the new update is really good overall, PS your teaching approach ( rig, blender, unreal ) is so nice and compact - to the point, but not rushed, and no parts are skipped over. I always learn something. big thank you.
i think this is best channel for anyone who want to dive deep in any topic of character rigify Auto Rig Pro ex... bere channel on youtube about blender characters and tips and tricks. i hope i will be one of your support :) .
my point was if you edit the right character to match to the left one its will be easy then you edit the one on left wich has animation . and the right has nothing . the right need to be retargetting to get same as the left .
the best combination is use blender animation in combination with mixamo and autorig pro...and also autorig pro allows you to solve any issue in -90 x roation bones... and easy to export to unity
Hello i have a question ..what can i do to prevent the skeleton (from this i want to retarget animations) to not come back in the point center when i press autoscale or retarget?
🖐️Hi cg dive since you made ⭐best serie about rigfy. Can you make new tuto🤔 how to use rigfy to create custom rig include extra stuff like ( cap, armor, weapon switch between armes and bothe or back, braclet. Neckless. Skirt... Etc) show us procedual workflow hero ✊👊🤜 start from metarig to finished rig. This kind of lessons are missed and you are the master of rigify in youtube now. Let it be second dive to🔥 🔥
@@CGDive you get it hero. I know its hard work to achieve but notice that your channel is cover 80% of youtube about mastering rigfy. That reason what makes you Continue with rigfy its best option. Don't you think that? Otherwise I'll dive for your paid course i didn't see it yet. And feedback to you 😉
@CGDive , do you know how to get convert to A-pose to work? I've tried just about every option, but only the skelington is changing (not the mesh)? Thanks
I think I see what you mean. I think something like this will work: -set the rig as A pose and apply the pose -apply all modifiers on the mesh (especially the Armature modifier) -unparent the mesh from the rig -parent them again With Empty Groups I may be missing something but I think this will work.
Helllllp. Can you direct me to your vid on how to setup the Rig with Auto Rig Pro (not Retarget)? Ty I have Blender 3 and Auto Rig 3.63. I followed another tut to set the Rig pins, then Bind to mesh. But when I move the foot box (in pose mode), my body leg mesh moves fine, but a separate boot mesh gets distorted (theyre separate meshes but both were selected when I rigged > Binded). So what is the problem?
This sounds like a binding/weighting problem. This is not really a problem with Auto-Rig Pro but it offers some solutions. Did you use the voxelized binding algorithm?
@@CGDive "Did you use the voxelized binding algorithm?" No. Dont know anything about it. Do you have a tutorial on it? ty (Im reading his FAQ and it says it might be X, Y, Z. But thats not helpful to me if I cant see someone do it, the exact settings to use, and see the expected result. I know many people use a default body model with accessory meshes overlapping. So Id like to see the tutorial/settings for that.)
@@CGDive Thanks bro... youre helping me get closer. "Did you use the voxelized binding algorithm?" For Auto-Rig pro setting?? No.. Now I got "Voxel Heat" Addon. And watched your "Blender: Voxel Heat Skinning addon (Automatic Weights on Steroids)" - and that fixed my boot mesh getting painted correctly with the overlapping body. But I left a question there about the thighs getting influenced wrong by opposite leg. Please assist there. Ty. And if you have a newer vid for Blender 3 and the fixes methods you cover, please link me.
@@kenalpha3 Voxel heat is great. ARP has it's own voxelized tools but the addon is probably better. I'll take a look at your other question when I have some time. And videos about ARP are in the works, coming soon :)
@@CGDive Update: wow. I tried ARP > Skin > Engine = Voxelized, Type 2, Res = 10, and it fixed not painting on the opposite leg, and it correctly Painted my boots overlap - so the leg and boot bends 90% correctly! Im so happy. (Except a circle disk at the top of the boot is warping when the knee bends.) (Also tried Type 1, Res = 12 - locked my computer. Type 1, Res = 10 - still leg error. Type 2 seems to work better for me.) If you have any other tips please add, e.g. for Shape keys or twist bones, and add before Bind or after? Thanks bro! ------------- Old: Can you explain: I have ARP. You said it has its own voxelized tools. I go to ARP > Skin tab, and it has options for Voxelized, and Voxelized Heat Diffuse (addon). I got "Voxelized Heat Diffuse" yesterday. But I thought it was a addon for ARP, yet your video shows it in MeshOnline tab.... So which did you say was better. APR > Voxelized or Voxelized Heat Diffuse? And which setting (and how much) should I do to fix the crotch leg? Like double Voxel res 128 to 256? Or what is optimal? 2) And you suggested learn how to Weight paint. I have, it takes time. But I dont want to waste time correcting 40 characters + 50 outfits per model. Thus I thought by 2022 there was an intelligent Weight painter that knows Apply X at hands, Apply extra voxels at Leg and dont mirror to opposite leg. (Why I got Auto Rig pro.) So please tell me which is the smartest weight painter in this age (to at least fix legs not painting on each other)? Ty (So far Mixamo was the quickest, except for crotch errors and imprecise bone Pins since the window is too small. And I want to avoid changing the foot spacing because the leg/ankles will be angled...and id have to -Z all the body/accessories to 0 axis.)
@CGDive Thanks for the tutorial I'm wondering if you can do a tutorial for Auto-Rig Pro + Face It (rigging) > Casacaduer ( body anim) > Auto-Rig Pro (retargeting) > FaceIt ( facial anim) Roundtrip workflow please? Thanks in advance!!
You should make it so it can be used for animation - at the moment it only allows import of BvH and similar files but it would be nice to be able to pose the character manually so you could edit animation or just set a static pose. In Maya, SoftImage, Cinema4D, if you have a rigged character you can just grab the wrist and move the arm to where you want it using IK but this not possible in ARP. Though its better than rigging in Blender, I spend a lot of time rotating joints in FK which is really slow and not useful for animation. If this is not possible to implement then could you work with one of the open source AI motion capture projects?
This is a head-scratcher. I have almost no idea what you mean :) ARP does have IK, it's on by default actually. The system can absolutely be used for hand-keyed animation. Also, I am NOT the developer. If you want to suggest a feature, get in touch with Lucas.
You may not know that, but you're a life saver.
I am just glad the vid was useful!
the new update is really good overall, PS your teaching approach ( rig, blender, unreal ) is so nice and compact - to the point, but not rushed, and no parts are skipped over. I always learn something. big thank you.
Thanks broo, I was getting crazy searching for this solution
Glad I could help!
Amazing!! Now my bones no longer criss-cross on the top half. Thank you ♥
Awesome! 😎
I wish we had the option to take frame 0 as the rest pose (like UE5) when importing the source FBX.
Wow! Updating now. Thanks
ありがとうございます!
こちらこそありがとうございます!
Thanks a lot! This helped me a lot!!!
i think this is best channel for anyone who want to dive deep in any topic of character rigify Auto Rig Pro ex... bere channel on youtube about blender characters and tips and tricks. i hope i will be one of your support :) .
Nice, that is so cool!
Uhh!!! Thanks men......was really struggling.....God 🙌
Well nice tuto as always
my point was if you edit the right character to match to the left one its will be easy then you edit the one on left wich has animation . and the right has nothing . the right need to be retargetting to get same as the left .
the best combination is use blender animation in combination with mixamo and autorig pro...and also autorig pro allows you to solve any issue in -90 x roation bones... and easy to export to unity
Hello i have a question ..what can i do to prevent the skeleton (from this i want to retarget animations) to not come back in the point center when i press autoscale or retarget?
That doesn't happen for me so I am not even sure what you mean. If it keeps happening you may want to ask the addon developer.
at the 3:07 mark I did exactly as you said, but for some strange reason my character rig gets distorted and stretched out.
Please watch the full guide. This is just a report about an updated feature.
th-cam.com/video/HHnt-3uLSUo/w-d-xo.html
how can we reduce the stretching of arms & legs in autorig pro?
Not sure what you mean. Auto-Rig Pro does not stretch by default. You have to enable auto stretch under Tools > Rig Properties > Auto Stretch
🖐️Hi cg dive since you made ⭐best serie about rigfy. Can you make new tuto🤔 how to use rigfy to create custom rig include extra stuff like ( cap, armor, weapon switch between armes and bothe or back, braclet. Neckless. Skirt... Etc) show us procedual workflow hero ✊👊🤜 start from metarig to finished rig. This kind of lessons are missed and you are the master of rigify in youtube now. Let it be second dive to🔥 🔥
type: blender how to rig anything in youtube, and you shall receive
Haha :D
My advanced course kind of covers some of the things you mentioned. I am taking notes but what you suggest is a monster project. :)
@@CGDive you get it hero. I know its hard work to achieve but notice that your channel is cover 80% of youtube about mastering rigfy. That reason what makes you Continue with rigfy its best option. Don't you think that?
Otherwise I'll dive for your paid course i didn't see it yet. And feedback to you 😉
@CGDive , do you know how to get convert to A-pose to work? I've tried just about every option, but only the skelington is changing (not the mesh)? Thanks
I think I see what you mean. I think something like this will work:
-set the rig as A pose and apply the pose
-apply all modifiers on the mesh (especially the Armature modifier)
-unparent the mesh from the rig
-parent them again With Empty Groups
I may be missing something but I think this will work.
Helllllp. Can you direct me to your vid on how to setup the Rig with Auto Rig Pro (not Retarget)? Ty
I have Blender 3 and Auto Rig 3.63.
I followed another tut to set the Rig pins, then Bind to mesh. But when I move the foot box (in pose mode), my body leg mesh moves fine, but a separate boot mesh gets distorted (theyre separate meshes but both were selected when I rigged > Binded). So what is the problem?
This sounds like a binding/weighting problem. This is not really a problem with Auto-Rig Pro but it offers some solutions. Did you use the voxelized binding algorithm?
@@CGDive "Did you use the voxelized binding algorithm?"
No. Dont know anything about it. Do you have a tutorial on it? ty
(Im reading his FAQ and it says it might be X, Y, Z. But thats not helpful to me if I cant see someone do it, the exact settings to use, and see the expected result. I know many people use a default body model with accessory meshes overlapping. So Id like to see the tutorial/settings for that.)
@@CGDive Thanks bro... youre helping me get closer.
"Did you use the voxelized binding algorithm?"
For Auto-Rig pro setting?? No..
Now I got "Voxel Heat" Addon. And watched your "Blender: Voxel Heat Skinning addon (Automatic Weights on Steroids)" - and that fixed my boot mesh getting painted correctly with the overlapping body.
But I left a question there about the thighs getting influenced wrong by opposite leg. Please assist there. Ty.
And if you have a newer vid for Blender 3 and the fixes methods you cover, please link me.
@@kenalpha3 Voxel heat is great. ARP has it's own voxelized tools but the addon is probably better. I'll take a look at your other question when I have some time. And videos about ARP are in the works, coming soon :)
@@CGDive Update: wow. I tried ARP > Skin > Engine = Voxelized, Type 2, Res = 10, and it fixed not painting on the opposite leg, and it correctly Painted my boots overlap - so the leg and boot bends 90% correctly! Im so happy. (Except a circle disk at the top of the boot is warping when the knee bends.)
(Also tried Type 1, Res = 12 - locked my computer. Type 1, Res = 10 - still leg error. Type 2 seems to work better for me.)
If you have any other tips please add, e.g. for Shape keys or twist bones, and add before Bind or after? Thanks bro!
-------------
Old: Can you explain: I have ARP. You said it has its own voxelized tools. I go to ARP > Skin tab, and it has options for Voxelized, and Voxelized Heat Diffuse (addon).
I got "Voxelized Heat Diffuse" yesterday. But I thought it was a addon for ARP, yet your video shows it in MeshOnline tab....
So which did you say was better. APR > Voxelized or Voxelized Heat Diffuse?
And which setting (and how much) should I do to fix the crotch leg? Like double Voxel res 128 to 256? Or what is optimal?
2) And you suggested learn how to Weight paint. I have, it takes time.
But I dont want to waste time correcting 40 characters + 50 outfits per model.
Thus I thought by 2022 there was an intelligent Weight painter that knows Apply X at hands, Apply extra voxels at Leg and dont mirror to opposite leg. (Why I got Auto Rig pro.)
So please tell me which is the smartest weight painter in this age (to at least fix legs not painting on each other)? Ty
(So far Mixamo was the quickest, except for crotch errors and imprecise bone Pins since the window is too small.
And I want to avoid changing the foot spacing because the leg/ankles will be angled...and id have to -Z all the body/accessories to 0 axis.)
@CGDive Thanks for the tutorial
I'm wondering if you can do a tutorial for Auto-Rig Pro + Face It (rigging) > Casacaduer ( body anim) > Auto-Rig Pro (retargeting) > FaceIt ( facial anim)
Roundtrip workflow please?
Thanks in advance!!
That's quite specific :) Probably won't cover all of that in one go but I do want to explore Face it and Casacaduer .
@@CGDive Thanks but can you do a roundtrip workflow video on Auto-rig pro > Cascaduer > Auto-Rig pro retargeting please?
Thanks in advance!
@@starwarz8479 I haven't used Casacaduer much yet so I can't do it at this point :)
But maybe in the future!
@@CGDive sounds good thanks!!
You should make it so it can be used for animation - at the moment it only allows import of BvH and similar files but it would be nice to be able to pose the character manually so you could edit animation or just set a static pose.
In Maya, SoftImage, Cinema4D, if you have a rigged character you can just grab the wrist and move the arm to where you want it using IK but this not possible in ARP. Though its better than rigging in Blender, I spend a lot of time rotating joints in FK which is really slow and not useful for animation. If this is not possible to implement then could you work with one of the open source AI motion capture projects?
This is a head-scratcher. I have almost no idea what you mean :)
ARP does have IK, it's on by default actually. The system can absolutely be used for hand-keyed animation. Also, I am NOT the developer. If you want to suggest a feature, get in touch with Lucas.