How to use Rigify rig in Cascadeur (from Blender to Cascadeur and back)

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  • เผยแพร่เมื่อ 26 มิ.ย. 2024
  • Rigify Quick Rigging Tool template: github.com/arcsikex/Cascadeur...
    Rokoko addon: www.rokoko.com/integrations/b...
    ‪@CGDive‬ tutorials in this topic:
    - Make Rigify Game-ready: • [OBSOLETE - see descri...
    - Retarget to Rigify: • [Blender] Retargeting ...
    Spider-Man model made by ‪@shadatorr‬: skfb.ly/ottHQ
    [Affiliate link]
    ⏬ Download Cascadeur for free link.xsolla.com/moAtYrxn
    💸 Get the Pro Subscription with a 15% discount using my code: MPIN1R
    🎁 Products: nemaron.gumroad.com/
    📂 Tutorial files: github.com/arcsikex/Cascadeur...
    Timestamps:
    0:00 - Intro
    1:24 - Clean up the rig
    4:59 - Import to Cascadeur
    8:11 - Retarget to rigify rig
    14:23 - Issue with retargeting

ความคิดเห็น • 57

  • @dreamisover9813
    @dreamisover9813 ปีที่แล้ว +1

    It's amazing to see a tutorial channel around cascadeur, the software seems really promising. thanks!

  • @jerryxia4483
    @jerryxia4483 10 หลายเดือนก่อน

    Stumbled across this video and it saved my life! Thanks a ton Aron!

  • @blenderblender792
    @blenderblender792 ปีที่แล้ว

    I'm new to Cascadeur and uploading from Blender is so easy thanks to your helpful tutorial.

  • @Tsero0v0
    @Tsero0v0 2 หลายเดือนก่อน +1

    Absolutely amazing tutorial! I really appreciate that you included the qrigcasc file! But do you also have the bone list file so we don't need to retarget ourself?

  • @CGDive
    @CGDive ปีที่แล้ว +6

    Oh, and regarding the problem with the retargeted result:
    try to NOT retarget spine.001. Just leave it blank and see if that improves the result :)

  • @mdrenders
    @mdrenders 8 หลายเดือนก่อน

    Great tutorial and super helpful

  • @max2198
    @max2198 10 หลายเดือนก่อน

    Very helpful, thanks!

  • @RedOniGamesRu
    @RedOniGamesRu ปีที่แล้ว

    Good tutorial, thank you!

  • @MRpetandnoni
    @MRpetandnoni 22 วันที่ผ่านมา

    Great tutorial and super helpful 😘😘😘😘😘😘

  • @Pendulum_photography
    @Pendulum_photography หลายเดือนก่อน +1

    FYI, this isn't possible with the free version of Cascadeur. Free license can not export FBX format. So you can't proceed beyond the 8:00 mark without buying a license.

  • @Wa_Animation
    @Wa_Animation ปีที่แล้ว

    great tutorial! really helpful 谢谢

  • @CGDive
    @CGDive ปีที่แล้ว +9

    Hey, thanks for the mention! I have bookmarked a bunch of your tuts and will watch them when I find some time to learn Cascadeur. Excellent videos!
    Do you know about our Game Rig Tools addon, by the way?
    It does the whole rig copying and cleaning up with one click. The only thing you have to do manually is to re-parent the DEF bones. :)

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว

      Hey, thanks for the amazing videos :)
      Would be interesting to see your opinion about Cascadeur.
      I was considering using your addon for the tutorial, especially because you can easily detach the deformation rig from the control rig with one button.
      But in the end I decided that the manual workflow explains better why we need a separate rig and it's quite fast anyway.
      About not using the spine.001: I will give it a try.

    • @CGDive
      @CGDive ปีที่แล้ว +1

      @@AronNemeth95 Ah, I see. Yeah, that makes sense :)
      Let me know how it goes when you skip spine 001. It's a quirk of Rigify and you should get better retargeting of the lower body.

    • @alexpoc
      @alexpoc ปีที่แล้ว +2

      I'm verry interested to see a video on that pipeline from any of you :D i'm literaly scrayching your both channels for days to find a suitable pipeline to take the most advantage of both Game rig Tools and Cascadeour and hopefuly find a way to make my animation suitable for more then one character

  • @NycroLP
    @NycroLP ปีที่แล้ว +5

    Cascadeur would be such a great tool for me if the workflow with Blender wasnt so ass.

    • @noonesbiznass5389
      @noonesbiznass5389 ปีที่แล้ว +3

      Yeh, its terrible. I don't get it. I understand there is no 'standard' per se, but good lord, in this day and age, can't there be 'a' standard at least for humanoid characters that actually works. None of them do... Cascadeur, AccurRig, Rokoko, etc... they all require crazy retargeting that rarely works at all, and when it does, the results are so off its more trouble than its worth... sigh.

  • @Cheese_xl
    @Cheese_xl ปีที่แล้ว

    Could u do a video on how to apply auto posing in the characters hand?

  • @Eric-rx2qd
    @Eric-rx2qd ปีที่แล้ว

    I have a custom dragon rig, so deleting the non-deformative bones has destroyed my rig and I can't proceed. I cannot also just choose layer 30, I have different layer settings. What do I keep for limbs? IK, FK or tweak?

  • @poochyboi
    @poochyboi ปีที่แล้ว +3

    Excellent tutorial! i figured out this method awhile ago and im glad to say its almost exactly as how you do it here. Unfortunately, I decided not to go with the rigify rig in the end as rokoko has been quite inconsistent with being able to retarget animations. which makes me not want to animate with it anymore.

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว

      Thank you)
      Yeah it seems like you always need to correct the animation after retargeting.
      So what did you end up using?

    • @poochyboi
      @poochyboi ปีที่แล้ว

      @@AronNemeth95 I'm using cc4/iclone8 exported direct to casc. Casc recognises iclones rigs and mesh automatically which makes it easier since animations do not need to be retargeted, instead they are imported exactly as it has been animated when exprting back to iclone. From there u can export to render in UE5 or blender should you wish. In terms of blender, I've not found a viable rig that can create a seamless workflow between the two programs unless you build the rig yourself.

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว

      Oh great, cc4 looks amazing, but quite expensive.
      If you don't need a control rig you can use any kind of rig without retargeting in Blender. Like mixamo rig or Accurig.

    • @poochyboi
      @poochyboi ปีที่แล้ว

      @@AronNemeth95 yes u can. But then the idea to using casc in the workflow is so that you can bring the animations into a rendering software where u can make adjustments easily with an IK rig. Also if u wanted to add things like facial expressions and have additional animations there needs to be a control rig. So right now without any of that, casc is pretty limited in its uses in blender imo.

    • @DarwinsGreatestHits
      @DarwinsGreatestHits ปีที่แล้ว

      @@poochyboi I'm having trouble with an CC4/Iclone8 workflow. I export a CC4 rig in Tpose as it seems Cascadeur handles that better than Apose. I animate in Cascadeur, but I get problems if I import it into either Iclone8 or Blender.

  • @updownstudio7927
    @updownstudio7927 3 หลายเดือนก่อน

    rokoko retarget get lots of problem, i use autorig pro to remap the bone to rigify IK and it works finally

  • @Thecreekysailboat
    @Thecreekysailboat 10 หลายเดือนก่อน

    Awesome tutorial but for me Rokoko doesnt want to save or let me export the bone list whatsoever. Im not interested in remapping all the bones every single time. I will try autorig pro for the retargetting.

  • @MrPhili10
    @MrPhili10 ปีที่แล้ว +1

    Awesome! I've tried this with Auto-RigPro, however it doesn't work out quite as well as with Rigify. Do you maybe have any suggestions?

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว +2

      I don't have Auto-Rig Pro unfortunately, but this is what I would try.
      If you have the full version I would try to use the game engine export feature. Probably need to experiment with the export settings to get an armature that works well in Cascadeur. Then when you are finished in Cascadeur import the animation back to Blender and use the Remap feature to retarget to the original rig.
      You could also try to use blenders default fbx exporter and only export the deformation bones. I don't know what bones would be exported though.
      If you have any success I would also be curious :)

    • @MrPhili10
      @MrPhili10 ปีที่แล้ว

      @@AronNemeth95 thank you! I've managed to remap most of the animation. But I think my mistake was that I used Auto Rig Pro's remap feature instead of Rokoko. It seems to change the rig quite a bit and my model doesn't handle that very well. I'll try again with Rokoko. I'll let you know :)

  • @Y_J-sx1tq
    @Y_J-sx1tq 24 วันที่ผ่านมา

    The character hunching during Autopose update is a known problem. May I understand how do you fix this issue?

  • @xinversive
    @xinversive 4 หลายเดือนก่อน

    I’m having problems exporting the righ back into blender

  • @snark567
    @snark567 ปีที่แล้ว +2

    What about characters with facial rigs? Does cascadeur allow for those?

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว +2

      You can import a rig with facial bones, but using facial rig is not really supported yet.
      They will probably do it in the future: trello.com/b/oNlIizJh/cascadeur-roadmap

    • @snark567
      @snark567 ปีที่แล้ว

      @@AronNemeth95 Thanks!

  • @jaye6612
    @jaye6612 ปีที่แล้ว

    can this method be used woht the new blender cascadeur birdge addon?

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว +2

      Unfortunately not but should be possible to do it in the future 😀

  • @DarwinsGreatestHits
    @DarwinsGreatestHits ปีที่แล้ว +2

    Can you do one for autorig pro?

    • @AronNemeth95
      @AronNemeth95  ปีที่แล้ว +1

      Sorry I don't have it and I'm no familiar what kind of rig it generates

  • @onewayroad3765
    @onewayroad3765 ปีที่แล้ว

    Hi, in blender I have accidentally move my rig and mesh far from the center. But I couldn't undo it because I have saved it. How can I put my rig and mesh back to center?

    • @purple_mist_
      @purple_mist_ ปีที่แล้ว

      Try to use the snap tool... Is the Magnet icon up to the viewport. Then apply the transformation to deltas. Idk if it's works but worth a try

  • @Vincent_DBd
    @Vincent_DBd 6 หลายเดือนก่อน

    Am completely new to blender and when I opened the spider Man rig it didn't display the bones that were meant to be in him any help

    • @I_was_a_Bullfrog
      @I_was_a_Bullfrog 2 หลายเดือนก่อน

      I believe there is a setting to enable the view of the rig, I'm still learning also.

  • @sergeyzotoff
    @sergeyzotoff 7 หลายเดือนก่อน

    Very interesting and relevant to me, but I don't understand it

  • @Lolovomatic
    @Lolovomatic 5 หลายเดือนก่อน

    what ever i try I always get this error in rokoko:
    "Python: Traceback (most recent call last):
    File "...
    okoko-studio-live-blender-master\operators
    etargeting.py", line 128, in execute
    custom_schemes_manager.save_retargeting_to_list()
    File "...
    okoko-studio-live-blender-master\core\custom_schemes_manager.py", line 54, in save_retargeting_to_list
    if bone_name_target not in detection_manager.bone_detection_list_custom[bone_name_key_detected]:
    KeyError: 'custom_bone_def-spine.001'
    "

    • @updownstudio7927
      @updownstudio7927 3 หลายเดือนก่อน

      have u solved this problem?

  • @stephenmackenzie9016
    @stephenmackenzie9016 หลายเดือนก่อน

    Looks like as lot of work

  • @hokagedes2207
    @hokagedes2207 9 หลายเดือนก่อน

    I find this weird Error "
    custom_schemes_manager.save_retargeting_to_list()
    if bone_name_target not in detection_manager.bone_detection_list_custom[bone_name_key_detected]:
    KeyError: 'custom_bone_def-spine' "
    I even tried aligning Target Rig to the source and chose "Use Pose" as current, yet its the same. Also haven't added custom entry named DEF-spine. Don't know what's going on

    • @hokagedes2207
      @hokagedes2207 9 หลายเดือนก่อน

      I think, export and import list function' do not work...
      after clearing the custom name list, it finally got fixed 🫡

    • @updownstudio7927
      @updownstudio7927 3 หลายเดือนก่อน

      hey bro can u tell me how to clearing the custom name@@hokagedes2207

  • @novanvfx
    @novanvfx วันที่ผ่านมา

    model is not behaving properly it get very unpropern mesh distortions