Blender: Rig A Character From Scratch | CLEAR BEGINNERS GUIDE
ฝัง
- เผยแพร่เมื่อ 2 พ.ค. 2024
- Learn how to get started rigging a character in Blender from scratch. Rigging is a very valuable tool you can use as a 3D artist, and this video aims to help you get the basics as a beginner.
Media Used for this Project:
www.mixamo.com/
Links:
Skillshare Free First Month: skl.sh/3aROa69
Patreon: / pixxo3d
Instagram: / pixxo3d
www.artstation.com/pixxo3d
Other Links: linktr.ee/pixxo3d
BOOKMARKS
00:00 Intro
01:56 Setting Up A Character
05:15 Start Rigging
12:55 Left Side
17:20 Arm IK
19:36 Leg
23:30 Leg IK
24:30 Target Bones
26:40 Turn Off Deforms
29:00 Symmetrize The Left Side
29:34 Parent Target Bones
30:25 Automatic Weights
31:40 Brief Overview Of Weight Paint
Music: YTML_Cocktails - Underbelly & By Ty Mayer
Thank you for watching, and enjoy your 3D Journey
#Blender #3D #CGI
Thanks dude, I learned how to rig in 2017, but I Forgor 💀
Literally same
@@lolakoha7431 same
I am shocked this video is not at 1M views. I have been looking at rigging and animation videos for the past 3 days and yours is BY FAR the best among the bunch. Clear explanations. Great advice. Just fantastic. Thank you for sharing your knowledge. Thumbed and subbed!!!
By Jove, this is gold! I've been struggling with rigging ever since I discovered rigging, but this is the first time it all makes sense. Very well explained, many thanks.
You are a real teacher! Simple and clean. I save this video to watch later again. I search a TONS of sites and videos on the internet about this topic but I never found something like this.
keep teaching...
Thanks a lot!
Really helpfull, I just started to rig my first character in blender (a Primarys Intercessor Space Marine from Warhammer 40k) and of course i run into many problems (with loose parts, geometry issues, some parts not moving at all...) that i then figured out how to solve thanks to this tutorial. Everyone out there seems to go directly to the automatic functions without making even quick and easy ways to do the manual part (weight paint and vertex groups).
The model i started with is a complex one, but that actually helps if you want to learn fast (but with a lot of patience).
I'm so glad I found this tutorial. Hands-on tutorial and engaging your viewers with homework is a great way to learn. Thank you for putting this tutorial together.
This is awesome! Thank you!
He is a really good instructor! This video really helped me to understand rigging.
Great beginner video, no unnecessary detail and super easy to follow. Awesome stuff
Fantastic tutorial. Thank you for sharing.
Clear and straight to the point. Great tutorial. Thank you.
This was really helpful for me! Thank you for your Work!
Brilliant, this is the clearest instruction I have seen, my brain thanks you!
legit the best tutorial i've ever seen, you just saved me alot
Thank you Pixxo. Cool stuff, very good, simple, and clear tutorial.
Man, this is reeeeeally a great tutorial... Some values were different for my model, but after playing a bit with it i made it work. Thanks a lot!
Thank you so much for this!
Perfect tutorial. Great starting point, and yet at the end of the tutorial we get a character rigged (enough) for animation.
thank you so much man, you explained everything really well!! i only downloaded blender like 2 days ago but this is helping me learn alot!
VERY USEFUL video - thanks a lot, waiting for more!
Awesome tutorial, thank you very much!
Thank you, really helps!
you are the only one who tech blender like it is possible to use as beginner, thank you so much !
very great tutorial! you explain it very well step by step!! thanks a lot!
Man these tutorials are really helpful so far. Only part I messed up here I think is the knees. Idk why, but I learned a lot just the same, so thanks!
looks like a really good tutorial im gonna follow this when i got time for my own character :D and see if i can do it :D
Thank you, great explanation! thanks a lot!
wow this video is just on point, thanks man
Thanks It helped me alot!😇 & Thank you because of you I am encouraged to do SCULPTING. I have made my 1st sculpture by your tutorial
Thanks a lot for this!!!
amazing tutorial!
THANK YOU SO MUCH
I really needed this - I'm making a video game with blender and unity
So easy to follow and very thorough as well.
Thanks a lot! Maybe the Best Tutorial on TH-cam defently one of the best
Very fantastic I understand character rig basic 👍
Thank you Pixxo 3d. I finally did it. I could not believe. After Several youtube videos yours is clean and Understandable. I have no school. but with youtube and You. I found school to go🤓🤓🤓
it was hard for a beginner but Im so suprized l ve done everything correctly. you are a good teacher. thx for tut.
Thank you very much...i have been challenging so much with other videos....but this video solved my problem...Thank you thank you so much!!!!!
What a great help this video, thank you vey much.
Ctrl+shift+C might not work with AMD gpu because of driver key bindings - You need to check in the adrenalin software and change or disable these bindings.
Great tut, thanks
You have teaching talents.
thanks for the vid
Oh my, it helped me a lot!
Thank You!
thanks for tutorial
Great tutorial! Thanks! Subbed! :)
thank you so much, very good tutorial :-)
God bless you for this gee
Excelent video! Thaks so much!!
This one deserve a sub!!
Thanks
FINALLY. THANK YOU. SUBBED
just thankyou really
Thank you very much .
thank you
That was amazing! Had many problems before but it finally worked!! Thank you so much! Sadly the automatic weight paint didn't work :( but that's probably due to the character I'm using.
Bro knew what he was doing 💀7:36
ya its gona help me with the animation studio i have with me friends'
Haha this is very nice!
15:51 you can select all LEFT bones, rightclick anywhere, go into names submenu and click auto left/right naming or something like this
Bravo
Nice😮
Rigify is still bugging. Thanks for your time and efforts to create this tutorial.
In my case, the value for the Pole Angle was, -90°, instead of +90°.
THANK YOU
Did anyone figure out how to place the target bone for the upper arm? I put it behind the arm on the Y axis, but when I move the IK bone for the hand my arm bends in a weird unnatural way.
thanks for that tutorial, especially the part where you didnt do the arms and i sat and struggled for an hour with no result.
I have a question, I want to make a game and make some assets my self. I learned how to 3D model guns in blender and now I want to learn how to make characters. What is the process to making a character for UE5 in layman’s terms. I.e make character - rig - import to ue5
Or do I import from ue5- rig then make character. I just don’t want to make a character and then have to restart because I messed up from the beginning lol. Any tips would be appreciated bro. Love the channel. Super clear and concise tutorials!!
great video, it was really helpfull but i have a problem, my mesh stretch like rubber, i don't have a limitation. How can i fixe that ? Thanks in advance.
What's the difference between control shift C vs just shift i ? I tried both and they both look the same. I'm not seeing anything different.
I used the "Low Poly Girl" from the previous tutorial, but when I click "With automatic weights", then the model breaks completely.
same here. i am using my own character. it does have cartoonin proportions but the size should be fine. also armature as well as character are uniform/zeroed out… did you find the problem?
same for me any solution ?
@@seraphimipx2611
For the CTRL+SHIFT+C part: remember to switch to POSE MODE
💪💪💪
tysm
I want to model a character 9mm in height for my model ships. Is it better to build the character at a 2m height and then reduce, or should I model the character at the 9mm height?
i can not add mesh unsubdivide how do i do that? there is no option like that i am only getting edge subdiv can i use that too?
Great vid! Really helped me understand rigging at a lower level for more advanced meshes :).Quick question, if my legs joints deform and sort of implode when I go into object or pose mode, what am I missing?
Skill?
:(
:(@@AsbestosSoup
do u HAVE to keep the control bone or will everything still work fine without it?
Thank you! But my arm controllers don't move alone with arms. What do I do? Thanks
i followed the steps great indeed but the mesh does not move with the bone movement did i miss a step??
When I did the target bone for the arm, the arm no longer bent when I tried moving the IK. It remained straight and rigid. I'm a beginner so I haven't the slightest idea how what the problem is.
When I extend the hands and feet too far away from their limbs, they pull off with the control bone. Is there any way to attach them to the limbs while still using IK?
im still noob and learning but i ended up just parent the hand bone to lower arm and foot bone to lower leg, then parent the IK arm to chest and IK leg to hip, foot and hand maybe dont rotate with IK bones but can still rotate them individually and the IK bones now move w/ model
nvm parent IK foot to main bone instead so can still jump & squat, idk i wish OP would respond lol
double nvm, maybe just dont remove parent, following another guide atm dont listen to me
Little update, I found out that the new shortcut for assigning IK Handles is Shift + I
Need help, why are my leg target bone not symmetrizing
Shift+ctrl+c or ctrl+shift+c doesn't seem to work anymore(blender 3.4.1). Although ik s can be added through bone constraints properties menu, it doesn't behave the same as in video. Couldn't make the pole target bones behave...
Were you in the right mode?
I was trying this over and over in Edit Mode when I should have been going it in Pose Mode
Not sure if you're still having this issue, but check to see if either on your Geforce Nvidia software or AMD Software Adrenaline have hotkeys enabled. AMD has a tab specifically labeled hotkeys when you click on the settings gear. Disable the hotkeys there and restart Blender.
@@Pabzooloo I would never think about checking the AMD software to fix this, you're a savior, thank you!
@@Pabzooloo I say the same, I didn't even know I even had the AMD software in my PC. I disabled the hotkeys and it worked instantly, didn't need to restart.
i don't have mesh.unusubdivide as an option to choose only edge un-subdivide show up. i try closing it down the and restart it over a couple of times still didn't show up.
I did, but the part in symmetrise my leg bones went properly but the hand bones went upwardly ,why this happened?
🥳
I am trying to get a figure that I want to put in planet coaster edited where his arms are down by his side and I am still getting confused
it helps but i can't do the part with "shift ctrl c* can someone help me with that?
I'm having some trouble with the inverse kinemactis part.
After I finish the process of pairing both the hands and feet to their IK bones, they detach from the rest of the arm/leg; so when I move them very far they just deform the model.
How do I solve that?
yeah same. Did you ever figure it out? let me know what to do
I believe you're having an issue with the Bone Constraints not being assigned. Go to the next step and select the bone that you've applied the IK to like LowerLeg.L. Under Bone Constraints, make the chain length 2. He doesn't explain that this issue will occur if you don't do this. Check that everything is parented like it is in the video with the wrist IK parented to the torso and the ankle IK parented to the main bone.
Hey @@d3m0npiggy I'm having the same issue as @alancastro8580 I parented the respective bones to the main and torso bones, but it's still possible to pull off the hand bone and the foot bone. I still haven't found a solution to this. In the video he conveniently never extends the hand of foot control past the connectivity range.
@@csfan8965 Switch to Pose Mode, Select the LowerLeg.L, Under Bone Constraints under the details, change Chain Length to 2. It's explained in the video.
I followed this step by step and my IK is set up with the appropriate chains. It does not solve. @@d3m0npiggy
hmm it looks all good until I grab the hand.L bone and drag it 20 meters away from the character. It's stretching the mesh for some reason.
edit: found it if anyone runs into this problem. Hand.L is no longer "connected" to Lowerarm.L I had to disconnect it from hand_IK.L and parent it back to lower arm. Basically step at 17:01 is the issue.
I dont seem the get the option to Cntrl P (automatic weights) Am i missing something?
hey dude just a question, im doing the IK, and wondering how i can make it so only certain bones rotate certain ways while being IK, so that it looks more realistic?
oh nvm you can lock axis' in bone properties under Inverse Kinematics
Quick question: when moving my mesh with this rig (or any rig) makes things quite laggy and im running an i9 and a 3090ti. Would this be because of the sale of my character? Its 18m. Or does scale even matter?
Blender scale units should not matter for rigging or performance as far as I know (unless you're trying to rig with automatic weights and the bone heat error keeps getting thrown. Scaling up can fix that some times.) Not sure if you ever found out or not, but there's a few things that make my hardware hate life when moving a rigged mesh.
Poly count of the mesh(s) being controlled by the rig is by far the worst one I've ran into. Try to retopo your mesh(s) to a sane poly count and use a shrinkwrap modifier to project the detail onto the retopo'd mesh. If you want to animated it with the detail showing you can use the multires modifier, subdivide it a few times, then apply the shrinkwrap. Doing this will not affect the retopo'd base mesh if you apply it to one of the higher layers. When you got to move the parented rig, turn down the viewport subdivision level to 0 and it will move fine. When you go to render just leave the render setting alone and all the detail will still show up.
Make sure when you do this you have the modifier stack in the correct order for your details to show through before applying. There are a ton of great videos on using the shrinkwrap modifier to transfer detail over, and even more on the multires modifier. It's just so versatile. Be warned: the workflow I mentioned above is destructive, so make duplicates (shift-D) whenever you reach a destructive step.
Any modifiers that are active (like subdivide surface) will make moving the mesh incredibly hard for the computer to manipulate. Sometimes I have a modifier that slows down computation that can be disabled (dialing back the subsuf levels to 0 under viewport when animating and leaving the render setting alone for rendering) or removed entirely.
Particle systems (hair)/physics (clothes and collisions). If these are enabled and viewable they will make trying to move a rig almost impossible. Especially if you're modeling an animal with lots of fur or a character with separate clothes meshes you want to be dynamically affected by the model moving during animation.
Best of luck.
@@RedneckRedoubt thank you!
Whenever I try to select the top nub of the armature, it selects the whole bone :(
when i set up the control bone to Leg Target.L it flips it around my bones. Any idea what the problem is?
I had to go into edit mode and use ctrl+R to rotate the Upper legs around, that fixed it for me
Parenting the bones to the model with automatic weights completely deformed my model, any fix?
Did the bones have transforms before you did the parenting? Also, did you apply the scale of your mesh? Just check these as a start. There can be many situations that can cause this, so it really is a process of elimination sometimes.
Thanks for the quick reply! But no transforms were made to the bones before parenting and i applied the scale of the mesh too.
Symmetrize dont work for me(does the character have to be t posing?)
when I activate edit mode everything is normal but when I activate object mode or pose the body becomes deformed in some place. what should I do? and what about the bones that come out of the body? Will they affect the animation?
The bones that are outside the body, which we disconnected, can be parented to control a bone that has inverse kinematics with chain lenght attached. This gives off a smooth movement of multiple bones.
@@4n0nym0u5 and what about the first problem
I'm having a similar issue after adding the automatic weights to the mesh. Have you figured out the issue?
I have a problem... :(
when I tried to connect mesh with bones like in the video, my character model deformed in one direction. and when Id try to move around legs or arms in pose mode then not only the one leg moved but everything in some radius moved along with the leg
same problem here
i think maybe 4.0 changed how duplicating the bone works, because it gives me a whole new armature instead of a bone within it at 7:27 -ish
did you solve this problem?
be sure to be in edit mode
I see you have two parents to same object, but how is this possible, though I am at workplace right now, volume was low, so I must have missed things...