Auto-Rig Pro: Custom rigs from Scratch

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  • เผยแพร่เมื่อ 13 มิ.ย. 2024
  • ❖Get Auto-Rig Pro
    blendermarket.com/products/au...
    In this video, you'll learn how to create custom Auto-Rig Pro rigs starting from an "Empty" rig.
    -------------------------------------------------------------------------------------
    ❖Get all CGDive courses for just $5.99 per month!❖
    academy.cgdive.com/courses
    Note: This is like Patreon but much better :)
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    ❖Rig Anything With Rigify (coupon code "cgdive" = 20% off)
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    Alive! Animation course in Blender
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    ❖The art of effective rigging in Blender (coupon code "cgdive" = 10% off))
    www.p2design-academy.com/p/th...
    ❖Hard Surface Rigging In Blender
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    ❖RBF Drivers
    gumroad.com/a/348001395/XzWpB
    ❖Bonera
    gumroad.com/a/99062899/oXuxm
    0:00 Auto-Rig Pro "Empty" rig basics
    2:12 Sart: Empty armature
    2:48 Rig definition
    4:32 Adding & Deleting bones
    6:00 Other settings
    7:26 Adding "Limbs"
    17:15 Quick Example Humanoid
    18:46 Quick Example Spider
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ความคิดเห็น • 139

  • @kritzstudio
    @kritzstudio 4 หลายเดือนก่อน +9

    I want to highlight the immense work you've done in this video series. You are truly helping countless people, and the fact that you do it for free is truly impressive. The quantity of videos alone could form a paid course. Thank you so much; I am more than grateful for your time and the thoroughness with which you explain each item. I genuinely appreciate your time and the knowledge you share.

    • @CGDive
      @CGDive  4 หลายเดือนก่อน +1

      I am glad you enjoyed the series. I am not done yet :)
      And no worries, many people buy Auto-Rig Pro through my affiliate link thanks to these tutorials so overall it has earned me enough :)

  • @kittymcmeowski5979
    @kittymcmeowski5979 10 หลายเดือนก่อน

    I just want to say that I really love your channel. You explain everything so well. There's not much on rigging, but you're so good.

  • @marinanakagawa865
    @marinanakagawa865 10 หลายเดือนก่อน

    Another AWESOME tutorial and I have been waiting for this one! Thank you SO MUCH😆

  • @reggieisnotadog4841
    @reggieisnotadog4841 7 หลายเดือนก่อน

    Thanks so much for this series. It's been so incredibly helpful. ARP is on the cusp of being completely intuitive, but these have just made it so easy to use. Totally transformed how I rig.

  • @XxRokuChangxX
    @XxRokuChangxX 9 หลายเดือนก่อน

    This tutorial is exactly what I need! To understand those settings and what they do

  • @stumblianim638
    @stumblianim638 10 หลายเดือนก่อน +1

    Your incredible assistance has enabled me to achieve mastery in rigging. What once seemed challenging has now become easily manageable, even when dealing with intricate problems. I am deeply grateful for your guidance and support, dear teacher. ❤

  • @valleybrook
    @valleybrook 4 หลายเดือนก่อน +1

    Amazing tutorial on how versatile ARP is, big thanks!

  • @ericcurrier50
    @ericcurrier50 11 หลายเดือนก่อน +1

    The fact i was thinking about using the manual riggnig set up in ARP and you make a tutorial on how to use it is incredible. I'm a junior 3d character modeler, and do some mocap from time to time. so tutorials are an insane life saver for making really solid rigs! thanks so much!

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      My pleasure!

  • @nnsfaka2292
    @nnsfaka2292 11 หลายเดือนก่อน +3

    I'm really happy with the ARP series.
    Thank you.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      glad you like it!

  • @apollo12002
    @apollo12002 11 หลายเดือนก่อน

    Greate Video, Couldn't quite work out how to use Auto Rig pro for custom rigs, this really helped - thanks

  • @eyeeye1803
    @eyeeye1803 6 หลายเดือนก่อน

    I can't believe you give this knowledge out for free! 🙏 Канала ти е страхотен, продължавай да ни bless-ваш със знания!

    • @CGDive
      @CGDive  6 หลายเดือนก่อน

      Здравей и благодаря за коментара. Радвам се, че ти харсва :)

  • @Daposun
    @Daposun 11 หลายเดือนก่อน

    Fantastic! SUPER helpful

  • @evesattler1570
    @evesattler1570 10 หลายเดือนก่อน +4

    Nice! I would also be very interested in a tutorial on how to do custom rigs not from scratch, but doing a custom rig by modifying the standard ARP rig template, for example to add drivers or make some tweaks to the setup (e.g. more torso bones) that you can use every time by calling up the customized template

  • @sottozen
    @sottozen 11 หลายเดือนก่อน

    So much useful information here! Thank you so much for this!

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      So glad! Keep rocking!

  • @jallwastefulart
    @jallwastefulart 11 หลายเดือนก่อน +3

    thanks for your very informative tutorial video, when i stuck on auto rig pro, your video does cover my problem. thank you so much.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      Great to hear!

  • @danielgray4239
    @danielgray4239 11 หลายเดือนก่อน

    Brilliant video, thank you for helping.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      No worries!

  • @konraddobson
    @konraddobson 5 หลายเดือนก่อน

    Thanks for those examples at the end!

    • @CGDive
      @CGDive  5 หลายเดือนก่อน

      Glad it was helpful!

  • @donta42
    @donta42 4 หลายเดือนก่อน

    THANK YOU FOR THIS TUTORIAL!

  • @KittehBit
    @KittehBit 11 หลายเดือนก่อน

    Great tutorial as always, thx! :3

  • @syntax_error6882
    @syntax_error6882 11 หลายเดือนก่อน

    thanks cg, very good and usefull video !!

  • @maleeshamevan
    @maleeshamevan 11 หลายเดือนก่อน

    Thankyou somuch. You are contributing so much for society.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      So nice of you

  • @9b8ll
    @9b8ll 11 หลายเดือนก่อน

    Thank you so much. 😊 I also tried this with the bonera addon. It surprisingly worked, with some work arounds by custom bone to the arp reference layer. What's odd is that there is a breast rig but not a glute rig.

  • @d-1379
    @d-1379 11 หลายเดือนก่อน

    best blender rigging videos at all youtube

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Thanks!

  • @WesleyOverdijk
    @WesleyOverdijk 2 หลายเดือนก่อน

    I learned a lot from this. I went from 0 to moving my monstrosity around in 1 video. Now all I have to do is figure out weight painting, what each control does and how to animate something. Thanks for making this video! :)

    • @CGDive
      @CGDive  2 หลายเดือนก่อน +1

      Regarding weight paint here is a general playlist
      th-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
      And you can watch more of my Auto-Rig Pro videos to find out the specifics when using ARP.

    • @WesleyOverdijk
      @WesleyOverdijk 2 หลายเดือนก่อน

      @@CGDive oh dang 😄 subbed

    • @CGDive
      @CGDive  2 หลายเดือนก่อน

      @@WesleyOverdijk ha, cheers!

    • @CGDive
      @CGDive  2 หลายเดือนก่อน

      @@WesleyOverdijk Ha, welcome to squad :)

  • @DanielMeurer
    @DanielMeurer 3 หลายเดือนก่อน

    Amazing! Thanks

    • @CGDive
      @CGDive  3 หลายเดือนก่อน

      Thank you too!

  • @Tertion
    @Tertion 11 หลายเดือนก่อน

    Niiice...I was hoping you would do that tutorial (custom rig in ARP) !!

  • @life2030
    @life2030 10 หลายเดือนก่อน +1

    A concern to use this addon:
    At 18:27 , imagine that after binding the whole body, you spend a lot of time to do manually painting to modify the weight on the mesh, in order to get a perfect deformation. And after that, you realize that you forget to bind the tail. If you add the tail bone and click "Skin" ---> "Bind" again, then all your previously painting on the weight will be overwritten, so that you have to do all manually painting and modification again. That is a BIG MINUS to use this addon.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      I'm not sure why you would bind again. Also the addon has features to only modify selected verts and only based on selected bones. So you probably just have to learn the addon some more 🙂

    • @life2030
      @life2030 10 หลายเดือนก่อน +1

      ​@@CGDive The reason why bind again is in your tutorial you click "Bind" again at 18:38 . I did not find any other way to solve this problem. If you know, please let me know. Thank you! 🙂
      On TH-cam, there are not many tutorials to explore the advanced features about this addon. Most TH-cam tutorials just talk about the basic features. Without clear demonstration, I find this addon is hard to use.

  • @nv7287
    @nv7287 10 หลายเดือนก่อน

    What would be handy is a way to delete bones we don't want from rigs some kind of picker that lets us edit rigs such as crab rig. anyway love this plugin (but there is a lot I need to learn to get it to work perfectly)

  • @gunderalex
    @gunderalex 11 หลายเดือนก่อน

    A video on Importing and Exporting rigs between files would be great! I can't figure out how to get it to work at all.

  • @user-bn2sx5su9j
    @user-bn2sx5su9j 11 หลายเดือนก่อน

    It so helpful, your explanation the best! Thank you man!
    It is possible to add a constraint between bones in auto rig armature? Especially for Additional limbs, when i use it for clothes for example and i want that leg movement affect to clothes.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      It should be possible, yes.

  • @igor-ld8qm
    @igor-ld8qm 11 หลายเดือนก่อน

    Thank you for the video! Would love to know how to edit these preset limbs and save them as custom ones! What i'm trying to do now is edit the leg limb so it has a knee bone for better deformation and then save that editted leg limb as a new custom one. The custom bone stuff still has me a bit confuzzled

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      You should ask the addon developer about that to get the most accurate information.
      What I can say:
      Next to the add limb button there is a drop-down menu which allows you to "save selected bones as custom limb". I don't have any experience with it tho and I am not sure how it works exactly. I may try to get into in the future... from reading the manual I believe it doesn't create limbs with Reference bones like the default ones offered by the addon.
      But anyhow, play with it, see what you get :)

  • @kkletsplay_
    @kkletsplay_ 8 หลายเดือนก่อน

    what type of bone would you recommend to use for hair like front medium length bangs?

  • @FlamingFoxProd
    @FlamingFoxProd หลายเดือนก่อน

    if you'd be willing to help I have a problem regarding the limbs - that being that I can't use the arm/leg setup built into ARP. I'm trying to make a more cartoony rig with bendy limbs - the way I'd usually do this is have three arm bones, one for the upper arm and one for the forearm, connected in a usual two-bone arm setup, and then a third that controls the bend of the elbow. Because for some reason the geniuses behind ARP decided you are forced to have a twist bone no matter what, despite the fact that I *don't need it,* I can't actually figure out a way to do this setup using ARP, and I don't know if I should do it manually or if that might mess things up.

  • @f1oralfury
    @f1oralfury 4 หลายเดือนก่อน

    Thank you so much for your tutorials. I'm so happy that I found your channel. But what should I do if my character has 6 fingers on his hand? As I understood from settings, you can only decrease the amount of fingers

    • @CGDive
      @CGDive  4 หลายเดือนก่อน

      Yeah, Auto-Rig Pro only offers up to 5 fingers. For more I guess you could add fully custom finger rigs and parent them to the hand...

  • @Leatherface654
    @Leatherface654 5 หลายเดือนก่อน

    Does it rig symmetry?
    Been looking for a "Rigger" that the symmetry (X) works on! I only seen that mixamo works BUT the UV is messed up after the export!

  • @user-wp2dv7yi4o
    @user-wp2dv7yi4o 11 หลายเดือนก่อน

    Excellent video series. Could you please make an addition to this series to demonstrate how to use ARP to rig a mechanical creature like a quadruped robot dog for example (where most of the bones would be aligned with the world axis and not like they would be for an organic creature)? I'd like to know if ARP can be used to rig hard surface models that don't have any deformation and are comprised of multiple rigid (hundreds) parts. I've been trying to do it by parenting the mesh parts manually to bones using the Parent to Bone command, but after executing the Match to Rig command, the control rig is not moving the parented meshes (in this example, I've created the legs using the Chain: Spline IK and not the Legs limb default type because I wanted the legs bones to be straight and not have to manually adjust/rotate them, because the leg limb type has some rotations and also I didn't want toes or heel or bank bones). I'm wondering if this has to do with bypassing the skinning step using ARP binding tools (and manually parenting meshes to bones using the Parent to Bone command). Any information on this subject would be greatly appreciated. Thank you!

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      In general, rigging mechanical models is not a staple of Auto-Rig Pro. It may be possible but there are a lot of limitations.

  • @ThunderaRafa433
    @ThunderaRafa433 หลายเดือนก่อน

    Hey there to rig a worm? I need to use spine? tail? thanks

  • @ganzalez89
    @ganzalez89 11 หลายเดือนก่อน

    Been using rigify my whole life, until recently they did something to rigify in the newest versions of blender, it ruined my whole game rigs. I tried ARP, and it's really amazing. It exports my characters almost flawlessly. All my animations and even shapekeys are properly working and animated. Don't think I'll ever go back to rigify. The only good side of rigify right now is it's free status.

  • @TechButler
    @TechButler 11 หลายเดือนก่อน

    I bought this and it's neat and can be very useful. I was trying to rig a scorpion, but once I applied the Match to Rig, it added a biped in addition to the multiped rig. I think that's a bug (no pun intended).

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      haha yeah, it sounds like a bug. Please contact the addon dev on Blender Market regarding bugs. I am only a tut maker :)

    • @TechButler
      @TechButler 11 หลายเดือนก่อน

      @@CGDive I think I got it to work. I believe when I tried before I must have flipped from multiped to biped while inserting a limb. I redid it ensuring I had only multiped selected and now it appears to be set up for the most part. I can't get it set up where the outer pincer simply moves with the arm, but the inner pincer can be opened or closed. I have tried various limb types, but cannot get it to work, especially with controllers.

  • @mixchief
    @mixchief 11 หลายเดือนก่อน

    @CGDive 5:27 Does Disable delete the whole bone branch. Can't you delete just that middle bone and retain the rest?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Yes, it deletes the whole "Limb" and you cannot delete in the middle.

  • @ConchStreetStories
    @ConchStreetStories 11 หลายเดือนก่อน

    Can i combine autorig with rigify somehow.. im more intresting to use rigify stairs plugin with the autorig rig.. is it possible?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      Not sure about that.

  • @weddingstories6683
    @weddingstories6683 11 หลายเดือนก่อน

    Thank you so much for b3d rigging videos 🙏🙂 Brooooo please make a tutorials on how to rig mech and robot 🤖

  • @hotsauce7124
    @hotsauce7124 6 หลายเดือนก่อน

    I see, does AutoRig Pro export Morph targets attached to the bones for UE5? If you extend a bone in UE5, will the Morph target work?

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      Morph targets are not attached to bones. Maybe you mean driven shapekeys where the bone is the driver. This should be exported. The driver itself is not exported but both bone movement and shapekey animation will be baked so they will look the same in Blender and UE.

  • @michelangelop.266
    @michelangelop.266 2 หลายเดือนก่อน

    fantastic tutorial, but I have a problem if I move the general control the legs stay in the same position

    • @CGDive
      @CGDive  2 หลายเดือนก่อน

      Did you bind the character to the armature? If you did, watch out for little warning/error that pops up in the bottom the interface.

  • @chimingito
    @chimingito 11 หลายเดือนก่อน

    is it possible to do completly custom rigging like in riggify with the raw copy rig type?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      yes, it is. You can just add these custom rigs to your generated rig. Just don't add any bones to the layer which holds the Reference bones.

  • @AirmanCS
    @AirmanCS 2 หลายเดือนก่อน

    Was wondering how you would add a shape for a custom bone. I have a very simple bird and I'm adding 2 bones for the beak following documentation, I just click match to rig, edit mode and add the bones, but if I go back to edit reference bones, when I click on "match to rig" again, the bones just disappear.
    If I´m on "edit reference bones" I have to add them after I click the match to rig (with add limb, under my custom bones) and manually add a shape, is it a way that once the bones are there I click match to rig and just uses a custom shape for them? Thanks

  • @ultraindigo
    @ultraindigo 11 หลายเดือนก่อน

    Hi there! Is there any way to quickly add the lip bones from the head limb to other parts of the body and parent them to the spine bones? I have a character with mouth like orifices, with no teeth or tongue, around their torso and I want the fine control that shapekeys do not offer while also avoiding the problem of having multiple head rigs (with everything but the mouth disabled) floating in the middle of my setup. Cluttering things up and creating a weight painting hell.
    I have tried adding custom bones and parenting them to the control bones (first layer) but they do not generate any controller shapes for easy manipulation.
    Thanks in advance.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      I don't think that's an intended workflow so if you want to hack it, you are on your own :)

    • @ultraindigo
      @ultraindigo 11 หลายเดือนก่อน

      @@CGDive Darn, thanks anyways.
      I just tried the hacky method I mentioned and it works surprisingly well but it generates a superfluous controls and deformation bones I will have to remove weight influence from and hide.

  • @SUPER_RABISCADO
    @SUPER_RABISCADO 7 หลายเดือนก่อน +1

    👏🥲...Great

  • @metehansirin
    @metehansirin 10 หลายเดือนก่อน

    Hello, I'm switching from a concept artist to a 3D artist (mobile gaming industry). Since you are an expert both rigify and auto rig pro, which one do you recommend for beginner 3D character artists to use? Thanks for reading my question.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      I recommend that you try Rigify first because it's free and it's great. But if you can't get the hang of it, you could try ARP because it is more user friendly.

    • @metehansirin
      @metehansirin 10 หลายเดือนก่อน

      @@CGDive Thank you for your advice, I will keep that in mind👌

  • @kittymcmeowski5979
    @kittymcmeowski5979 8 หลายเดือนก่อน

    Hey, Todor! I have a question. I have a character that wears high heels. I can probably disable the toes, right? Also, the three foot bank bones should be next to the bottom of the shoe heel or her actual heel of her foot?
    Also, if a character has a big belly, which bone is the best to add to avoid nasty deformations? I wanted to add an extra breast, but it looks like you can only have one breast bone. Thank you.

  • @kodiakbluefox6643
    @kodiakbluefox6643 8 หลายเดือนก่อน

    Your content is unique and extremely helpful! Especially the ones with Auto-Rig-Pro are very good and useful, as it is simply an add-on that is only made available to you, but you don't immediately know how to use it. And I don't want to experiment too much, either. That's why your TH-cam channel is extremely important, helpful, and good! Please keep going. Auto-Rig-Pro is not an easy addon to learn. With your help, it's less frustrating. I still have one question. Have you already produced a video on Auto-Rig-Pro in which you cover the topic of how to manually weight paint undesirable or incorrect areas? Often there are places that are not deformed the way I want. Or is there something else? Also, is it possible to just leave you a small tribute via Paypal or something for your help?

    • @CGDive
      @CGDive  8 หลายเดือนก่อน +1

      Hi.
      I did weight painting in several of the Auto-Rig Pro videos. I am sure there was weight painting in the human rigging video... and in most of the other ones actually. Here is the full playlist, check out the human video first
      academy.cgdive.com/courses/auto-rig-pro-rigging-course
      Also I have a whole playlist about weight painting
      th-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
      As for supporitng me (thank you very much!), you can "buy" this course from the link below. While most of the videos are the same, you will get some unreleased content. Also you will get early access to new videos in the future. :)
      academy.cgdive.com/courses/auto-rig-pro-rigging-course

  • @N4RK30
    @N4RK30 9 หลายเดือนก่อน

    I have a character with a mustache that i would like some extra controls for, how would i do that? extra controls similar to the lips would be the best, but there is no option to duplicate them.
    When i used other extra controls in the rig i just added an extra ear or tail. Is there not a better and smarter way?

    • @CGDive
      @CGDive  9 หลายเดือนก่อน +1

      extra ear, tail is what I would use as well. Or the Chain types may work for a mustache as well (Spline IK or Bendy bones)

    • @N4RK30
      @N4RK30 9 หลายเดือนก่อน

      @@CGDive Thank you so much! :D

  • @DesiCartoonz-kj9ik
    @DesiCartoonz-kj9ik 3 หลายเดือนก่อน

    IMPORTANT: How do you add auto rig pro both custom and or readymade at desired location other than world origin, nothing seems to work, thank you in advance

  • @clumsy_en
    @clumsy_en 11 หลายเดือนก่อน

    Hey @CGDive, I've got a super important request that could really benefit your channel and possibly the AutoRig Pro developer by attracting more views and customers.
    AutoRig is an amazing tool for auto rigging, and twist bones usually make mesh deformations in games smoother and nicer. However, when it comes to rigging for Full-Body Motion Capture in Unity for Virtual Reality and Augmented Reality applications that use more than 6 point body tracking, twist bones end up conflicting with the built-in FK/IK systems, causing the exported Unity rig to break completely (developers use different FK/IK solutions in their apps for body animation). This issue affects a lot of VR Motion Capture and Social VR out there that would benefit from not having twist bones, but a simple basic humanoid rig for Unity export.
    Is there a possible workaround or workflow developers and avatar creator could use in their pipelines to simplify removing twist bones and redistributing weights from the twist bones back to the base bones in the exported Unity rigs from AutoRig Pro? Even better, is there a way to prevent twist bones from being applied during the auto skinning process when binding the rig to the armature, even if it means sacrificing the quality of the deformation inside Blender specifically for 6+ body motion capture?
    I know it's a really specific request since AutoRig Pro is focused on advanced Blender rigging, but would it be possible for you to add a section in your Auto-Rig tutorial series explaining how to completely disable or remove twist bones and redistribute the twist bones weights to the base bones for everyone wanting to use AutoRig Pro to export for VR/AR Full-Body motion capture in Unity? It would be a game-changer for many people!

  • @bonchickanimations
    @bonchickanimations 10 หลายเดือนก่อน

    im curious how riggin a furry would work if i combine the human and dog rig knowledge i got from u and combine it in a way to fit the character i wanna animate???

    • @CGDive
      @CGDive  10 หลายเดือนก่อน

      Curiosity is the first step. Trying to do it is the second. I am not sure what you expect me to tell you :)

  • @richardreis7460
    @richardreis7460 9 หลายเดือนก่อน

    there is no option that i can add hand and it detect finger automatic?

    • @CGDive
      @CGDive  9 หลายเดือนก่อน

      Finger detection only works in Smart Mode.

  • @AeonSaturnal
    @AeonSaturnal 9 หลายเดือนก่อน

    can you add a generic bone?

    • @CGDive
      @CGDive  9 หลายเดือนก่อน +1

      Yes, you can 👍

  • @ramoshka667
    @ramoshka667 11 หลายเดือนก่อน

    please make a video about rigging characters whose eyes are not directly but from the side of the head, as I face the problem of blinking eyes because the arp thinks that my character's eyes are ordinary human, if there is such, can you give a hint in which video you did this

    • @ramoshka667
      @ramoshka667 11 หลายเดือนก่อน

      i'm rigging features

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      I see, I did cover something like that in the second Bird Rigging video
      th-cam.com/video/6tKNB-pfXsM/w-d-xo.html

    • @ramoshka667
      @ramoshka667 11 หลายเดือนก่อน

      @@CGDive wooow thanks a lot, keep doing your tutors, you are the best

  • @hotsauce7124
    @hotsauce7124 6 หลายเดือนก่อน

    Hello, can Auto Rig Pro use a preexisting skeleton from Maya?

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      I am not sure what kind of rig it is but most likely, no. At least that is the safe answer. If the skeleton from maya is simple (deform bones only), you could use the Auto-Rig Pro extension called Quick Rig to turn it into a ARP-like control rig.

    • @hotsauce7124
      @hotsauce7124 6 หลายเดือนก่อน

      Understood@@CGDive

  • @wycoturmoil
    @wycoturmoil 3 หลายเดือนก่อน

    Can you rig digigrade legs?

    • @CGDive
      @CGDive  3 หลายเดือนก่อน +1

      yeah, watch the animal tuts. The t-rex one might be a good example
      th-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html

  • @hotsauce7124
    @hotsauce7124 6 หลายเดือนก่อน

    Hello I cannot figure out how to get the AutoRig face shape keys into UE5 Control Rig? Importing the shapes keys into UE is easy. But how to hook up AutoRig Pro face to UE5 Control? Has anyone figured out how to get this working?

    • @CGDive
      @CGDive  6 หลายเดือนก่อน

      Not sure if that is possible at all.

  • @hamdullahguclu9743
    @hamdullahguclu9743 11 หลายเดือนก่อน

    I have a four-armed creature, but when I say MATCH TO RIG, another armature comes out.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      weird but I have no idea why

  • @HeroGetsu
    @HeroGetsu 7 หลายเดือนก่อน

    How do you weight paint in auto rig pro?

    • @CGDive
      @CGDive  7 หลายเดือนก่อน

      You can't weight paint "in Auto-Rig Pro" :)
      Auto-Rig Pro just generates a rig for you. Weight painting is done the same way you do it for other rigs. The main thing to keep in mind is that the deform bones are on the last Bone layer (in Blender 4+ we will have more descriptive layer names).
      I have demonstrated weight painting on Auto-Rig Pro rigs many times. Here is the full playlist. Please watch the human rigging video but the horse, dog and fox also contain weight painting
      th-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html
      And here is a playlist all about weight painting in general
      th-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
      Watch these and you will be a master weight painter in no time.

    • @HeroGetsu
      @HeroGetsu 7 หลายเดือนก่อน

      @@CGDive thank you I’ll check it out

  • @dalesinoia5643
    @dalesinoia5643 11 หลายเดือนก่อน

    Can you make a video rig a 4 eyed charater ?

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      The ARP face only offers two eyes so you won't be able to do it that way.

  • @TechButler
    @TechButler 11 หลายเดือนก่อน

    3 Bone IK doesn't appear to be an option in Blender 3.5.1

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

      you have to enable it in the reference bones.

    • @TechButler
      @TechButler 11 หลายเดือนก่อน

      @@CGDive Thank you.

  • @GerardLambot
    @GerardLambot 6 หลายเดือนก่อน

    Hello,
    Thank you for your tutorials which allow us to progress in the complex field of rigging.
    Do you think it is possible (or appropriate) to use ARP to create rigs for articulated machines such as non-humanoid factory robots (auto assembly line type)?
    Or do you think it is better to look for other solutions?
    Thanks

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      I'd say it's better to rig machines manually. It may be possible to use Auto-Rig Pro here and there but you may find yourself fighting against the intended behaviour of the rigs.

    • @GerardLambot
      @GerardLambot 6 หลายเดือนก่อน

      @@CGDive Thank you for the quick reply.
      That's what I thought too but I wanted confirmation from an expert :-)

  • @SURREALMOOKIE
    @SURREALMOOKIE 11 หลายเดือนก่อน

    👀👀👀

    • @CGDive
      @CGDive  11 หลายเดือนก่อน

  • @STANNco
    @STANNco 3 หลายเดือนก่อน

    the fact you can't edit bones manually is what's off putting me a bit from this. It feels like too much abstraction, where i can't fine-tune stuff in the end without breaking everything /:
    my favorite was rigify's cloudrig addon, tho that sadly doesn't work after the new layer name change, and won't for a while -_-

    • @CGDive
      @CGDive  3 หลายเดือนก่อน

      You can't edit bones manually? How so?

  • @kentjensen4504
    @kentjensen4504 11 หลายเดือนก่อน +1

    The B is silent in LIMBS > LIMS. Singular is LIMB > LIM. Just like it's silent in BOMB > BAWM or THUMB > THUM.

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +3

      That's a good tip! Thanks, Kent!

  • @hotsauce7124
    @hotsauce7124 6 หลายเดือนก่อน

    Is there a way to insert bones into ARP?
    For example. is there a way to insert a bones for ear rings.
    Another, is there a way to insert a new child bone into the head and call it "Face Root?" Then make all the eyes, eyebrows, ears, lips, cheeks and jaw to be a child of the "Face Root?"

    • @hotsauce7124
      @hotsauce7124 6 หลายเดือนก่อน +1

      Found the answer and posted it in the comment above. Thank you for this tutorial.

  • @jasselynaselynlisanjaya
    @jasselynaselynlisanjaya 7 หลายเดือนก่อน

    what if i just want to add a single bone?

    • @jasselynaselynlisanjaya
      @jasselynaselynlisanjaya 7 หลายเดือนก่อน

      for like a hair strand or bones for part of a shirt and i dont want to use bendy bones spline since that does not export to game engines

    • @CGDive
      @CGDive  7 หลายเดือนก่อน +1

      If you just want a bone, you can add it in the final rig (not the reference bones) and parent or constraint it any way you like. Couldn't be simpler :)

    • @jasselynaselynlisanjaya
      @jasselynaselynlisanjaya 7 หลายเดือนก่อน +1

      @@CGDive awesome thanks man you're my hero

  • @Peak_Stone
    @Peak_Stone 11 หลายเดือนก่อน

    Yo

    • @CGDive
      @CGDive  11 หลายเดือนก่อน +1

      yoyo

  • @user-hj4cw8ci4r
    @user-hj4cw8ci4r 2 หลายเดือนก่อน

    I haven’t got add armature button 😢😢

    • @user-hj4cw8ci4r
      @user-hj4cw8ci4r 2 หลายเดือนก่อน

      Some time yes and some times no

    • @CGDive
      @CGDive  2 หลายเดือนก่อน

      I can't say for sure but it probably depends on the mode you are in. It should be there when you are Object mode.

  • @sakerberg4512
    @sakerberg4512 8 หลายเดือนก่อน

    :D!!!!!

  • @hotsauce7124
    @hotsauce7124 6 หลายเดือนก่อน

    May I ask you to help me understand how to add bones? I contacted the creator of ARP, he generously gave me some advice on how to add a bone to the head of an ARP rig.
    I don't know much about Blender, but I am learning it. May I ask you to help Me understand this reply? I'm trying to add a "FaceRoot" bone as a child of the head. Then make the eye bones, eyelids, brows, nose, cheeks and lips as children of the "FaceRoot" bone.
    here is the advice from ARP creator:
    It is possible to create it beforehand and assign weights if necessary:
    - Create the Face Root bone, set it as a custom bone
    - Parent it to the "head.x" bone
    - Assign weights
    - Modify the custom export script, in order to remove the creation of the Face Root bone. That should do it:
    import bpy
    rig_export = bpy.context.active_object
    bpy.ops.object.mode_set(mode='EDIT')
    head = rig_export.data.edit_bones.get('head.x')
    face_root= rig_export.data.edit_bones.get('Face Root')
    for child in head.children:
    child.parent = face_root
    Second question: If the character is rigged, how do I remove the previous skin so I can add the "Face Root" bone to the head?

    • @hotsauce7124
      @hotsauce7124 6 หลายเดือนก่อน +1

      I found the solution:
      1. I have to select each eye bone one at a time,
      2. Shift select the Face Root bone
      3. Then Ctrl P.
      Thank you