Amazingly EASY Way To Rig Characters in Blender 4.1

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  • @richstubbsanimation
    @richstubbsanimation  ปีที่แล้ว +33

    ⚠STRUGGLING WITH IK?!⚠
    I made a separate, slower video with more detail on how to set this up 👉 th-cam.com/video/xEnu_EsnzjI/w-d-xo.htmlsi=KKXJEDD24IYNIqxk&t=90

    • @mithubopensourcelab482
      @mithubopensourcelab482 ปีที่แล้ว

      I am on Blender 4.0 The add on suggested is not compatible with Blender 4. Installation is ok but functions generates python errors. On a close look, found that the addon suggested by you has not been updated for last last 2 years.

    • @richstubbsanimation
      @richstubbsanimation  ปีที่แล้ว

      @@mithubopensourcelab482 strange, I'm using blender 4.0.1 specifically and the add on is working fine.

    • @Hanru_YouTube
      @Hanru_YouTube 9 หลายเดือนก่อน +1

      I did everything you did, but it gave me the bone heat weighting error

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +1

      @@Hanru_TH-cam th-cam.com/video/FuiY0wtxdHQ/w-d-xo.htmlsi=Xx5RQLOO3PKH8TG0 this video should help you 😉

    • @Sillyman27
      @Sillyman27 9 หลายเดือนก่อน

      I watched that video and you went even faster in that one not even explaining what IK or FK is left me far more confused than this video

  • @NoobieDevus
    @NoobieDevus 8 หลายเดือนก่อน +20

    im gonna be honest. this is probably the best tutorial on rigging ive seen because just as you said, most tutorials stop after youve put bones on the character meanwhile this tutorial actually shows the entire process of how to get a proffesional and easy to use rig

  • @Jorbyte
    @Jorbyte 5 หลายเดือนก่อน +11

    so many videos cover like 1 thing from this video and then act like you're ready to animate. very thankful to have finally found this one.

  • @Oblee
    @Oblee 27 วันที่ผ่านมา

    Your information, speed, and pacing are really awesome. All tutorials should be this good :)

  • @reztupOLK
    @reztupOLK 8 หลายเดือนก่อน +9

    thank god he is talking slowly, so a complete beginner can keep up /s

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน +2

      You can always slow it down 😉

    • @reztupOLK
      @reztupOLK 8 หลายเดือนก่อน +2

      @@richstubbsanimation i replayed parts like 10 times. but anyways it kinda works.
      anyways, thank you for the tutorial ^^

  • @jonevarty2205
    @jonevarty2205 5 หลายเดือนก่อน +17

    5:00 When he says "Parent the foot to the IK Controller" do it in edit mode. I was getting frustrated for so long until I came to this conclusion
    Edit: On another note, when doing the IK set up, MAKE SURE YOU HIDE THE DEFORM BONES. Otherwise you will accidentally put IK to the deform bones and make an entire mess on the mesh

    • @yamabamlo
      @yamabamlo หลายเดือนก่อน +3

      Good lord, so many important mode switches go unmentioned, it's very hard to keep up, even more so when its in a mode not mentioned! Thank you for posting this!

    • @Tonny_Versetty
      @Tonny_Versetty 21 วันที่ผ่านมา

      Thanks, I was looking for a solution to this.

  • @federil0k0
    @federil0k0 8 หลายเดือนก่อน +3

    ive been watching blender videos for years.. this one is insane.

  • @loatheroach
    @loatheroach ปีที่แล้ว +73

    you broke this down in 6 minutes in a super clear and understandable way, thank you :)

  • @vlyrreiht
    @vlyrreiht ปีที่แล้ว +92

    I must say, it's a nice tutorial. However, on many points your sometimes going a bit too fast with the steps you take. Not sure knowing which you select first and have to reply several steps multiple times over and over to actually get what your doing. Sometimes what you are saying isn't actually what we are seeing on the screen. This can sometimes make me a bit misleading/misunderstanding. However, by watching it multiple times I repeat it over and over and actually get it. But it has been quite frustrating in the meantime. One thing what could really help is seeing what you type to see keybindings etc. Never the less, i'm pretty stuborn and planning to continue onwards to the end, but i'm continueing onwards from the middle and hope to arrive at the end pretty soon. Time will tell

    • @vlyrreiht
      @vlyrreiht ปีที่แล้ว +12

      as an example 1:50 and 1:51. It's a small notice, but you change real quick between edit mode and pose mode to show. But when you haven't notice and try the same things, things are quite different. Like why aren't all bones moving, instead of only 1 bone moving.

    • @richstubbsanimation
      @richstubbsanimation  ปีที่แล้ว +26

      Thanks for the feedback. I definitely think showing keybindings will help more people follow along, and is definitely soemthing I will put in future videos. 😊

    • @vlyrreiht
      @vlyrreiht ปีที่แล้ว +4

      Thank you, would very much appreciate! Overall, a good explanation tutorial which overall made me come back once more to (hope) fully understand the basics. Will deffinitly follow for for new content and hopefuly even better explanation in the future. Thanks for the hardwork so far! @@richstubbsanimation

    • @vlyrreiht
      @vlyrreiht ปีที่แล้ว +4

      Also, thanks for the reply btw! Not many take the effort to do so! @@richstubbsanimation

  • @LDK47
    @LDK47 4 หลายเดือนก่อน +9

    For anyone as confused as I was why I couldn't get that menu to pop up at around 3:45, you have to be in pose mode (he just kinda quietly changed modes ;))

    • @yamabamlo
      @yamabamlo หลายเดือนก่อน +1

      Holy mother of mercy *THANK YOU* this was driving me crazy

  • @stellatasin5942
    @stellatasin5942 7 หลายเดือนก่อน +60

    it's really cool but PLEASE go slowerrrrrrrr

  • @danielsmira5683
    @danielsmira5683 10 หลายเดือนก่อน +24

    I'm struggling with the Copy Location constrain part at 5:00. My DRV Ankle bone doesn't do anything at first, it doesn't change its position at the beginning like you have in the video... it only happens the moment I clear the parent but still none of this causes me to be able to rotate my foot with CTRL_IKLEG. Anyway, thanks a lot for the great tutorial!

    • @danielsmira5683
      @danielsmira5683 10 หลายเดือนก่อน +15

      Alright, I figured it out. The DRV Ankle bone must be parented with offset to CTRL IKLEG otherwise constrain doesn't work. See the parent connection line in the viewport a few seconds after 5:00. It's very confusing because you said we have to unparent CTRL IKLEG after extrude :)

    • @FizzyGurt
      @FizzyGurt 10 หลายเดือนก่อน +3

      @@danielsmira5683 Thanks, lol if it weren't for this comment I'd be stressing the hell out over an easy tutorial

    • @DavidRamos-fh7qn
      @DavidRamos-fh7qn 9 หลายเดือนก่อน

      Dude Im stuck in the same place but im pretty new to this when i press ctrl p after clicking the foot then the leg i dont see the option to parent with offset within the options it gives me HELP!@@danielsmira5683

    • @ezer1624
      @ezer1624 8 หลายเดือนก่อน +1

      @@danielsmira5683 dude. I’ve had the same problem for 2 hours trying to fix it. THANK YOU

    • @kneisan
      @kneisan 8 หลายเดือนก่อน

      thanks man you're the goat

  • @SeculiarSamii
    @SeculiarSamii หลายเดือนก่อน

    Oh my god thank you for actually going beyond and showing the control rig!! Id watch other tutorials and get confused why they wouldn't show it, it makes posing so much easier. You are a lifesaver :)

  • @blenderEvd
    @blenderEvd 11 หลายเดือนก่อน +203

    I watched this 7 minute video for two hours

    • @HiếuTrầnTrung-z5p
      @HiếuTrầnTrung-z5p 7 หลายเดือนก่อน +16

      me 2 days

    • @tylerwyler423
      @tylerwyler423 6 หลายเดือนก่อน +15

      "EASY"

    • @Marina-zs7xw
      @Marina-zs7xw 5 หลายเดือนก่อน +9

      For a week

    • @devon9374
      @devon9374 4 หลายเดือนก่อน +3

      I just made an AR AI Assistant using Unreal Engine with a lot of C++, using TTS and STT.
      But now I need animations for the avatar and I think this is the hardest part of the project lmao

    • @NathanApffel
      @NathanApffel 3 หลายเดือนก่อน +2

      even the parts where he keeps showing his face for some reason?

  • @wargnema
    @wargnema 10 หลายเดือนก่อน +5

    Best tutorial for rig so far. Thx

  • @ygypt
    @ygypt 5 หลายเดือนก่อน +2

    Pro tip: instead of doing the "reparent and follow position" shenanigans with the Hand bone, you can just have the hand bone Copy Rotation of the IK Control. This will result in them overlapping, which won't be a problem when you give the IK Control a unique shape like a cube. This is simpler and also maintains the heirarchy of your deform bones.

  • @theolebrave1713
    @theolebrave1713 11 หลายเดือนก่อน +3

    Hi mate just wanted to say this was an absolute godsend and i really love the content, just wanted to let you know you're doing great work by fitting so much easy to digest info into such a short video, stay awesome!!

  • @horsebirdman2279
    @horsebirdman2279 10 หลายเดือนก่อน +5

    3:47 make sure not to confuse shift with alt like I did and end up with a human cartwheel 😂

  • @jiayunwang3005
    @jiayunwang3005 2 หลายเดือนก่อน +1

    Thanks for your tutorial! I learned a lot to rig a character in Blender 4 (have struggled a lot before...). Just one advice, that is since I am a beginner, I am still not familiar with the shortcut keys, could you output all the using shortcut keys on the screen for easier understanding. Thank you again for the amazing tutorial!

  • @nicknixlondon
    @nicknixlondon 8 ชั่วโมงที่ผ่านมา

    I was just about to write "Bro can you do it quicker?" and than i saw the tutorial for "slow" people like myself... Sorry for that - and BIG THANKS MAN! 🔥🔥🔥

  • @michaelwsheeler
    @michaelwsheeler 10 หลายเดือนก่อน +2

    Just subscribed. I will have to watch numerous times to follow along. You covered so much in such a short time. I've been trying to follow the Rigging course entitled, "The Art of Effective Rigging" and I got lost early because it was done in Blender 2.8 where there was a bone layers panel. I will now stop doing that course and follow your tutorials. Thanks.

  • @dommika833
    @dommika833 12 วันที่ผ่านมา

    omfg finally a video like this is exactly what i needed instant subscribe

  • @Jinkzzz
    @Jinkzzz 3 หลายเดือนก่อน

    Hi! I've been struggling with rigging, so, every time I come back to this tutorial but it always seems to go wrong at around 2:16 . When I click "with automatic weights" my character faces the floor instead of staying in place. I honestly don't know how to fix this LOL

    • @richstubbsanimation
      @richstubbsanimation  3 หลายเดือนก่อน

      @@Jinkzzz you may need to clear the transforms of the object before you skin your rig to the mesh. Also make sure in object mode that the armature itself doesn't have any transforms on it

  • @James.D-kq4kj
    @James.D-kq4kj 8 หลายเดือนก่อน

    As a person who struggles with people talking fast, i was able to keep going till the IK_Knee, besides that, best explanation video ive seen yet

  • @issac7787
    @issac7787 11 หลายเดือนก่อน +3

    2:43 Shift+M move to new bone collection feature seem to be only in 4.0 version?

    • @richstubbsanimation
      @richstubbsanimation  11 หลายเดือนก่อน +2

      Yes, bone collections are a new feature for blender 4.0

    • @issac7787
      @issac7787 11 หลายเดือนก่อน

      @@richstubbsanimation I tried duplicating the bone and Shift+M for assigning new bone collection. The newly duplicated bone doesn't seem to be parenting the body? Do i need to parent it again?

  • @drtxx3321
    @drtxx3321 11 หลายเดือนก่อน +3

    5:07 I have a problem doing the ankle, when i put the ''Copy location'' Constrait the ankle does not go up to the knee it stays on it's position, do you know how can i fix this? I found your tutorial super usefull but this thing is so frustrating.

    • @richstubbsanimation
      @richstubbsanimation  11 หลายเดือนก่อน

      Make sure the copy location constraint is to the knee bone and not the other ankle bone

    • @ОлегЕфремов-ъ7г
      @ОлегЕфремов-ъ7г 11 หลายเดือนก่อน

      I do not understand how to solve this problem, please help

    • @DaviSilveira
      @DaviSilveira 11 หลายเดือนก่อน

      @@richstubbsanimation mine is set to the DRV_Knee.L and for some reason mine doesn't move either... is it something to do with the parent?

    • @richstubbsanimation
      @richstubbsanimation  11 หลายเดือนก่อน +1

      @@DaviSilveira the parent should be the IK Control, so the only reason it wouldn't work if it was still parented to the leg

    • @DaviSilveira
      @DaviSilveira 11 หลายเดือนก่อน

      @@richstubbsanimation I think naturally it's parented to the leg right? So I have to unparent it and then re-parent it to the I-K bone correct. I think you mentioned that in the video real quick. Sorry I'm new to this

  • @noriega211
    @noriega211 หลายเดือนก่อน

    Great video on the first 3 principles of animation. Thank you for sharing your knowledge ❤

  • @Joe_334
    @Joe_334 9 หลายเดือนก่อน +1

    I see that you made the bones and symmatrized. Then, I saw the video bar and realized, oh there's more. I have been scooting by from vroid where the skeletons are made pretty much with the vrm files that are exported. This is actually a great time to study this, since I have created a character in Gravity sketch. Vr sculpting actually very interesting. I thought it would be boring, yet I learned why I should export as OBJ instead of FBX from just looking this up on a forum...

  • @Floosticky
    @Floosticky 3 หลายเดือนก่อน +1

    honestly, I want to learn with this tutorial, but I can't there's steps unexplained and I always stop at around 1:45 Ish because the hierarchy doesn't make sense to me, and I'm constantly finding myself moving the hip bone when finishing it and nothing moves with it. whenever I extrude bones, they never stay together and its quite frustrating.

  • @EIendir
    @EIendir 8 หลายเดือนก่อน

    Superb !! . Simplest and greatest rigging tutorial seen so far .

  • @dechiang6265
    @dechiang6265 3 หลายเดือนก่อน

    Hello, thanks for the amazing tutorial,
    could you tell me at 5:00, where did the knee bone come from?

  • @VrFreddy2
    @VrFreddy2 7 หลายเดือนก่อน +1

    When I’m doing the IK transforms on the deform bones for the IK/FK Properties my Deform bones move to a different place like a 90 degree angle behind my character and I can’t fix it, it does still work though.

  • @noriega211
    @noriega211 2 หลายเดือนก่อน

    Just came across your tutorial and I love the detailed explanation about control rigging. Im sure i will be rewatching it several times to help me as I am a beginner in rigging with blender.💯🙌🔥

  • @Shattered3582
    @Shattered3582 10 หลายเดือนก่อน

    i had some problems, but the end result was the first youtube rigging tutorial where i am able to rig a human. SUB ADDED!

  • @freddiedoesnotexist2329
    @freddiedoesnotexist2329 8 หลายเดือนก่อน

    You just saved me so much time and nerves. Thank you!!

  • @문정후-r3j
    @문정후-r3j 8 หลายเดือนก่อน +1

    아무도 알려주지 않던 리깅 정보를 가르쳐주셔서 감사합니다. 복받으시길😊

  • @ytmchannel5315
    @ytmchannel5315 6 หลายเดือนก่อน

    Hello! Thank you so much for taking the time to create a rigging tutorial that doesn't just stop at pairing bones to the mesh. I'm so excited to use a rig that's better built for animation! I've been having trouble copying the bone constraints as seen at around 3:57. I'm in pose mode and I've set the Copy Transforms bone constraint in the right order to the hip bone, but when I try to use shift + R to copy this constraint to all of the other bones, it does nothing. No error message or anything. How do I fix this?

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน +1

      the shift + R shortcut repeats the last action, so if you're doing anything other than moving around then blender will not know what the last action was. Another thing to keep in mind is that you must select two bones for this to work, as the blender remembers that the previous action requires two bones. Again this only works if you are using the shortcut to create the constraints (ctrl+shift+c) if you're manually creating the constraints then the shit + r shortcut wont work as intended.

    • @ytmchannel5315
      @ytmchannel5315 5 หลายเดือนก่อน

      @@richstubbsanimation Thank you so much! That fixed it.

  • @karpai5427
    @karpai5427 8 หลายเดือนก่อน +1

    Stand closer to the microphone. I only hear walls.
    This is the closest thing I found that shows how to make those arrows and circles. Thank you.

    • @Adolfo_Franco
      @Adolfo_Franco 7 หลายเดือนก่อน +2

      you need a new pair of headsets.

  • @candyeyes1660
    @candyeyes1660 4 หลายเดือนก่อน +1

    I like your baseball cap collection!

  • @DavidRamos-fh7qn
    @DavidRamos-fh7qn 9 หลายเดือนก่อน

    5:00 what kind of parenting should i choose between the ankle and the leg? no option moves the ankle up like in the video

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน

      I've made a more in depth tutorial here, ik instructions start at 1:30 th-cam.com/video/xEnu_EsnzjI/w-d-xo.htmlsi=eGh9z-9QtwqL75Lz

  • @vic137
    @vic137 4 หลายเดือนก่อน

    @5:00 how do you Parent the foot in the IK Control?

  • @Shattered3582
    @Shattered3582 10 หลายเดือนก่อน

    2:44 i have no hope in any help, but my bone collection isnt showing in armature even though the dublicet is in a new collection and is sill selected

    • @VilaRicaGames
      @VilaRicaGames 10 หลายเดือนก่อน

      That's for blender 4.x+ only

    • @Shattered3582
      @Shattered3582 10 หลายเดือนก่อน

      @@VilaRicaGames that makes sense now

  • @DigitalDuey
    @DigitalDuey 6 หลายเดือนก่อน

    Just wondering about the spine bend @5:38 when you select the bones and they all bend. Mine just rotates the one bone.

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน +1

      You'll need to set your pivot point to individual origins. At the top of the viewport, select the icon that's next to the magnet and you should see a drop down menu. Select this option from the drop down

  • @cheglock4314
    @cheglock4314 11 หลายเดือนก่อน +2

    Very useful and High quality video thank you for your knowledge and work!
    I ran into problem - when I try to separate deform and driver bones, the deform collection Doesn't want to let go Driver one. I did everything just as you said - selected after duplicating, highlight first collection, press remove - and in that case it just removes new bones from new collection. (also little dot disappears next to "New collection" not next to "Bones" like in you vid) The best result I got ctrlZding and pressing buttons - both in first collection, duplicate in second collection. In this case If i select what supposed to be Driver collection and select first, press "remove" it just removes it from everywhere.
    I would be very grateful if you helped me with that! Also the only addon for rigging added is Rigify

    • @richstubbsanimation
      @richstubbsanimation  11 หลายเดือนก่อน

      Make sure you have the right collection selected before removing them. Bones can be in multiple collections so if you're still having trouble, assign the bones to the new collection, then select the original group and remove them from there.

  • @Haggart
    @Haggart 7 หลายเดือนก่อน +1

    PS. If auto skinning isn't good or not working, you can do it by hand.
    Step 1:Select model( needs to parent the skelton)
    Step 2:change mode to "Weight Paint"
    If you want to make vertices owned by two bones change your "weight" setting to .5

  • @AngellusRavenix
    @AngellusRavenix 4 หลายเดือนก่อน

    I tried to follow this but certain things just aren't working out. When I shift click between the bones, it doesn't automatically set up the copy transforms. I'm having to do it bone by bone. And for some reason, when I set the model to the deformer bones the left shoulder would not paint to the bones. So I had to redo a couple of times.

  • @ChillTastrophe
    @ChillTastrophe 16 วันที่ผ่านมา

    i came across a problem when i try to "copy the transforms" in the bone constraints where it just rotates the object is there a way i can fix that?

  • @adoggo9625
    @adoggo9625 9 หลายเดือนก่อน

    Hey great vid so far however I am stuck on 5:08 where you say "set this option to tail" what am I setting to tail? My CTRL IKLeg isnt making any rotation influence to the foot :(

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +2

      Hey, I made a bit of a longer video about it, you can find it here th-cam.com/video/xEnu_EsnzjI/w-d-xo.html long story short, the ankle has to be parented to the IK ctrl in edit mode, then add the constraint in pose mode

    • @adoggo9625
      @adoggo9625 9 หลายเดือนก่อน

      @@richstubbsanimation Thats worked a charm, thank you so much!

    • @colorblindest
      @colorblindest 8 หลายเดือนก่อน

      @@richstubbsanimation I thought I'd go crazy on this. Thank you for clarification.

  • @elelskii
    @elelskii 8 หลายเดือนก่อน +1

    Hi! This is a godsend!!
    Just a question: after adding the CTRL_IKPoleVector to the IK constraint, my character's knee no longer bends while moving the CTRL_IKLeg L in pose mode (the leg stays straight but still moves around). Is there something I'm missing in the tutorial? I'm using Blender 4.1, if that helps 🙏🏾

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน +1

      Sounds like you need to change the chain length, setting it to 2 will normally work for a 2 bone leg. Also make sure the pole vector bone is unparented from the leg.

    • @elelskii
      @elelskii 8 หลายเดือนก่อน +1

      @@richstubbsanimation Amazing! Thank you. It turns out I had to bend the knees a little bit... Not sure why that worked but it did😂 I'll be back with updates

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน +2

      @@elelskii Yes, IK vectors can't be created unless there is a clear direction, made by slightly bending one of the limbs

    • @HYETUSENGINEER
      @HYETUSENGINEER 7 หลายเดือนก่อน +1

      I had this same issue for a simple cartoon style model with strait up and down tube-like legs. Thank you for asking!

    • @elelskii
      @elelskii 7 หลายเดือนก่อน

      @@HYETUSENGINEER Good luck with your animation!

  • @the5destroyer
    @the5destroyer 5 หลายเดือนก่อน

    I for the life of me cannot get the bones to match on my rig @1:07. Every time i try to do so, Blender refuses to connect them together and I'm tearing my hair out. How do you do it that way?

    • @richstubbsanimation
      @richstubbsanimation  5 หลายเดือนก่อน

      You can connect bones by selecting bones and pressing CTRL + P to parent them. "Keep Offset" will keep the gaps, while "Connected" will connect the bones together. Hope this helps!

    • @the5destroyer
      @the5destroyer 5 หลายเดือนก่อน

      @@richstubbsanimation Okay so now I have a new problem: Going to @4:40 in the video, the bones I have set for the feet don't go to the joint where I have the rig worked on. At the same time, When I parent the foot to the IK Control, the foot spazzes out and moves uncontrollably when I move the mesh, and it doesn't when I don't have it parented. I have the IK kept off set, but it goes nuts. What did I do wrong?

  • @speedex5794
    @speedex5794 9 หลายเดือนก่อน

    5:00 is giving me a completly different result. while trying to understand it, copying the parents (TAIL) LOCATION (where the bone is already attached to anyways) should make it take the rotation of a completly different non related bone?? not sure about this one

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน

      So the constraint is only taking in the position value, the DRV ankle is not parented to this, instead is parented to the IK Ctrl. The DRV Ankle
      bone must be parented with offset to CTRL IKLEG.

  • @nashanbarrett7065
    @nashanbarrett7065 3 หลายเดือนก่อน

    3:56 When I press Shift+R in Pose Mode. The Program takes me back to Object Mode.

  • @chronostraveler8179
    @chronostraveler8179 6 หลายเดือนก่อน +1

    got a problem on my model the knee bend backward when i set up the pole Vetor

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน +1

      Make sure the knee is slightly bent in the direction you want the knee to bend. Adding in a bend rather than having a straight bone chained will help the pole vector know which direction the knee should bend.

    • @chronostraveler8179
      @chronostraveler8179 6 หลายเดือนก่อน

      @@richstubbsanimation the driver knee ?

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน

      @@chronostraveler8179 all knee bones, in edit mode you can move them all at the same time

    • @chronostraveler8179
      @chronostraveler8179 6 หลายเดือนก่อน

      @@richstubbsanimation Ok I think it fix it. Thank you 👍

  • @billyhuddy101
    @billyhuddy101 8 หลายเดือนก่อน

    3:50 Do I have to do them all individually?

  • @Vagoprod
    @Vagoprod หลายเดือนก่อน

    If the armature or any part of it does not move with the drive bones, check the “Copy transforms” of the “Bone Constraint”. There must be one missing for sure.
    Si el "armature" o alguna parte del mismo no se mueve con los huesos de "drive" chequea el "Copy transforms" de los "Bone Constraint". Que de seguro debe faltar alguno.

  • @vesko.1.9.26
    @vesko.1.9.26 3 หลายเดือนก่อน

    How do you rotate the leg, because only the foot rotates and the knee does not rotate with it?

    • @richstubbsanimation
      @richstubbsanimation  3 หลายเดือนก่อน

      Moving the pole vector control rotates the leg

  • @TsuriaDragon
    @TsuriaDragon 4 หลายเดือนก่อน

    may I ask for an tutorial video how make to work these two models I been struggling with there's Sonic Characters Blaze the Cat model V1 and an new updated Sonic model 4.0/4.1 made by Dokatzo. I can't figure these ones out an am struggling badly since I'm an noob to Blender still learning.

  • @penyamarbella
    @penyamarbella 4 หลายเดือนก่อน

    Amazing tutorial, just completed it but I see that when moving for instane the COG the knee and feet drivers don't follow, should I parent drivers in a different way? Thanks!!!

  • @sickowawawa4014
    @sickowawawa4014 7 หลายเดือนก่อน

    ive followied the video until 4:10 and the rig that ive made doesnt connect to my chartacter and then i rotate the rig my character's bpdy doesnt move, unlike the character in your video :(

  • @channelname8623
    @channelname8623 10 หลายเดือนก่อน

    5:34 0:48 if snapping isnt working for you, its likely you need to adjust your "snap to" option back to increment. the dropdown beside the magnet, top middle.
    and is there any reason you didnt use the human meta rig for the armature? are there downsides to using it to block out the bones quickly?

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน +1

      Imo it's important to learn the full process, as it gives you the knowledge to create rigs other than basic humanoids 😁

  • @HabitualMilkDeliverer
    @HabitualMilkDeliverer 11 หลายเดือนก่อน +1

    love this, super straight forward. Quick question though, when I try to "Symmetrize" the rig to the other side of the model, it just flips on the wrong axis. How do i change the direction of the symmetrize option?

    • @richstubbsanimation
      @richstubbsanimation  11 หลายเดือนก่อน +1

      The symmetry operation will happen on the armature's local x axis, and you might of accidentally rotated the armature or are making it on ybr wrong axis. So cancel the symmetry, apply the rotation (CtrlA) and symmetrize again.

    • @HabitualMilkDeliverer
      @HabitualMilkDeliverer 11 หลายเดือนก่อน

      @@richstubbsanimation oh I see, appreciate the help brother

  • @nemuru3443
    @nemuru3443 10 หลายเดือนก่อน

    What do I do if instead of moving the model it only moves the rig? Like on 4:40. Not only that, but it also only moves the driver rig while the deform rig stays in place.

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน

      make sure the deform bones are constrained to the driver bones. You might have to edit your vertex weights if your model isn't moving even after skinning

  • @snark567
    @snark567 ปีที่แล้ว +1

    It would be good to hear more about the benefits of control bones, I don't really understand the point of them.

    • @richstubbsanimation
      @richstubbsanimation  ปีที่แล้ว +3

      Less visual clutter in the viewport. Tend to signify to the animator what they can do (rotate only, translate only or both.) Adding colours to differentiate from left and right will also help you understand what controllers to move when your character is in hard to read poses. Hope this helps!

    • @snark567
      @snark567 ปีที่แล้ว +2

      @@richstubbsanimation
      Ah I see, so it's purely for visual convenience. I thought it was something like drivers where it's used to automate/simplify functions (like opening and closing fingers).

  • @ProfKisuto
    @ProfKisuto 4 หลายเดือนก่อน

    Still using this lol. Is it possible to have the knee pole vector move with the knee bone?

  • @J.K.L.13
    @J.K.L.13 10 หลายเดือนก่อน +1

    i had a problem with part "keep offset" it doesn't work, everytime i do this, none bone is connected to other

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน

      Make sure you're in edit mode when you're parenting

    • @J.K.L.13
      @J.K.L.13 10 หลายเดือนก่อน

      @@richstubbsanimation still not working : (

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน +1

      @@J.K.L.13 you have to parent them in edit mode and in pose mode you should see the results.

    • @J.K.L.13
      @J.K.L.13 10 หลายเดือนก่อน

      @@richstubbsanimation ot's working, thank you soo much : )

  • @AJ-gr5wz
    @AJ-gr5wz ปีที่แล้ว +2

    Hey man your tutorials are so awesome!By the way i really liked the Spider-Man tutorials 👌

  • @morozit6361
    @morozit6361 5 หลายเดือนก่อน

    why we need 2th armatrue if we all do with armature name by Drivers? why we need deform? i dont understand, explain pls or give link about driver? Thank u so much

    • @richstubbsanimation
      @richstubbsanimation  5 หลายเดือนก่อน

      Having an extra layer of deformation is a cleaner way to work. Could you technically create a rig without doing this, yes, however adding in a buffer (in this case driver bones) allows you to work cleaner, as well as being able to add rig functionality like IK/FK and other additional rig features. The Tldr is it allows you to make advanced, and cleaner rigs. And is good practice to get in the habit of doing

    • @JohanIngeborg
      @JohanIngeborg 2 หลายเดือนก่อน +1

      It's extra helpfull when you are baking animations for a game. For examle parenting hips and spine to the cog ik in driver hierarchy is usefull, but doing that on deform bones would ruin the deform hierarchy, because cog ik is not a deform bone and game rigs are made of deform bones only. So you can mess up the deforms as you like without worring about bones hierarchy.

  • @TheShortysays
    @TheShortysays 23 ชั่วโมงที่ผ่านมา

    I am doing something wrong that I CANNOT figure out. Your hip bone, the one that we right click and flip, is connected to the spine bones. However, none of the bones i extrude from that spine bone are connected to it. They seem to be making their own bone connection, every other spine bone extruded after that connects. But, they don't connect to that first spine bone. What am i doing wrong? I have gone through the first steps a dozen times doing it exactly how you did but i keep getting the same result! Any help is appreciated, thank you!

    • @richstubbsanimation
      @richstubbsanimation  23 ชั่วโมงที่ผ่านมา +1

      Hi! The initial bone you create from extruding the base of the hip will not be directly parented to the hip bone, as you are essentially duplicating the root. This is what we want initially, but you do want parent the spine and hip controls to the COM control just so there isnt any weird double transforms. If you're still having issues with parenting try selecting both bones and hitting "ctrl + p" and you can experiment with both keep offset and connected options. The keep offset option will parent the bone into the new hierarchy while the connected option will directly parent the bone to the tail of the previously selected bone. Hope this helps

    • @TheShortysays
      @TheShortysays 20 ชั่วโมงที่ผ่านมา

      @ thank you so much, I will try this out!

  • @almaportstudio9607
    @almaportstudio9607 3 หลายเดือนก่อน

    Hi from Kazakhstan! Blender 4.2. Thank you so much for your video! You just wrote DFRL and then DRIVER I didn'nt get it. Either one is same, right? I followed by this video but DRV_ dosn't show up on every bones. I probably pressing the wrong number? Could you, please, help me!

  • @robbycrawford
    @robbycrawford 6 หลายเดือนก่อน

    My question is how do u insert different (face) Expressions into a rigged character in Blender? Or is there a free add on that adds several different face expressions into a character?

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน

      My approach would be to use shape keys. As far as I know there's no real way to automate this as every mesh will be different, so it's better to sculpt those yourself.

    • @robbycrawford
      @robbycrawford 6 หลายเดือนก่อน

      Its ok I discovered the Free Blender Addon Audo2Face.

  • @cortexvortex9504
    @cortexvortex9504 5 หลายเดือนก่อน

    Regarding the location of the root bone. I saw in another comment that you said the root can go anywhere and you just put the root bone where you did to make it easier to animate in blender. My question is would this make any difference in Unreal Engine? I am planning to import my model into unreal and wish to make sure any necessary changes are made before I do that.

    • @richstubbsanimation
      @richstubbsanimation  5 หลายเดือนก่อน

      @@cortexvortex9504 for game engines, the root bone needs to be at the world origin. 0,0,0

    • @cortexvortex9504
      @cortexvortex9504 5 หลายเดือนก่อน

      @@richstubbsanimation thank you for clarifying.

  • @adriana9715
    @adriana9715 7 หลายเดือนก่อน +3

    TIP: If the leg is bending incorrectly after adding a pole vector with your CTRL IK Leg you need to go to edit more and make sure the knees are slightly bent so IK system knows which way to bend the legs

    • @harleydoesstuff91
      @harleydoesstuff91 6 หลายเดือนก่อน

      THANK YOU i was wondering why mine wasn't working

  • @XMAXTH69
    @XMAXTH69 10 หลายเดือนก่อน

    on minute 5:00 those he shows how to parent the foot to the ik control? I cant follow the instructions

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน

      Select the foot, then shift select the IK Control and press control P to parent them. Make sure this is done in edit mode

  • @shiji5060
    @shiji5060 3 หลายเดือนก่อน +1

    Found the culprit. I had to go to Edit>Preferences. Under the “Input” tab I had to uncheck "Emulate 3 Button Mouse. 3:28

  • @andrejjandric9125
    @andrejjandric9125 8 หลายเดือนก่อน +2

    Absolutely fantastic tutorial! Straight to the point! Don't mind people complaining about being too fast - they haven't discovered pause button yet!
    I have one question though - Why would one exactly use control bones? Why bother adding another layer of bones just to copy transforms of the deform bones? Why not just add a custom shape straight to the deform bone?

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน +3

      When you start adding more complex systems into your rig, it becomes harder and harder to differentiate and organise different sections of your rig if you don't seperate them first. It's a good habit to get into 😊

    • @andrejjandric9125
      @andrejjandric9125 8 หลายเดือนก่อน

      @@richstubbsanimation Thanks! Keep up the good work!

  • @thomasquemby9225
    @thomasquemby9225 ปีที่แล้ว +4

    Ayy this is defo the best rigging tutorial, thank you dude!!!

  • @manapotion1594
    @manapotion1594 8 หลายเดือนก่อน

    Great tutorial. Couple of points:
    1) Batch rename strip characters is not very safe when you have digits and punctuation in bone names. It is safer to use find and replace where you replace ".001" with empty string
    2) It the selection order when adding copy transform modifier should be the other way around - deform first, driver done the second

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      The reason I use batch rename is because the ".001" string sometimes includes ".002" or ".003" depending on my naming convention. But I get your point. You're right about the copy transforms, I must of misspoke in the tutorial! 🙈

    • @manapotion1594
      @manapotion1594 8 หลายเดือนก่อน

      @@richstubbsanimation One more point. Man, I got closer to the end of the tutorial and the second half of is really low quality compared to the start. I have to abandon it as I don't understand what's going on in the end with parenting bones on step 3. I can barely get what you are doing on the screen, what menus, hotkeys, etc. UPD: Ah yes, I see you have a slower version. Nice job!

  • @HexenJaegerinMedari-78
    @HexenJaegerinMedari-78 4 หลายเดือนก่อน

    What model are you using? I'm currently trying to rig an FBX, but it just doesn't work. Every time I try to create a control rig, I get an error message.

  • @reddeadass7934
    @reddeadass7934 7 หลายเดือนก่อน

    Hi everybody. I have a question about rigging in blender. Please tell me, how do I color a certain weight of a connected mesh, like when we select related objects in editing mode, using the letter "L" only to color the entire object in a certain weight?

  • @ezer1624
    @ezer1624 8 หลายเดือนก่อน

    I am super lost on the driver bones portion of the video. Can someone please explain when I use shift R and how to set it up for each bone?

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      The Shift + R shortcut just repeats the last action. You don't have to use it, its just quicker. It takes into account the very last action you do, so make sure you're not doing anything else other than making these constraints. If you're still having issues, there's no harm in adding the constraints the manual way.

    • @ezer1624
      @ezer1624 8 หลายเดือนก่อน

      Oh! Thank you!! I got it working now!

  • @JRHainsworth
    @JRHainsworth หลายเดือนก่อน

    If you have numbers in your bone names and don't want to do the punctuation/numbers strip from the new bone names, instead do a find/replace operation and replace ".001" with nothing.

  • @eelrein
    @eelrein 10 หลายเดือนก่อน

    Thanks a lot! I finally fixed my character rig that troubled me for a long time through this video!🙂Maybe I will start to animate it soon.

  • @gabocavallaro
    @gabocavallaro 6 หลายเดือนก่อน

    Super clear and straight to the point thanks! Some quick question I´m having this error when binding the rig: Bone Heat Weighting: failed to find solution for one or more bones, Ive tryed the solutions around but without success, do you maybe know how to solve it?

    • @richstubbsanimation
      @richstubbsanimation  6 หลายเดือนก่อน +1

      th-cam.com/video/FuiY0wtxdHQ/w-d-xo.htmlsi=c9LBP3Wi4dsKCzif this should help

    • @gabocavallaro
      @gabocavallaro 6 หลายเดือนก่อน

      @@richstubbsanimation Thank you very much! yes finally I`ve ended up splitting the parts, thanks again for the amazing content you have!

  • @Hanru_YouTube
    @Hanru_YouTube 9 หลายเดือนก่อน

    Is it necessary to rename the bones, or is it optional.
    Can we leave out that step or will it affect the rigging process?
    Thank you for your help!

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +1

      It won't affect the rig, but it'll definitely make it much easier to figure out any issues you make have further down the line. It is necessary to have ".L" for bones on the left side if you want to use blenders symmetrize function.

    • @Hanru_YouTube
      @Hanru_YouTube 9 หลายเดือนก่อน

      @@richstubbsanimation Thank you very much for the good service,
      you just earned yourself a subscriber!

  • @Fizziepop
    @Fizziepop 6 หลายเดือนก่อน

    Thank you! Just one question: why do we need driver bones?

  • @gabebatista4129
    @gabebatista4129 8 หลายเดือนก่อน

    Can someone help me? After finishing step 2, when I move the bones, the model does not move anymore.
    I think it has something to do with the constraints, maybe something to do with the parenting beeing related to the DEFORM bones and now that they are constrained, changing the pose does nothing...?

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน +1

      Double check the deform bones are skinned to your mesh. Also check that the driver bones are moving the deform bones

    • @gabebatista4129
      @gabebatista4129 8 หลายเดือนก่อน

      @@richstubbsanimation How can I check if the DEFORM bones are skinned to my mesh?
      The DRIVER bones are moving the DEFORM bones right.

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      @@gabebatista4129 if you've skinned them, there should be an armature modifier on your mesh, and if you go to the object properties panel, under vertex groups you should see vertex groups with the same name as your bones. If you see all of this then you might need to weight paint manually. Select your armature, shift select your mesh and press ctrl tab to enter into weight paint mode.
      If you see none of the above, you'll have to skin the bones to your mesh. In object mode, select the mesh, then shift select the armature press ctrl p and press the automatic weights option.

    • @gabebatista4129
      @gabebatista4129 8 หลายเดือนก่อน

      @@richstubbsanimation I've found the error, the deform checkbox was of the entire DEFORM Bone Collection was unchecked, thank you for the support and for the amazing video, you've yourself a new subscriber

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      @@gabebatista4129 thanks! Glad you solved the issue 😊

  • @therealKrak
    @therealKrak 5 หลายเดือนก่อน

    Would you mind elaborating on the roles, the use and the difference of the DEFORM and DRIVER bones?
    I seem to misunderstand something major here and I may sound stupid but here is my summary.
    To me it makes no sense to copy the whole rig, then create constraints so every DEFORM bone mimics every respective DRIVER bone's transformation. I comprehended it as excessive repetition and the DEFORM bones seem superfluous since it's function got outsourced.
    When it comes to rigging I am a beginner at best.

    • @richstubbsanimation
      @richstubbsanimation  5 หลายเดือนก่อน +1

      Having an extra layer of deformation is a cleaner way to work. Could you technically create a rig without doing this, yes, however adding in a buffer (in this case driver bones) allows you to work cleaner, as well as being able to add rig functionality. The Tldr is it allows you to make advanced, and cleaner rigs. And is good practice to get in the habit of doing

    • @therealKrak
      @therealKrak 5 หลายเดือนก่อน

      @@richstubbsanimation I still don't understand the difference between the two.
      What does the driver rig buffer?
      And what is ment by rig functionality?
      Do you maybe have a link to another tutorial that explains and visualizes it?

    • @richstubbsanimation
      @richstubbsanimation  5 หลายเดือนก่อน +1

      @therealKrak by rig functionality, I mean things like adding IK, FK, space switches, bendy bones etc. All of these are different things a rigger can add to the rig, which gives you different options to animate in. I don't have a video on my channel, but doodley has a great video explaining the differences between IK and FK. th-cam.com/video/JnkAlwMjalc/w-d-xo.htmlsi=mGE4G94MOmPGs_qC
      The reason we add a buffer is to keep our rigs clean, and clutter free! Rigs can get really complex when you're adding in more of these features, so it's best to keep your deformation chain (the one you skin your mesh to) seperate from controls and other rigging methods. This is also handy for games too, if you're exporting your animation or rig to a game engine.

    • @therealKrak
      @therealKrak 5 หลายเดือนก่อน

      @@richstubbsanimation By the way thank you very much for putting in that much effort to explain it to me and I think I finally get the hang of it.
      So the deform rig has no constraints at all apart from the transform ones.
      This is maybe a bit far fetched but looking at the deform layer it's like a skeleton and shouldn't move on it's own but the driving layer gets the functionality of the tendons and muscles and therefore makes the bones move, did I get that right?
      And what do you mean by it is handy for games too? ^^ Can game engines understand Blender's constraints?

  • @vricellajusti
    @vricellajusti 9 หลายเดือนก่อน

    In what part of the process should I do the weight painting? Can I do it and modify it at any time or does it have to be defined before duplicating the armature to make the drivers? Thank you for the tutorial!

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +1

      You can start weight painting as soon as you have the base skeleton created. You can edit the weights at anytime, and you can even edit the placement of bones after weight painting!

    • @vricellajusti
      @vricellajusti 9 หลายเดือนก่อน

      @@richstubbsanimation Thank you!!!

  • @natamikovic
    @natamikovic 10 หลายเดือนก่อน

    in 5:01 could you pls repeat how can i parent foot rotation to IK CTRL, iam rewinding and cant understand :( Beside that all tutorial is great, really appreciate it :)

    • @richstubbsanimation
      @richstubbsanimation  10 หลายเดือนก่อน

      in edit mode, select the foot, shift select the ik control and press p to parent with "keep offset" enabled.

  • @PityMauArt
    @PityMauArt 10 หลายเดือนก่อน

    thank you so much!!! this is an amazing video very clear and to the point!

  • @adeeshahasaral9031
    @adeeshahasaral9031 4 หลายเดือนก่อน

    I tried to follow the second part of the tutorial but the bones keep moving to each other. What do I do?

  • @itsadudd
    @itsadudd 7 หลายเดือนก่อน

    The hierchy thing is confusing, when i try to do it it just doesnt work

  • @kurowkarasu
    @kurowkarasu 9 หลายเดือนก่อน

    Why is it necessary to create a separate driver and deform armature, as opposed to adding IK/FK bones to the deform armature? Or is it just for the visual step at the end?

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน

      Its an industry standard practice to keep the rig organised. As the rig becomes more complex it makes it alot easier to separate bones this way.

  • @thefufuu3157
    @thefufuu3157 7 หลายเดือนก่อน +1

    batch renaming 3:27 he dsnt say it but dont forget to click end on both otherwise it wount work

  • @bee5494
    @bee5494 7 หลายเดือนก่อน

    Hii, I havent merged the rig into the character yet because is a humanoid (a female disassembly drone to be exact) and the bones of the rig are peaking out, if I make them smaller then the joints will be out of place. Does the armour become invisible once you merge it into the character?? What should I do

    • @richstubbsanimation
      @richstubbsanimation  7 หลายเดือนก่อน +1

      Bones are not rendered, so you will never see them

    • @bee5494
      @bee5494 7 หลายเดือนก่อน

      @@richstubbsanimation Thank youu, I'm new to this

  • @arcemporer5208
    @arcemporer5208 8 หลายเดือนก่อน

    At 5:20 when I symmetrize it doesn’t copy the IK bones

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      Blender doesn't mirror bones if they have duplicate names, or don't have ". L" at the end. Double check the naming of all your bones and that should fix your issue 😊

  • @DeepVoiic
    @DeepVoiic 9 หลายเดือนก่อน

    If I copy and paste the armature I made to use on another model, the armature connects, but when I move the bones, there are spaces between the meshes. Like the mesh doesn't fully connect with the other meshes. Is there a fix to this?

    • @DeepVoiic
      @DeepVoiic 9 หลายเดือนก่อน

      Nvm fixed it.

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +1

      Sounds like your mesh is split into seperate parts. Select all the vertices of the mesh in edit mode and under the vertex menu at the top of the viewport select "merge> by distance" and adjust the value

  • @CGDANJI
    @CGDANJI 4 หลายเดือนก่อน

    when you should addon at the last part
    , i lost my marblesss!! thanks

  • @igorvich
    @igorvich 9 หลายเดือนก่อน +5

    Thanks for the tutorial (and explanation) on how rigging in blender 4 works. It helped me in animating a character in a scene i am working on. ❤
    One thing I would like to say though, if you are going to do more like these "tutorials", please slow them down a bit and be more specific on what to do. It took me roughly 5 - 10 times longer than the length of the video to get it working. (Along with tips from the comments) Just because I missed something in the speed you are going through it.
    But still, awesome video!

    • @richstubbsanimation
      @richstubbsanimation  9 หลายเดือนก่อน +2

      Thanks for the honest feedback, I appreciate it!

  • @mr.potato341
    @mr.potato341 8 หลายเดือนก่อน

    When I finished adding in the IK restraints instead of bending on the Y axis the armature bended in the X axis instead which is the wrong direction. Does anyone know how I can fix this?

    • @richstubbsanimation
      @richstubbsanimation  8 หลายเดือนก่อน

      You probably have to adjust the pole angle in the IK constraint settings