If anyone couldn't generate the rig due o a disjoint issue of spine.004, ou have to select the top ball of spine 3, do shift S and then click S and click cursor to selcted and then select the bottom ball of spine 004 and do Shift S and click selection to cursor, then you can generate the rig
if your mesh wont move with your rig SOLUTION : The solution is to scale up your object, parent, then scale back down (if you want to). I gave it a quick test with a single bone, which failed at default size, but worked after scaling both objects by a factor of 10. The reason this works is because the automatic weighting system has a hard time with vertices that are very close together. Scaling up spreads everything out, making it easier to calculate.
@@Teatheard 4:45 select mesh first then rig like he says, then before you press control+p to parent (with automatic weights) you must scale it up (make it larger) by pressing s then control+p then scale it back down.
Parenting does not work. I had this issue in the past and I'm not sure how to fix it. No matter what i parent with automatic weights, it never moves the character at all. Frustrating
Select the mesh and go to edut mode. In edit mode select the whole objects mesh and go on the top and click mesh in mesh go down to clean up. In clean up click merge by distance. I hope that helps😅@@denberz711
This is happening to me no matter what tutorial I follow, have you figured out why it happens? I have no errors with it either which is why I can figure it out.
For people having trouble: your model may be too high poly. If you check the bottom part of blender when you hit “apply automatic weights” and it gives a yellow warning saying something like “bone heating error” or something that usually means ur model is too high poly. Try adding a decimate modifier to reduce poly count
a tip, be careful because if you move the bones wrong (I guess if you break the pairing between bones?) it wont generate the rig so you have to start over =D
@@stripedpants1668 no the bones don't have to be in the mesh for the automatic weights to work your mesh just needs to have all it's parts connected, that's how I fixed my issue
Another possible solution if you get the "Failed to assign bone" error and nothing works: Go to Face Orientation in Overlays to make sure there are no flipped normals Before attempting to assign Automatic Weights, TAB into Edit mode of your character, select all vertices and then Merge By Distance (press M and select this option). If you see a ton of vertices merged then it means there were a lot of duplicated, disconnected vertices which will often screw up assigning weights.
CATS addon just does the basic adjustment for you, saves a lot of time. Too bad it doesn't do the face rig but you can just splice it onto the other one to save time.
Hey, just wondering. For some reason when I generate the rig (Blender4) I dont get the controlers. Or at least I cant see them. Any thoughts? Other than that, liked and subscribed!
this is the craziest thing i tried it once followed along exactly it worked perfectly but had to start over and now ive tried it 15 times and it wont move after parenting this video was perfect idk if its me or what ive started over so many times i cant see what i could be missing especially having it work literally 20 mins beforehand perfectly
please include the three hour supplementary appendix - explaining when you make a custom mesh etc and if you have overlapping vertices etc god help you etc. Delete Loose. L in edit mode as you Link over your mesh and then Ctrl + I to invert and delete the "straggler" vertices... Maybe some decimate just to help make things go a little smoother - well not smoother in terms of topology. You know what I mean.
If I make too many changes to the rigify generated rig, the controls don't show up when i parent the mesh and the metarig. If I leave the metarig how it is it moves my character really weirdly... Why aren't my controls showing up? I tried editing the groups to match a rigify-generated rig without alterations but still no controls
Alt + P and "Clear Parent" or "Clear Parent and keep transformations" then select Mesh first then bone and hit Ctrl+P > "Armature Deform with automatic weights"
Be carefull with Spine.004 should be disconnected but on the same position or it will give you error when create the Rig. I have this problem always :)
Hi! Your video is great! I added Rigify to Blender 2D, but it doesn't work with your method. Why is that? Is Rigify not available for Blender 2D? Thank you!😄
I had this until I selected the mesh, then Shift - Select the rig (generated from Rigify) IN THE VIEWPORT. If I use the Outliner it doesn't work. It doesn't matter which control object you Shift Select on the rig, because it's in Object Mode.
@@BuvesaGameDevelopment thank you so much I figured it out right after I commented but I appreciate it and thank you so much for reaching us I want to be a CGI artist so that’s why thank you
for some reason when I switch back to object mode like at 3:50 my bones go back to default only in object&pose tho, in edit mode they remain the same help???
Straight and easy thx man, but when I try to parent it, it shows an error saying Bone Heat Weighting: failed to find solution for one or more bones,... lowering polygon num works, but then the model loosk like from 1995
Hoping you can help ... I created a character in Make Human software.. imported it into blender (dae) altered my character... from there I imported it into Sketchup (dae). What showed up was the character from Make Human not the altered version where I had moved the arms and legs in blender I know there's some steps that I'm not doing . can you help me with what I'm doing wrong? Thanks John.
Is it possible to rig a face too? If it has about 100 bones? Including cheeks, or jaw, etc.? What if the body has some helper bones, for example thigh correctors? Are they going to be weighted too?
I ripped one model directly from GTA Online lately, but Ninja Ripper doesn't rip the armature. I had to use the one from another model, and I rigged it manually. Well, let's say it's not perfect. And I was wondering if it's possible to use something external like RIGIFY to do the job for me. I usually port models to Source engine (Garry's Mod) from other platforms. But they are always rigged.
when i apply scale , then apply automatic weights, then the object model growing up so big and rig stay small =S always the same error every tutorial I follow
Apply Scale on the Meta-Rig in Object Mode. When it matches your mesh, Control-A and Apply the Scale, you'll see the Scale resets to 1. Apply Scale to your Mesh if its Scale is not 1 in XYZ. Then Rigify.
If you're unable to add automatic weights, it's possible that the rigify meta-rig is not set up to support it. To add automatic weights to your Rigify rig, follow these steps: Select the mesh that you want to add automatic weights to. Go to the Properties panel and select the Object Data Properties tab. Scroll down to the Vertex Weights section. Click the Assign button to assign the active armature to the mesh. Go to the Weight Paint mode in the 3D Viewport. Use the brush tools to paint the weights onto the mesh. Note that if your rigify meta-rig does not have a corresponding bone for a vertex group, you will not be able to paint weights for that group. In that case, you would need to modify the rigify meta-rig to add the necessary bones.
This issue can be caused by a variety of factors, but one common cause is that the rigify rig is not properly parented to the model. To fix this, in the "Object Mode" select the rigify rig, then shift-select the model, and press "Ctrl+P" and choose "with automatic weights" this should parent the rig to the model and the model should reappear. Another common cause is the scaling of the model, if the scale is not applied it can cause the model to disappear when rigging. To fix this, select the model and press "Ctrl+A" and choose "apply scale". Please also ensure that the rig is not hidden or turned off in the layer visibility.
Just what I needed - a short, thorough intro to Rigify. Many thanks! With greetings from Cape Town.
Thx! Grts from Belgium ;)
It's very important to CTRL+A and Apply Scale before generating rig, otherwise it won't match the Armature that has been scaled. Thanks for this.
Finally, here is the person who explains step by step and clearly. Thank you !
If anyone couldn't generate the rig due o a disjoint issue of spine.004, ou have to select the top ball of spine 3, do shift S and then click S and click cursor to selcted and then select the bottom ball of spine 004 and do Shift S and click selection to cursor, then you can generate the rig
Awesome. Thanks for this
OMG I struggeled on this for hours. Thank you soo much^^
You get a cool badge 😎
if your mesh wont move with your rig SOLUTION : The solution is to scale up your object, parent, then scale back down (if you want to). I gave it a quick test with a single bone, which failed at default size, but worked after scaling both objects by a factor of 10.
The reason this works is because the automatic weighting system has a hard time with vertices that are very close together. Scaling up spreads everything out, making it easier to calculate.
Didnt work for some reason
Thanks for this tip! Worked for me.
it worked for me! had to do the scaling. Thanks!
Nope
@@Teatheard 4:45 select mesh first then rig like he says, then before you press control+p to parent (with automatic weights) you must scale it up (make it larger) by pressing s then control+p then scale it back down.
Parenting does not work.
I had this issue in the past and I'm not sure how to fix it. No matter what i parent with automatic weights, it never moves the character at all. Frustrating
Mines does the same thing
Select the mesh and go to edut mode. In edit mode select the whole objects mesh and go on the top and click mesh in mesh go down to clean up. In clean up click merge by distance. I hope that helps😅@@denberz711
So this may be because your poly count is too high for your mesh? I have to make new retopology for my characters since I sculpt them.
@@denberz711
So this may be because your poly count is too high for your mesh? I have to make new retopology for my characters since I sculpt them.
when I parent the armature to the mesh it does it but the controls on pose mode don't move the actual mesh. Any idea why that is?
This is happening to me no matter what tutorial I follow, have you figured out why it happens? I have no errors with it either which is why I can figure it out.
@@sugarcane281 same help
Parent the mesh to the armature!
@@taucher1945 read the post. he did
Same to me. Only works for me when I parent with envelope weights.
You are a life saver! I was struggling for days to rig. Thank you!
Works great and you're easy to understand. Thanks for the tutorial!
Thaaaaaank Youuuu!! I messed around with tons of tutorials, but never got it. But now, thanks to your tutorial, it's working. Thank you!
Thanks you! Love me some old TH-cam style videos. No bullshit, just straight to the point.
This worked so great!!! Thanks for the straight forward and to the point information!! exactly what I needed to know :D
thanks first time i manage to do it! i've watch many on this subject but i've always lost myself, well not this time
Very well said, thanks for the fast and accurate tutorial!
thank you! although I'm not new to Blender I'm a total newb with rigging characters and this tutorial helped me a lot
For some reason the other tutorials do an extra step but this worked just the same. Thanks great vid! Im using v3.5.1.
For people having trouble:
your model may be too high poly. If you check the bottom part of blender when you hit “apply automatic weights” and it gives a yellow warning saying something like “bone heating error” or something that usually means ur model is too high poly. Try adding a decimate modifier to reduce poly count
a tip, be careful because if you move the bones wrong (I guess if you break the pairing between bones?) it wont generate the rig so you have to start over =D
Thanks for the tutorial. I had to go back to this video a lot. One thing for me was that I had to fix the location as well as the scale.
thank you for this. quick, to the point, and simple. bookmarking this for future reference. o7
i keep getting an error message "Bone Heat Weighting: failed to find solution for one or more bones" how can i fix this?
Im sorry no one helped only idiots liked the comment
One reason could be that you haven't joined the different parts of your character into one single mesh.
You model has parts that aren't connected as one mesh, such as hair as planes
Another reason could be that parts of the bones are “sticking out” of the mesh.
@@stripedpants1668 no the bones don't have to be in the mesh for the automatic weights to work your mesh just needs to have all it's parts connected, that's how I fixed my issue
Another possible solution if you get the "Failed to assign bone" error and nothing works:
Go to Face Orientation in Overlays to make sure there are no flipped normals
Before attempting to assign Automatic Weights, TAB into Edit mode of your character, select all vertices and then Merge By Distance (press M and select this option). If you see a ton of vertices merged then it means there were a lot of duplicated, disconnected vertices which will often screw up assigning weights.
couldn't hold a laugh in the end xd thanks
:D
just to note, if any bones are deleted the rig wont generate. i believe that goes for any preset rig.
I always forget to apply scale and need to look for a tutorial again and again.... this one is great, thanyou
CATS addon just does the basic adjustment for you, saves a lot of time. Too bad it doesn't do the face rig but you can just splice it onto the other one to save time.
Hey, just wondering. For some reason when I generate the rig (Blender4) I dont get the controlers. Or at least I cant see them. Any thoughts?
Other than that, liked and subscribed!
this is the craziest thing i tried it once followed along exactly it worked perfectly but had to start over and now ive tried it 15 times and it wont move after parenting this video was perfect idk if its me or what ive started over so many times i cant see what i could be missing especially having it work literally 20 mins beforehand perfectly
Good video dude!
Thanks! Just made my first own rig :)
Turn on Volume magnet when you move your bones so you don't have to spend time positioning from different angles
Best rigging tutorial i've seen
Thank you for this tutorial, helped a lot!!!!
please include the three hour supplementary appendix - explaining when you make a custom mesh etc and if you have overlapping vertices etc god help you etc. Delete Loose. L in edit mode as you Link over your mesh and then Ctrl + I to invert and delete the "straggler" vertices... Maybe some decimate just to help make things go a little smoother - well not smoother in terms of topology. You know what I mean.
I love you
thanks alot! helped me sm
Sir, when I apply automatic weight, it shifts my model to 90°, what do I do please help
you rock dude thank you!
Thank you! Great tutorial, it worked perfectly.
Thank you it helped a lot
What do you do if the rig is too big for the mesh but only in certain areas like the legs?
Thank You!!
Thanks Man🙌🏼❤️🙌🏼
🙌
Thank you, great video. i have a question, the knees of my model are inverted, how i can put it right?
Put the 'pull controller' more forward of the knee :)
your tutorial is too good to learn
If I make too many changes to the rigify generated rig, the controls don't show up when i parent the mesh and the metarig. If I leave the metarig how it is it moves my character really weirdly... Why aren't my controls showing up? I tried editing the groups to match a rigify-generated rig without alterations but still no controls
I would try it again and really check it from different sides, the bones should be in the right place from all angles.
very easy to follow and no clutter
the mesh doesnt follow the metarig. what can i do
Alt + P and "Clear Parent" or "Clear Parent and keep transformations" then select Mesh first then bone and hit Ctrl+P > "Armature Deform with automatic weights"
Thank you! much help
4:12 How did you remove that "Transform" window?
I'm loosing my mind!
i did this, but when i selected with auto weights, my character went invisible and i cant figure it out, any idea why?
like everything works as far as i can tell, but my mesh cannot be seen.
me too
Be carefull with Spine.004 should be disconnected but on the same position or it will give you error when create the Rig. I have this problem always :)
What do you mean "on the same position"?
Huge Thanks !!!
Does it have full body IK?
Can we customize the rig controls shapes?
Hi! Your video is great! I added Rigify to Blender 2D, but it doesn't work with your method. Why is that? Is Rigify not available for Blender 2D? Thank you!😄
Very utile for me ! Thanks !!
Thnx, goede video weer! Waar haal ik een character vandaan om over de rig te plaatsen?
Thx! Deze kan je maken via deze tutorial: th-cam.com/video/9urYiqTkU70/w-d-xo.html
What do you do if your Character wasn't at the center but you rigified?
automatic weights are not showing?
same
Thanks for the video
5:05 I go to "Pose mode" and it's not connected
When I go to parent it does NOT give me the option of automatic weights.. what am i missing
I had this until I selected the mesh, then Shift - Select the rig (generated from Rigify) IN THE VIEWPORT. If I use the Outliner it doesn't work. It doesn't matter which control object you Shift Select on the rig, because it's in Object Mode.
this helps but i am doingrigify but it is not showing up for me for my model
Is there a way to lock mesh deformation, if you stretch your rig too far for example.
So after we rigify the character, if we animate it and how can we export this animation. Thank you .
export as fbx, and tick the checkbox "bake animations"
I tried the putting the rig and having the fancy rigs but that button isn’t there for me can you help?
You have add-on installed & followed every step?
@@BuvesaGameDevelopment thank you so much I figured it out right after I commented but I appreciate it and thank you so much for reaching us I want to be a CGI artist so that’s why thank you
So basically, the joints in the knee and the elbow are bending the wrong way. Please help
THANK YOU!!1
When I parent the mesh to the rig, it puts some vertices of the mesh at the world origin. No error code is given. What is happening?
... I want to give rigify a chance.. even though i like to do everything on my own .. but I find it tempting
4:24 not showing all rigs.only down arrow rig showing
for some reason when I switch back to object mode like at 3:50 my bones go back to default
only in object&pose tho, in edit mode they remain the same
help???
i keep getting error "generation has thrown an exception blender: list index out of range" pls help
U have to re do the rig
Straight and easy thx man, but when I try to parent it, it shows an error saying Bone Heat Weighting: failed to find solution for one or more bones,... lowering polygon num works, but then the model loosk like from 1995
I can't grab the animation controls, pressing G gives me a "change bone layer" menu.
make sure you're in edit mode. I might be too late lol
perfect!
Hoping you can help ... I created a character in Make Human software.. imported it into blender (dae) altered my character... from there I imported it into Sketchup (dae). What showed up was the character from Make Human not the altered version where I had moved the arms and legs in blender I know there's some steps that I'm not doing . can you help me with what I'm doing wrong? Thanks John.
ty!
Cmon, Sketchfab broken V2 ultrakill model, start making yourself a rig!
Is it possible to rig a face too? If it has about 100 bones? Including cheeks, or jaw, etc.? What if the body has some helper bones, for example thigh correctors? Are they going to be weighted too?
Yes this is possible! is bit more detailed so I would start out with the 'basics' and use the rigify with face bones for later models
I ripped one model directly from GTA Online lately, but Ninja Ripper doesn't rip the armature. I had to use the one from another model, and I rigged it manually. Well, let's say it's not perfect. And I was wondering if it's possible to use something external like RIGIFY to do the job for me. I usually port models to Source engine (Garry's Mod) from other platforms. But they are always rigged.
the automatic weights isnt showing up
make sure you select weights/bone in the right order
select the model before selecting the rig
@@TheAlmostBest yeah its worked thanks buddy
help, when i press the generate rig button, my armature goes all the way down under the body, what am i doing wrong?
why cant i see the bone icon beside my rig????????? ive been stuck for hourse
i search it everywere but i cannot resolve this problem. thankyou sir
The chainsaw its works to move with that rigs?
But i don't have the Skeleton option on Data !
Some parts are left behind, any idea why?
when i apply scale , then apply automatic weights, then the object model growing up so big and rig stay small =S always the same error every tutorial I follow
Apply Scale on the Meta-Rig in Object Mode. When it matches your mesh, Control-A and Apply the Scale, you'll see the Scale resets to 1. Apply Scale to your Mesh if its Scale is not 1 in XYZ. Then Rigify.
may i know how you bought the character?
there is not a setting that says automatic weights
no option to add automatic weights.....
If you're unable to add automatic weights, it's possible that the rigify meta-rig is not set up to support it. To add automatic weights to your Rigify rig, follow these steps:
Select the mesh that you want to add automatic weights to.
Go to the Properties panel and select the Object Data Properties tab.
Scroll down to the Vertex Weights section.
Click the Assign button to assign the active armature to the mesh.
Go to the Weight Paint mode in the 3D Viewport.
Use the brush tools to paint the weights onto the mesh.
Note that if your rigify meta-rig does not have a corresponding bone for a vertex group, you will not be able to paint weights for that group. In that case, you would need to modify the rigify meta-rig to add the necessary bones.
so i dont get it.. do you still need to keep the metarig or delete it and keep the new rig?
I'm getting empty weight groups even when choosing automatic weights
love it
i cant for the life of me find the symmetry tool, there's only the complex ones that don't work, where is that little tick box wont show up
The shortcut is Ctrl+M followed by the axis, X, Y or Z that we want to mirror across.
I tried following all the steps, but my mesh will not move at all. Does anybody know what's wrong?
Saying spine is disjointed? Tf does that even mean when it's perfectly in place
Can I generate the rig with sonic as my model?
I need help when I rig the model the entire model disappears but the rig doesn't
This issue can be caused by a variety of factors, but one common cause is that the rigify rig is not properly parented to the model. To fix this, in the "Object Mode" select the rigify rig, then shift-select the model, and press "Ctrl+P" and choose "with automatic weights" this should parent the rig to the model and the model should reappear.
Another common cause is the scaling of the model, if the scale is not applied it can cause the model to disappear when rigging. To fix this, select the model and press "Ctrl+A" and choose "apply scale".
Please also ensure that the rig is not hidden or turned off in the layer visibility.
Can the character parts be separate objects rather than all in one object?
yes, just make sure they are all paired as one object (object mode, select parts, ctrl+J)