[Blender] Game-ready Rigs #1 - (Unreal/Unity/Godot)

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 231

  • @CGDive
    @CGDive  2 ปีที่แล้ว +4

    Parts of this video are obsolete as we developed Game Rig Tools: an addon that automates the creation of a deform rig/game rig based on an existing Control Rig.
    However, PLEASE make sure that you understand the "basic principle of game-ready rigs" discussed in this video. The addon is based on this principle.
    After that you can watch this video which introduces Game Rig Tools.
    th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

  • @JimKroovy
    @JimKroovy 3 ปีที่แล้ว +79

    This is probably the first Blender to Game Engine video i've seen that i cannot find any problems with! Good job : )

    • @CGDive
      @CGDive  3 ปีที่แล้ว +8

      That means a lot coming from you! I do research and test and poke holes in my own workflow but I have to admit that there is a lingering doubt that I may be missing something :P

  • @BronskyTheMudcrab
    @BronskyTheMudcrab 3 ปีที่แล้ว +18

    Amazing video. I tried to found out how to rig model correctly. But usually all tutorials was make for animators or for developers. Developers don't care about control rig, animators don't care about useless extra bones. So this video is great for indie Devs like me. Can't wait for next video. Fantastic work.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +3

      Awesome, glad you liked it. And yeah, I am trying to deliver a workflow that is well balanced and ticks the most important boxes.

    • @wahabahmad1
      @wahabahmad1 2 ปีที่แล้ว

      Please tell me how do you remove armature node from rig and also how to remove rigify controllers from charcter in unity

    • @BronskyTheMudcrab
      @BronskyTheMudcrab 2 ปีที่แล้ว

      @@wahabahmad1 I`ll try to explain. The main idea (24:09) that you have 2 rigs - rigify rig (with controllers) and gamerig (without controllers). And gamerig should be connected to rigify rig. So, to export gamerig you have to bake final animation (you should create keys on timeline for gamerig) and then you can export mesh and gamerig armature.

  • @Chronomatrix
    @Chronomatrix 3 ปีที่แล้ว +23

    Exactly what I needed right now, rigging and animating characters is what's giving me the most anxiety to keep on developing games, I can't stop telling myself it's too difficult!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +5

      At least the rigging part should be clear of doubt when I am done with these videos. Animation is a different beast but I'll be sharing tools that may be useful for animation.

    • @kloa4219
      @kloa4219 3 ปีที่แล้ว

      @@CGDive I'm sorry for being impatient, but what add-ons do you suggest? I do 2d animation but it looks like 3d is a different beast

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@kloa4219 If you are using Rigify, I recommend Rigify animbox.
      gumroad.com/valangdance?recommended_by=library#prKPo
      It creates automatic runs and walks. :)
      But tools like this one are just a nice help. You should learn the basics of animation (animation principles) and the basic animation features in Blender.

    • @Soturi_the_paladin
      @Soturi_the_paladin 2 ปีที่แล้ว

      cant stop wont stop

  • @dreamsprayanimation
    @dreamsprayanimation 2 ปีที่แล้ว +2

    import bpy
    #Switch to Pose Mode.
    sel = bpy.context.selected_pose_bones
    for bone in sel:
    name = bone.name
    bpy.context.object.pose.bones[name].constraints["Copy Transforms"].subtarget = name

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Thanks. This has been shared a bunch of times. We have an addon that makes this script obsolete
      gumroad.com/a/286332019/OmHCS

    • @MartinShkreliBased
      @MartinShkreliBased ปีที่แล้ว

      thanks

  • @Morty-rd9yr
    @Morty-rd9yr 3 ปีที่แล้ว +6

    I just found your channel, holy moly, What have I been missing out on this whole time! 😢😢😢 Thanks for the videos!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Welcome, Morty. Gald you found something of interest here. :]

  • @KINGDOMSONSTV
    @KINGDOMSONSTV 3 ปีที่แล้ว +2

    Thank you so so much for sharing with us, I could kiss your brain ;)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Sounds painful lol

  • @mugyoung5726
    @mugyoung5726 3 ปีที่แล้ว +3

    What a job! Glad to watch this,this 25 mins video contains almost more than 1000hrs working man in game industry's experience,Really thanks !

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      hehe, I am happy you feel that way! :)

  • @phantomofthefestival
    @phantomofthefestival 3 ปีที่แล้ว +3

    Wow thank you for this video! It's been incredibly helpful and made it so much easier to understand the workflow. As a game animator learning how to rig for myself and my team, it has felt like a bit of a minefield to get good, clear info. Thanks to you and this amazing video, I think the basics have finally clicked! New sub here :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks for the sub :)
      I am super happy to hear that the basics have clicked. That's precisely my goal with this series.

  • @flaxengineturkce1214
    @flaxengineturkce1214 3 ปีที่แล้ว +1

    I can't find what I'm looking for in animation.
    What I want to do is actually very simple. But in the computer world it's not that simple :)
    For example:
    I want to create my character in any character creation program. Later, I want to see the animations in various projects work on the character I created.
    Next, I want to revive non-functional models, albeit simple, inanimate models such as a light on/off or a door handle going up and down.
    I don't want to know animation or modeling in a very professional way.
    Can you provide a complete animation workflow list? I can search for the information I need, at least as a title.

  • @StaresStaringly
    @StaresStaringly 8 หลายเดือนก่อน +1

    Literally the most informative video on this topic. I've been meaning to learn blenders rigging workflow coming from maya for the longest time

    • @CGDive
      @CGDive  8 หลายเดือนก่อน +1

      Nice!

  • @AlOn556
    @AlOn556 3 ปีที่แล้ว +3

    Absolutely incredible! Thank you so much for giving this amazing information for free!
    One question: will this work for a bendy bones control rig as well, or is there a different setup necessary?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      No problem!
      Bendy bones can't be exported. I've seen someone who used them in the control rig but I haven't had the time to learn his technique. You can check out his videos here:
      th-cam.com/users/SuperRaziel1989videos

    • @AlOn556
      @AlOn556 3 ปีที่แล้ว +1

      @@CGDive Will do, thanks :)

  • @TheKiwiCoder
    @TheKiwiCoder 2 ปีที่แล้ว +1

    Awesome! This makes a really clean separation of deformation bones from animated bones. My animations have a mixture of control and deformation bones atm which can be a bit confusing, but with this approach it’s possible to animate the character entirely using the control rig. Baking the constraints is pretty standard for game engines so I don’t see that as a drawback. Thanks for the clear explanation

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Great. By the way, we now have an addon that can help you automate a good portion of the process :)
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

    • @TheKiwiCoder
      @TheKiwiCoder 2 ปีที่แล้ว

      @@CGDive thank you! Do you have any videos how to combine a weapon rig?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      @@TheKiwiCoder not yet.

  • @hbirtt
    @hbirtt 3 ปีที่แล้ว +2

    Thank you so much. This is really great information that I've had trouble pulling together. TH-cam is full of very talented people. Some of them are great at transferring their knowledge even. However, I haven't found anything else like this that covers all the details and pitfalls for building game-ready characters. Also, the way you are releasing it is exceptionally generous and I appreciate that. I've spent more money than I want my wife to know about on Marketplace assets, and they're great for prototyping, but I'm going to have to learn to build my own assets to get further. So I spent more money on a tablet, and I still need to upgrade my monitor, but I'm going to be divorced if I don't spread things out. Having this resource for free is a huge boost and I appreciate it. I do buy courses on occasion, and I've bookmarked you. I will check your content first for any courses I look for in the future, and if I remember once I'm flush again, I will go buy this one.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Hi there.
      Haha I am glad you liked the videos! Enjoy them.
      Don't worry about buying anything and take care of your family :) I am in the same boat and know how important that is.

  • @kinuspacemouse1631
    @kinuspacemouse1631 3 ปีที่แล้ว +3

    Another great video from you, hats off you're such a mentor.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thank you, I appreciate the kind words :)

    • @kinuspacemouse1631
      @kinuspacemouse1631 3 ปีที่แล้ว +1

      @@CGDive its a honor

  • @BeatTorrent5
    @BeatTorrent5 3 ปีที่แล้ว +1

    Perfect tutorial, thank you so much for this 🙏
    I have a minor question on double joints tough. If I add them in the game rig, can they mess up the import of the rig to Unity by messing up the hierarchy ?

  • @LogicLeoyt
    @LogicLeoyt 3 ปีที่แล้ว +1

    hey, incredible tutorial!
    I used the humanoid rigify Rig as the control rig and a copy of the metarig for the game rig. i copied the locations of the deform bones on the control rig and it seems to work.
    how would i bake this animation afterward? can you link me something so i can do some research about it?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      That is a good approach. In the next days I'll share a technique that lets you convert any rig to this game rig control rig combo. And in the video after that I'll do it for Rigify in particular.
      As for baking, go to your Game Rig, pose mode and bake with these settings.
      imgur.com/WPuH4P5
      Then you have to disable (temporarily) all Copy Transforms before your export.

    • @LogicLeoyt
      @LogicLeoyt 3 ปีที่แล้ว

      @@CGDive i ended up using the uefy script, since my game is on unreal. Originally I thought of not using it because my character has a tail and ears, but it works even for the UE 4 mannequin config :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@LogicLeoyt Oh nice. How do you like uefy? I have it but haven't tested it yet...

  • @tunnis7us
    @tunnis7us 2 ปีที่แล้ว

    yeah my bones doesn't work like that in blender 3,3. I can'ät make them move like that after connecting and also right clavicle is missing after I symmetrize.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      This is a very simple rig, it will work the same way in 3.3 or even 2.7. If the clavicle doesn't symmetrize, it means it doesn't have ".L" in the name.

  • @IcyGhost_
    @IcyGhost_ 6 หลายเดือนก่อน

    Love this, extremely helpful !!

  • @matheus-kirchesch
    @matheus-kirchesch 3 ปีที่แล้ว +1

    gey @GCDive, do you think you can teach people about the Twist Bones? I see they being used in the upper/lower arms/legs

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      What do you want to know about them? They are created automatically by Rigify. If you rig manually you have to set them up yourself like I showed in this video (although it was a very simple example.)

  • @tactilevisions
    @tactilevisions 8 หลายเดือนก่อน

    Great video. Thank you, Todor!

  • @activemotionpictures
    @activemotionpictures 3 ปีที่แล้ว

    Yes!! this solution works out of the box. For anyone reading: When you PARENT, transforms can't be plotter (baked). If you add a CONSTRAINT TRANSFORM, actions (baked) can be exported normally out of Blender into the game engine. This is because parent doesn't influence the actual SRT of the child bones when you apply this method. It's best to go with Bone constraints (exactly like when you tag a rig, as well).
    16:00 - Brilliant! 26:26 - Agreed, or if the Technical Director already created an standard rig hierarchy that the studio should follow on new models.
    This episode was outstanding! Great work!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks dude!
      Actually, the reason I avoid parenting is that it messes up the hierarchy of the game rig and parented bones from the control rig may end up being exported to the game. With constraints, you avoid these issues. But what you say is super interesting, I look into it.
      Oh and the "Shadow rig" from XSI is a separate rig, right? I totally forgot to say "shadow rig" in this video. What a missed opportunity! :D

  • @llYuki0okami
    @llYuki0okami ปีที่แล้ว

    FUNNY FACT: When you import character with basic armature with no IK from blender do Unreal, then add IK to it in Blender, make animation on it, import this animation to Unreal no as new skeleton mesh but as the previosu one, Unreal will convert it to FK, with no messing with baking to special armature in Blender! Didnt test it with rigify yet

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Nice but I'd be cautious. It sounds like a special case where things did work out but depending on how you set up the IK, it may not work. Also, UE doesn't convert anything. When exporting to FBX everything is baked and converted to FK.

  • @aysubasaran7213
    @aysubasaran7213 2 ปีที่แล้ว

    Hi! After adding copy transform to all bones, I switched to the control rig but I could not move or rotate any bones. Cannot find the problem. I followed all you workflow :( Any suggestions?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I am not sure but maybe you constrained things in the wrong direction. Could it be that you constrained the control to the game rig? :)
      Anyway this manual workflow is outdated. We have an addon now
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html
      gumroad.com/a/286332019/OmHCS

  • @DELETEpoiuy
    @DELETEpoiuy 5 หลายเดือนก่อน

    Great video! I understood the principle and repeated it. One thing I don't understand is how to bake keyframes for gamerig separately with iterpolation, for me this is the main point

    • @CGDive
      @CGDive  5 หลายเดือนก่อน

      With interpolation, meaning not baking every frame? That is not possible currently although you may be able to decimate or simplify (I forget what it's called) the f-curves to make them simpler.

  • @madcatdev
    @madcatdev ปีที่แล้ว

    How to bake animations from ctrl rig to game rig ? I want to know it specifically natively by only using blender.

    • @CGDive
      @CGDive  ปีที่แล้ว

      I showed manual approach here
      th-cam.com/video/sJzMurUbQp0/w-d-xo.html

  • @markanderson3967
    @markanderson3967 2 ปีที่แล้ว

    I guess I'm still a little confused. If the control rig can't be exported and Unreal offers both the ability to create a Control rig/constraints in engine as well animations in engine, why bother making a control rig in Blender at all? What advantage does it have to do those things in Blender?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      There are a bunch of reasons for this video being what it is:
      1. the goal is to provide a basic approach that works with any game engine, not just UE
      2. Even in UE, the control rig is relatively new. I think when I made this video it was still in beta.
      3. Honestly, I don't know how feasible it is to use UE as animation software. Blender may still have some advantages. So you can have a control rig in Blender and another one in UE :)

  • @oppenthum4875
    @oppenthum4875 2 ปีที่แล้ว

    If constraints and drivers wont carry over to a game engine, how exactly would you fix twisting in a mesh. When I raise the arms of my model in a Y shape with the palms of its hands facing in there is major twisting happening at the shoulders.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      The control part of your rig can have these mechanism and the final animations can have this baked in. You have to learn how to split control and deform rig. It's all in this playlist.

  • @wmka
    @wmka 2 ปีที่แล้ว

    Thank you and have a good one.

  • @forrestarnold1402
    @forrestarnold1402 3 ปีที่แล้ว

    went great until we got to the IK and then it screwed with my entire rig. didn't explain in this video and wasn't refered to properly in this one so i had to hunt it down, watch it from start to finish slowly which took a good 40 minutes and all it did was deform my rig with every movement. I spent so much time following the two videos only to have it shoot me down like this, my head hurts. sucks...

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      The IK stuff is explained slowly and in detail in my Intro to rigging video
      th-cam.com/video/ERAScO1s8Zk/w-d-xo.html

  • @CupCakeUnleashed
    @CupCakeUnleashed 3 ปีที่แล้ว +2

    I just want a good tutorial for how root bones work.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Do you mean root motion in games?

    • @granatengeorg
      @granatengeorg 3 ปีที่แล้ว

      I highly second this! (Root motion from Blender to Engine)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@granatengeorg Got it, it's on the list of ideas. Will take some time to get to it tho :)

    • @granatengeorg
      @granatengeorg 3 ปีที่แล้ว

      @@CGDive Noice.

  • @heribertosalais4678
    @heribertosalais4678 2 ปีที่แล้ว

    I have a little problem, how can i apply the IK with a skeleton that has bones with vertical orientation? Only the heads are on the respective joints, the tails has up orientation instead of join with the head of the next bone.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Ohhhh, did you import the rig as FBX?
      That won't work eaily.
      If you still have the FBX you can import it again and from the FBX import options choose Autiomatic Bone Orientation. That should give you properly oriented bones.
      However that will break compitability with the app where the FBX was exported from.
      There are ways to make it work but it's too complex for a YT comment :)

  • @sjru4eu4u45urjdrjrj
    @sjru4eu4u45urjdrjrj 3 ปีที่แล้ว

    9: 19 I dont have "With Automatic Weights"!?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Most likely it's the order in which you select the objects. You have to select the mesh(es) first, and then finally the rig. That way the rig is the "active" object and that will make Blender display the "Automatic Weights" option (since it only applies to rigs/armatures)

  • @Seecondchance
    @Seecondchance 3 ปีที่แล้ว +1

    I hope your channel grows big enough to support you as a full-time job. I have a question about making game-rigs for Unity. Unity has an official guide on converting Rigify rigs to be used in Unity:
    docs.unity3d.com/2017.4/Documentation/Manual/BlenderAndRigify.html
    It talks about deleting widget bones and skinning the mesh to only one bone instead of 2 for each upper and lower limb. From my understanding, the widget bones and the double deformation bones in each limb are only created when you press the "generate the rig" button on a meta-rig. All those steps seem like they are basically reducing a full rig back to a meta-rig. So why don't we just use a meta-rig as a game-rig? Thank you.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hey. Yeah... this document seems a bit old and messy to me.
      They don't actually delete the WGT *bones*. The screenshot shows that delete the widget shapes. Which is fine but also pointless.
      Also, they tell you to skin to some bones and not others but they don't show you how. Ugh :)
      I think this can be explained much better and I'll do my best to do so.

    • @Seecondchance
      @Seecondchance 3 ปีที่แล้ว +1

      @@CGDive I look forward to it, and thank you very much.

  • @OATZ_togo
    @OATZ_togo ปีที่แล้ว

    cool❤❤❤❤

  • @MeshVoid
    @MeshVoid 3 ปีที่แล้ว +1

    Really interesting approach! I used Pierrick's DEF - TGT - MCHM bone separation approach as of now, It didn't come to my mind that you can actually separate armatures. Will try your approach with my next rig, thank you for sharing!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      Hi!
      The two rig technique has the advantage that it's a bit easier to keep track of things. The disadvantage is mainly the baking of animations. But keep an eye on the channel, because very soon I'll be sharing an addon that automates the rig extraction and baking :)

    • @MeshVoid
      @MeshVoid 3 ปีที่แล้ว

      @@CGDive Awesome! Thanks man!

    • @MeshVoid
      @MeshVoid 3 ปีที่แล้ว

      @@CGDive Yeah, I noticed that it should be easier to control, because when you do it all in one armature you start drowning in layers, especially when adding more functionality to the rig, I had the case when I was out of bone layers completely lol. I think your approach is more coherent and easier to manage! Thanks for sharing man!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@MeshVoid Exactly. Maybe when blender's ancient Rigging layers gets an update it will be easier to fit everything in one rig :P

  • @sakurinorth8238
    @sakurinorth8238 2 ปีที่แล้ว

    Question, will this rig still be capable of doing something like special foot placements like if the character was on a stair case and had thier feet on two separate steps would their feet be elevated to the appropriate steps?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      If you mean the IK, then yes. The whole rigify rig will work as usual.

  • @jetvlz8592
    @jetvlz8592 3 ปีที่แล้ว

    Does this mean, this process is better than getting "arigify"?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      I don't think there is a clear answer. Arigify basically automates this process. It is great because it generally works with one click and you don't need to understand what you're doing.
      However, it only works with Rigify rigs. So for custom rigs, we need another solution.
      Also "you don't need to understand what you're doing" is a pro and con at the same time. If you want to customize something you may not know how to approach it. So I think this manual approach is valuable and can be better than Arigify in some situations.
      That said, we are also working on an addon that will automate this process and it will be applicable to almost any rig (although it probably won't be fully automatic )

  •  2 ปีที่แล้ว

    hand alone can rotate yaw and pitch-wise, but the roll is bounded to the lower arm completely.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Context? :)

    •  2 ปีที่แล้ว

      @@CGDive hand rotation

  • @СергейЗаплетин-й1ъ
    @СергейЗаплетин-й1ъ 2 ปีที่แล้ว

    And if I need IK in unreal. And we transfer only deforming bones to the engine?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      If you need Ik in unreal you have to set it up again in unreal. You can't export complex constraints from blender at this point.

  • @pavah7026
    @pavah7026 ปีที่แล้ว

    I watched both this and the fundamental videos, but I'm not entirely sure what the difference is between this setup and the TGT one. For me it looks entirely the same, I'm not sure what I missed? Is the hierarchy different? Because the workflow with using constraints is the same right, also the duplicating of the game rig.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      With TGT all bones are in the same rig so you only have one single armature.
      With this approach the export rig becomes a separate armature and the original Deform bones become the TGT (also called Buffer bones, by the way). So yeah, it's similar because there is no way around having these Buffer bones. The only difference is wether you use one rig or two.

    • @pavah7026
      @pavah7026 ปีที่แล้ว

      @@CGDive Ow now I understand it, thanks!

  • @minyeee2909
    @minyeee2909 ปีที่แล้ว

    Hi, thank you for your videos it's very informative. But i have a question, can i just use the game rig to do animation? Because i already rigged and weight painted my character using the metarig from rigify. Then i'll going to download animation from mixamo and maybe adjust a bit the animation before export to unity. Just wondering if it's wrong to animate without using the control rig.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      It is not wrong, it's just difficult. :)

    • @minyeee2909
      @minyeee2909 ปีที่แล้ว

      @@CGDive Got that, thank you very much!

  • @SilverSSJyt
    @SilverSSJyt 3 ปีที่แล้ว

    Hey when creating a game what do i even start with first? do i make models first? i literally dont know what to start with. im trnna get into game making.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Note: I haven't actually created a game by myself but I have been involved in game development.
      First, if you're going to make the game yourself, start small. Like really small. Now make it smaller haha
      Also, do "progressive refinement". First, build your game worlds from simple primitives. The character can be a stick figure with the right proportions. Next work on the basic game logic. Then refine the models a bit if that helps you improve the gameplay elements. When the game starts working, start working on the final models.
      That way you can avoid working on a prop for one week only to realize that it has the wrong proportions and you have to start over.

    • @SilverSSJyt
      @SilverSSJyt 3 ปีที่แล้ว +1

      @@CGDive Thanks serously that was a lot of help, also def earned a sub =D .

  • @citycritteradventures7427
    @citycritteradventures7427 6 หลายเดือนก่อน

    I’m revisiting this topic right now and wondering if you are covering Blender 3+ with Rigify, and how to successfully export the rig to Unity so that the deform bones are correctly mapped as the rig. This would be great as rigify ads a lot of versatility for animations but the rig is a mess. This two rig approach would also be perfect for a rigify rig, if the export process could be demystified. Thanks again for all of your comprehensive work

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      Hi. This is what I have regarding Unity. A bit old but I hope it is helpful.
      th-cam.com/play/PLdcL5aF8ZcJtDzChFfO9smj6M_EDoJ2uM.html

    • @citycritteradventures7427
      @citycritteradventures7427 6 หลายเดือนก่อน

      @@CGDiveThanks, i'll have a look. i have a feeling the workflow between Rigify and Unity (through Blender of course) could use some current coverage. The issue that i encountered recently, is difficuly for Unity Avatar system to correctly recognize the DEForm bones, and confusion between the other (ORG?) bones. The power of Rigify --> Unity is quite amazing. I mean, a complete rig, into a great retargetting system, means a very open and streamlined environment for hobbyists to easily create at least basic animations for their games, and then share them as standard humanoid animations!
      Thanks for all your work. It's always v comprehensive and full of care. Keep up the great work!

    • @CGDive
      @CGDive  6 หลายเดือนก่อน +1

      @@citycritteradventures7427 If you watch my full Blender to Game engines series, a lot of these points of confusion should be cleared. :)
      th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html

    • @citycritteradventures7427
      @citycritteradventures7427 6 หลายเดือนก่อน

      @@CGDive great. Thank you. I’ll explore these!

  • @fpgraphite5953
    @fpgraphite5953 2 ปีที่แล้ว

    Hi!, first off, great video!, i was wondering if anyone could explain the part about baking the control rig to the game rig (23:05) for export, im trying to animate tank tracks and i feel this is what`s missing for it to export properly to unreal engine 5.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I've shown how to bake in other videos but check out our addon that we developed after this video. It makes a lot of stuff automatic.
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

    • @fpgraphite5953
      @fpgraphite5953 2 ปีที่แล้ว

      @@CGDive amazing!, thank you very much!

  • @pupster8956
    @pupster8956 2 ปีที่แล้ว

    What did you do in 13:40 ? I cant get the add constrains with targets

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I went to pose mode.
      As I said in the video I go a little fast here because I have shown the same process in another video.
      If you want to see the process step by step, see this video:
      th-cam.com/video/ERAScO1s8Zk/w-d-xo.html

  • @omiorahman6283
    @omiorahman6283 2 ปีที่แล้ว

    thank you for your hard work. it seems rigify does make things easier but custom rigging is good too for simple meshes

  • @aitorlegorburu8598
    @aitorlegorburu8598 2 ปีที่แล้ว

    Guys a quick problem i saw when Getting the Control rig and game rig together is that they were off by a small margin, I corrected it by applying the scale to my mesh, in case this helps to anyone that runs into the same problem.

  • @siddheshwarkumbhar8709
    @siddheshwarkumbhar8709 2 ปีที่แล้ว

    can blender control rig export to unreal engine?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      No. We just use the same word by accident but they are completely different. In the future there may be scripts to convert the control rig from Blender to ue but not yet.

  • @ProducingItOfficial
    @ProducingItOfficial 3 ปีที่แล้ว

    I have a question. Is it better to animate using the deform rig over the control rig? I am not sure what the main staple is for most animators between these too. It is much easier to animate using the deform rig, and the control rig's controls look very complex and I can't seem to understand how to work it properly. I have tried looking for answers online but can't seem to find any. Help would be very appreciated.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      I understand how the control rig looks overwhelming at first but it's the one you should use for animation. If you're going to animate the deform rig, then the control one has no purpose 😆
      Just try to animate your character crouching down with the deform rig. You'll have to move the body down, then the legs up. It's a nightmare. With a control rig with ik legs on the other hand, that's super simple. If you want to learn about using the Rigify rig as control rig, I have a video about that
      th-cam.com/video/vKgH5zXIYmM/w-d-xo.html
      Hope this helps.

  • @itchytastyurr
    @itchytastyurr 3 ปีที่แล้ว

    me- i have to go vacuum (turns off monitor).
    my pc/youtube- continue to play vids while i'm gone.....

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      And when you came back, this video was playing?
      Coincidence? I don't think so :P

  • @jitspoe
    @jitspoe 2 ปีที่แล้ว

    New blender tip learned from this: F2 to show the bone name (for easy copying).

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Ah yeah, I use this a lot 👍

  • @wasabee23rd26
    @wasabee23rd26 3 ปีที่แล้ว

    Amazing work! If I can rate this video it will be unmistakenly a five star course! very well explained troubleshooting solutions. all in all it is a magnificent template for a consistent workflow. Thank You Todor and The CG dive team. Blessings

  • @Smoah
    @Smoah 2 ปีที่แล้ว

    this is really cool and one of the best strategy's for making animations for games. Is there a tutorial for shapes keys and how to export them to a game engine?. If so that would be great.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Not yet, sorry. I know it's an important part of the workflow so it's on my to-do list.

  • @iozkLive
    @iozkLive 2 ปีที่แล้ว

    softimage let me use nulls as envelope and these nulls copy the bones transforms, that was good because I can just export the bones which deforms the meshand then bake the animations.
    i don't know if in blender can do it

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      I am not sure what you mean by "envelope". Can you explain?
      But generally, this is what I do with my workflow as well ("export the bones which deform the mesh and then bake the animations")

    • @iozkLive
      @iozkLive 2 ปีที่แล้ว

      i meant skeleton instead, sorry. and yes that what you do in the video works perfect what I was looking for thanks!

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      @@iozkLive By the way, check out the addon we created if you haven't already. It simplifies the whole process greatly.
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

  • @Lumpappsofficial
    @Lumpappsofficial 3 ปีที่แล้ว

    @20:40 You can also select all bones and Alt-Click on the Deform checkbox. Alt-click always changes settings on selected objects and not only the active object :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Right, good tip!
      Or you can untick the checkbox, right click and choose copy to selected.

  • @mousesanya
    @mousesanya 2 ปีที่แล้ว

    Great video! By the way: animation with Bendy Bones could be exported to Unreal - just use alembic animation. Maybe other modifiers work with alembic as well. Didn't test it yet.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      True! 👍 but that's just vertex animation, not skeletal one if I'm not mistaken. My focus is more on the basics that work for as wide range of workflows as possible.

  • @AnKlMa
    @AnKlMa 3 ปีที่แล้ว

    I'm so lucky to have found this channel... This is gold! Thank you so much

  • @OneManArmyStudios
    @OneManArmyStudios ปีที่แล้ว

    15:48 Yessss yes yes yes...did not expect you'd mention that!! I literally almost smashed my screen not knowing what to do about it.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      haha! OK, stay subscribed then. I am working on a simple rigging course to get people over some of these hurdles with rigging :)

  • @ceegeevibes1335
    @ceegeevibes1335 2 ปีที่แล้ว

    Amazing.. as soon i get my paycheck i buy this course.. ( you cover all aspects - by theory and example ) simply beautiful job.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Thanks! :)

  • @blenderzone5446
    @blenderzone5446 3 ปีที่แล้ว

    Great! Thanks for sharing your tutorial!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      No problem, man. Hope it's useful!

    • @blenderzone5446
      @blenderzone5446 3 ปีที่แล้ว

      it was!

  • @deviloflaplace3499
    @deviloflaplace3499 3 ปีที่แล้ว

    please don't delete any video i'll make game but not now

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Haha, no problem, I won't delete anything. I'll add more videos, actually.

    • @deviloflaplace3499
      @deviloflaplace3499 3 ปีที่แล้ว +1

      @@CGDive nice :D

  • @MACHIN3
    @MACHIN3 3 ปีที่แล้ว

    Learning a lot, good stuff!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Awesome!

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer 3 ปีที่แล้ว

    Your channel is the best about rig in Blender.
    Thank you!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thank you, that means a lot!

  • @社長-i1f
    @社長-i1f 2 ปีที่แล้ว

    7:48

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Bookmark? :)

  • @CopyCatBlack
    @CopyCatBlack 3 ปีที่แล้ว

    I like using single armature why? cuz less bones means less pain in the butt and its easy to animate instead of animating 2 armature for 1 animation learned from Royal Skies LLC it teach u properly and quick some time its hard to understand but u will understand after watching 2 or 3 time the video
    minimum range of video is 30sec and maximum range of video is 5 min using blender for almost 9 months i can easily model a character and rig but its really hard to weight paint the character so thats why i don like using rigfy tool but please do teach me every thing exporting for game engine especially Unity3D :D

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Congrats on your progress. I hope my future videos will be useful to you!

    • @CopyCatBlack
      @CopyCatBlack 3 ปีที่แล้ว

      @@CGDive why not teacher all of ur video r useful :)

  • @rahultandon9749
    @rahultandon9749 2 ปีที่แล้ว

    my support.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      My thnaks!

  • @ArunKumar-xg4st
    @ArunKumar-xg4st 3 ปีที่แล้ว

    Thank you❤

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You're welcome! :)

  • @abdiel3358
    @abdiel3358 2 ปีที่แล้ว

    Not all heroes wear capes :")

  • @forrestarnold1402
    @forrestarnold1402 3 ปีที่แล้ว

    ended up making zero progress today

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Tomorrow is another day.

    • @forrestarnold1402
      @forrestarnold1402 3 ปีที่แล้ว

      @@CGDive honestly yeah, you we're right, yesterday was rough but it truly came down to me skipping steps. Got my rig working today, can't thank you enough

  • @epheros9660
    @epheros9660 3 ปีที่แล้ว

    Hello, will this workflow change due to ue5's control rig feature?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Not at all. With this workflow, you can export clean basic rigs to UE4 or UE5 (or other engines). From there you can add a control rig on top of that. Getting a clean rig to the game engine is an important basic step and it won't change any time soon.

    • @epheros9660
      @epheros9660 3 ปีที่แล้ว

      @@CGDiveI see, so although ue5 has a control rig feature on its own, it still needs a "base" control rig to build off of is that right?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@epheros9660 Yeah. :)

    • @epheros9660
      @epheros9660 3 ปีที่แล้ว +1

      @@CGDive Thanks! Loving the content!

  • @granatengeorg
    @granatengeorg 3 ปีที่แล้ว

    Hey, i could not find it scrubbing through your other videos, so forgive me if i'll just ask: Do you know a way to get a proper workflow going with root motion (to ue4, in my case)? I so far only figured out a really hacky and manual workaround...
    From what i've seen, the root bone should be at 0/0/0 initially, and then essentially copy the transforms of the actual "main" bone to some degree, with an offset, but when copying the transforms of the main body bone, due to it's needed hirachy, it understandably messes up. In Maya it seems easy enough to set up a proper root bone, but i so far came not accross a proper way of doing that in blender yet.
    And if you have a course where that's touched upon already, i'd totally pay for that 👀

    • @granatengeorg
      @granatengeorg 3 ปีที่แล้ว +1

      Actually, i think i found a less hacky solution. Since game and control rig can be separate, the hirachy of things can differ. In the control rig, root is parented to the main bone in the middle of the body, while on the game rig, it's the other way around. This also opens up nice opportunities for constraining the root bone from going through the floor and stuff. And in order to not get an overarching bone added on export from blender, which causes UE4 to disregard the "Root" Bone, one can comment out the line in the FBX exporter that does that, as outlined from and-rad here: forums.unrealengine.com/t/blender-to-ue4-root-motion-not-working/109988
      Just tested it, this finally makes working with and exporting root motion really smooth. Gonna test it out a bit and maybe upload my findings on my channel, if it holds up.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@granatengeorg I haven't played around with root motion. But nice to see you found a solution. I am saving your link for later reference :)

    • @granatengeorg
      @granatengeorg 3 ปีที่แล้ว +1

      @@CGDive 👍

  • @BlueSpawn
    @BlueSpawn 3 ปีที่แล้ว

    You've made a lot of very useful, helpful rigging videos which are much needed in the Blender community. Big kudos to you! I hope your channel gets many subscribers.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks mate! :)

  • @hitman17011986
    @hitman17011986 3 ปีที่แล้ว

    very nicely explained

  • @VortexArtLab
    @VortexArtLab 3 ปีที่แล้ว

    Вижу новое видео от CGDive - ставлю лайк ещё до просмотра :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Спасибо, Дима. I can understand you perfectly but I can't write back in Russian (and sorry in case it's not Russian hahaha :P ). Thanks for your support, man!

  • @userasfsdgagergjkerg
    @userasfsdgagergjkerg 3 ปีที่แล้ว

    Невероятно полезный гайд, лучшее что находил по данной теме. Рекомендую. My English is bad but I understand you. Thx, bro :).

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks man, my Russian is bad but I also understand you (a bit :P)

  • @m.k8767
    @m.k8767 3 ปีที่แล้ว

    You are always awsome. For me your tutorials are so great that helps me a lot as a student who wants to get into 3d business thanks a lot Dear..

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks mate!

  • @thomasmaier7053
    @thomasmaier7053 3 ปีที่แล้ว

    Yaaay, Godot!!!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Yep :)
      th-cam.com/video/qwz9aPdVoFg/w-d-xo.html

  • @skipdonker
    @skipdonker 3 ปีที่แล้ว

    Hey CGDive! these videos are super helpfull. I do have a problem though and i hope you know how i can fix this! i am making my first game and i might be a bit ambitious because i added a hood\cap to my character clothes(kinda looks like the headware of link from legend of zelda). i succesfully linked all the clothes on my characters rig using the transfer data modifier but because there are wrinkles in the hood and because it hangs down it doesnt quite work on that part of the clothing. i want the hood to interact with itself and the shoulders\head. for example when my character turns his head the hood should react to it in a natural way. at first i tried cloth\collision simulations but that hasnt worked (at least the stuff that i tried with it). So should i seperatly rig and animate the hood or is there a better way? this might not be the last question i will ask here because you seem like a great teacher and your videos help me alot! i am defininetly willing to send my blender file if needed because i really want this to work out :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Definitely, a bit ambitious for your first game :) Hoods are difficult.
      Cloth sim won't work for games so don't waste your time.
      Please watch the Fundaments video to learn what can be exported to game engines and what can't th-cam.com/video/1Xm1h700uhk/w-d-xo.html
      For a game, your best approach is to rig the hood with additional bones.
      You can send me the file, just understand that I probably won't be able to do it for you but I could try to suggest a few ideas.
      If you're on Discord, you can also join the CGdive server. There are more people who can help you there discord.gg/YFH5HUv

    • @skipdonker
      @skipdonker 3 ปีที่แล้ว

      @@CGDive alright thank you for the fast response i really appreciate it! Ill join the discord. Shall i send you the file on discord? Because i would love to have your opinion on how to best work this out since my project has kind of been stuck on this problem. I dont expect you to do it for me, i want to learn it myself ofcourse!

  • @peterp12
    @peterp12 3 ปีที่แล้ว

    who else was playing parts at 0.25x speed lmao... Thanks for the great vid! (though it took a couple minutes to realize you had clicked on the shin before the foot at 13:49) no complaints tho obviously I am pretty new to blender and you need to cater to people with much more experience, too

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Yeah, I made this video a but speedier because I have another video where I basically do the same. Sorry about that. :)

    • @peterp12
      @peterp12 3 ปีที่แล้ว

      @@CGDive Nah no problem at all and thanks for such a quick response. I have one question if you don't mind. I followed the other tutorial at first and in that tutorial, you added bones between I think the lower spine and the thigh so like pelvic bones... After following that tutorial’s setup I came back here and for some reason after setting up the IK when I moved the foot around it only twisted around itself and didn't move the whole leg... I ended up just redoing the project with only following this video and not adding the two extra bones, but was wondering if I had messed something else up or if those two bones just wouldn't work with the IK and the way this project did things. Thanks for all the time you put into these btw! I subbed and will be binging a bit!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@peterp12 I can't say from just reading the description of the problem. If you still have the scene where things don't work well, send it to me and I'll take a look.

  • @andreyskuridin
    @andreyskuridin 3 ปีที่แล้ว

    Thank you for this video. But I can't believe that in the 21st century professional game developers still have so many problems with export models to Unity. Plugins, tricks from friends, tutorial videos with secrets. Why is it impossible to do all of this by pressing a few buttons?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hey Andrey. That's a good question and it also boggles my mind that things haven't been streamlined yet. I guess the problem is that neither Blender devs nor any game engine devs consider it their job to create a proper bridge between the apps. Blender devs just make sure things work in Blender. Engine devs take care of engine functionality. No one is really focused on the "gap" and how to bridge it. The process isn't difficult, just very unintuitive.

    • @andreyskuridin
      @andreyskuridin 3 ปีที่แล้ว +1

      @@CGDive Anyway videos like yours save hours, days and weeks that could spend studying the issue. Thanks!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@andreyskuridin No problem, man!

  • @mondmadlin
    @mondmadlin 3 ปีที่แล้ว

    I have a problem, my IK is setup exactly like shown here, however when I export my animation into UE4, when simulating my PHYS asset the feet always get "disjointed" from the rest of the leg, this also happens in between animations with blendspaces, do you have any idea why that happens? I have been trying to fix this since a week now and I have no idea how to progress...

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      So your character is setup as I show here with two rigs etc.? It sounds like the bone hierarchy is not correct. Sounds like the foot in the skeleton that is imported in ue4 is not patented to the shin.

    • @mondmadlin
      @mondmadlin 3 ปีที่แล้ว

      @@CGDive Mhh I indeed do not have two rigs, I was mostly focusing on the IK here, I had other tutorials guide me through making the rest of the rig, the foot is indeed not parented to the shin, but to the IK controller instead, I saw so on another tutorial and here, at around 13:48
      I am sorry to be a bother, haha, I am just quite lost and am worried I might have to re-do all the animation work I have done so far..

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@mondmadlin Hi. Please watch the whole video :). Learning general rigging is great but stuff that is fine in blender may not transfer well to game engines. This is the point I am trying to make here and I show one possible solution using two rigs.
      In my previous video on a similar topic I showed another solution using one rig. Here it is
      th-cam.com/video/1Xm1h700uhk/w-d-xo.html
      I spent a lot of time making these videos so to me it doesn't make sense to try to explain it all over again in a youtube comment :). These two vids answer the exact question you're having.

  • @018FLP
    @018FLP 3 ปีที่แล้ว

    I think i did everything right, but when i enter in edit mode in armature of the Game Rig, it is flipped 90º... does not seems to affect anything, the movement works fine and in pose mode it works fine as well.. is it to differenciate beetween the two armatures?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hi there. I am not sure but it sounds like some Transforms are not applied. Try Ctrl+A and apply Rotation and Scale for all armatures and meshes.... this may fix it or it may make the character go even crazier depending on the rig :D
      Or it could be something different. Feel free to send me the model if you like me to take a look.

    • @018FLP
      @018FLP 3 ปีที่แล้ว +1

      ​@@CGDive Ctrl+A rotations worked like a charm! Thank yooou!
      In a different subject: there's a GDC talk in YT, "IK Rig: Procedural Pose Animation", in 37:40 you can see the game-changing * badun-ts * potential within it! I'm trying this approach with Unity3D Rig Animation, and I would really like to see what's your take in Procedural Animation, because the rig quality is vital for it to work, and it could save tons of animation time, while giving a lot of dynamic physics-based animation that can be easily implemented and change the behavior of the character. =]

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Proceduralism is the future, for sure. However, I don't know much about procedural animation in Unity. I'll put it in my list of ideas right way tho 😃

  • @joubiejoba8189
    @joubiejoba8189 3 ปีที่แล้ว

    Very clear and useful! Thanks :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks, Joubie!

  • @roader7964
    @roader7964 3 ปีที่แล้ว

    Ok so the tutorial was very helpful but I have an issue with this two rig method when I animate the character I can't import the actions in unity with the game rig because it was animated with the control one, that makes a lot of sense so I moved the animations with ctl+l but it doesn't seem work so I tried to bake the animations but I don't know how to do that properly, I searched the entire internet but nothing seems to be working for me.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      See one of the next videos. I show my workflow there.
      Sorry that it's kind of hidden that way. I the future there will be special video dedicated to that. Here is the link:
      th-cam.com/video/INK__p3CWUw/w-d-xo.html

    • @roader7964
      @roader7964 3 ปีที่แล้ว

      @@CGDive it worked and thanks a lot, it is really amazing that you take your time to respond to every comment, you got a lot of respect from me and from everybody watching your videos.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@roader7964 No problem, Rodry! I enjoy the interaction. Glad it worked :)

  • @vacantly
    @vacantly 3 ปีที่แล้ว

    this rules thank you

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Thanks man!

  • @msimon1984
    @msimon1984 3 ปีที่แล้ว

    I wish there was a series like yours but for Maya

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      No good learning resources for Maya? That's surprising. Seems like all the cool rigging tools are for Maya :D

  • @motorcycle6818
    @motorcycle6818 3 ปีที่แล้ว

    or you can have a lesson about retopology in more detail, for example, head, body

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Not sure if I 'll do a retopo video soon but thanks for the suggestion!

    • @motorcycle6818
      @motorcycle6818 3 ปีที่แล้ว +1

      @@CGDive It's a pity, but we'll keep an eye on the video

    • @JohnSatan
      @JohnSatan 3 ปีที่แล้ว +1

      Here two advices:
      1. Use polyquilt addon smooth brush with face snapping enabled instead of shrinkwrap modifier, it will make form maintaining much easier
      2. Use "bridge" tool from looptools addon, it will make process much faster.

    • @motorcycle6818
      @motorcycle6818 3 ปีที่แล้ว

      @@JohnSatan thanks, I would also like to know how to arrange polygons correctly

    • @JohnSatan
      @JohnSatan 3 ปีที่แล้ว

      @@motorcycle6818 i studied retopology mostly watching how other's models is done.
      DIKKO has good modeling course, and you can use this knowledge for retopology.

  • @killdavidd
    @killdavidd 2 ปีที่แล้ว

    Nope bope nope no matter which tutorial i try to follow that you make something goes WRONG. Every time i try to add constraints my control rig take possession of the game rig thus making the game rig useless.

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      I am pretty sure I explain how to disable the constraints but we now have an addon that automates the whole process. It also has nice buttons to enable/disable the constraints. I think you'll like it
      th-cam.com/video/iZBx1I7vmQ0/w-d-xo.html

  • @jdigi78
    @jdigi78 3 ปีที่แล้ว

    There is an export option to only export deform bones, so the whole control rig seems unnecessary. Good video regardless

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Right, there is the "only deform bones" options... but it's not that simple. Some non-deforming bones that are in a parent-child relationship with deforming bones may also be exported. If you want clean results, you want something like what I show in the video. It can be done in a single rig but the deforming bones have to be only constrained and NOT parented to other bones. Doing this with two rigs is just a bit clearer. ;)

    • @jdigi78
      @jdigi78 3 ปีที่แล้ว

      @@CGDive I believe you have to uncheck deform on all the control bones, then they shouldn't export

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@jdigi78 Do you believe that or did you test it? Beliefs are irrelevant ;)

    • @jdigi78
      @jdigi78 3 ปีที่แล้ว

      @@CGDive I've done it in the past, I just believe that may have been the issue when you tried

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@jdigi78 No, it's not the issue. The issue is that:
      >>
      "Some non-deforming bones that are in a parent-child relationship with deforming bones may also be exported. If you want clean results, you want something like what I show in the video."
      >>
      You can get OK results with "Only deform bones" with simple rigs, but with complex ones, you'll end up dragging along unnecessary bones.
      Just want to make my option/experience on the matter clear for anyone who may be reading this.