bro, this video is a life saver, I've been finishing some tutorials in order to have enough knowledge to start creating my own characters for my stories, like animating, weight painting, rigging, using mixamo, animating expressions with shape keys, texturing, and now I can have a whole long video explaining about all the topics step by step, it will definetly help me out a bunch, so thank you!
Thank you so much! I also have other resources related to this guide - the edited version of the video, a cheat sheet and a written version. The links should all be available in the description. Hopefully if this video doesn't cover what you're looking for, those do. My goal was to be as thorough as possible, so it's nice to see that it's helping people.
I was initially planning to follow the edited video, but seeing everything in real time like this is much more insightful. Thank you for providing such an amazing content
No worries. This is actually an uncut version of the guide to use as a companion to a much more edited guide. The complete guide is linked in the description. It's still 1.5 hours long, but it is more concise.
Hello, thank you for this video it is great and has been very easy to follow so far. i am trying to follow along and trying to finish my first character in blender with the rigify skeleton. Currently I am in the weight painting section of my rig. I have a question. After separating the DEF bones from my generated rig, i started painting the weights but then i realized that i could not move the def bones around in pose mode. I tried clearing the pose constraints like you did at 3:09:07, but somehow the bones look locked in place and i was wondering if i missed a step? its been hard to check if the weight paint applied correctly without parenting the armature to the mesh and then unparenting to redo weights, so i hope you could give me a hand lol
Thanks for reaching out! I'm glad you found it easy to follow. Regarding your question, I think the issue is that the translation, rotation and scale controls are locked on the DEF bones. If you enter Pose Mode and press N to bring up the side panel, you should see a "lock" icon when you select any DEF bone on the various transform controls. To undo this, select all the DEF bones. and while holding ALT, click on the locks and it should unlock the transforms on all the bones. Let me know if this helps!
@codernunk yes it worked properly, thank you so much :) I do have a follow up question though, I see that you don't have a face rig on your model. How do you plan on making facial animations for her? or if you DID want to make facial animations for her how would you animate her face with her current bone setup?
I'm glad it helped! I plan to dive deeper into face rigs at a later time, but the most common solution for game models is to actually use shape keys instead of bones. I touch base on shape keys a little in the edited version of this guide if that helps. When I dive into animation in more detail though, I plan to use a simple motion capture setup where you can use you phone to record your face and then some tools to map it to your face rig in Blender. As far as I know this works with shape keys. The TH-camr RoyalSkies goes into depth on it and that's where I plan to start when I finally get around to it.
Bro I got more than one meshes on my character. I completely no Idea how to combine the textures. Is this just me, or Godot can only make one shader script for all meshes? or should I Bake the texture first on Blender?
Apologies for the delay, I had to think about your question more. When you say multiple meshes, do you mean like your character, plus some accessories like a weapon? In Godot, you can use a single shader with multiple meshes and textures by creating ShaderMaterials (a material is basically a decoupling of a shader with a 3D instance). So what you would do is create your shader code or using visual nodes, then you can go into each mesh on your 3D character and add a new ShaderMaterial in the Material Override property. There, you can select the shader, and then select the specific texture you want to use for that mesh. This way the shader logic is the same across the character but you can apply different textures. No need to combine textures (while it may provide some benefits to do so, having separate textures can be much easier in may cases). Let me know if you need me to clarify anything else!
this is what peak 3d modelling tutorial looks like
bro, this video is a life saver, I've been finishing some tutorials in order to have enough knowledge to start creating my own characters for my stories, like animating, weight painting, rigging, using mixamo, animating expressions with shape keys, texturing, and now I can have a whole long video explaining about all the topics step by step, it will definetly help me out a bunch, so thank you!
Thank you so much!
I also have other resources related to this guide - the edited version of the video, a cheat sheet and a written version. The links should all be available in the description. Hopefully if this video doesn't cover what you're looking for, those do. My goal was to be as thorough as possible, so it's nice to see that it's helping people.
Thanks for this and all the other useful tips and tuts!
OMG thank you so much for the super! I hope my videos have been helpful and will continue to be in the future. I appreciate your generosity!
Thanks!
Thanks so much for the super! I'm glad you found this guide helpful.
I was initially planning to follow the edited video, but seeing everything in real time like this is much more insightful. Thank you for providing such an amazing content
Hey, that's why the various versions of the guide are available. Everyone learns differently. Hope you are able to get what you want out of them!
This was a fun watch. I don't do 3D modeling yet, but I'm gonna have to learn for my game, and this is useful.
Thank you!
Never been so excited to watch a 3 hour video about a new program! You inspire me to try and bring my anime art style to 3d.
Awesome, glad to hear it! If you need it, there's also an edited version of this guide, it should be in the description. Hope you find it helpful!
I haven't even seen the video but I'm already grateful for you doing this.
Of course!
legit had saved a vid you had last night so I could watch after work tonight, but now I can watch this one in addition!!! looking forward to it!!!
Awesome. Hope it's what you're looking for!
just started learning and i’m definitely gonna try fallowing along. a lot of other tutorials are either easy cartoons or need a tablet.
Thanks for following along. Don't forget I have an edited version of this guide too if you need it (links are in the description)
3.40hs 💀. I will save this video to watch later.
PD: Thank you so much for the Guide.
No worries. This is actually an uncut version of the guide to use as a companion to a much more edited guide. The complete guide is linked in the description. It's still 1.5 hours long, but it is more concise.
Awesome
A simply F5 has led me to a treasure chest of Blender information
There's more chests where that came from, haha
Nice
Hello, thank you for this video it is great and has been very easy to follow so far. i am trying to follow along and trying to finish my first character in blender with the rigify skeleton. Currently I am in the weight painting section of my rig.
I have a question.
After separating the DEF bones from my generated rig, i started painting the weights but then i realized that i could not move the def bones around in pose mode. I tried clearing the pose constraints like you did at 3:09:07, but somehow the bones look locked in place and i was wondering if i missed a step? its been hard to check if the weight paint applied correctly without parenting the armature to the mesh and then unparenting to redo weights, so i hope you could give me a hand lol
Thanks for reaching out! I'm glad you found it easy to follow.
Regarding your question, I think the issue is that the translation, rotation and scale controls are locked on the DEF bones. If you enter Pose Mode and press N to bring up the side panel, you should see a "lock" icon when you select any DEF bone on the various transform controls. To undo this, select all the DEF bones. and while holding ALT, click on the locks and it should unlock the transforms on all the bones.
Let me know if this helps!
@codernunk yes it worked properly, thank you so much :)
I do have a follow up question though, I see that you don't have a face rig on your model. How do you plan on making facial animations for her? or if you DID want to make facial animations for her how would you animate her face with her current bone setup?
I'm glad it helped! I plan to dive deeper into face rigs at a later time, but the most common solution for game models is to actually use shape keys instead of bones. I touch base on shape keys a little in the edited version of this guide if that helps.
When I dive into animation in more detail though, I plan to use a simple motion capture setup where you can use you phone to record your face and then some tools to map it to your face rig in Blender. As far as I know this works with shape keys. The TH-camr RoyalSkies goes into depth on it and that's where I plan to start when I finally get around to it.
@@codernunk awesome, thank you very much for the help and quick response :)
thanks for the guide 😊
No worries. Sorry it took so long to provide this version.
Bro I got more than one meshes on my character. I completely no Idea how to combine the textures. Is this just me, or Godot can only make one shader script for all meshes? or should I Bake the texture first on Blender?
Apologies for the delay, I had to think about your question more. When you say multiple meshes, do you mean like your character, plus some accessories like a weapon?
In Godot, you can use a single shader with multiple meshes and textures by creating ShaderMaterials (a material is basically a decoupling of a shader with a 3D instance). So what you would do is create your shader code or using visual nodes, then you can go into each mesh on your 3D character and add a new ShaderMaterial in the Material Override property. There, you can select the shader, and then select the specific texture you want to use for that mesh. This way the shader logic is the same across the character but you can apply different textures. No need to combine textures (while it may provide some benefits to do so, having separate textures can be much easier in may cases).
Let me know if you need me to clarify anything else!
Please install the plugin that shows your key inputs :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
I have it now, but at the time I didn't 😔
First
Hi
👋👋