EDIT: I figured it out. The bone wasn't perfectly straight in the other axis so I did the scale trick you show on the Z axis and it fixed it. Maybe I'm being nitpicky, But I'm having an issue with the arms I have the character in T pose. I have the bone roll set to 90 degrees on both arms and there is a slight bend in the arm, but when I translate the arm in the x axis directly towards the body, the elbow points up in the air at a 45 degree angle instead of directly at the pole vector control. Any idea on how to fix this? It happens if I don't adjust the roll and just use the arms as rigify has them as well. I can't seem to get the elbows to point at the vector Also no matter how I rotate the hand bone the ik one comes in at an angle
Quick Question. I think you mentioned it in a video or maybe it was someone else, but when moving the body in pose mode, it stretches to unbelievable distances. How do I prevent this from happening so I can pose my character better?
@@gravemistakes8427 To prevent the IK arms/legs from stretching there is a Stretch setting for each individual one. You will see it under N-panel > Item when you select any of the IK limbs. They still won't move with the body which is the strength of IK. You have to move/animate them along with the body.
I've rigged many characters professionally, but a habit of mine (probably from martial arts) is to always go back to fundamentals even if I know them. That's what brought me here. This is by far the BEST tutorial online. The fine placement and explanations are fantastic. You sir, are a master of your craft. Very well communicated.
Thanks for the awesome comment! I applaud your focus on fundamentals... and I think you are going to love the Manual Rigging course I am about to release very soon. It was made with Fundamentals, Fundamentals and more Fundamentals in mind more so than anything I have done before: )
Thanks for such a great tutorial! I'm here to work out some bad habits I formed early on. On a deeper note, it's frustrating for everyone when TH-cam's top teachers are pushed under the so-called 'gurus' in feed. Your videos are 10 times the quality in narration, style, clarity, etc. This rigging tutorial is worthy of Blender's official site. Meanwhile subpar tutorials are receiving millions of views. People who claim 'quality videos will automatically reach the top' have no idea how the algorithms work in the big picture.
I'm binge watching these tutorials... Very userfriendly, even the difficult parts. Thank you for leaving the errors in and give solutions to correct them. Much appreciated.
Thank you very much for these very clear videos. I am French and speak very little English, but I understand everything you say; everything is clear and well articulated. The tips are great and work. Highly recommend.
Thank you for this tutorial. I usually avoid commenting on youtube videos, but you helped me a lot with this course. I'm making a character for my diploma and whenever I had a question, it was answered in this video or other videos you have on your channel. My character is semi-realisitc, but everything was exactly what I needed. I'll gladly support and learn more from you!
This was the best tutorial I have found for the new Blender Rigify process. I watched a few others but there were a couple of details that they missed which left me googling a bunch of issues, so I started over and used this video. Thanks!
You have always helped me so much over the years. The Face Rig: Settings tweaks section here is a life saver, I wish I knew how you figure these things out. I'm switching back to Rigify from Auto Rig Pro because I have not been able to figure out a few things involving the jaws and tongue. Many thanks.
Fantastic tute! Thanks for making the updated series! Blender is changing so much so quickly and your vid(s) makes learning all of the ins and outs of rigging much more palatable.
Thank you for this tutorial. It's so useful that you cover the most common issues and problems. All too often I've tried to follow a tutorial and done something stupid without realizing it, and then suddenly my follow-along doesn't work, and I've no idea why. (And let's be honest - some Blender error messages are beyond cryptic!) 👍
Yes, they are! :) I am glad the tut was easy to follow. That is always my intention but it is hard to foresee everything Blender might surprise you with lol
One thing I would suggest is activate bone axis when nearing final stage. This will show any off angle of how a bone will rotate. Especially the fingers, legs and arms. When you adjust the fingers, it's very easy to messup the rotation orientation. Always perform and "recalculate bone roll". Do this by selecting all finger bones, make the tip active and then use "recalculate bone roll". It will correct the bone roll and cause for much better rotstion
It's important to note that Rigify does not care about Bone roll by default. Most Rigify types like the fingers, arms and legs are set to "Automatic" mode which means that at generation, Rigify will try to create optimal roll based on the default bending of each part. You can switch it to manual mode or just carefully align the bending which will usually result in a decent result.
I've been following your older tutorial to try and learn rigify and it was just failure after failure for me, been trying this one and it's like night and day, can't wait for the next parts. Still can't get custom rigs to function that well
I think it is a legacy weirdness. The tongue has been like that since before the big Face update and I guess they decided to keep it like that to avoid confusing old users.
I'm having problem somehow, the tongue rig controller doesnt generate? ( here 46:28 , I already align the tongue bones in metarig though) It's only appear in 'Secondary' layer collection but no controller under 'Face'
Great step by step tute until I get to the face. After the upgrade face rig, the main face bone moves by itself without moving the entire face bones! Any ideas how to move the face bones in the proper place?
i have a model from CG trader that already has a body rig and a few parts of a facial rig, how would i merge just the head of the meta rig to my current body rig
your tutorial is very good and i have learnt a lot from it . But is their any way by which the mesh don't stretch like rubber to infinite and act like actual human body.
nice video. i have a question about the bones from metarig. when we generate rig and parent the mesh with that with automatic wheights, the bones from metarig it is assumed to follow the movement from the controllers or not? i have that problem the bones dont follows the movement. the mesh it works fine when i move the controllers from generate rig.
Thanks you so much for those classes, they saved my creative life! I actually first learned riggify with your previous tutorials, and it was great. The only problem is that with blender’s 4.0 update all my costum riggify rigs are broken, could you please add a class to this course on how to recover old rigs made in riggify? I really can’t find this information in anywhere else. Thank you so much again for the resources that you make!
Great tutorial, thank you so much. I just noticed that the seize of the eye controller you got was due to the fact that you resized the eye bones in the first place yourself, so I assume the standard will be bigger controller further away. Scale of eye bone in my mind should not matter as the pivot point of the bone that matters is at eye center and rotation is the only function used.
Will you make a tutorial on adding accesories/modifying the model after rigging? Also, i'd love to see what you have to say about adding the new geometry nodes hair system to the model! @@CGDive
@@ptt619 What kind of Accessories? What do you mean by "modifying the model after rigging"? Already did some (adding a shirt) in the Bonus chapters academy.cgdive.com/courses/rigify-basics
I'm happy you actually responded! I was just interested in how you would integrate objects or accessories that interact physically with the character, like chains, glasses, simulated clothing, or something the character may have in their hands. I'll def check out the bonus chapters though, my question will probably be answered there 😅 @@CGDive
Thankyou for the video I learned a lot from this but i have some questions like how to add custom controls ? Ex for lips eyes etc? Can it be done via bones? Or I have to look into shape keys?
Addint custom bones to Rigify can be difficult. Keep watching the sereis to learn how to create your custom rigs from "rig types". If you want to dive deeper into cusotmization, I have some advanced courses. The "Ogre" course is being uploaded to TH-cam now so check it out.
Regarding that "Mix" brush in weight painting that you've mentioned and issue with "zero weight" not actually showing zero when painting with it. I do belive it sorts of explains how mix brush works in the first place, it literally mixes values. So if you ever had a non-zero value somewere then even if you "substract", you in fact do not substract but blend those values - ultimately it still holds some minor value. And "add" brush actually literally adds or removes values, so if you substract then you do that and if equal or below zero it properly dissapears. Does anybody knows if that is somehow correct or have better explanation for this case?
@@CGDive I follow it steb by steb, maybe its bcs I didnt upgrade the face rig before generating, also how did u get the shape keyes u didnt explained that 37:16 ... thank you
Great tutorial ❤ but I can't do the rig. It's always an error and some of the bones turns orange and the report: nose_glue.L001: could not match control node for ORG nose_glue.L00. I don't know what to do 😢
HI! im having problems with my mouth mesh evne though i tried to keep the vertex together my mouth still loks open. Im also having problems with the toes of my character´s feet, how can i make em bend? w rigify i can make my leg move no problem but my character wears heels and i need to adjust her feet please hope you can answer these questions im at a dead end
Hello, question if you wouldn't mind. I'm working on an asset which currently has a fully rigged body but not face. I deleted all the non-face bones off the metarig so I could combine it with the existing armature for the body. The problem is I can't for the life of me figure out a way to combine them so that the Rigify widgets for both the face and the body control the same mesh simultaneously and properly. I noticed some face bones (e.g the jaw) controlled the body after using automatic weights, but that was an easy fix with a bit of weight painting. I've been trying several methods to get the face rigged the way I want but I guess I'm compromising for manually positioning bones with Rigify now. The answer is probably simple, but I'm not having much luck. Another thing to consider is that the eye empties of the model are broken so I think I'm going to have to gouge out the eye mesh and create 2 new objects for each eyeball. (Which should be simple enough.) In summary, I'm attempting to combine an existing body armature which is controlling a mesh, with the rigify face rig, into the same armature, so I can control them using the rigify widgets.
Generally, the goal of the course is to show how to do thing properly from scratch. Hacks like trying to combine an existing rig with a rigify face, and so on are usually complex and there are gotchas on a case-by-case basis. I recommend watching as much of the course as possible to understand how things work, then try to hack it together if you need to. Sorry, I can't help further. There is a lot I don't understand about your exact situation.
@@CGDive Hello, I've done this tutorial, but there is one thing I would like to improve further. It is still difficult to make a natural looking smile. I did the fixes you recommended. Do you have other videos or advice that picks up where the video left off to refine the mouth?
Rigify is nice for people using vanilla blender and learning the basics of animating an IK control rig manually. But if you invest in ARP and the Faceit addon for facial mocap you will never bother with rigify again afterwards.
I have a question: can you and how do you adjust the placement of the bones AFTER you've attached it to the rig? If I noticed for instance that the joint for the knee is a little bit too high, or the pivot point of the jaw is not in the right spot. Is that possible? Thanks!
Just tweak the Metarig and re-generate. If the tweaks are small it's going to be totally fine. Even with bigger tweaks the only problem is that the weights may start being incongruent so you may have to reapply Automatic Weights or paint again.
@@CGDive But doesn't moving the joints mean the skinned model also moves? If I "pull" on the forearm, doesn't that mean I'm effectively pulling the vertices as well? (sorry, trying to move from Max/Maya so maybe I'm just wrongly assuming). And just to confirm: regenerating the metarig means I will lose any pose on it, right? But you're also saying that I won't necessarily lose the weight painting modifications?
@@zealous_tagada No, tweaking the skeleton in Edit Mode does not change the bound mesh. That's the beauty of Blender's armature edit mode :) On top of that Rigify's Metarig system also ensures that you can tweak the bones positions without messing up your character. When you re-generate you will keep your weights (unless you make changes to the number of bones, then re-skinning might be necessary). You will lose a pose unless you keyframe it. If you keyframe it you will have to re-apply the Action that the pose is stored in. Since you will probably ask: Actions can be applied from Dope Sheet editor. Watch these vids to learn about the animation system in Blender :) th-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
@@CGDive That sounds really good, thanks so much for the feedback, I'll have a closer look then! I was pretty sure I had the rig keyframed in position but lost the pose, I'll have to try again (you mean the controler-rig, not the metarig-skeleton, right?). I guess I missed the second step or reapplying the action.
I have rigged the character to watch your video.There is problem eyelash not following eye & body .I have applied vertex group, disable armature problem is same every time.Eyelash moving and out of eye and body when I move neck controller.I change default vertex group and try to improve with weight paint but same problem.
I can't say for sure. If you are following my video, you most likely missed a step. If you are following with a different character, the meshes may be split differently. Make sure to parent the mesh that contains the eye or eyes to the rig. If possible use "With Empty groups."
Hi, my DEF Eye L and DEF Eye R bones aren't showing when I generate the rig, and there is no error message, is there a common error that I could have possibly made when positioning the eye rig?
Was wondering about that video you showed about adding the jacket. I believe you stated as of January 2024, it would be visible here as well. I can not seem to find it here. Or is this only only website?
Hey i dont know if you still answer comments on this video but ... i dont get an error message but rigify just doesn't generate the rig for the arms. Is there a way to fix this? I thought it might have been because i deleted the breast bones but i don't know how to get those back
I think I covered that somewhere in the course. There is a bug which makes some rig types disappear under specific conditions. You have to set the rig type again.
@@CGDive do I have to set the rig type for every bone? After fixing the arms I noticed the fingers were missing... And when I tried to parent the eyes, I didn't even have a vertex group for that deform bone
You only set the rig type on the first bone in the chain so for the arm that is the upper arm. The fingers are a different rig type so you have to set all fingers to the finger rig type. Watch the whole series and I think this stuff should become clear.
Thank you for the lecture. I am following your lecture, but the following error occurs during general rig. Can you find out the cause? -> "RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs [] Incorrect armature for type 'skin_jaw' "
You did something to the lips bones, most likely disconnected them. I can't say for sure but I did cover the most common problems and how to troubleshoot them. Watch the video carefully.
Hey CG thanks for the tutorial. I recently started learning Blender and I have reached a point of rigging my armature. I like your YT tutorials because you explain very well even for beginners. I am using Riggify in blender 2.79 but I got an issue, not sure if its an issue though. My rig has a lot of attached connections coming from an orange dot at the center of the cursor that is at the X/Y going to the rest of the rigged mesh. What's your opinion on this?
Do you mean dotted lines? These are relationship lines. I think in 2.79 you can turn them off from the n panel but I’m not sure. May I ask why you still use that old version?
@@CGDive Yes the dotted lines. I'll try to turn them off, hope it'll work. I understand your curiosity why am using the old version. My workstation does not have good specs to run the latest version of Blender. But its a good experience. Thanks
I’m on 4.0 but when I chose the rig and the model and auto weight when it’s done I’m trying to move anything but only the arrows moving and the model is still what happened? The model already have rig modifier
I’ve use the info panel and it said failed to find solution for one or more bones. Is it because my model doesn’t have teeth and tongue? But first time I’ve tried deleted them it can’t generate the rig and said because they are missing.
@@CGDiveohh, thank you. It work at some point but when I tried to make a fist by scaling the fingers rig it’s just fold the first 2 top of the fingers how could I make it a full fist one?
@@CGDive oh yeah i can switch it, thanks. There is another problem, i tried weight painting the mouth but it still deforming, is there a solution ? its my first time rigging and weight painting :)
@@CGDive oh wait, i mean... i dont know how to explain it, im not very good with english, i think its kinda distort ? and make the mesh looks weird, especially for the bottom parts of the mouth
When i click in "upgrade face rig" and "generate rig" my blender show this error: RIGIFY ERROR: Bone 'lid_glue.B.L.002': Could not match control node for ORG-lid_glue.B.L.002 Incorrect armature for type 'base_generate' (this error does not happen)
If you haven't deleted any bones, then some of the bones are probably disconnected. Watch the video carefully. Common problems and how to avoid them are covered.
Ah, and regarding that 52:45 comment about "Hard to create smile"... well, the real smile starts in upper part of the face, meaning eyes, ears and general muscle tension :) mouth actually just compliment that face expression and are over evaluated when it comes to facial expression. Most work have to be done around eyes, brows ears and forehead actually, this is also why people can intuitively distinquish between fake and real smile :>
this character dont have hair rig, i'm trying to rig a character but all tutorials I found teach it in separeted parts and it dont work for me, idk how to make it on the same rigify
If you watch the whole series, you will learn how to add custom bones. I simply can't cover all variations. Some people want hair, some a shirt, some a skirt. So learn how Rigify works and then do what you need to do :) Check out the bonus tutorial I mentioned in the video. In it, I talk precisely about this need to find a tutorial that covers exactly what you want. It's a trap that you have to go out of!
@@CGDive I know but I'm not a 3d genius, its hard to mashup tutorials to single project, there's always a little detail that make it useless for my setup
@@serjaoberranteiro4914 Then I guess you are stuck until that perfect tut pops up. Keep yourself entertained in the months or years until that happens! 🤭
Cg drive bro. Plz help me. I am really following ur vid, its just amaze me how its free in youtube. BTW, at 30:25 , when going to weight paint, i cant see the green bone there. Only the blue body mesh. Yes i followed very well before it. Also as u have ur clothes and head and other part is disconnctd, i have a whole single body mesh. Can i mail u with the pics? Plz, iam really stuck there. I will be really waiting for ur response brother❤. I have been trying this for over 5 hrs now.
If I understand correctly, the problem is that you don't see the bones. In the video, I enabled x-ray (can done form the shading options in the upper right corner of the 3d view). Or you could enable "in-front" from the Armature tab > Viewport display
@CGDive glad u replied. Yes i enables x ray. Now i tried in front, but still dnt see the green bones, only sees the rig. Also, i had one more seperate mesh(eyebrow), when i click rig then shift click eyebrow, then i see the green bones. I even tried this with seperate eyeball. It worked with those. But when iam doing it with the body mesh(it includes hand legs all joined) i dont see the bones. Just tell me what could be the reasons, i will work on it. Thank u sir.
Hi, I am trying to rig a model but it has an angry expression and anime eyes, would it still work if I adjust the bones accordingly? I think it should....
Yes but the face rig was never truly compatible with Game Engines. Even in its earlier version it used stretchy bones in complex hierarchy which turns into a mess when exported. You can use our addon Game Rig Tools to prep any rig for export though gumroad.com/a/598294451/OmHCS
SUPPORT NEEDED !!!! Hi Sir, I hope you see my Message ..😊 I am a beginner in animation and using blender I have a created a character model and generated a rig with the help of your many videos. All the controls are generated but the jaw doesnt have a control. I applied rig type to it as well but it doesnt work ... I tried most things from the youtube videos, still am facing the issue. Pls pls pls pls I need your support ... 😢
*BONUS CONTENT - Get FREE file downloads and Bonus chapters here*
academy.cgdive.com/courses/rigify-basics
EDIT: I figured it out. The bone wasn't perfectly straight in the other axis so I did the scale trick you show on the Z axis and it fixed it.
Maybe I'm being nitpicky, But I'm having an issue with the arms I have the character in T pose. I have the bone roll set to 90 degrees on both arms and there is a slight bend in the arm, but when I translate the arm in the x axis directly towards the body, the elbow points up in the air at a 45 degree angle instead of directly at the pole vector control. Any idea on how to fix this? It happens if I don't adjust the roll and just use the arms as rigify has them as well. I can't seem to get the elbows to point at the vector
Also no matter how I rotate the hand bone the ik one comes in at an angle
Quick Question. I think you mentioned it in a video or maybe it was someone else, but when moving the body in pose mode, it stretches to unbelievable distances. How do I prevent this from happening so I can pose my character better?
@@gravemistakes8427 To prevent the IK arms/legs from stretching there is a Stretch setting for each individual one. You will see it under N-panel > Item when you select any of the IK limbs. They still won't move with the body which is the strength of IK. You have to move/animate them along with the body.
The best rigging course in entire youtube thank you!
Thank you very much!
@@CGDive NICE COURCE
@@aestheticxravi Thank you! :)
@@CGDive keep it up bro ur videos are realyy very very helpfull
I always struggled with rigging but I found great success with this tutorial. Especially the tip with straightening the fingers is worth gold.
Yeah, fingers are easily messed up by a small offset. Glad you found it useful :)
I've rigged many characters professionally, but a habit of mine (probably from martial arts) is to always go back to fundamentals even if I know them. That's what brought me here.
This is by far the BEST tutorial online. The fine placement and explanations are fantastic. You sir, are a master of your craft. Very well communicated.
Thanks for the awesome comment! I applaud your focus on fundamentals... and I think you are going to love the Manual Rigging course I am about to release very soon. It was made with Fundamentals, Fundamentals and more Fundamentals in mind more so than anything I have done before: )
Thanks for such a great tutorial! I'm here to work out some bad habits I formed early on. On a deeper note, it's frustrating for everyone when TH-cam's top teachers are pushed under the so-called 'gurus' in feed. Your videos are 10 times the quality in narration, style, clarity, etc. This rigging tutorial is worthy of Blender's official site. Meanwhile subpar tutorials are receiving millions of views. People who claim 'quality videos will automatically reach the top' have no idea how the algorithms work in the big picture.
Thanks, I appreciate the positive comment. The algorithm is what it is. I hope my videos reach people like you who really appreciate them!
I'm so stoked that you're remaking this series! This video alone has answered so many lingering questions I had about Rigify. Thanks for posting!
Awesome!
If I seeing you in person, I'll give a hug, thanks legend
Haha, thanks!
I am so happy I kept watching till the end as that scaling finger controls tip is just 10/10!
I'm binge watching these tutorials...
Very userfriendly, even the difficult parts.
Thank you for leaving the errors in and give solutions to correct them.
Much appreciated.
Awesome, glad you are having fun!
Thank you very much for these very clear videos. I am French and speak very little English, but I understand everything you say; everything is clear and well articulated. The tips are great and work. Highly recommend.
Glad to hear that!
Thank you for this tutorial. I usually avoid commenting on youtube videos, but you helped me a lot with this course. I'm making a character for my diploma and whenever I had a question, it was answered in this video or other videos you have on your channel. My character is semi-realisitc, but everything was exactly what I needed. I'll gladly support and learn more from you!
Thank you and good luck with your diploma!
This was the best tutorial I have found for the new Blender Rigify process. I watched a few others but there were a couple of details that they missed which left me googling a bunch of issues, so I started over and used this video. Thanks!
Thank you too. That is awesome to hear!
You have always helped me so much over the years. The Face Rig: Settings tweaks section here is a life saver, I wish I knew how you figure these things out. I'm switching back to Rigify from Auto Rig Pro because I have not been able to figure out a few things involving the jaws and tongue. Many thanks.
I've now watched a few of your tutorial videos. They're all excellent . Thank you for posting them to youtube !
Thanks for watching!
Alt clicking the bones to move them around in weight paint mode is a huge help. Thank you.
The add brush tip is a life saver!
How did I not find this until now?? Thank you so much!! You're doing God's work my man.
Nice! And thank you,
Fantastic tute! Thanks for making the updated series! Blender is changing so much so quickly and your vid(s) makes learning all of the ins and outs of rigging much more palatable.
It's the best course ever on TH-cam.
Thank you
I thank you too, glad you enjoying it!
Thank you for this tutorial. It's so useful that you cover the most common issues and problems. All too often I've tried to follow a tutorial and done something stupid without realizing it, and then suddenly my follow-along doesn't work, and I've no idea why. (And let's be honest - some Blender error messages are beyond cryptic!) 👍
Yes, they are! :)
I am glad the tut was easy to follow. That is always my intention but it is hard to foresee everything Blender might surprise you with lol
This video was exactly what I needed. Thank you for making it available.
Glad it was helpful!
One thing I would suggest is activate bone axis when nearing final stage. This will show any off angle of how a bone will rotate. Especially the fingers, legs and arms. When you adjust the fingers, it's very easy to messup the rotation orientation. Always perform and "recalculate bone roll". Do this by selecting all finger bones, make the tip active and then use "recalculate bone roll". It will correct the bone roll and cause for much better rotstion
It's important to note that Rigify does not care about Bone roll by default. Most Rigify types like the fingers, arms and legs are set to "Automatic" mode which means that at generation, Rigify will try to create optimal roll based on the default bending of each part. You can switch it to manual mode or just carefully align the bending which will usually result in a decent result.
@@CGDive What? I actually thought this would work. I'm gonna test this
I've been following your older tutorial to try and learn rigify and it was just failure after failure for me, been trying this one and it's like night and day, can't wait for the next parts. Still can't get custom rigs to function that well
The best thing is to tell general problems and errors that someone faces.
Kinda interesting that the tongue bones seem to be flipped. I wonder why the head/tailgo from the front to the back vs from back to front @45:13
I think it is a legacy weirdness. The tongue has been like that since before the big Face update and I guess they decided to keep it like that to avoid confusing old users.
I'm having problem somehow, the tongue rig controller doesnt generate? ( here 46:28 , I already align the tongue bones in metarig though) It's only appear in 'Secondary' layer collection but no controller under 'Face'
Very good and comprehensive explanation, thank you very much.
Really cool tricks that would have saved myself a lot of time !
🔥
please make the advance face rig with rigify you mentioned
your course and tutorials on rigging with rigify is robust,best and most complete ones
very well explained,thank you that just what I needed
Hi, may I ask something? Is there a way to subdivide the amount of eyelid and mouth bone in Rigify to provide more detailed tweak controls?
Great step by step tute until I get to the face. After the upgrade face rig, the main face bone moves by itself without moving the entire face bones! Any ideas how to move the face bones in the proper place?
Thank you Amazing detail tutorial .
it took me like a week to get through this one but still in it 😤😤
Your tutorial is the best! Thank you so much.
You're very welcome!
I was waiting for this tutorial🥰 Thanks Cgdrive
Hope you enjoyed it!
ofc @@CGDive
worlds best teacher ever good accent and everthing
You are way too nice. Thank you!
thanks for best tutorial, good healt to all
i have a model from CG trader that already has a body rig and a few parts of a facial rig, how would i merge just the head of the meta rig to my current body rig
Great video!! helps a lot
Awesome!
You saved my life!!! amazing thank you so much!
Glad it helped!
your tutorial is very good and i have learnt a lot from it .
But is their any way by which the mesh don't stretch like rubber to infinite and act like actual human body.
Yes, reduce the Stretch setting for all limbs to 0 under Item > Rig main properties.
thanks@@CGDive
nice video. i have a question about the bones from metarig. when we generate rig and parent the mesh with that with automatic wheights, the bones from metarig it is assumed to follow the movement from the controllers or not?
i have that problem the bones dont follows the movement. the mesh it works fine when i move the controllers from generate rig.
Thanks you so much for those classes, they saved my creative life! I actually first learned riggify with your previous tutorials, and it was great. The only problem is that with blender’s 4.0 update all my costum riggify rigs are broken, could you please add a class to this course on how to recover old rigs made in riggify? I really can’t find this information in anywhere else. Thank you so much again for the resources that you make!
I did that a bit here:
th-cam.com/video/7D8HtiSrDCk/w-d-xo.html
I saw the video, but still haven’t found how to fix my problem,
@@jublubsstudios8650 That is all I know.
Try posting on our discord discord.gg/j8SQCjFsXP
Great tutorial, thank you so much. I just noticed that the seize of the eye controller you got was due to the fact that you resized the eye bones in the first place yourself, so I assume the standard will be bigger controller further away. Scale of eye bone in my mind should not matter as the pivot point of the bone that matters is at eye center and rotation is the only function used.
yeah, didn't make sense to me either but it is what it is... :)
Awesome tutorial, you are the man!
Glad you liked it!
Will you make a tutorial on adding accesories/modifying the model after rigging? Also, i'd love to see what you have to say about adding the new geometry nodes hair system to the model! @@CGDive
@@ptt619 What kind of Accessories? What do you mean by "modifying the model after rigging"?
Already did some (adding a shirt) in the Bonus chapters academy.cgdive.com/courses/rigify-basics
I'm happy you actually responded! I was just interested in how you would integrate objects or accessories that interact physically with the character, like chains, glasses, simulated clothing, or something the character may have in their hands. I'll def check out the bonus chapters though, my question will probably be answered there 😅 @@CGDive
Great video!
Thank you so much!
Thankyou for the video I learned a lot from this but i have some questions like how to add custom controls ? Ex for lips eyes etc? Can it be done via bones? Or I have to look into shape keys?
Addint custom bones to Rigify can be difficult. Keep watching the sereis to learn how to create your custom rigs from "rig types". If you want to dive deeper into cusotmization, I have some advanced courses. The "Ogre" course is being uploaded to TH-cam now so check it out.
Regarding that "Mix" brush in weight painting that you've mentioned and issue with "zero weight" not actually showing zero when painting with it. I do belive it sorts of explains how mix brush works in the first place, it literally mixes values. So if you ever had a non-zero value somewere then even if you "substract", you in fact do not substract but blend those values - ultimately it still holds some minor value. And "add" brush actually literally adds or removes values, so if you substract then you do that and if equal or below zero it properly dissapears.
Does anybody knows if that is somehow correct or have better explanation for this case?
Very very good work.
Great tutorial, but there is no teeth or eyes in vertex groups 43:27, there is every other just no teeth and eyes what can I do ?
If you follow the tutorial, there should be. I can't say what you did or not do to not have them.
@@CGDive I follow it steb by steb, maybe its bcs I didnt upgrade the face rig before generating, also how did u get the shape keyes u didnt explained that 37:16 ... thank you
The shapekeys were already there on the model I used. They are not related to the tutorial.
Thank you for the tutorial,but my problem is the twist arms.Is for a game,but i dont know to solved.
32:23 I checked the Box "Topology Mirror" and it worked for painting symmetrically.
Great. "Topology Mirror" can be a bit unreliable so I don't mention it in beginner's tutorials.
@@CGDive oh, I guess it worked because I did a manual retopology using the mirror modifier before riging.
god bless cg dive!
I want to ask where you got the 3D model of the character, did you make it yourself or downloaded it
Great tutorial ❤ but I can't do the rig. It's always an error and some of the bones turns orange and the report: nose_glue.L001: could not match control node for ORG nose_glue.L00. I don't know what to do 😢
Did you watch the troubleshooting section at 46:18 ?
HI! im having problems with my mouth mesh evne though i tried to keep the vertex together my mouth still loks open. Im also having problems with the toes of my character´s feet, how can i make em bend? w rigify i can make my leg move no problem but my character wears heels and i need to adjust her feet please hope you can answer these questions im at a dead end
Hello, question if you wouldn't mind. I'm working on an asset which currently has a fully rigged body but not face. I deleted all the non-face bones off the metarig so I could combine it with the existing armature for the body. The problem is I can't for the life of me figure out a way to combine them so that the Rigify widgets for both the face and the body control the same mesh simultaneously and properly. I noticed some face bones (e.g the jaw) controlled the body after using automatic weights, but that was an easy fix with a bit of weight painting. I've been trying several methods to get the face rigged the way I want but I guess I'm compromising for manually positioning bones with Rigify now. The answer is probably simple, but I'm not having much luck.
Another thing to consider is that the eye empties of the model are broken so I think I'm going to have to gouge out the eye mesh and create 2 new objects for each eyeball. (Which should be simple enough.)
In summary, I'm attempting to combine an existing body armature which is controlling a mesh, with the rigify face rig, into the same armature, so I can control them using the rigify widgets.
Generally, the goal of the course is to show how to do thing properly from scratch. Hacks like trying to combine an existing rig with a rigify face, and so on are usually complex and there are gotchas on a case-by-case basis. I recommend watching as much of the course as possible to understand how things work, then try to hack it together if you need to. Sorry, I can't help further. There is a lot I don't understand about your exact situation.
@ I understand. I'll keep trying. Thank you nonetheless.
@@CGDive Hello, I've done this tutorial, but there is one thing I would like to improve further. It is still difficult to make a natural looking smile. I did the fixes you recommended. Do you have other videos or advice that picks up where the video left off to refine the mouth?
@@MACKYBOY-41 I have an advanced course on using the modular face rigs here:
academy.cgdive.com/courses/rigify-modular-face-rigging-skin-course
How does 4.0 Rigify compare to Autorig Pro now?
Rigify has not changed that much. It compares the same way as before. Here is my opinion:
th-cam.com/video/o9fjDhVfnDg/w-d-xo.html
@@CGDiveGotcha, thx for the answer.
is autorig pro still the easiest to use? the main point in ur old vid was user experience. Maybe this new rigify is easier to learn?
@@Tenchinu Well part of a good UX is being easy to use. Auto-Rig Pro is still easier for sure.
Rigify is nice for people using vanilla blender and learning the basics of animating an IK control rig manually.
But if you invest in ARP and the Faceit addon
for facial mocap you will never bother with rigify again afterwards.
I have a question: can you and how do you adjust the placement of the bones AFTER you've attached it to the rig? If I noticed for instance that the joint for the knee is a little bit too high, or the pivot point of the jaw is not in the right spot. Is that possible? Thanks!
Just tweak the Metarig and re-generate. If the tweaks are small it's going to be totally fine. Even with bigger tweaks the only problem is that the weights may start being incongruent so you may have to reapply Automatic Weights or paint again.
@@CGDive But doesn't moving the joints mean the skinned model also moves? If I "pull" on the forearm, doesn't that mean I'm effectively pulling the vertices as well? (sorry, trying to move from Max/Maya so maybe I'm just wrongly assuming).
And just to confirm: regenerating the metarig means I will lose any pose on it, right? But you're also saying that I won't necessarily lose the weight painting modifications?
@@zealous_tagada No, tweaking the skeleton in Edit Mode does not change the bound mesh. That's the beauty of Blender's armature edit mode :)
On top of that Rigify's Metarig system also ensures that you can tweak the bones positions without messing up your character.
When you re-generate you will keep your weights (unless you make changes to the number of bones, then re-skinning might be necessary).
You will lose a pose unless you keyframe it. If you keyframe it you will have to re-apply the Action that the pose is stored in.
Since you will probably ask: Actions can be applied from Dope Sheet editor.
Watch these vids to learn about the animation system in Blender :)
th-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
@@CGDive That sounds really good, thanks so much for the feedback, I'll have a closer look then!
I was pretty sure I had the rig keyframed in position but lost the pose, I'll have to try again (you mean the controler-rig, not the metarig-skeleton, right?). I guess I missed the second step or reapplying the action.
I have rigged the character to watch your video.There is problem eyelash not following eye & body .I have applied vertex group, disable armature problem is same every time.Eyelash moving and out of eye and body when I move neck controller.I change default vertex group and try to improve with weight paint but same problem.
Are you going to the advanced facial rig? If so, can you include the usage of blendshapes in such a setup
Not in this series.
Alright. Subscribed for the already so much awesome content on your channel! Looking forward to more🤙
All good, until the part of adding the eyes to the vertex groups.
The "DEF-eye" groups do not appear
I can't say for sure. If you are following my video, you most likely missed a step. If you are following with a different character, the meshes may be split differently. Make sure to parent the mesh that contains the eye or eyes to the rig. If possible use "With Empty groups."
@@CGDive Thank you very much for the reply.
In the end I solved the eye rig problem by doing a bone rig :)
Good video!
Hi, my DEF Eye L and DEF Eye R bones aren't showing when I generate the rig, and there is no error message, is there a common error that I could have possibly made when positioning the eye rig?
In Blender 4?
And you upgraded the rig?
@@CGDive I did not upgrade the rig! That was the issue haha, thank you
@@starseekerspixel perfect!
Was wondering about that video you showed about adding the jacket. I believe you stated as of January 2024, it would be visible here as well. I can not seem to find it here. Or is this only only website?
It's a bonus chapter only on Academy. I think I said so in the video, sorry if it wasn't clear enough :)
@@CGDive yeah found it. Already kinds knew the info. But was curious for perhaps new info
I M JUST BEGINNER IN BLENER.. AND VERY HARD TIME IN OLD VERSION BLENER EDU COURSE DATA...
THIS CONTENT WAS VERY USERFUL FOR ME.. THNAKS A LOT
You're the best
THIS IS FUCKING EXACTLY WHAT I'M LOOKING FOR, THANKS GURU
great and great
Hey i dont know if you still answer comments on this video but ... i dont get an error message but rigify just doesn't generate the rig for the arms. Is there a way to fix this? I thought it might have been because i deleted the breast bones but i don't know how to get those back
I think I covered that somewhere in the course. There is a bug which makes some rig types disappear under specific conditions. You have to set the rig type again.
@@CGDive do I have to set the rig type for every bone? After fixing the arms I noticed the fingers were missing... And when I tried to parent the eyes, I didn't even have a vertex group for that deform bone
You only set the rig type on the first bone in the chain so for the arm that is the upper arm. The fingers are a different rig type so you have to set all fingers to the finger rig type. Watch the whole series and I think this stuff should become clear.
Thank you for the lecture. I am following your lecture, but the following error occurs during general rig. Can you find out the cause? -> "RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs [] Incorrect armature for type 'skin_jaw' "
You did something to the lips bones, most likely disconnected them. I can't say for sure but I did cover the most common problems and how to troubleshoot them. Watch the video carefully.
Having the same problem here, did you find a fix to this problem?
Hey CG thanks for the tutorial. I recently started learning Blender and I have reached a point of rigging my armature. I like your YT tutorials because you explain very well even for beginners. I am using Riggify in blender 2.79 but I got an issue, not sure if its an issue though. My rig has a lot of attached connections coming from an orange dot at the center of the cursor that is at the X/Y going to the rest of the rigged mesh. What's your opinion on this?
Do you mean dotted lines? These are relationship lines. I think in 2.79 you can turn them off from the n panel but I’m not sure.
May I ask why you still use that old version?
@@CGDive Yes the dotted lines. I'll try to turn them off, hope it'll work. I understand your curiosity why am using the old version. My workstation does not have good specs to run the latest version of Blender. But its a good experience. Thanks
I’m on 4.0 but when I chose the rig and the model and auto weight when it’s done I’m trying to move anything but only the arrows moving and the model is still what happened? The model already have rig modifier
I’ve use the info panel and it said failed to find solution for one or more bones. Is it because my model doesn’t have teeth and tongue? But first time I’ve tried deleted them it can’t generate the rig and said because they are missing.
This is addressed at 28:46 . A video showing how to fix the problem is available in the video description :)
@@CGDiveohh, thank you. It work at some point but when I tried to make a fist by scaling the fingers rig it’s just fold the first 2 top of the fingers how could I make it a full fist one?
Thank you
i only have 4 brush type in Weight Painting mode, i dont have the "Add Brush", how to add it ?
Which Blender version? All recent Blender versions should have the add brush. You can also just switch the Blend mode to Add.
@@CGDive oh yeah i can switch it, thanks. There is another problem, i tried weight painting the mouth but it still deforming, is there a solution ? its my first time rigging and weight painting :)
@@suyavidya5097 " i tried weight painting the mouth but it still deforming,"
It's supposed to be deforming :)
I don't understand the problem.
@@CGDive oh wait, i mean... i dont know how to explain it, im not very good with english, i think its kinda distort ? and make the mesh looks weird, especially for the bottom parts of the mouth
@@CGDive my mouth meshes become so messy when i move it, is there a solution ?
When i click in "upgrade face rig" and "generate rig" my blender show this error: RIGIFY ERROR: Bone 'lid_glue.B.L.002': Could not match control node for ORG-lid_glue.B.L.002
Incorrect armature for type 'base_generate' (this error does not happen)
If you haven't deleted any bones, then some of the bones are probably disconnected. Watch the video carefully. Common problems and how to avoid them are covered.
hey! good tutorial, will mixamo animations work with this?
Yes, make sure you know how to retarget. You can learn retargeting here:
th-cam.com/play/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP.html
Is it okay for the palm bones to be touching?
Nevermind, after searching for answers and finding an image.
Great!
Thanks soo helpful
Question is rigify easy to be send to unity or Unreal ? thank you for such nice content
Not by default but I covered the solutions quite extensively in this playlist
th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
Ah, and regarding that 52:45 comment about "Hard to create smile"... well, the real smile starts in upper part of the face, meaning eyes, ears and general muscle tension :) mouth actually just compliment that face expression and are over evaluated when it comes to facial expression. Most work have to be done around eyes, brows ears and forehead actually, this is also why people can intuitively distinquish between fake and real smile :>
That's true but it is not what I mean. I specifically mean the mouth shapes that this rig tends to produce.
this character dont have hair rig, i'm trying to rig a character but all tutorials I found teach it in separeted parts and it dont work for me, idk how to make it on the same rigify
If you watch the whole series, you will learn how to add custom bones. I simply can't cover all variations. Some people want hair, some a shirt, some a skirt. So learn how Rigify works and then do what you need to do :)
Check out the bonus tutorial I mentioned in the video. In it, I talk precisely about this need to find a tutorial that covers exactly what you want. It's a trap that you have to go out of!
@@CGDive I know but I'm not a 3d genius, its hard to mashup tutorials to single project, there's always a little detail that make it useless for my setup
@@serjaoberranteiro4914 Then I guess you are stuck until that perfect tut pops up. Keep yourself entertained in the months or years until that happens! 🤭
@@CGDive damn, I will become a genius then
Its,really nice 😊 and can u do maximo plus meta face rig pls tnxs 😊
thank you sir
thank you bro!! can you do animals please?
Next video is about that.
Cg drive bro.
Plz help me.
I am really following ur vid, its just amaze me how its free in youtube.
BTW, at 30:25 , when going to weight paint, i cant see the green bone there. Only the blue body mesh.
Yes i followed very well before it.
Also as u have ur clothes and head and other part is disconnctd, i have a whole single body mesh.
Can i mail u with the pics?
Plz, iam really stuck there.
I will be really waiting for ur response brother❤. I have been trying this for over 5 hrs now.
If I understand correctly, the problem is that you don't see the bones.
In the video, I enabled x-ray (can done form the shading options in the upper right corner of the 3d view). Or you could enable "in-front" from the Armature tab > Viewport display
@CGDive glad u replied.
Yes i enables x ray.
Now i tried in front, but still dnt see the green bones, only sees the rig.
Also, i had one more seperate mesh(eyebrow), when i click rig then shift click eyebrow, then i see the green bones.
I even tried this with seperate eyeball. It worked with those.
But when iam doing it with the body mesh(it includes hand legs all joined) i dont see the bones.
Just tell me what could be the reasons, i will work on it.
Thank u sir.
@@FalakKhan-u4r I don't know to be honest. You did enable the DEF collection, right?
only one thing the facial rig can't handle extreme deformation
like U & O vowel
other than rigify was great
What about cloud metarig
What about it?
i like 36:53
I followed the directions but I still get a mess. I was simply not meant to do this.
Give it another go, you will get there with practice!
Hi, I am trying to rig a model but it has an angry expression and anime eyes, would it still work if I adjust the bones accordingly?
I think it should....
Being that the updated face rig uses bendy bones, does that mean it's not compatible with Unity and other game engines?
Yes but the face rig was never truly compatible with Game Engines. Even in its earlier version it used stretchy bones in complex hierarchy which turns into a mess when exported.
You can use our addon Game Rig Tools to prep any rig for export though
gumroad.com/a/598294451/OmHCS
SUPPORT NEEDED !!!!
Hi Sir, I hope you see my Message ..😊
I am a beginner in animation and using blender I have a created a character model and generated a rig with the help of your many videos.
All the controls are generated but the jaw doesnt have a control. I applied rig type to it as well but it doesnt work ...
I tried most things from the youtube videos, still am facing the issue. Pls pls pls pls I need your support ... 😢
I can't say for sure. My best advice is to start over. If the jaw doesn't generate again, then it could be a bug (although I doubt that)