then the mesh. It should be the other way around: first mesh(es), then finally shift+select the rig > Ctrl +P :)

    • @anastera3051
      @anastera3051 2 ปีที่แล้ว

      @@CGDive Thank you for your answer, dear Todor.

  • @shadowprince7149
    @shadowprince7149 ปีที่แล้ว

    I have a character that's Eyeball is seperated in 2 pieces so if i get it's center and make the bone will the eye follow it ? And I was rigging a complex human model when I did the generate rig, the hair and other stuffs didn't follows the rig movement. What to do ? Do I have any complex human model rigged with hair or hat E.t.c ?
    I just need a small help there

    • @CGDive
      @CGDive  ปีที่แล้ว

      I can't give personal guidance, just don't have the time. :) I can help with the video you're watching in case something wasn't clear.
      Feel free to post your questions on our discord server
      discord.gg/j8SQCjFsXP

    • @shadowprince7149
      @shadowprince7149 ปีที่แล้ว

      @@CGDive thank you so much 💯

  • @thespicevfx5665
    @thespicevfx5665 3 ปีที่แล้ว +3

    10:38 I did exactly everything you did but it doesnt move my character... the only thing that moves when I grab is the metarig itself. and yes i applied weights and everything else.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hey, if you did exactly the same you'd get the same result... so there must be a slight difference somewhere. It could even be using another Blender version, here I think I was using 2.82. Anything I say would just be a guess. The best thing you can do is upload the file to pasteall.org/blend/ and I'll see if I can find the issue. :) Cheers.

    • @thespicevfx5665
      @thespicevfx5665 3 ปีที่แล้ว

      CGDive ok here is the model link I’m using. It would be helpful if you could try it to see if it isnt the model itself.. sketchfab.com/3d-models/iron-man-69dde1ad49e94852984e3d83928efd65

    • @thespicevfx5665
      @thespicevfx5665 3 ปีที่แล้ว

      CGDive I uploaded it. My email is okbroyouwin@gmail.com so please let me know on there

    • @daniewwerssGoodOne
      @daniewwerssGoodOne 2 ปีที่แล้ว

      @@thespicevfx5665 so what was the solution to this? I'm having the same problem on my character. It doesn't seem to allocate any weight to any vertices (it creates the vertex groups with the names of the bones though)

    • @karineouellette410
      @karineouellette410 2 ปีที่แล้ว

      hi! I'm having the same problem. I parent my character and the rig created but when I get into pose mode, only the rig moves and the character stays in the A pose. I also get the error message "bone heat weighting failed to find solution for one or more bones". I am using blender 3.1!

  • @markholley1997
    @markholley1997 3 ปีที่แล้ว +1

    I'm getting an error with this that's quite vexing:
    Generation has thrown an exception: 'PoseBone' object has no attribute 'custom_shape_translation'
    I have no idea what this means, but it's preventing me from continuing.
    Edit: Found out that it seems to be a problem with the K-Cycles build that I'm using. Installed vanilla Blender 2.93, works fine.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Cool, glad you found the cause. No idea why K-cycles will interfere but you should inform the developer of the addon/build. :)

  • @gisellemarte
    @gisellemarte 11 หลายเดือนก่อน

    after clicking generate rig. a common error i get is that it generates the rig but then the rig that generates doesnt connect to the mesh even when i apply to scale /all transforms. etc.

    • @gisellemarte
      @gisellemarte 11 หลายเดือนก่อน

      i just checked off auto run python scripts and Parent to automatic weights for the generated rig and now it works .

  • @DralucaCardMagic
    @DralucaCardMagic 3 ปีที่แล้ว

    I am working on Modelling megaman for a school project, but after i tried to parent the generated rig to the mesh with automated weights, there was an error with the bone heat weighting. Im suspecting that my mesh topology isnt optimal, does any1 have a tip on how to fix this?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      This error and question are so common that I have a copy/paste reply for it. :) It's the single most asked question on this series and it's not even related to Rigify. I will make a video about it soon.
      There are a couple of possible reasons for the error.
      1. Your mesh has problems. One thing that often helps is to select all vertices and Merge by distance. Also, check for inverted normals.
      2. Your mesh/character is too small. Automatic weights struggle with small objects. If you can make your object larger it could help. You can make it smaller again after the weights are applied.
      3. Your character is made of many different parts. Automatic weights work best with solid meshes. There is no clear solution for this case. You may have to do manual Weight Painting.

    • @DralucaCardMagic
      @DralucaCardMagic 3 ปีที่แล้ว +1

      ​@@CGDive Thank you for the fast and informative answer! :) ill try and test what helps the best!

  • @krisztianpal5975
    @krisztianpal5975 2 ปีที่แล้ว

    i have a problem with the automatic weight paint, when i apply it some parts wont get weightpainted properly for example when i move my hand in pose mode my torso also moves (which i dont want), is there a way to fix that?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      It could be that the hand was too close to the torso. You can fix it be remodeling the base position of your character. Or you can use manual weight painting.
      Also check if you have inverted normals.

    • @krisztianpal5975
      @krisztianpal5975 2 ปีที่แล้ว

      @@CGDive Thanks you helped me a bunch!

    • @krisztianpal5975
      @krisztianpal5975 2 ปีที่แล้ว

      @@CGDive turns out the problem was the inverted normals, thank you soo much you saved days of my life i never whould have known that was the problem thank you!

  • @frankmichael1317
    @frankmichael1317 3 ปีที่แล้ว

    Hi Todor, how can I combine this rig with the rigify face rig (Rigify Tutorial #09)?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Well, you could use the human meta rig which features a face.
      As for the manual way... Did you watch the whole series? If you did you should know how to add new "samples" to the rig. Just add a face, parent it to the head and you're off to a good start. I also show how to do that in the Face tutorial.

    • @frankmichael1317
      @frankmichael1317 3 ปีที่แล้ว +1

      @@CGDive Thanks!

  • @TheBadCode
    @TheBadCode ปีที่แล้ว

    How important is the enabling of "auto run python scripts"? For me Rigify seems to work even without this setting enabled.

    • @CGDive
      @CGDive  ปีที่แล้ว +2

      If you have it off then you will be prompted to run a script when you open a file containing a generated rig. Just press Run Script and it will be fine.
      These days I also keep Auto Run Python Scrupts Off.

  • @tashastaunton4944
    @tashastaunton4944 4 ปีที่แล้ว

    Is it possible to add a thumb bone to the premade rig? I tried doing it myself but it wouldn't let me generate the rig because of it, so I just have it without at the moment.

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      It's definitely possible. Can you describe the exact steps you take before you get the error? Or send me a Blend file and I'll take a look. :)

    • @tashastaunton4944
      @tashastaunton4944 4 ปีที่แล้ว +1

      @@CGDive thank you for replying so quickly! I lined up the armature with the body, then extruded the thumb bone from the hand bone, when I went to generate rig it basically said the extra bone wasn't meant to be there so wouldn't generate.

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      @@tashastaunton4944 Ah, you haven't set up a "rig type", that's why Rigify doesn't know what to do with it. Watch this video series until the end and you'll know what to do :)

    • @tashastaunton4944
      @tashastaunton4944 4 ปีที่แล้ว +1

      @@CGDive Thank you so much for your help :)

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      @@tashastaunton4944 No problem!

  • @thunderdraco
    @thunderdraco 3 ปีที่แล้ว

    what if your model has clothes? should you join all the clothes and such into one mesh?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      There is no definitive answer to this, it depends on your needs. If the whole character will be rigged with one armature (including the cloths) it's actually not that important whether you have one mesh or many. You can rig many meshes with one armature.
      You can also use cloth sim for the cloths.
      There are too many variable to give a simple answers :)

  • @ibrahimayad6732
    @ibrahimayad6732 ปีที่แล้ว

    there is an error message " bone heat weighting. failed to find a solution for one or more bones" can you please help?

    • @CGDive
      @CGDive  ปีที่แล้ว

      It's a common problem with Automatic Weights and it can have several causes. I am going to make a video about it eventually.

  • @Lilian040210
    @Lilian040210 2 ปีที่แล้ว

    When u say "intentional mistake" do u mean it is a mistake and u do it for the purpose of showing something later or because it actually has to be like that even though it looks like a mistake? I am very confused

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      It is a mistake and I do it for the purpose of showing something later :)

  • @Ace-wd6qx
    @Ace-wd6qx ปีที่แล้ว

    The breast bones were very useful to set up physics on using Spring Bones addon. I tried to recreate them for the butt, all attempts failed. just making the thigh bones spring bones makes the legs dangle and disables the FK. adding bones down there and then painting them makes the cheeks dented, probably because they're already affected by the thigh, at least that's what my beginner knowledge is telling me. Do you have any idea on how you would do this on Rigify?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      What do you mean by "dented"?
      Adding bones for the butt should work but you have to be careful with weight painting.

    • @Ace-wd6qx
      @Ace-wd6qx ปีที่แล้ว

      @@CGDive What I did was extrude some bones from the leg, put them in each cheek, kept their parent relations the same, and copied the transforms from the leg to the bones so they would move with the legs. assigning a vertex group to the bones after painting the cheeks makes the whole cheek cave inwards, like a cheek within the cheek. I think I messed up with the constraints, now that I slept on it. I'm going to try again

    • @Ace-wd6qx
      @Ace-wd6qx ปีที่แล้ว

      @@CGDive Yup that was the problem, All I had to do was Extrude some bones, parent them to the leg, and then re-do the automatic weights, set spring and done. No constraints needed.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      @@Ace-wd6qx So it worked?

    • @Ace-wd6qx
      @Ace-wd6qx ปีที่แล้ว +1

      @@CGDive Yes! The constraints and the weight painting is what tripped me up. The constraints weren't needed and just doing "With automatic weights" again with the rig and body will assign weights to the bones, and the leg won't have weights on the buttocks. Just needed to adjust the weight painting so the vertices stay smooth when the leg is lifted with the blur tool. All that's left now is making the hair move with the rig and clothing, and my first 3d project will be finally complete! Thanks for your help!

  • @muhammedbaykul3194
    @muhammedbaykul3194 2 ปีที่แล้ว

    Hello. This way is called as custom rigging? A game studio sent me a case study but I couldn't understand what custom rig is.

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Hey. I am sorry but I don't understand the question :)

    • @muhammedbaykul3194
      @muhammedbaykul3194 2 ปีที่แล้ว

      @@CGDive Hi body. An game studio sent me a case study to hire me. They wanted me to make my character tht hs a smiling face and sad face by made custom rig. I don’t know what custom rig is. Also , this studio wanted me to make my rigged character with a walking video. For information this studio says I can use 3D character that is can be used for walking and for this animation. But this is strange. If I already rigged my own character with walkşng position why I want to use another 3D character.

  • @kaletziiii6668
    @kaletziiii6668 2 ปีที่แล้ว

    Is this same thing what i see in flipped normals courses? Is this free now or do you go deeper in pay version?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      The paid one goes a lot deeper with a lot of examples and a "Manual" where I go over each feature one by one.
      The free course is roughly 15% of the whole.

    • @kaletziiii6668
      @kaletziiii6668 2 ปีที่แล้ว

      @@CGDive I saw you doing like two head character with rigify. I saw also you have tutorials for exporting animations and rigs to game engines. If I do characters like two head and use rigify like you can I still use game rig tools addon and it works?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@kaletziiii6668 Yes, GRT can be used on any rig. You have to understand what it does but we have videos about that.

  • @hydrogenina
    @hydrogenina 2 ปีที่แล้ว

    If I need to rig a character which is T-pose, will the rigify will still work?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Yep :) Just align the meta rig with it.
      A-pose or T-pose is OK. Avoid crazy poses like hands down for example.

  • @baraniraja8372
    @baraniraja8372 3 ปีที่แล้ว

    9:10 when i click generate rig. its not showing the outer rigs boxs and shapes?? and im also not getting any errors when i click generate rig. dont know what to do ?? anyone help

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      I can't say for sure, but... do you get something that looks like a copy of the Meta rig? If that's the case then I have a guess. If not, then please provide more info or upload your scene to pasteall.org/blend/ :)

    • @baraniraja8372
      @baraniraja8372 3 ปีที่แล้ว

      @@CGDive i have uploaded it pls check it.

    • @xmyheartrecords2973
      @xmyheartrecords2973 2 ปีที่แล้ว

      @@baraniraja8372 Any luck with this problem? I'm having the same issue too

  • @value_investing_indonesia
    @value_investing_indonesia 3 ปีที่แล้ว

    Uhmm do you know how to focus the object to the middle of the viewport? Sometimes when i face front or the other dirrections the object got align in the sorrta corner i guess, they did not get focus in the middle

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You can press the "del" key on the numpad. Is that what you need?

    • @value_investing_indonesia
      @value_investing_indonesia 3 ปีที่แล้ว

      @@CGDive is it focus viewer?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@value_investing_indonesia If I understand what you want then yes, it should center the selected object in your 3d view.

    • @value_investing_indonesia
      @value_investing_indonesia 3 ปีที่แล้ว +1

      @@CGDive nicee, thanks alot also do you happen to know how to make transparant image texture effect the mesh coz mine just turned black on the transparent side rather than being transparent

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@value_investing_indonesia Sorry I don't fully understand what you're after. Blender has this x-ray feature that makes your objects see-through.
      imgur.com/a/s5H7BJs

  • @poochyboi
    @poochyboi 2 ปีที่แล้ว

    after selecting automatic weights the rig still doesnt deform my character instead it just moves...why is that?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Did you get an error? Bone heat weighting error? Look at the bottom of the interface when you do automatic weights.

    • @poochyboi
      @poochyboi 2 ปีที่แล้ว +1

      @@CGDive hmm i fixed it but i dont know what i did to fix it :(

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@poochyboi 😂

  • @shiveshpanesar3842
    @shiveshpanesar3842 4 ปีที่แล้ว +1

    how to place the heel bone if the sole length is uneven

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      I'd like to see an image of the foot you're rigging but I'd say either:
      1. make it as wide as the widest part
      2. make it as wide as the average width of the foot
      Something like that. By all means experiment. Rigify is super fast so try one length, generate and test. Then adjust the length, generate and test. This way you'll find the best setup. :)

    • @shiveshpanesar3842
      @shiveshpanesar3842 4 ปีที่แล้ว

      @@CGDive its a human foot i m taking the size of the heel as reference for bone size

    • @shiveshpanesar3842
      @shiveshpanesar3842 4 ปีที่แล้ว

      @@CGDive the leg is stretching like rubber

  • @MintMart
    @MintMart 3 ปีที่แล้ว

    Under the "Rigify Buttons," It only shows "Add Sample" and there's no generate rig button

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      That means you are in Edit Mode. Pose mode and Object mode will display the Generate Rig button. This is explained in some of the videos ... maybe some of the next ones :)

    • @MintMart
      @MintMart 3 ปีที่แล้ว

      @@CGDive Thanks!

    • @MintMart
      @MintMart 3 ปีที่แล้ว

      But now the mesh won't move with the rig

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@MintMart You description of the problem is too vague, so I can't help.
      If you're on Discord, share your problem with our group with images and as much info as possible discord.gg/YFH5HUv
      You can also upload your model here and I'll take a look when I have time :)
      pasteall.org/blend/

  • @Montiko1991
    @Montiko1991 3 ปีที่แล้ว +1

    @CGDive I copied everything step by step, but unfortunately it doesn't really work for me. My character movement looks very strange :(

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hey there. I'd love to help but I don't know where to start :) If possible try to be more precise as to where the problem occurs. Maybe I didn't explain something well.
      "character movement looks very strange :(" could mean a lot of things. If you like upload the scene to pasteall.org/blend/ and I'll take a look.
      For now, all I can say is:
      1. make sure you're using an updated version of blender from www.blender.org/download/
      2. Start over. If you do everything step by step you will get the same result. Somewhere you probably did something different even if it was very small.

    • @Montiko1991
      @Montiko1991 3 ปีที่แล้ว +1

      @@CGDive
      Thanks for your quick answer

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@Montiko1991 Some of your object has wrong normals. Here is how to check for inverted normals.
      imgur.com/a/qVjIkds
      This is why you get weird deformations.
      To fix it:
      Select your character, go to Edit Mode. Select all polygons and press Shift+N.
      This will fix the normals.
      Then parent with automatic weights again and you'll be good to go :)

    • @Montiko1991
      @Montiko1991 3 ปีที่แล้ว

      ​@@CGDive 1000x thanks! Now it works fine :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@Montiko1991 Awesome!

  • @doctordestructo3360
    @doctordestructo3360 7 หลายเดือนก่อน

    11:32 - Me when I see a spider

    • @CGDive
      @CGDive  7 หลายเดือนก่อน +1

      Lol, same. Don't even want to think of cockroaches :D

  • @longpinkytoes
    @longpinkytoes 4 ปีที่แล้ว

    how to get dimensions under LRS values?

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Sorry, what are LRS values?

    • @longpinkytoes
      @longpinkytoes 4 ปีที่แล้ว

      @@CGDive LocationRotationScale
      turns out they hide them behind N now?

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      @@longpinkytoes Ah, yes you have to press N to expand the panel and then look under Item.

  • @Toonsandcoffee
    @Toonsandcoffee ปีที่แล้ว

    Can we do this for 2D animation?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      I think so but it's not my area of expertise.

  • @DanielDimov358
    @DanielDimov358 3 ปีที่แล้ว

    What if the character is neither in an A-pose nor in a T-pose? The model I'm using has the arms resting along the torso.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      That's not recommended. You'll get weird deformations when you raise the arm. Use the modeling tools to pose the character in A or T pose before rigging.

    • @DanielDimov358
      @DanielDimov358 3 ปีที่แล้ว

      @@CGDive The model is not mine. I got it from an online source.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@DanielDimov358 So? :)

    • @DanielDimov358
      @DanielDimov358 3 ปีที่แล้ว

      @@CGDive I mean the model comes in that default pose. I don't know how to change it before the rigging process.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@DanielDimov358 You should learn some modeling techniques then. You won't be able to do much in Blender without basic knowledge of modeling.
      Българини ли си?

  • @Nick-rq4gy
    @Nick-rq4gy 3 ปีที่แล้ว

    So in order to make a 3D boss for my app game, ill need:
    1. Make, and design the boss in Blender, use photos of monsters' from the internet to copy from for inspiration, then learn rigging in Blender 3D.
    2. Somehow make the boss animate, and move using Blender 3D, or Unity 3D.
    is this correct? are these the steps I must take? Is it as simple as this to do?
    thank you for making these tutorial videos, I would not have been able to make my game without them.👍👍👍👍😁😁😁🎉🎉🎉🎉🎉🎉🎉👏👏👏👏👏👏👏

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      That sounds like a good general plan. It will involve many "sub-steps" in the process so keep at it. You can join our Discord community and keep us updated and ask questions there!

    • @Nick-rq4gy
      @Nick-rq4gy 3 ปีที่แล้ว +1

      @@CGDive Ill join discord thank you🥳🎮

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@Nick-rq4gy Sounds good :)

  • @JustinTwilley
    @JustinTwilley 3 ปีที่แล้ว

    So I click generate button and absolutely nothing changes? So weird.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      I can't say for sure. Is that on the first generation or when you re-generate? Any error messages?

    • @JustinTwilley
      @JustinTwilley 3 ปีที่แล้ว

      @@CGDive well I ended up getting it to work mostly with your mesh, when using a little baby groot idk what was going on. But even with your mesh I couldn't get shoulders to move or thys only wrist ankles shins forearms and head

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@JustinTwilley hmm, if you could share any blend files I could take a look. But I can't say much based on your description of the problem.

    • @JustinTwilley
      @JustinTwilley 3 ปีที่แล้ว

      @@CGDive Hi yes my discord is twillz#3338

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@JustinTwilley I don't know how to find you based on that nickname. I am pretty new to Discord but we have a server for this youtube channel: discord.gg/YFH5HUv

  • @alishebl05
    @alishebl05 3 ปีที่แล้ว

    what to do if my model is in t pose?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      The model doesn't have to be in T--pose. Even if it is in a very stage pose you could align the metarig to that pose.

  • @pgc1606
    @pgc1606 3 ปีที่แล้ว

    I feel you do it easy but when I practice so sad.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      I am not quite sure what you mean. Is there a problem you can't solve?

    • @pgc1606
      @pgc1606 3 ปีที่แล้ว

      @@CGDive I'm ok .just felling hard because of I'm new beginner.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@pgc1606 I am glad you're ok, Yeah, when you're beginner to 3d it can be a bit overwhelming! Keep learning :))

    • @pgc1606
      @pgc1606 3 ปีที่แล้ว

      @@CGDive ok

  • @vamshivams5029
    @vamshivams5029 3 ปีที่แล้ว

    I am getting heat bone weight failed

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      This error and question are so common that I have a copy/paste reply for it. It's the single most asked question on this series and it's not even related to Rigify. I will make a video about it soon.
      There are a couple of possible reasons for the error.
      1. Your mesh has problems. One thing that often helps is to select all vertices and Merge by distance. Also, check for inverted normals.
      2. Your mesh/character is too small. Automatic weights struggle with small objects. If you can make your object larger it could help. You can make it smaller again after the weights are applied.
      3. Your character is made of many different parts. Automatic weights work best with solid meshes. There is no clear solution for this case. You may have to do manual Weight Painting.

    • @vamshivams5029
      @vamshivams5029 3 ปีที่แล้ว

      @@CGDive my mesh is made up of different parts combined into 1 obj from zbrush .i want to pose this and export back into zbrush and sculpt the character asymetrically

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@vamshivams5029 Yeah, that sounds like something that will create problems with Automatic Weights. If you like, feel free to upload the the file somewhere and I'll take a look. I may be able to suggest a solution but I can't promise anything :)

  • @younasart5838
    @younasart5838 7 หลายเดือนก่อน +1

    My character's head deforms when I move the neck

    • @CGDive
      @CGDive  7 หลายเดือนก่อน

      Learn about weight painting
      th-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html

  • @Lilian040210
    @Lilian040210 2 ปีที่แล้ว

    "bese" 😩

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      bese?

  • @spidermanissupercool
    @spidermanissupercool 3 ปีที่แล้ว

    Not sure why my heels arent rotating...

    • @spidermanissupercool
      @spidermanissupercool 3 ปีที่แล้ว

      In fact none of my rotation gizmos seem to work.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@spidermanissupercool I am not sure either. One thing that comes to mind is that you have activated the Affect only > Locations option in Pose mode (under N panel tool).
      If that's not the case you could send me the file and I'll have a look.

    • @spidermanissupercool
      @spidermanissupercool 3 ปีที่แล้ว

      @@CGDive That was it. You're amazing! Thanks so much for the tutorials. Just getting into blender and it is so much fun to make these characters wiggle their butts and all, haha.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@spidermanissupercool haha you should share those animations.

    • @spidermanissupercool
      @spidermanissupercool 3 ปีที่แล้ว

      @@CGDive ok. Here is my first, very short, 3d character animation. It's quite a bit wacky. Watch at your own risk, lol.
      th-cam.com/video/o0qHPQAt2q8/w-d-xo.html

  • @longpinkytoes
    @longpinkytoes 4 ปีที่แล้ว

    i find your voice easy to listen to, and your accent is easy to understand
    but for some reason half the time you say 'meta-rig' i hear 'metric' instead

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Haha, yes the auto-generated subtitles also catch it as "metric". Sorry about that :) I'll work on the pronunciation but I am afraid everything until chapter 7 is already recorded.

    • @longpinkytoes
      @longpinkytoes 4 ปีที่แล้ว

      @@CGDive i never meant it as a criticism tho... my brain is just doing that finding-faces-in-clouds
      or hearing-voices-in-the-shower over-recognition thing with the word 'meta-rig' (i think)

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      That's useful tho. With my accent I tend to "darken" the end of words. So "rig" becomes "Rick" LOL
      I'll keep it in mind.

  • @US-vy8up
    @US-vy8up 2 ปีที่แล้ว

    t u

  • @onx99
    @onx99 4 ปีที่แล้ว

    Stop making mistakes. I didnt look for a tutorial to learn mistakes.

    • @CGDive
      @CGDive  4 ปีที่แล้ว +5

      I don't see any smilies so I assume you were seriously annoyed by the "mistakes" :)
      These are not so much mistakes as they are quirks in Rigify. My goal is to let you experience the error AND the solution. IMHO, if I just mentioned the problem it won't remain in people's minds as strongly.
      But I'll think about it. Some tutorial makers suggest to show a smooth process and then demonstrate mistakes and problems at the end. That way you have the best of both worlds.

    • @SiggiSuffkopp
      @SiggiSuffkopp 3 ปีที่แล้ว

      @@CGDive
      Murphy's law: "Anything that can go wrong will go wrong." And that's why a tutorial that doesn't cover common mistakes is not a real tutorial! I've started rigging in Blender a few days ago and after watching tons of useless tutorials on TH-cam without any background knowledge, I finally came across your series that covers the whole process of rigging. And as you mentioned yourself in your intro that you had difficulties and made mistakes while rigging the dragon for your client, it's exactly those mistakes that made you an advanced Blender user. Therefore, it is only logical and absolutely right to address some these mistakes in a tutorial. That's the right attitude, keep up the good work!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@SiggiSuffkopp Glad you feel that way. You can't please everyone, of course. :P
      Most people seem to feel like you so I am generally keeping this approach to making my videos.
      Thanks for your input!

  • @BrujeriasdePapel
    @BrujeriasdePapel 5 หลายเดือนก่อน

    Thanks!

    • @CGDive
      @CGDive  5 หลายเดือนก่อน +1

      Thank you very much!

    • @BrujeriasdePapel
      @BrujeriasdePapel 5 หลายเดือนก่อน

      @@CGDive I have little PROBLEMS in the parent, about loop error. But your video is amazing, thanks for your work