🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com Get AniMate pro Rig GUI addon : blendermarket.com/products/rig-ui & nda.gumroad.com/l/rig-ui ❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
Having custom properties from a different bones at one pannel at the same time is already a big deal. Addon sold for me from this point XD. Thanks for the great tips always!
One of the biggest issue with Blender 4.0 is finally addressed, albeit by a talented addon creator. This also looks more powerful than the old RigUI because you can manually order priority, have groups, and give them icons. Thanks for keeping up with this topic and letting us know, Pierrick!
Thanks for the kind words, glad you like it. You can as well add custom properties to the panel and soon you will be able to control other elements like visibility of modifiers of external meshes connected to your rig, allowing things like turn on or off a Mask modifier to mask the arms or legs of your character. I have a big roadmap already and would love to hear more ideas to make this addon even more complete.
Great introduction to the addon, will definitely be picking it up. Super useful! Regarding exporting the UI to script, what features are lost? Will the user still have access to custom properties in collapsible panels for example? :) I would be really interested to see how it would look for a user just running the script!
Righ now is a very basic implementation but I plan on expanding it to cover more features. If there is intererst from riggers I may create an author version of the addon to export almost all the features with the export so the rigs can be sold or shared with almost full functionality, similar to how Rigify does.
@@notthatnda I see, thank you! I would definitely be intersted in a version of this sort to provide rigs with ease of use-UI's to my students. Will keep my eyes on this tool!
Thank you so much!!! I was so sad that bone manager addon was not supported in blender 4.0. This seems like a must buy addon. I really hope the course is updated for the new rig ui addon soon. Also happy early xmas and new year😊 EDIT: Dammit i forgot a few questions. I was wondering if there is a way to say, if you have clothing or accessories or anything you have attached to your rig. Can you hide and add to the rig ui? Two, can you export your rig to game engines or just export a python script for further tweaking?
Apologies I did not respond to the second question: Right now you can only export a very basic replica of the UI as a script to share with people that do not have the addon. It doesnt export with anything else than bone layer management panel, but I am planning to expand on it once the addon is feature complete and all of the rest core features are implemented. I expect the new features to come through Q1 and the export feature to be complete by around then. I may create a more advanced version of the addon for people interested in exporting a more advanced version of the UI that replicates most addon functionalities (minus the setup and configuration) so authors can sell rigs with UIs that are rich and feature comparable to the addon's native capabilities.
Hi, Hope you're well, I have one question about Alive animation course. Usually, animation courses start with bouncing ball and walk cycle, but this course start with bouncing ball and squirrel animation. Is there any reason behind that? Because you started run cycle and then walk cycle. So am just curious. Am looking forward to your reply. Thank you!
Hi Pierrick! I have more of a personal question, because I might have to be in a position you've been before: I'm an art & anim director for a small indie game studio I've started for about 2y now, and we've used Blender so far as our main DCC (instead of Maya). I think you've been in a similar position for Atypique studio: looking back on it, with a lot more experience, what would you recommend me to do (since it's still early enough to make big pipeline changes)? Should we move to Maya for rigging, animation and modeling in general? Or is blender reliable enough to keep continuing on it? Thanks for reading this! 🙌🏻❤️ (Love your courses)
Hi Bogdand, I can't give you a perfect answer, it depends on your studio and the pipeline you're trying to build. I work in a new studio; AAA, and I4m using Blender only, some others use it too and some uses Maya. Our pipeline is not Maya centric, so it works for us. I believe Blender has everything needed. Now it's up to your tech team, have they developped specific tools, if so, for which software.
@@PierrickPicaut_P2DESIGNthank you so much for answering! We'll probably continue building the pipeline around Blender, but I'll get some Maya knowledge too, to create rigs in there as well (if we get an animator that is very good but only uses Maya). In the meantime, I'm looking forward to your new course 🙌🏻
Hi @cgdtb there is already the possibility to add these in two ways. Through the dedicated rigify panel of the addon, or adding the dedicated custom property throught the dedicated custom properties section of the addon. For both these features you need the pro version.
Hi Pierrick Thinking about getting your rigging course for Blender soon, but I would like to know if you are going to update it for Blender 4.0 (or maybe 4.1 with the new bone collenction's hierarchy)?
Have you, or do you plan to update your courses that use the "old" bone collections addon? It may confuse new blender users that are starting with Blender 4 to see one thing on their screen and have you tech something different.
Hello Pierrick, I would like to ask you, do you have 2 or 3 animation books you would suggest to learn the fundamental of posing and animation? Merci et bon courage pour la prochaine vidéo !
Greetings Pierrick, excellent addon, I already acquired it because it is the future of blender.... dare to make a rig where you can observe the implementation process of this addon... it would be of great help. Successes and blessings.... excellent channel and trainer. Merry Christmas and happy new year 2024. blessings to you and your entire family. Thank you 🙏
Is it possible to assign shortcut /keymap for selection bookmark/collection? Then I do not need to call the UI and Click the button, a step faster ,keeping the animation flow state
You can do it with Rig UI! Since IK/FK snapping is something that is driven by a property you can expose it on the custom properties if it exists in the rig, or create a new property to toggle it, and key it from the panel itself!
@@notthatndaI believe they might be referring to IK/FK Matching, not merely switching. The version of Bone Layer Manager I use has the ability to match position/orientation between IK/FK when it switches. Super useful.
Really?! Can you let me know what version of the addon you use to do that? Because I have the latest version and used it quite a lot and never saw that? Are you sure it's a bone manager feature?
Hi Pierrick, do you have any tips on how to study/analyze a rig? I really like the Trident rig from alive course I want to study that rig. Thank you :)
Well, just focus on each part of the rig. Check the relations between bones and the constraint used. Just go through it basicaly. There is not that much to say
i can't find anymore the basic presets of Human skeletons already made like it was in 3.6 anybody can tell me how to add it? i think were extra armors.
Hello. If you could create a modeule to export these amazing Contro Rigs to Unreal Engine I will buy your addon. I don't kne owy for now any addon can export their Control Rigs to UE5. Maya can do it and it's amazing but I'm not a Maya user. Best regards. Jose.
🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com
Get AniMate pro Rig GUI addon : blendermarket.com/products/rig-ui & nda.gumroad.com/l/rig-ui
❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
Will you have another sale before the end of the year? Sadly I missed the last one but I really want to do your rigging and animation courses :)
Excuse me, may I ask what is the music in the background ? I really like it ahah
Having custom properties from a different bones at one pannel at the same time is already a big deal. Addon sold for me from this point XD. Thanks for the great tips always!
One of the biggest issue with Blender 4.0 is finally addressed, albeit by a talented addon creator. This also looks more powerful than the old RigUI because you can manually order priority, have groups, and give them icons. Thanks for keeping up with this topic and letting us know, Pierrick!
yeah, it's quite deeper and have some really really cool features
Thanks for the kind words, glad you like it. You can as well add custom properties to the panel and soon you will be able to control other elements like visibility of modifiers of external meshes connected to your rig, allowing things like turn on or off a Mask modifier to mask the arms or legs of your character. I have a big roadmap already and would love to hear more ideas to make this addon even more complete.
@@notthatnda You need help?
You are an incredible artist. Period. Learned a bit from your tuts.
Are you going to include these videos or update, at least some parts, of your animation courses?
I found this plugin in the Blender market a few days ago, it's really great。
Once Blender 4 LTS is released, I'm going to have a lot of fun with this, thanks and Merry Christmas.
This is awesome!!! Thanks for sharing this - definitely gonna be useful for some of my future rigs :)
once again thanks for updating us Pierrick we love you
Fantastique addon! Merci Pierrick!
Thanks, brother!
Great introduction to the addon, will definitely be picking it up. Super useful! Regarding exporting the UI to script, what features are lost? Will the user still have access to custom properties in collapsible panels for example? :) I would be really interested to see how it would look for a user just running the script!
Righ now is a very basic implementation but I plan on expanding it to cover more features. If there is intererst from riggers I may create an author version of the addon to export almost all the features with the export so the rigs can be sold or shared with almost full functionality, similar to how Rigify does.
@@notthatnda I see, thank you! I would definitely be intersted in a version of this sort to provide rigs with ease of use-UI's to my students. Will keep my eyes on this tool!
Bought it during black friday. It def is a lot better than Bone Manager but kinda confusing to use at first. Thanks for this vdo, man.
Thank you so much!!! I was so sad that bone manager addon was not supported in blender 4.0. This seems like a must buy addon. I really hope the course is updated for the new rig ui addon soon. Also happy early xmas and new year😊
EDIT: Dammit i forgot a few questions. I was wondering if there is a way to say, if you have clothing or accessories or anything you have attached to your rig. Can you hide and add to the rig ui?
Two, can you export your rig to game engines or just export a python script for further tweaking?
Apologies I did not respond to the second question:
Right now you can only export a very basic replica of the UI as a script to share with people that do not have the addon. It doesnt export with anything else than bone layer management panel, but I am planning to expand on it once the addon is feature complete and all of the rest core features are implemented. I expect the new features to come through Q1 and the export feature to be complete by around then. I may create a more advanced version of the addon for people interested in exporting a more advanced version of the UI that replicates most addon functionalities (minus the setup and configuration) so authors can sell rigs with UIs that are rich and feature comparable to the addon's native capabilities.
Thank you Pierrick! I tried getting used to using the new native bone collection system to animate but you cannot beat a good RigUI.
Wow this is great! Thanks for sharing😊
Hi,
Hope you're well,
I have one question about Alive animation course. Usually, animation courses start with bouncing ball and walk cycle, but this course start with bouncing ball and squirrel animation. Is there any reason behind that? Because you started run cycle and then walk cycle. So am just curious. Am looking forward to your reply. Thank you!
Hi Pierrick! I have more of a personal question, because I might have to be in a position you've been before: I'm an art & anim director for a small indie game studio I've started for about 2y now, and we've used Blender so far as our main DCC (instead of Maya). I think you've been in a similar position for Atypique studio: looking back on it, with a lot more experience, what would you recommend me to do (since it's still early enough to make big pipeline changes)? Should we move to Maya for rigging, animation and modeling in general? Or is blender reliable enough to keep continuing on it? Thanks for reading this! 🙌🏻❤️ (Love your courses)
Hi Bogdand, I can't give you a perfect answer, it depends on your studio and the pipeline you're trying to build.
I work in a new studio; AAA, and I4m using Blender only, some others use it too and some uses Maya.
Our pipeline is not Maya centric, so it works for us.
I believe Blender has everything needed. Now it's up to your tech team, have they developped specific tools, if so, for which software.
@@PierrickPicaut_P2DESIGNthank you so much for answering! We'll probably continue building the pipeline around Blender, but I'll get some Maya knowledge too, to create rigs in there as well (if we get an animator that is very good but only uses Maya).
In the meantime, I'm looking forward to your new course 🙌🏻
hey can you do a tutorial on how to transfer blender character, rig and animation to unreal
Consider adding the ik->fk magnet switch (and vice versa) which is available in the items panel of rigify rig. Thanks for making such a great addon.
Hi @cgdtb there is already the possibility to add these in two ways. Through the dedicated rigify panel of the addon, or adding the dedicated custom property throught the dedicated custom properties section of the addon. For both these features you need the pro version.
😮
Hi Pierrick
Thinking about getting your rigging course for Blender soon, but I would like to know if you are going to update it for Blender 4.0 (or maybe 4.1 with the new bone collenction's hierarchy)?
What is the keystrokes app you use in the screen left?
RIP Bone Manager
Sad that Bone Manager is gone, it was such an amazing addon. I hope Rig UI helps you with your rigging and animation.
Is that robot model available anywhere?
Not yet... Will be a free rig soon
Have you, or do you plan to update your courses that use the "old" bone collections addon? It may confuse new blender users that are starting with Blender 4 to see one thing on their screen and have you tech something different.
I can’t, I would need to re-record everything.
It’s a year of work
Hello, I was just wondering if you’re going to update your rigging course for 4.0?
No update schedulled.... I would need to entirely re-record the course...
@@PierrickPicaut_P2DESIGN got it! Excited to see any update id easily rebuy it
@@storytellingtv9188 😉
Hello Pierrick, I would like to ask you, do you have 2 or 3 animation books you would suggest to learn the fundamental of posing and animation?
Merci et bon courage pour la prochaine vidéo !
when hard surface course will be online?:(
No hard surface course to come....
i mean robots course sorry@@PierrickPicaut_P2DESIGN
Greetings Pierrick, excellent addon, I already acquired it because it is the future of blender.... dare to make a rig where you can observe the implementation process of this addon... it would be of great help. Successes and blessings.... excellent channel and trainer. Merry Christmas and happy new year 2024. blessings to you and your entire family. Thank you 🙏
Is it possible to assign shortcut /keymap for selection bookmark/collection?
Then I do not need to call the UI and Click the button, a step faster ,keeping the animation flow state
It's only missing FK/IK snapping and it would be a perfect addon!
You can do it with Rig UI!
Since IK/FK snapping is something that is driven by a property you can expose it on the custom properties if it exists in the rig, or create a new property to toggle it, and key it from the panel itself!
@@notthatndaI believe they might be referring to IK/FK Matching, not merely switching. The version of Bone Layer Manager I use has the ability to match position/orientation between IK/FK when it switches. Super useful.
Really?! Can you let me know what version of the addon you use to do that?
Because I have the latest version and used it quite a lot and never saw that?
Are you sure it's a bone manager feature?
Hi Pierrick, do you have any tips on how to study/analyze a rig? I really like the Trident rig from alive course I want to study that rig. Thank you :)
Well, just focus on each part of the rig. Check the relations between bones and the constraint used.
Just go through it basicaly. There is not that much to say
@@PierrickPicaut_P2DESIGN thanks...
Can you make acourse about auto rig pro
it doesn't seem like you can use the free version of this addon to make UI of custom properties, is there another free addon that can do this in 4.0?
Do you have that robot model file? I'd like to see how you modeled it separately. I'm sorry, but can you show me the model file?
i can't find anymore the basic presets of Human skeletons already made like it was in 3.6 anybody can tell me how to add it? i think were extra armors.
You need to enable the rigify addon for them to appear.
nice
How can i export rig to unity ?
nice accent dude
I'm used to listening courses in english, but this time sorry my "compatriote", c'est super fatiguant. Pourtant ça a l'air très bien.
🤷♂🤷♂
Pierrick el mejor
Hello. If you could create a modeule to export these amazing Contro Rigs to Unreal Engine I will buy your addon. I don't kne owy for now any addon can export their Control Rigs to UE5. Maya can do it and it's amazing but I'm not a Maya user.
Best regards.
Jose.