Thanks for this amazing tutorial! I also find helpful to spilt the scene view in 4 different angle so it's easier to adjust the bone placement. From the top left menu: View-Area-quad view.
Hello, when generating the generate rig I get the following error "RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node with ORG-brow_glue.B.L.002 Incorrect armature for type 'base_generate'" I don't quite understand how to fix it, I would appreciate it if you could tell me what I can do.
Hello friend, thanks for the video, in my case it generates an error when generating update face rig, RIGIFY ERROR: Bone 'jaw_master': The counts of the corners of the mouth differ: ['lip_end.B.L.001'] vs [] Incorrect armor for type 'skin_jaw' I get an error in my jaw, The other thing, if I don't generate update face rig, it doesn't generate any error, but it does generate a jaw error when updating face rig It also does not appear in vertex group (DEF.eye.L OR R.) to add the eye
Hi , HNY and thank you much for the detailed tutorial. I believe i did everything according instructions, but after I raised the head of the dog (rotate circle control on the top of the head) the top jaw started to be visible. It's reacting a bit to the deformation but if you rotate further (not exceeding natural movement though) it begins to fall off the body mesh 0__0. Can you , pleas e check in your file?
It sounds like a weight painting issue. I am not sure but I think showed how to fix this exact problem in the Complex Human chapter. This is a course so if you are only watching selectively, you may be missing out on important information.
Great tutorial, thanks a lot! Note - is it me and I've missed the part that it's better to scale the the initial rig edit mode, otherwise it will generate for the original scale regardless of all the tweaks. Anyway, thanks for the tutorial. I thought that it would be way more difficult!
Hi, thanks! If you've watched the series from the beginning, I mentioned scaling in Object mode several times. It's ok to scale the Meta-rig in Object mode but always apply the Scale afterwards. :)
You could offset the bone shapes by tweaking them. I have a bonus chapter about that on Academy (Chapter 7-3: Bonus - Control Shapes) Get it free here academy.cgdive.com/courses/rigify-basics
Thank you! One question though, why do you position some bones in edit mode and others in pose mode? What is the deciding factor - is it just for practising different ways to do it, personal preference, or is it easier to do this with certain bone groups?
Where did I position bones in Pose Mode? Edit mode is for setting the default ("rest") position of bones. Pose mode is for (wait for it) ... Posing the rig and character :) Also for animation since animation is a series of Poses. Hope this helps :)
@@CGDive There were a couple of times, but it was noticeably a planned move when you started to position the ears, 20:00 you said you will switch to pose mode to position these, and then applied that as the rest state. That does answer my question though, it's good to know it can be done both ways, but edit mode is preferable. Thank you!
@@Fizziepop Ah, OK my bad. Sometimes doing it pose mode is a bit easier. I am not sure if I explained it in detail in this video but I definitely did earlier in the course. So you can do it in pose mode but notice how a bit later I apply the rest pose. This is essential if you want to use pose mode in this way. Or just do it in Edit Mode.
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
I can't say either. Are you just exporting the Rigify rig or making it game ready? Here are my workflows for gameready rigs (including an addon) th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
Any idea why I cannot find "eye" or "teeth" in the vertex group? Some elements are missing but not in the rig that's strange. Great work anyway! th-cam.com/video/bH0xkGflJ0k/w-d-xo.html
@@CGDive4.0. I kind of found a solution by merging with Ctrl+P but the eyes don't follow the target. I can make it like this even if animating the eyes in object mode is not super usual x)
I ran into the same problem, it's a blender error, and you can try to do this task again in a new project, and then everything should work out. good luck
Great video! I have a mac but I can run windows using virtualbox. I downloaded and installed face_landmarker_link_v0.2.zip and I extracted it. However when I try to run the .exe file I get the following error message: C:\Users\j\Desktop\Face_Landmarker_Link_V0.2\Face_Landmarker_Link\Face_Landmarker_Link.exe
Do you cover how to add bones to Rigify?... A 3-headed character, for example. A tail to a human rig(Avatar inspired). Etc... edit: found solution th-cam.com/video/VfBYvfMjGVA/w-d-xo.html
*BONUS CONTENT - Get FREE file downloads and Bonus chapters here*
academy.cgdive.com/courses/rigify-basics
This is exactly what i needed!! This is the best tutorial for rigify dog rigging that I've found. Thank you very much!
Great to hear!
Solid Gold Tutorial. Thank you so much for sharing your knowledge.
Thanks for this amazing tutorial! I also find helpful to spilt the scene view in 4 different angle so it's easier to adjust the bone placement. From the top left menu: View-Area-quad view.
Waited for your tutorial. Good tutorial once again🤩🤩
Ive gotten so comfortable with rigify because of you. THANK YOU!!
Nice, I am so glad to hear that!
Great work, Man! Thank you! I will be ✨God✨
Hello, when generating the generate rig I get the following error "RIGIFY ERROR: Bone 'brow_glue.B.L.002': Could not match control node with ORG-brow_glue.B.L.002
Incorrect armature for type 'base_generate'" I don't quite understand how to fix it, I would appreciate it if you could tell me what I can do.
Hello friend, thanks for the video, in my case it generates an error when generating update face rig, RIGIFY ERROR: Bone 'jaw_master': The counts of the corners of the mouth differ: ['lip_end.B.L.001'] vs []
Incorrect armor for type 'skin_jaw'
I get an error in my jaw,
The other thing, if I don't generate update face rig, it doesn't generate any error, but it does generate a jaw error when updating face rig
It also does not appear in vertex group (DEF.eye.L OR R.) to add the eye
me too!
I have the same error too
Always such a delight to follow your tutorials. Thank You!
Great lesson!
Thank you.
Thanks for this awesome tutorial! After rigging, do you have any tutorial to animate this dog's? (Like run cycle)Thanks!!!
thank you sooo much Unc, I learned something invaluable here,
Glad to hear that
thank you very much for this good tutorial
Hi , HNY and thank you much for the detailed tutorial. I believe i did everything according instructions, but after I raised the head of the dog (rotate circle control on the top of the head) the top jaw started to be visible. It's reacting a bit to the deformation but if you rotate further (not exceeding natural movement though) it begins to fall off the body mesh 0__0. Can you , pleas e check in your file?
It sounds like a weight painting issue. I am not sure but I think showed how to fix this exact problem in the Complex Human chapter. This is a course so if you are only watching selectively, you may be missing out on important information.
@@CGDive thanks for the answer! I will check Complex Human.
@@CGDive Remove from all groups and then assign worked! thanks a lot!
Hi, how can I add the different types of armor? I have Blender 4.1 and I only get Single Bone.
I think you mean armature. And I think you need to activate Rigify. Please wartch the series from the start!
@@CGDive thank you
Great tutorial, thanks a lot! Note - is it me and I've missed the part that it's better to scale the the initial rig edit mode, otherwise it will generate for the original scale regardless of all the tweaks. Anyway, thanks for the tutorial. I thought that it would be way more difficult!
Hi, thanks!
If you've watched the series from the beginning, I mentioned scaling in Object mode several times. It's ok to scale the Meta-rig in Object mode but always apply the Scale afterwards. :)
very useful video! thank you! you are savior!
Nice!
Is there a way to offset the Animation selection controls, in case the animator does not like where the default placement is?
You could offset the bone shapes by tweaking them. I have a bonus chapter about that on Academy (Chapter 7-3: Bonus - Control Shapes) Get it free here
academy.cgdive.com/courses/rigify-basics
@@CGDive Thank you, Sir
thanks for continuing to put these videos out. God Bless.
Thanks for your support!
i add the bone follow along with your tutorial i , then i hit the auto rig no error mesage but the rig nodes its show off the model
check if the metarig's Transforms are applied (ctrl+A > All transforms)
the mesh is not weld to the bone .. when i move the rig the mesh dont fallow the bones :(
@@ingameswetrust9812 check this
th-cam.com/video/FuiY0wtxdHQ/w-d-xo.html
Thank you! One question though, why do you position some bones in edit mode and others in pose mode? What is the deciding factor - is it just for practising different ways to do it, personal preference, or is it easier to do this with certain bone groups?
Where did I position bones in Pose Mode? Edit mode is for setting the default ("rest") position of bones. Pose mode is for (wait for it) ... Posing the rig and character :) Also for animation since animation is a series of Poses. Hope this helps :)
@@CGDive There were a couple of times, but it was noticeably a planned move when you started to position the ears, 20:00 you said you will switch to pose mode to position these, and then applied that as the rest state.
That does answer my question though, it's good to know it can be done both ways, but edit mode is preferable. Thank you!
@@Fizziepop Ah, OK my bad. Sometimes doing it pose mode is a bit easier. I am not sure if I explained it in detail in this video but I definitely did earlier in the course. So you can do it in pose mode but notice how a bit later I apply the rest pose. This is essential if you want to use pose mode in this way. Or just do it in Edit Mode.
I think sometimes working in pose mode rather than edit mode also helps you identify the "parent" of the bone group. :)
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
I can't say either. Are you just exporting the Rigify rig or making it game ready?
Here are my workflows for gameready rigs (including an addon)
th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
u are best
Thank you very much sir !!!
Any idea why I cannot find "eye" or "teeth" in the vertex group? Some elements are missing but not in the rig that's strange. Great work anyway!
th-cam.com/video/bH0xkGflJ0k/w-d-xo.html
What is your Blender version?
@@CGDive4.0. I kind of found a solution by merging with Ctrl+P but the eyes don't follow the target. I can make it like this even if animating the eyes in object mode is not super usual x)
I'm having same issue. No vertex groups for teeth,eyes in the rig but there are bones i aligned and generated rig.
@@BowserZeki Ping me on discord. discord.gg/j8SQCjFsXP
I am curious how you get no eye deform bones with Blender 4. Maybe you didn't upgrade the rig?
I ran into the same problem, it's a blender error, and you can try to do this task again in a new project, and then everything should work out. good luck
Wouldn't it be better to give the dog's ears fabric physics so they can flap?
Could be nice, yeah!
💝💝💝💝💝💝💝💝💝
ARE YOU THE CASPIAN REPORT GUY????
I had not heard of him :)
I googled a bit and I am definitely not him. I wish.
Do I sound like him?
hii bro are you work with me ?
I am not sure what you mean but most likely I won't have time for any collabs and such :)
@@CGDive It won't take much time
th-cam.com/users/postUgkxzIqIUWzpFEOTtfjYYJtTk64To5J8gNyi
Please response
@@pictureupdate I am sorry, I don't have the time. Good luck with you project!
Great video! I have a mac but I can run windows using virtualbox. I downloaded and installed face_landmarker_link_v0.2.zip and I extracted it. However when I try to run the .exe file I get the following error message:
C:\Users\j\Desktop\Face_Landmarker_Link_V0.2\Face_Landmarker_Link\Face_Landmarker_Link.exe
Thanks.
No way I can help you with the python error, sorry.
Do you cover how to add bones to Rigify?... A 3-headed character, for example. A tail to a human rig(Avatar inspired). Etc...
edit: found solution th-cam.com/video/VfBYvfMjGVA/w-d-xo.html