⚠ For people having trouble setting the foot up, make sure the heel is parented to the root bone, otherwise the leg will spin around because of a dependency loop where the ik bone is trying to follow itself
Thanks for this comment. I have tried to work on this about 4 times now, and have started from the begging. This comment is helpful, I will try with this now. For reference, which of your bones are you referring to as your root bone? Thank you.
@viczvapo later in the video, I make a bone that I refer to as the root bone, it's in the chapters. Basically, it is the bone that things are parented to if they aren't already parented to something else.
Great tutorial... you know something I've learned in my Blender journey is it always takes you a huge amount of time to learn do anything the first time, but the 2nd time you do it takes about half as much time, and the 3rd time you do it take about half as much time over the 2nd. So for anyone watching this thinking it takes ~sooo~ long to rig a character (or do anything in Blender), just do it a few times in a row and I'm sure you'll be amazed how quickly you can do this whole process once you learned the basics.
You are so much correct! I started learning blender for integrating along with threejs in the web 2 months ago and I didnt know anything of it, but now I feel like I learned really a lot even there is still so much to learn yet, it is a tool that offers multiple ways of doing the same thing just differently so it is really worth all the efforts of learning techniques and secrets of it.
In every video I watched, people say "This is the best tutorial" but they haven't seen this one yet. Video's like this where you explain, what you do, why and how you do it in great detail, is what we really need more of. You've won yourself a student. Thank you very much for the effort.
Heya, just finished your tutorial. Funny enough, there were so many times initially during this tutorial where I thought, "Oh my god, why is _this_ happening? That's not right, I need to fix that!" and then 5 minutes later or so you address that exact issue lol. After finishing Blender Guru's tutorials I was a bit stumped on figuring out rigging and animation, and your videos have been a _serious_ light in the dark here. You should be proud of your work here.
Hey man, i'm usually the type of person who has great difficulty in learning new things (I'm very impatient and distractable) but your videos on character modeling and rigging were the ones I really managed to focus on and actually learn stuff. I'm learning gdscript and blender at the same time as I want to get in to gamedev. I really appreciate your content! You're a great and engaging teacher, and I've even recommended some of your videos to my friends. Kudos!
Important note at 29:50 - The heel bone is no longer parented to the foot bone, and it seems to just be parent-less. You can see this at the cut shortly after the timestamp that the dotted line from the head of the heel bone to the tail of the toe bone disappears. I was stuck in a dependency loop until I made this change. (I think this is what Joey is referring to in his pinned comment, where later the "parent-less" bones are parented to the root bone instead.) Loving the tutorials, Joey. Thank you so much for making these, I've never been as invested in Blender as I am now. I will say that I find this video a little harder to follow than the first two Beginner Friendly Blender Vids and the character modeling for beginners, as it seems there were some key things that were lost in certain cuts that I couldn't really figure out very easily as a beginner, like what I mentioned above. Still though, this is a great video overall, and I'm looking forward to watching more!
To anyone having problems with SYMMETRIZE, this is what worked for me: Rotate your character to face the direction that his character is facing (-Y), delete all your bones, make sure your character absolutely centralized in the middle of the map (z axis doesn't matter) and basically just rebuild everything from the ground up, and this time it'll work
...Interesting timing for this to come out when I am nearly done retopologizing a model. This will likely be rather useful because I've never done more than a basic rig with automatic weight paints. Thank you in advance.
There were many parts of this tutorial that I found helpful. If I had to pick one, it would be using bones to drive shape keys. You can really tell that you put a lot of work into your videos.
hello guys at 46:11 you can actually just put the shrinkwrap modifier bellow the armature but above everything else it At 54:14 apply the shrinkwrap modifier on the copy THEN apply the solidify not the other way around
The exploding eyes scared me for a moment that I may have missed something before. But your comment pointed me to the right point in the video to actually understand the problem. I kept the order like so: Mirror, Armature, Shrinkwrap, etc. and it worked! Thanks!
Bro this is such helpful information dude, I wanna make a game but i feel like i need to bring like 1000 assets before anyone will work with me. We got this people!
I am using 4.1.1 and at 30:10 the step where you say to apply the 'keep offset' after selecting the IK bone and then the heel is messing up the IK. My model moves the same as yours when moving the hips vertically, but when moving the heel or the IK bone the leg acts almost like my mouse movement is scaled up a couple times and has a light delay.
Fantastic tutorial Joey! Ive be spent the last three days piecing together other tutorials and online information to get a very basic rig together. But I was still left with so many questions and still didn't understand some of the tools/settings. Thankfully this video answered almost all of them thanks to the detail of this tutorial. Great job. Thanks you so so much!
29:29 Pardon me. When I move the IK bone (as you demonstrate here) I get the same results, only -bizarrely- the tongues of my Bizo's shoes are unattached, remaining static in space. Can you tell me why? They are part of the 'feet' group, and follow properly when a foot is manipulated in object mode.
💜 Thank you for the amazing tutorials. Really helped me build my character easier. I am struggling with the eyes at the moment, so that would be a cool another tutorial :D I know you have some, but still need help with shaping them :D thank you again
I've redone this part maybe 10 time now and I'm not sure what I'm doing wrong. At 36:00 you were able to move the hip bone in pose mode, but mine will only rotate. When ever I parent it to the torso I'm not longer able to transform it with G, it only rotates.
Hey there! First off, INCREDIBLY solid tutorial. I feel way more confident behind the wheel when it comes to Blender. I am having one small issue right now though. At about 48:54, you show the model with its leg up and the sweater deforms to it, but even after weight painting, the front center bone doesn't want to move when I lift the leg (so the sweater still clips). Are there any solutions for this? Thanks again for the tutorial!
At 48:50 , you show how the clothing nicely bends over the character's knee. I know this is influenced by the middle bone set for the clothing. Even though my character's bone weights are set correctly, the clothing doesn’t bend properly and clips through. I feel like this bone should somehow move vertically along with the knee’s movement, but it seems to be attached to the hip bone. What’s the solution? Maybe I missed something?
if anyone else has had a problem with weight painting not working on the mirrored parts, then what worked for me was to apply the mirror modifier and then I could paint on both left and right side components.
Hello, I have a question about here 30:12. The reason why we parent the ik bone to the heel bone is because we do not want ik bone to go out of restrictions. I mean like the ik bone should behave according to the position of heel bone right? Sorry for my english because i am not a native speaker.
hey, for some reason, when i try to symetrize the IK leg at 32:00, is gets rid of the whole leg when I go into object mode, but when I go back to edit mode, it's there again. Do you know what's wrong?
Hey, love the tutorial, but when I go into weight paint mode. Select the armature in pose mode and then the mesh -> go into weight paint mode. I dont have a little bone icon that is bone selection. Didnt find any help online. Why doesnt it show up for me???
heyy, thanks for the vid it's amazing ! just a little pb around 31:00 with the DOL, as expected, I had to rotate my pole angle and it worked, but then when I'm moving my iK around, the knee doesn't face the DOL, it moves with 90 extra degrees. So it doesn't face the front but the side. if I put 180° on the pole angle it work but my model is turned with 90 extra degrees. If anyone have any ideas ?!
6:07 Generate Rig did not work. RIGIFY ERROR: "bone spine.004": Cannot connect chain - bone disposition is disjoint. Incorrect armature type for 'chain_rigs' ???
If anyone has a problem with missing arrows after generating the rig, try to apply the scale on both the metarig and the model. It fixed the issue for me. Also try to get the bones inside the body, dont know if that matters but thats what I tried too
When applying the shrinkwrap to the mouth, the bone jumped to a side angle for me. -Because when joining the shrinkwrap pieces the eyes did not have the merge box checked, so the new mesh had a sharp edge in the middle. So make sure the hidden shrinkwrap mesh have the correct settings.
I'm trying to rig a character I imported as an STL who isn't in a T or A pose. When I position the bones to line up and parent the rig to the character with automatic weights it generates the vertices groups but there is no weight painting for any of them, its all solid blue. Someone please save me from having to paint all the parts manually.
It didn't work for me, So at 18:59 when I tried to pose it only the armature moved not the actual model @JoeyCarlino Please help me 🙏🙏 I'm trying to make my first game
@kedatan25 yo, I found a video discussing the issue. I can't remember what video it was, tho try searching up armature not connecting to model how to fix
One thing that I needed to figure out that if you add a bone constraint the targets are not set automatically, you need to manually add Target and Bone
I have a problem where when i use rigify it shows " Bone 'spine.004': Cannot connect chain - bone position is disjoint.Incorrect armature for type 'chain_rigs' " how can i fix this Edit: I made a Discovery that my rig spawns with spine003 and spine 004 not connected.
2:00 min Doesn't work for me. I actually can't do this the way you show. I can only select the second bone from the hips up. If I try it with the bone that connects to the hip, it always - _always_ - selects one or both of the hip bones, either alongside or instead of the one I click on, or again the second bone from the hip up, marking one of these in yellow. Or it selects the wire mesh/the character. Is there a special trick or do you have to click a certain part in a special way or something? Or did they change something in Blender since this Tutorial was made?
@@axevader280 Ooh, okay, sorry for my earlier comment, I confused some keys. I accidentally held Ctrl instead of Shift. Thank you very much for your help.
I'm having trouble with the legs and feet. For example, if I move the character hip bone up then the heel bone will keep moving up slightly and it won't reset to the ground. Another example is when you get to the root bone step and you move it up to show the character doing a flip, the legs/feet get stuck somewhere and my character then revolves around the legs midair. Please may someone help me resolve this. Thank you.
Why when i click generate rig the Rig size(that its generate ) is smaller its not fit to the model ??.and i need to make the size correctly by myself ??😢😢
Hey, love the tutorial so far !! I haev a problem at 34:16 When I moove the target or the IK there is a part of my model that just doesnt moove and the arm doesnt bend anymore even tho it was bending before adding the target :(( help
Had the same issue. Your arm bones must be all straight like my was and thats the problem. In edit mode you should offset the elbow a little bit in the elbow target direction so blender can know where to bend the arm towards to, that should fix it.
((((((((RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs' )))))) how to fix this bull shit can anyone explain. 6:05 in video after clicking generate rig this shit notification appears on my screen ive been trying to make this simple low poly character for 3 days and i cant make it because of too many errors which is pissing me offfffffffffffff
Hi there, fantastic video! After getting the foot thing right after a few hours, I am now struggling with the arm IK bone. Without the target bone, moving the arm IK results in wild movements into a kinds of directions. Adding the target bone however stops the elbow from bending completely and moving any arm bone including the IK only rotates the arm. What could I be doing wrong?
for some reason the ik on the leg works when i add the knee bone thing but when i try to do the same with the elbow it just stiffens the arm and only moves the arm without bending the joints. someone pls help ive been at it for an hour already. update: for some weird reason only the right arm works and the left one dose not even if i symmetrize it or remake it or duplicate the bones please help second update: now they both dont work and im just struggling
I need help, so I folowed the tutorial up to the point where joey started to apply Ik to the legs. and everytime I move my rig using the IK bone thingy, the rig(the leg portion) just overshoots and overpowers my cursor and springs forward. I am super stumped if anyone has an answer please help.
Whenever I move the eye bones, the pupils become incredibly distorted. I believe I applied the skin modifier previously, or at least it no longer shows up in my list. What might be happening? (also, something similar happens with the whites of the eyes when I move the whole model, or the head)
Automatic weights is not working for me. I parented the character to the armature selecting the armature at last but when I go to pose mode my character doesn't move. Can someone help me?
Automatic weights didn't work AT ALL. The feet were so tangled together I had to move them apart in pose mode and untangle them with weight painting until they were separated. I had to go inside the mesh and weight paint each individual vertex. The arm bones are moving parts of the head for some reason and no amount of weight painting on any bone is correcting it. Some bones work to move the whole appendage and others only move a little bit. It's a mess and I just don't know what to do. I've done it over a couple times.
some parts of my model arent paring like the top row of teeth and a rim on the peg leg- any idea whats happening? great video btw everything else works great!
Whenever I go to pose mode, I click something to pose it and get an error message saying no keyframe to slide between, so I add a keyframe but then I go to pose mode and instead of being able to grab and pose, it tries to slide between the two resting keyframes I have and I still can't just pose the model. How do I fix that/what do I need to enable/disable
The rigify option is not working for my model, parts of my model are disconnected. I think it is because of my modeling style and the fact that it was a thin endo from fnaf looking thing.
Amazing video, congrats man, can I ask where I can find the Blender Theme you have for the shapes, I am tired of all sides being grey in solid mode, and yours are really pleasant and colourful.
It took me a while to figure out how to change the color, so in case you also didn't figure it out: click the gray sphere in the dropdown options (while in matcap) to view the different colors. Also check cavity and set it to both if you want it to be even easier to model.
⚠ For people having trouble setting the foot up, make sure the heel is parented to the root bone, otherwise the leg will spin around because of a dependency loop where the ik bone is trying to follow itself
Thanks for this comment. I have tried to work on this about 4 times now, and have started from the begging.
This comment is helpful, I will try with this now.
For reference, which of your bones are you referring to as your root bone?
Thank you.
@viczvapo later in the video, I make a bone that I refer to as the root bone, it's in the chapters. Basically, it is the bone that things are parented to if they aren't already parented to something else.
Rewatched the video, got to the root bone.
@@JoeyCarlino thank you for such amazing content! You are awesome. I appreciate you.
Dude thank you so much ❤
Great tutorial... you know something I've learned in my Blender journey is it always takes you a huge amount of time to learn do anything the first time, but the 2nd time you do it takes about half as much time, and the 3rd time you do it take about half as much time over the 2nd. So for anyone watching this thinking it takes ~sooo~ long to rig a character (or do anything in Blender), just do it a few times in a row and I'm sure you'll be amazed how quickly you can do this whole process once you learned the basics.
You are so much correct! I started learning blender for integrating along with threejs in the web 2 months ago and I didnt know anything of it, but now I feel like I learned really a lot even there is still so much to learn yet, it is a tool that offers multiple ways of doing the same thing just differently so it is really worth all the efforts of learning techniques and secrets of it.
In every video I watched, people say "This is the best tutorial" but they haven't seen this one yet. Video's like this where you explain, what you do, why and how you do it in great detail, is what we really need more of. You've won yourself a student. Thank you very much for the effort.
Heya, just finished your tutorial.
Funny enough, there were so many times initially during this tutorial where I thought, "Oh my god, why is _this_ happening? That's not right, I need to fix that!" and then 5 minutes later or so you address that exact issue lol.
After finishing Blender Guru's tutorials I was a bit stumped on figuring out rigging and animation, and your videos have been a _serious_ light in the dark here. You should be proud of your work here.
I was literally waiting for this to come out, refreshed my TH-cam, and bam. It was there. 9 minutes after release.
same
I was busy so 4 hours late, but I was waiting for it aswell, one whole hour of pure golden knowledge!!!
Hey man, i'm usually the type of person who has great difficulty in learning new things (I'm very impatient and distractable) but your videos on character modeling and rigging were the ones I really managed to focus on and actually learn stuff. I'm learning gdscript and blender at the same time as I want to get in to gamedev. I really appreciate your content! You're a great and engaging teacher, and I've even recommended some of your videos to my friends. Kudos!
Important note at 29:50 - The heel bone is no longer parented to the foot bone, and it seems to just be parent-less. You can see this at the cut shortly after the timestamp that the dotted line from the head of the heel bone to the tail of the toe bone disappears. I was stuck in a dependency loop until I made this change. (I think this is what Joey is referring to in his pinned comment, where later the "parent-less" bones are parented to the root bone instead.)
Loving the tutorials, Joey. Thank you so much for making these, I've never been as invested in Blender as I am now. I will say that I find this video a little harder to follow than the first two Beginner Friendly Blender Vids and the character modeling for beginners, as it seems there were some key things that were lost in certain cuts that I couldn't really figure out very easily as a beginner, like what I mentioned above. Still though, this is a great video overall, and I'm looking forward to watching more!
thank you so much I had this issue too and was trying to solve it
YOU'RE A LIFESAVER!! ❤
When the world needed him the most, he appeared!
thanks
To anyone having problems with SYMMETRIZE, this is what worked for me:
Rotate your character to face the direction that his character is facing (-Y), delete all your bones, make sure your character absolutely centralized in the middle of the map (z axis doesn't matter) and basically just rebuild everything from the ground up, and this time it'll work
Yeah, this should work but you don't have to delete all your bones. You can rotate them in object mode and press Ctrl A to apply the rotation
@@JoeyCarlino it only worked for me after I redone everything tho, I tried rotating and re-rotating before doing that. It didn't do the job
Hi!, still didn't work for me when I clicked symmetrize they would couple with each other and not automatically mirror. Any ideas how to fix this?
literally a few second from starting to rig, and you posted right when I needed you.
...Interesting timing for this to come out when I am nearly done retopologizing a model. This will likely be rather useful because I've never done more than a basic rig with automatic weight paints.
Thank you in advance.
nice pfp lol
There were many parts of this tutorial that I found helpful. If I had to pick one, it would be using bones to drive shape keys. You can really tell that you put a lot of work into your videos.
Waited for years for a tutorial like this, God bless you man
hello guys at 46:11 you can actually just put the shrinkwrap modifier bellow the armature but above everything else it
At 54:14 apply the shrinkwrap modifier on the copy THEN apply the solidify not the other way around
The exploding eyes scared me for a moment that I may have missed something before. But your comment pointed me to the right point in the video to actually understand the problem. I kept the order like so: Mirror, Armature, Shrinkwrap, etc. and it worked! Thanks!
this is the man who will get me Through Visualization and Fine arts, I just know it.
hello guys if you having problems 10:18 with the mirror modifier not merging if even put on top.
try increase the default merge distance of 0.001 m
Thank you! you saved me
I was watching this at 12 am trying to rig, had headphones on, and your mic bumping got me going crazy thinking it was in the house
Bro this is such helpful information dude, I wanna make a game but i feel like i need to bring like 1000 assets before anyone will work with me. We got this people!
rigging for patient people:
I am using 4.1.1 and at 30:10 the step where you say to apply the 'keep offset' after selecting the IK bone and then the heel is messing up the IK. My model moves the same as yours when moving the hips vertically, but when moving the heel or the IK bone the leg acts almost like my mouse movement is scaled up a couple times and has a light delay.
I have the same issue. Did you find the solution?
@@Krivoruchko the heel shouldn't be parented to the toe. removing the heels parent fixed it for me
@@dezstr0 thank you!
@@dezstr0 You saved my sanity, thank you!
@@dezstr0 Thank you! Was struggling to fix this.
This is gonna be great already, I just know it. Thanks for all the hard work you did to help jumpstart us newbies!
This is one incredable tutorial...I'm now learning animation in Blender and Joey nails the subject perfectely.
BRO WHY DO WE EVEN DESERVE THIS YOU ARE MY HERO
Fantastic tutorial Joey! Ive be spent the last three days piecing together other tutorials and online information to get a very basic rig together. But I was still left with so many questions and still didn't understand some of the tools/settings.
Thankfully this video answered almost all of them thanks to the detail of this tutorial. Great job. Thanks you so so much!
29:29
Pardon me. When I move the IK bone (as you demonstrate here) I get the same results, only -bizarrely- the tongues of my Bizo's shoes are unattached, remaining static in space. Can you tell me why?
They are part of the 'feet' group, and follow properly when a foot is manipulated in object mode.
50:00 Oh. Yep. Okay. Should have been patient. My bad. :^)
the best rigging tutorial I´ve ever seen, need to try this out because I think it will help me a lot
18:50 how to fix that leg bones connect with hands, eyes moves aside of head and finger bones don't connect with fingers?
32:00 after i symmetrize the IK left bone , the right leg is disappear when i chg to pose mode but it's still in edit mode. what's wrong with that☹?
find a solution yet? im still looking
i have the same problem :( do u know how to fix it now?
once again you prove to be the best
Wow, this is a lot. My cat will have to stand still until another day. I'm more than satisfied with having modelled him today.
wow! perfect timing, i was just needing a tutorial like this!
NOTE: When he says "ctrl + F2" If you are on a laptop with a Function Key - You'll probably need to press "ctrl + fn + F2"
at 6:05, when I press generate rig, I don't get those motion paths. Instead, I get another armature... why :( ?
yes, also having same issue. Did u fix it?
@@KurnazOyun i think i restarted the whole process, then it worked fine, maybe something i did other than shown in video caused the problem
@@KurnazOyun Delete Bone 4!
This is an amazing tutorial. I learned so much stuff in just one hour! I hope I can remember all those little tips and tricks. 🙂
💜 Thank you for the amazing tutorials. Really helped me build my character easier. I am struggling with the eyes at the moment, so that would be a cool another tutorial :D I know you have some, but still need help with shaping them :D thank you again
I've redone this part maybe 10 time now and I'm not sure what I'm doing wrong. At 36:00 you were able to move the hip bone in pose mode, but mine will only rotate. When ever I parent it to the torso I'm not longer able to transform it with G, it only rotates.
same problem here
i think its auto ik
Another amazing video, these guides always helps me a lot
tiurreeeeetedtteteefrf
this guy animates just as good as blender open studio
Number 1 in tutorials ❤❤
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Hey there! First off, INCREDIBLY solid tutorial. I feel way more confident behind the wheel when it comes to Blender. I am having one small issue right now though. At about 48:54, you show the model with its leg up and the sweater deforms to it, but even after weight painting, the front center bone doesn't want to move when I lift the leg (so the sweater still clips). Are there any solutions for this?
Thanks again for the tutorial!
fr tho your vids are amazing. without you, I wouldnt even know how to move sommet. thx man. appreciate it
At 48:50 , you show how the clothing nicely bends over the character's knee. I know this is influenced by the middle bone set for the clothing. Even though my character's bone weights are set correctly, the clothing doesn’t bend properly and clips through. I feel like this bone should somehow move vertically along with the knee’s movement, but it seems to be attached to the hip bone. What’s the solution? Maybe I missed something?
if anyone else has had a problem with weight painting not working on the mirrored parts, then what worked for me was to apply the mirror modifier and then I could paint on both left and right side components.
Hello, I have a question about here 30:12. The reason why we parent the ik bone to the heel bone is because we do not want ik bone to go out of restrictions. I mean like the ik bone should behave according to the position of heel bone right? Sorry for my english because i am not a native speaker.
Thank you very much. Now I will let my brain chew on this for a while. Bet it will give me nightmares.
For everyone who stuck at 30:00 you need unparent toe and heel from each other (it helped me at least. But I'm unsure if this right way)
hey, for some reason, when i try to symetrize the IK leg at 32:00, is gets rid of the whole leg when I go into object mode, but when I go back to edit mode, it's there again. Do you know what's wrong?
ye me too....
@@cristavares3 yeah, it’s annoying, I don’t know what to do :(
Either you parented something wrong and it exploded to be far away, or it's hidden and you can get it back with / or alt h
@@JoeyCarlino it’s not hidden and I’m pretty sure it’s not patented because only one half of the legs disappear but I’ll check
This is very helpful. More rigging tutorials please!
Hey, love the tutorial, but when I go into weight paint mode. Select the armature in pose mode and then the mesh -> go into weight paint mode. I dont have a little bone icon that is bone selection. Didnt find any help online. Why doesnt it show up for me???
A month late but, I was having the same issue. Ended up downloading Blender 4.2 and things seem to work better.
Thank you, will be using your video to get started.
heyy, thanks for the vid it's amazing ! just a little pb around 31:00 with the DOL, as expected, I had to rotate my pole angle and it worked, but then when I'm moving my iK around, the knee doesn't face the DOL, it moves with 90 extra degrees. So it doesn't face the front but the side. if I put 180° on the pole angle it work but my model is turned with 90 extra degrees. If anyone have any ideas ?!
6:07 Generate Rig did not work. RIGIFY ERROR: "bone spine.004": Cannot connect chain - bone disposition is disjoint. Incorrect armature type for 'chain_rigs' ???
IT's ok, I started over and it worked fine. I had disjointed the spine
this channel is so good!
Literally exactly what I needed. Well, I need quadruped but close enough.
If anyone has a problem with missing arrows after generating the rig, try to apply the scale on both the metarig and the model. It fixed the issue for me.
Also try to get the bones inside the body, dont know if that matters but thats what I tried too
When applying the shrinkwrap to the mouth, the bone jumped to a side angle for me.
-Because when joining the shrinkwrap pieces the eyes did not have the merge box checked, so the new mesh had a sharp edge in the middle.
So make sure the hidden shrinkwrap mesh have the correct settings.
Man! You really are amazing, thanks man
30:46 after doing that my leg starts to spin like crazy at the slightest movement. How can I fix it?
the heel controller was connected to the toe. My fault ;w;
holy shit I spent an hour seeing what was wrong THANK YOU!!!!!
You’re a blender wizard! Where did you learn all the knowledge you have for modeling and rigging?
Great tutorial! I have one problem, at 36:00. I connect everything and my hands dont change movement, they are still stiff.
nvm fixed, now another thing to fix! My elbows dont bend now like they did before 44:45
at 29:30 what is that setting that let you rotate the guy and test the IK ???
I just moved a bone with G
Thanks for this tutorial, you helped me a lot
I am Pyro. This was very helpful.
I'm trying to rig a character I imported as an STL who isn't in a T or A pose. When I position the bones to line up and parent the rig to the character with automatic weights it generates the vertices groups but there is no weight painting for any of them, its all solid blue. Someone please save me from having to paint all the parts manually.
Great stuff! Thanks a lot for sharing this. Subscribed. :) A big ciao from Italy and Long life to Blender :)
I wonder what my partner in the other room, hearing me listening to a video about "bone rolling" and "bone collections", thinks I'm watching? 😆
Thanks for the tuts, keep at it please, greetings from chile
Yes I've been waiting for this, YES!!!
Also, How do you Export the model as an FBX so that I can use my character in like animations?
It didn't work for me, So at 18:59 when I tried to pose it only the armature moved not the actual model
@JoeyCarlino Please help me 🙏🙏 I'm trying to make my first game
Nvm I found out how to fix it
@@s.t.r2552 what did you do to fix it,,, i got the same problem
@kedatan25 yo, I found a video discussing the issue. I can't remember what video it was, tho try searching up armature not connecting to model how to fix
I know this vid is kinda oldish. But! to quickly unparent the bones you can press Y. 👍
One thing that I needed to figure out that if you add a bone constraint the targets are not set automatically, you need to manually add Target and Bone
My eye brows move when I move my hands it's hilarious
He is back‼️‼️☺️
I have a problem where when i use rigify it shows " Bone 'spine.004': Cannot connect chain - bone position is disjoint.Incorrect armature for type 'chain_rigs' " how can i fix this
Edit: I made a Discovery that my rig spawns with spine003 and spine 004 not connected.
2:00 min
Doesn't work for me. I actually can't do this the way you show. I can only select the second bone from the hips up. If I try it with the bone that connects to the hip, it always - _always_ - selects one or both of the hip bones, either alongside or instead of the one I click on, or again the second bone from the hip up, marking one of these in yellow. Or it selects the wire mesh/the character.
Is there a special trick or do you have to click a certain part in a special way or something?
Or did they change something in Blender since this Tutorial was made?
you have to first drag and select the torso bones like he does. Then hold Shift and click Left click to add the individual bones in the middle
@@axevader280
That sounds like exactly what I did, with the above results...
@@axevader280
Ooh, okay, sorry for my earlier comment, I confused some keys. I accidentally held Ctrl instead of Shift.
Thank you very much for your help.
i waseagerly waiting for this
I'm having trouble with the legs and feet. For example, if I move the character hip bone up then the heel bone will keep moving up slightly and it won't reset to the ground. Another example is when you get to the root bone step and you move it up to show the character doing a flip, the legs/feet get stuck somewhere and my character then revolves around the legs midair. Please may someone help me resolve this. Thank you.
Why when i click generate rig the Rig size(that its generate ) is smaller its not fit to the model ??.and i need to make the size correctly by myself ??😢😢
try applying the scale first, with ctrl A
:.} great video I've had it up for a few days though I keep overlooking minor details that mutate the posing stage
If you need some help, you can come to my discord server
Hey, love the tutorial so far !! I haev a problem at 34:16
When I moove the target or the IK there is a part of my model that just doesnt moove and the arm doesnt bend anymore even tho it was bending before adding the target :(( help
Did you find out how to fix it?
Had the same issue. Your arm bones must be all straight like my was and thats the problem. In edit mode you should offset the elbow a little bit in the elbow target direction so blender can know where to bend the arm towards to, that should fix it.
@@FernandoImai Thank you, you saved me many many minutes of headache
((((((((RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.
Incorrect armature for type 'chain_rigs' )))))) how to fix this bull shit can anyone explain. 6:05 in video after clicking generate rig this shit notification appears on my screen ive been trying to make this simple low poly character for 3 days and i cant make it because of too many errors which is pissing me offfffffffffffff
Hi there, fantastic video! After getting the foot thing right after a few hours, I am now struggling with the arm IK bone. Without the target bone, moving the arm IK results in wild movements into a kinds of directions. Adding the target bone however stops the elbow from bending completely and moving any arm bone including the IK only rotates the arm. What could I be doing wrong?
Go into edit mode and move the elbow a tiny bit toward the target.
Thanks this is pretty helpful
life saver bro
for some reason the ik on the leg works when i add the knee bone thing but when i try to do the same with the elbow it just stiffens the arm and only moves the arm without bending the joints. someone pls help ive been at it for an hour already.
update: for some weird reason only the right arm works and the left one dose not even if i symmetrize it or remake it or duplicate the bones please help
second update: now they both dont work and im just struggling
same here
Go into edit mode and move the elbow a tiny bit toward the target
I need help, so I folowed the tutorial up to the point where joey started to apply Ik to the legs. and everytime I move my rig using the IK bone thingy, the rig(the leg portion) just overshoots and overpowers my cursor and springs forward. I am super stumped if anyone has an answer please help.
i have the same problem
Whenever I move the eye bones, the pupils become incredibly distorted. I believe I applied the skin modifier previously, or at least it no longer shows up in my list. What might be happening? (also, something similar happens with the whites of the eyes when I move the whole model, or the head)
Automatic weights is not working for me. I parented the character to the armature selecting the armature at last but when I go to pose mode my character doesn't move. Can someone help me?
Automatic weights didn't work AT ALL. The feet were so tangled together I had to move them apart in pose mode and untangle them with weight painting until they were separated. I had to go inside the mesh and weight paint each individual vertex. The arm bones are moving parts of the head for some reason and no amount of weight painting on any bone is correcting it. Some bones work to move the whole appendage and others only move a little bit. It's a mess and I just don't know what to do. I've done it over a couple times.
Could you please make a tutorial on texturing? It’s one of the only things I don’t understand yet
some parts of my model arent paring like the top row of teeth and a rim on the peg leg- any idea whats happening? great video btw everything else works great!
Whenever I go to pose mode, I click something to pose it and get an error message saying no keyframe to slide between, so I add a keyframe but then I go to pose mode and instead of being able to grab and pose, it tries to slide between the two resting keyframes I have and I still can't just pose the model. How do I fix that/what do I need to enable/disable
will there be continuation of this tutorial for animation?
Would be nice to have a section about how to make our own control like Rigify
If you mean custom bone shapes, you can set those in the bone properties menu
The rigify option is not working for my model, parts of my model are disconnected. I think it is because of my modeling style and the fact that it was a thin endo from fnaf looking thing.
Amazing video, congrats man, can I ask where I can find the Blender Theme you have for the shapes, I am tired of all sides being grey in solid mode, and yours are really pleasant and colourful.
the matcap options are in the top right of the viewport, the arrow next to the 4 spheres
It took me a while to figure out how to change the color, so in case you also didn't figure it out: click the gray sphere in the dropdown options (while in matcap) to view the different colors. Also check cavity and set it to both if you want it to be even easier to model.
Love your videos
I cant see the bone in x-ray view but I can in the solid view, is there an option to select?
I need help I can’t find a character without a skeleton and when I delete it,it stops working?
So underrated