[Blender 2.8~3.6] Rig ANYTHING with Rigify #5-2 - Custom Rig from Scratch

แชร์
ฝัง
  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • ✔Advanced Rigify Chapters($):
    -------------------------------------------------------------------------------------
    ❖Get all CGDive courses for just $5.99 per month!❖
    academy.cgdive...
    Note: This is like Patreon but much better :)
    -------------------------------------------------------------------------------------
    ●Support CGDive
    PATREON
    / cgdive
    GUMROAD
    gumroad.com/to...
    In this video we'll put the knowledge gained so far into practice.
    But first, subscribe so you get the whole video series! www.youtube.co....
    We'll start with a single bone and from there we'll build our own meta rig that works with Rigify.
    RECOMMENDED PRODUCTS
    ❖Rig Anything With Rigify (coupon code "cgdive" = 20% off)
    toshicg.gumroa...
    Alive! Animation course in Blender
    gumroad.com/a/...
    ❖The art of effective rigging in Blender (coupon code "cgdive" = 10% off))
    gumroad.com/a/...
    ❖Hard Surface Rigging In Blender
    blendermarket....
    ❖RBF Drivers
    gumroad.com/a/...
    ❖Bonera
    gumroad.com/a/...
    ►WEB: cgdive.com/
    ►GUMROAD: gumroad.com/to...
    ►TWITTER: / toshicg
    ►Subscribe for email notifications and CG news: sendfox.com/lp...
    her32756743edjhfkjhdfslkj
  • ภาพยนตร์และแอนิเมชัน

ความคิดเห็น • 205

  • @vivvygipe9605
    @vivvygipe9605 3 ปีที่แล้ว +49

    Now I can finally make the catgirl waifu I've always dreamed of. Thanks for such an informative series!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +9

      Sounds like a cool plan! :)

    • @Marvin-vs3tu
      @Marvin-vs3tu 2 หลายเดือนก่อน

      How's your catgirl waifu?

  • @Ender_FPV
    @Ender_FPV 3 ปีที่แล้ว +18

    Such a good feeling when stuff in Blender works! =] Thank you for taking the time to include all the little details to get us through this.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      My pleasure! Have fun with the rest of the series and Rigify :)

  • @TheBryancrochet
    @TheBryancrochet 4 ปีที่แล้ว +7

    thanks man! I remember looking for documentation and tuts on all those options in Rigify years ago and failed to find any. This has been super helpful

    • @CGDive
      @CGDive  4 ปีที่แล้ว +2

      I am very happy to hear that! There is some sort of documentation now but it's outdated and not easy to read.

  • @Shattered3582
    @Shattered3582 หลายเดือนก่อน

    this was good, but this doesn't work with long stylised hair. i have tried directly rigging the hair to the rig, weight painting the hair to the head bone, and even parenting the hair as a child constraint to the head. parenting the hair to the rig only works if the character isnt moving that much, like a walk cycle or an idle animation. however, parts of the mesh or the whole hair mesh just glitches out if you do something ore complex, like a jump or a lean.
    is there any tips you could give in a future video please

  • @vain3d973
    @vain3d973 4 ปีที่แล้ว +4

    Awesome Awesome Awesome!! This is so exciting. I’m looking forward to the next one so much! It’s time to do some BEEPLE styles renders and this is so crucial for me to understand. Wow love you dude! :’) 🤘🤍🔥🔥

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Awesome, I hope it helps. Let us know where we can see your creations. BEEPLE stuff is awesome.

  • @heiro5
    @heiro5 2 ปีที่แล้ว +2

    This is major chapter. Really getting into the specifics of how to put a Rigify rig together. The pace and the detail of your videos is excellent. Thanks again, so much!

  • @frowndere6597
    @frowndere6597 10 หลายเดือนก่อน +1

    It's great to see someone focus this much on rigging, rigging is so important but it can get pretty complicated, thanks for clearing things out!

  • @JimKroovy
    @JimKroovy 4 ปีที่แล้ว +5

    Nice!! Tweet about it so i can retweet! : )

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Haha, thanks! OK, I will. I was thinking to hold off for a while since I was tweeting about rigify 24/7 lately.

    • @JimKroovy
      @JimKroovy 4 ปีที่แล้ว

      Nah just spam twitter, different people will see it every time, did you see if Blender Nation wanted to share the series?

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@JimKroovy I always submit my stuff to Blender Nation. It's probably the best place to get exposure for blender stuff. From what I understand the maintainer(s) of BN are pretty busy with other stuff so it takes them a while to post new submission at the moment. But the first two parts are already shared there!

    • @soybean9732
      @soybean9732 3 ปีที่แล้ว +1

      @@CGDive Maybe try post on pluralsight.com also. I used to learn blender on it. I think your tutorials deserve more notice.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@soybean9732 Thanks for the suggestion. I am not familiar with pluralsight but I'll see if I can post my stuff there.

  • @Doc_Animator_N
    @Doc_Animator_N ปีที่แล้ว

    Any chance there's a tutorial on rigging weapons in blender? Like a sword? Or a bo staff? Say like Teenage Mutant Ninja Turtle's?

    • @CGDive
      @CGDive  ปีที่แล้ว

      Yeah, I'll do something like that in the future 👍

  • @tanyaturetsky324
    @tanyaturetsky324 3 ปีที่แล้ว +2

    You are a wonderful teacher, thanks so much

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks!

  • @JM-nu9vr
    @JM-nu9vr 3 ปีที่แล้ว +2

    Hi Todor, first of all thank you so much for this tutorials, these are gold!
    Now I have a rigged human and I can't find a solution for this: Adding an extra IK bone to have the character hold two handed weapons. How would you approach this?
    Thanks man!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      OHHHH... OK, honestly I can't give you an answer off the top of my head. But it's an interesting question and I'll think about it. If I have an idea soon I'll reply here again. Or I may make a video about this in the future.

    • @JM-nu9vr
      @JM-nu9vr 3 ปีที่แล้ว

      @@CGDive thanks again man! I'll give You a hint from what I tried so far thanks to You.
      So, as You know blender recognize some suffix and prefix. I found that the MCH- prefix treat that bone as mechanism. I extruded a bone from the MCH-hand_ik.R , then disconnected and give it a new name MCH-two_handed_ik. Then I parented offset the two IK bones to the new one, but of course both hands moved to the same side. So I tried adding constraints copy location from each hand IK to the two handed aaaaand got the same result, of course jaja. But maybe there's a driver or something to make the left hand go the opposite way of the two handed IK. I'm kinda new in blender so I don't know more than I justo told You. Hope this gives You an idea. Thanks again man, keep on rocking!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +2

      @@JM-nu9vr I think a Child of constrain will be key in something like this. If you like, email me
      cgdive.com/contact/
      or message me on discord
      You can find me on the CGDive discord server discord.gg/YFH5HUv
      This sounds like an interesting topic that I may be able to make a video around so I'd be happy to try a few approaches.

    • @JM-nu9vr
      @JM-nu9vr 3 ปีที่แล้ว

      @@CGDive Hi ! man, sorry for the delay. Yeah totally I'll get on touch and share what I've learned so far!

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@JM-nu9vr Awesome, looking forward to it. The other day I actually did some tests and had some success using Child of constraint.

  • @gokuta333
    @gokuta333 3 ปีที่แล้ว

    Super dumb basic question here. And hopefully you can answer as soon as you see this but, i haven't done any rigging in blender in years. I used to animate in Maya back in the day. My question is, how do you EDIT The Knee and Elbow Poles position before parenting?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      If you want to adjust the rotation of the knee and elbow you would adjust that in the meta rig before generating.

  • @julioperone6857
    @julioperone6857 4 ปีที่แล้ว +2

    You are the best teacher and these videos are gold!.
    I tried to create my full rig,
    but i don't understand this,
    how to add more toes to my character?, what rig type should i use? Thanks

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Hi, Julio, I am glad you're enjoying the series.
      For additional toes, you could use basic.super_copy, basic.copy_chain or limbs.tentacle for example. It depends on your character. Did you watch the other videos in the series? In part 6 I show how to rig an unusual character. You could add the toes the way I add the fingers fro the alien.
      Let me know if that helps :)

    • @julioperone6857
      @julioperone6857 4 ปีที่แล้ว +1

      @@CGDive Yes!, this helps me a lot. Thanks!! 👍

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@julioperone6857 Nice!

  • @thecanaeggplant2937
    @thecanaeggplant2937 3 ปีที่แล้ว

    What is ''Connecter chain'' exactly ? Does it basically connect 2 different groups ?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      It connects the two bone chains (spine and neck). A similar option in the tail has a similar function. The effect is very subtle, to be honest.

  • @tayam92
    @tayam92 3 ปีที่แล้ว

    Hello again, can you help me out?
    1. Which is better, when rigging a character with clothes, armor, etc. To rig the character as one joint mesh or rig the character with all the individual meshes?
    2. After I've made a custom rig for a scorpion, can I simply use the same rig for a different scorpion, even if it is bigger or slightly modified in design?
    Thank you for taking the time to answer my questions.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hi!
      1. It doesn't matter. Whichever works better for you.
      2. Sure if the other character is similar enough you can reuse the meta rig. Just adjust it to match the proportions of the new character and generate again.

  • @activemotionpictures
    @activemotionpictures 4 ปีที่แล้ว

    Perfect video!! I hope this is shared in the community. Excellent walkthrough

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks a bunch for the support, mate!

  • @RkRaoM
    @RkRaoM 2 ปีที่แล้ว

    I need a rig for elephant faced charecter...
    I used tail bone for trunk parenting it to nose bone...
    But after generate rig i didn't get controller for trunk like you got for tails here...
    Pls help...🤗

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Check the rig type. Sometimes it disappears, it's a known problem. Just set it manually again or delete the old "tail/trunk" bones and add new ones.

  • @commandojoe123
    @commandojoe123 4 ปีที่แล้ว +1

    I followed along but I can't seem to move my tail sideways haha! It works perfectly other than that.
    In case I haven't said it, these videos are VERY helpful and I'm learning a lot, so thank you. I'll never manually build a rig again!

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Awesome, I am super glad this info is useful!
      As for the tail, I guess you're trying to move it with the widget at the end of the tail, right? If you try so of the circular widgets then you should be able to move it in any direction. This has to do with the auto-curving of the tail. Which can be set up in the meta rig. Around chapter 5 I explain a bit about the meta rig options.

  • @Thykothaken
    @Thykothaken 3 ปีที่แล้ว

    Achh the leg can have a maximum of 4 bones?? Really wanted to give my leg rigs double-jointed knees :'(

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Yeah, no double knees with Rigify, sorry 😐

  • @RScamble
    @RScamble 4 ปีที่แล้ว +2

    Very good series of tutorials about Rigify so far.

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks, mate!

  • @skyblaze6687
    @skyblaze6687 2 ปีที่แล้ว

    why cannot i generate rig it always remain invisible and unclickable forcing u need metarig

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      I don't understand. Please use punctuation. :)

  • @pawpotsRS
    @pawpotsRS ปีที่แล้ว

    why did you parent your thigh in your pelvic? the default is that thigh was parent to the spine.

    • @CGDive
      @CGDive  ปีที่แล้ว

      I am not sure anymore. But either one will work because the pelvis bones are parented to the spine.

  • @hydrogenina
    @hydrogenina 2 ปีที่แล้ว

    Does anybody know to make the rig deform a mesh that has fur with the particles?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +2

      Make sure the particle modifier is below the Armature one.

  • @TandelovAlan
    @TandelovAlan 4 ปีที่แล้ว +1

    Awesome course so far! I'm sure your channel'll explode soon because this stuff is so precious. i've been searcing for a proper rigging tutorials for quite some time- and i don't think i'm the only one. The way you explain stuff is super detailed but easy to follow, this is a rare balance - you're amazing! Can't wait to see a whole thing.
    I wanted to ask you one thing - will there be a part when you explain controls for a rigify rig? How you pose a character, what colors represent what bones etc. I'm currently having problem figuring out this thing.

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      YES! Posing is on the top of my list. One thing that frustrated me with most Rigify tutorials is that they leave you hanging after "Generate Rig". So far that's also a shortcoming of my series but I'll fix that in the near future.
      Thanks for the kind words!

    • @TandelovAlan
      @TandelovAlan 4 ปีที่แล้ว

      @@CGDive Thank you so, so, so much!

  • @smiledude1538
    @smiledude1538 3 ปีที่แล้ว

    I have a custom rig, do I have to give all my bones a certain rig type?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Yes... kind of. You have to be mindful that Rig types for Rigify have certain requirements about the structure of your bones. Adding Rig types haphazardly will almost certainly fail.

  • @mclow100
    @mclow100 4 ปีที่แล้ว +1

    I dont know why but my collar bone and pelvis bone won't symmetrize

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Hi Mike. Did you add ".L" at the end of the bone name?

    • @mclow100
      @mclow100 4 ปีที่แล้ว +1

      @@CGDive oops! I believe that is the problem! Lol
      Umm..also, I'm having a problem where I've tried exporting my character and rig from blender to ue4 . My character seems fine until I retarget the animations from the ue4 mannequin, my character mesh is wildly deformed. Any ideas why?
      I'm assuming its something to do with bone rotations or something along those lines

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@mclow100 OH! Exporting to game engines. That's not so simple. I want to focus on that next but first I have to finish this series...

    • @mclow100
      @mclow100 4 ปีที่แล้ว

      @@CGDive yeah thats fine man. I've been doing alot more research of my own and its definitely not a simple task to make things work as intended. Hopefully I'll make some progress over the next couple of days

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@mclow100 Nice, let me know how it goes if it's OK with you. The goal should be to export only the DEF bones I believe and ignore all the control bones. If you can spend money there is an addon that supposedly does exactly that. I am going to review it later so for now that's NOT a recommendation.
      gumroad.com/l/arigify

  • @llYuki0okami
    @llYuki0okami ปีที่แล้ว

    You previously claimed that the head of the tail bone must be connected to the head of the spine bone, but here you keep them off set

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      See 8:27
      In-depth explanation here th-cam.com/video/8xnBc9rpOVU/w-d-xo.html

  • @bibibi43
    @bibibi43 ปีที่แล้ว

    Thank you do much for the tutorials but I run into the problem: when I change name of the selected bone it somehow names all the bones the same (when select the bone and press f2 I can see that all bones named the same but when enable ‘show names’ in viewport settings it shows proper names) and when I’m setting the rig type it changes all existing bones to that type :(

    • @CGDive
      @CGDive  ปีที่แล้ว

      Maybe you are looking at the name if the name of the armature, not the individual bones?

    • @bibibi43
      @bibibi43 ปีที่แล้ว

      @@CGDive with bone names and rig types I made sure to select single bone and not the whole thing

    • @bibibi43
      @bibibi43 ปีที่แล้ว

      @@CGDive I started with legs: added one than symmetrized it and gave it a rig type, after that created a spine from single bone, gave it a name (names of the legs changed itself to “spine”) and when I assigned rig type for spine I went back to check on legs and noticed that rig type also changed to spine type

  • @mohammadsabri5611
    @mohammadsabri5611 2 ปีที่แล้ว

    Very nice, Thanks

  • @davidcripps3011
    @davidcripps3011 4 ปีที่แล้ว +2

    So, so useful. This is a great series :-)

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks for the positive comments, David!

  • @VortexArtLab
    @VortexArtLab 4 ปีที่แล้ว +1

    Great video!) Looking forward to the release of new parts)

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Coming soon! :)

  • @TheNei
    @TheNei 4 ปีที่แล้ว +1

    Wow! Very cool!!
    Thanks!!💚💛💚💛

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      Thanks for watching!

  • @saitkayhan
    @saitkayhan ปีที่แล้ว

    Okay but three questions:
    Do i have to parent the mesh to the rigify rig with automatic weights or can i weightpaint the way i want?
    Are these rig types only meaningful when i generate a rigify rig?
    Is the rigify rig only a controller or it is a rig of it's own?

    • @CGDive
      @CGDive  ปีที่แล้ว

      1. Yes, you can weight paint.
      2. Yes, rig types are only meaningful in the context of Rigify.
      3. The rigify rig is a full rig including controls and deforming bones

    • @saitkayhan
      @saitkayhan ปีที่แล้ว

      @@CGDive thank you ^^

  • @phyzxengrmoore6928
    @phyzxengrmoore6928 3 ปีที่แล้ว

    I took the supplied human rig and added fingers and the face. Is this going to cause problems using the supplied? It sounds like you try to avoid them and always build your own.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hi. It's not a problem. I only warn about this kind of approach when you don't know what you're doing :P
      In the tutorials, I show working from scratch for the sake of practice. But once you understand how Rigify works you can totally make use of the presets to speed things up. I do it all the time.
      By the way, adding fingers to the face sounds creepy and cool haha

    • @phyzxengrmoore6928
      @phyzxengrmoore6928 3 ปีที่แล้ว

      @@CGDive How do I verify if I bought your course?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@phyzxengrmoore6928 Did you buy it on Gumroad? You should get an email from them.
      You can also go to gumroad.com/library and if you bought it, it should be there.
      Let me know if you need more help.

  • @tolunai
    @tolunai ปีที่แล้ว

    2:12 why did not we bring spine from samples menu instead of creating our own?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      Either way is fine. I'm just showing different ways to do the same thing.

    • @tolunai
      @tolunai ปีที่แล้ว

      @@CGDive oh ok. Great content 👍🏻

  • @mazingstudios
    @mazingstudios 2 ปีที่แล้ว

    Never tired of cat-dude! I'm gonna remember him every time I'll use rigify! :D You should make an animated series about him, that he was just some random dude who got bitten by a radio-active cat, and that he suddenly got scared of dogs and got all confused and started chasing birds and mice "MIAAW WHAT's HAPPENING TO MEEEEIaw??"

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Hahaha, that's hilarious 😂
      I'll note it as an idea for the future!

  • @esther9433
    @esther9433 ปีที่แล้ว

    thanks

  • @Mike-zx1de
    @Mike-zx1de 2 ปีที่แล้ว

    seriously thank you for your video they are super usefull!!! compare to a lot of video you actually explain most of everything you do and not just yeaaah do that and that its working good job!! thats a bit annoying video like that, we dont actually learn. Thank you again ^^

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Glad you like the videos and thanks for taking the time comment 😊 have fun with the rest of the series!

  • @m-stat9
    @m-stat9 3 ปีที่แล้ว

    Awesome video and series, subscribed! I have an anthro dragon character with wings, dreadlocks and a tail. Would you recommend me doing the rig entirely from scratch (like you did) or can I start using the prebuild human meta rig and simply add all additional limbs/samples afterwards? I plan to use it in Blender but also export (Unreal/Unity) later. Many thanks ^v^

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Hi! Thanks for subscribing!
      Did you watch the entire series? I generally discourage using the prebuilt meta-rigs if you don't understand how Rigify works yet. But once you know your way around it, then using the existing rigs is fine and it will save you time. So use whichever approach you want as long as you feel you have good control over the features you want :)
      If you are planning to bring it into a game engine you may be interested in my newest videos:
      th-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html

  • @krysidian
    @krysidian 2 ปีที่แล้ว

    So is it in any way possible to create Rigify limbs with more than two segments?

    • @CGDive
      @CGDive  2 ปีที่แล้ว +1

      Simple answer: no. :)

    • @krysidian
      @krysidian 2 ปีที่แล้ว

      @@CGDive Alright! Thanks for the quick answer, spared a lot of time searching for stuff on the internet ^^ Gotta refresh my manual rigging knowledge then

  • @thesinfulpuppeteer2223
    @thesinfulpuppeteer2223 3 ปีที่แล้ว

    Can the tail sample work for hair?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You could but I'd probably go for "tentacle".

  • @cartoonfive
    @cartoonfive 3 ปีที่แล้ว

    Super-useful knowledge. I guess I'll remember the blue guy for quite some time.
    Thanks for sharing, and thanks for the gumroad link :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      Привет :)
      The blue buy may make a comeback in future videos. You've ben warned :)

  • @frowndere6597
    @frowndere6597 10 หลายเดือนก่อน

    I'm having a problem, when I symmetrize the arms copy over but the pelvic bone and collar bone don't copy over.

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

      check the names. They are probably not .L

    • @frowndere6597
      @frowndere6597 10 หลายเดือนก่อน +1

      @@CGDive Ok, will this tutorial work for Blender 4.0?

    • @CGDive
      @CGDive  10 หลายเดือนก่อน +1

      @@frowndere6597 Mostly yes but I am working on an updated series for 4.0. Coming very soon!

    • @frowndere6597
      @frowndere6597 10 หลายเดือนก่อน +1

      @@CGDive Thanks! can't wait for it.

  • @jaswei
    @jaswei ปีที่แล้ว

    Hi, when I parent the mesh (My own mesh) to the rig with automatic weights the upper forearm, right below the elbow, crumples/twists like a crushed soda can. I have tried your video on twisting (The one with the wolf) but that unfortunately did not fix the issue. The deformation/twisting is visible in both Object and Pose mode, but not Edit mode. It is also only visible when the mesh is parented to the rig.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      That solution from the wind wolf is the one that comes to mind. Share your file and I'll take a look when I have a minute.

    • @jaswei
      @jaswei ปีที่แล้ว

      @@CGDive Thank you for taking the time to help me. I wasn't sure exactly how to share the file so I put it in a google drive folder, it has the .blend and .blend1 file, hopefully that is okay. Currently the mesh (Cube) and the RIG-meta.rig are not parented to each other to show how it should look. When parented you'll see the deformation in the upper forearmdrive.google.com/drive/folders/1UYudWjQmLGGLc8dqs091mAPhC7iPvK7q?usp=sharing

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      @@jaswei
      The problem is that the arms are in a pose that Rigify struggles with. The simplest solution: set the Rotation axis option for both arms to X Manual. (Select first arm bone > Bone tab > Rigify Type).
      You could also remodel the mesh to be more of an A pose.

    • @jaswei
      @jaswei ปีที่แล้ว

      @@CGDive Awesome this worked! Thank you so much! So, from now on I should model humanoid models like the model you used? For things that are less human-like, does the positioning matter?

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      @@jaswei Yeah, something close to A-pose (arms at 45 degrees angle) will work in most cases. Elbows should point back. Hands flat and aligned with the arm angle.
      As for non-humans, there are too many possibilities so I can't give a general recommendation. But as you gain experience rigging, you'll get a good feel for what works and what doesn't.

  • @soybean9732
    @soybean9732 3 ปีที่แล้ว

    What does 'connect chain' mean under rigify type option? When to check or unchecked? Thanks.

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      When it's ON, It means that when you generate the rig, Rigify will attempt to create a connection between the spine and the neck. When it's OFF it will keep them separate. The difference is very subtle actually. You'll see it mainly when you try to squash/stretch the spine or neck. Try both options and play around with the neck and chest controls. That would be far easier than trying to understand a written explanation.
      ----
      As for when to turn it ON and when OFF...
      If you can snap the position of the neck to the spine then turn it ON. Otherwise keep it OFF.

  • @stevegoodman4290
    @stevegoodman4290 3 ปีที่แล้ว

    I just bought the whole thing! (It should keep me busy till covid ends ... ;0). Keep up the Great Work!!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thank you, Steve. You're a good man. I'll go hide somewhere now.
      But seriously, if you have questions etc. feel free to email me :)

  • @kte-5716
    @kte-5716 3 ปีที่แล้ว

    I've been following these tutorials a lot. Not sick of the blue guy, he is great. : )
    Been rigging all my models with rigify, adding all kinds of weird controls and stuff to them. :D

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Awesome! This is what I wanted to allow people to do. Add weird controls, play around... make rigging fun again :P

  • @stanbee6380
    @stanbee6380 2 ปีที่แล้ว

    Sir I have a problem when I generate my meta rig everything is not in there proper place like leg rigs are somewhere else do you know why or is it a bug?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Sorry, I can't say based on your description of the problem

    • @stanbee6380
      @stanbee6380 2 ปีที่แล้ว

      ​@@CGDivei have blender 2.93.7 version and when i rigify my character the leg rig is not proper(it comes to another place) i made a simple ameture and it was completely fine but when i moved a bone and again generated it the problem came again?

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Hmmm, did you move the bone in pose mode or edit mode?

    • @stanbee6380
      @stanbee6380 2 ปีที่แล้ว

      @@CGDive edit mode

  • @leilavlog3380
    @leilavlog3380 2 ปีที่แล้ว

    Thank you for the awesome tutorials. I am following along :-), one question: To join the spine with the neck bone, I did the cursor connection as you explain, but when I want to generate the rig is giving me an error. I try again and again, but it is not working? Any advise on this? I have use the auto human rig and generated straight way. Do I have to first override? Please if you can give me an advise. Thank you

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      When you join the spine and neck did you parent them with Keep Offset? If you don't parent them together or if you parent with Connected, you will get an error. That's what I can think of right now...

    • @leilavlog3380
      @leilavlog3380 2 ปีที่แล้ว

      @@CGDive Thank you for your prompt response. Yes I was connecting to the Keep offset. I just have to do again, as when I follow the Chapter 6 for the alien it work perfectly. Thank you again and really easy tutorial to follow up.

  • @Greedisgood-qy2ed
    @Greedisgood-qy2ed 3 ปีที่แล้ว

    Can't you just drop a meta rig armature and then add other needed options on top of it?
    And if you can't then why?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You can. I am specifically showing the manual way. I think if you watch the entire series you'll know why :)
      th-cam.com/play/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx.html

    • @Greedisgood-qy2ed
      @Greedisgood-qy2ed 3 ปีที่แล้ว +1

      ​@@CGDive is there anything specific I'll have to go through with the way I mentioned or adding bones like it was shown during this vid will be enough?
      Regarding other vids, I'll definitely watch few more in this series!

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@Greedisgood-qy2ed Well this is the basic workflow.
      This video is quite important in my opinion.
      th-cam.com/video/v8Vb0Jp6vjE/w-d-xo.html
      Also watch the Alien for a completely random/custom rigify rig
      th-cam.com/video/O7sEj3cSuug/w-d-xo.html

    • @Greedisgood-qy2ed
      @Greedisgood-qy2ed 3 ปีที่แล้ว

      @@CGDive thanks, I'll take a look at these!

  • @Sy_xxwhiterose
    @Sy_xxwhiterose 4 ปีที่แล้ว

    Hi there. Amazing tutorial, but I'm using 2.79 and I'm stuck at a few places. I can't find the head bone set, and the spine is a super spine. Are the bones your using 2.8+ specific?

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Ah, yes. A few of the Rig Types have been changed a bit. The super spine still exists in 2.82 but it's a legacy feature. And there are new spine/tail/head that can function separately or together. So you can follow along with the super spine but you have to figure out how to set it up.

    • @Sy_xxwhiterose
      @Sy_xxwhiterose 4 ปีที่แล้ว

      @@CGDive gotcha. Thanks for the reply ^^

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@Sy_xxwhiterose No problem. Sorry I can't help much. I tried working with the super spine in the past and found it hard to adjust. The new system is easier to use. I recommend you switch to 2.8 when you have the chance!

  • @FootyToonz
    @FootyToonz 4 ปีที่แล้ว

    This channel is the most important of its kind

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks man!

  • @youngyeh
    @youngyeh 4 ปีที่แล้ว

    Hi, if I want to insert a knee bone between thigh and shin in limb.leg , is it possible ?? I kept getting errors... because rigify knee bending is not perfect, I need to add one more bone to ease to weight

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      You can't add the additional bone to the meta rig. After generating the rig it would be possible but if you re-generate the rig, the additional bones will be gone. Also I am not sure what kind of issues you may run into since Rigify already sets up a lot of stuff. A fully custom leg rig may be a better idea in this case.

    • @youngyeh
      @youngyeh 4 ปีที่แล้ว

      @@CGDive Thanks for the reply!
      So it is possible to create a custom leg rig in meta-rig ?
      I simply want to achieve this
      th-cam.com/video/JbQX8C3lrHE/w-d-xo.html

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      @@youngyeh No, you can't do that in the Meta-rig. Well, technically it's possible ... if you are a very skilled coder.
      If at all you should do it in the final rig. A lot of people have asked for the knee fix so it's definitely on my mind. I'll try to address this issue in the future :)

    • @youngyeh
      @youngyeh 4 ปีที่แล้ว

      @@CGDive Thanks, that will be very helpful !

  • @navjyotsingh9580
    @navjyotsingh9580 3 ปีที่แล้ว

    Thank you for your hard work and dedication for making this tutorial series. It is really very helpful.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      No problem, mate. People who watch and appreciate the videos make the work worth it!

  • @silveraddydwimores4085
    @silveraddydwimores4085 3 ปีที่แล้ว

    Hmm... Somehow my Rigify seems to always skip the upper teeth and the corneas from the eyes of my model. Should I make new bones for that? I can't seem to manage to see the weight influence of the head after the rig is done-- well, can't see any weights at all as all look pink on the viewport, which means that no weights were applied and that's weird because I can pose all the rest of the model without trouble. I really love these tutorials, they are top-notch and easy to follow.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Hey I am a bit confused. Are you talking about the face rig?

    • @silveraddydwimores4085
      @silveraddydwimores4085 3 ปีที่แล้ว

      @@CGDive No, no, about this one. Since the teeth and eyes (along with their corneas) are on the same mesh, I thought they would be picked up with just the head bone after clicking the button but they were left floating. I fixed it by just extruding a bone closer to the eyes and teeth and using the "head type" rig if that is the right way. They are solid meshes after all that only need to be dragged around by the head bone after all. I didn't plan to use the face mesh for this exercise and I'm using my own custom mesh for practice not yours, sorry for the confusion 😅

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@silveraddydwimores4085 Ah, if you're using your own model then it's hard to say since I have no idea what mesh and what you're doing haha Too many variables... but it sounds like you're asking about the teeth and eyes of the Rigify face rig. Rigify doesn't generate Deformation bones for them for some reason. I also find it annoying. I show one way to control the eyes in my video about the face rig. See it here
      th-cam.com/video/n8aCBKjPJRE/w-d-xo.html

  • @OkSid300
    @OkSid300 4 ปีที่แล้ว

    Finally, I made something to work!

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Awesome :)

  • @bigappleNYrules
    @bigappleNYrules 3 ปีที่แล้ว

    i got error ORG-nose not found any idea?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      You probably deleted parts of the face. You can't selectively delete face parts.
      Or you tried to delete the whole face but you still left parts of it. There is a small bone inside the head bone that needs to be removed.

    • @bigappleNYrules
      @bigappleNYrules 3 ปีที่แล้ว +1

      @@CGDive got you, btw appreciate the videos best comprehensive courses I’ve seen, great work

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thank you very much, sir!

  • @distantforest2481
    @distantforest2481 2 ปีที่แล้ว

    Thanks!

    • @CGDive
      @CGDive  2 ปีที่แล้ว

      Thank you for the First-ever super thanks (I just enabled it recently)!!!

  • @olexiimuraviov5263
    @olexiimuraviov5263 3 ปีที่แล้ว

    Fantastic tutorials! Keep up a great work :)

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks man!

  • @Dashingo
    @Dashingo 3 ปีที่แล้ว

    spines.basic_spine is missing from my rig type dropdown. Any ideas on how to resolve this?

    • @Dashingo
      @Dashingo 3 ปีที่แล้ว

      Figured out that I'm on outdated version of Blender. v2.8.0

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      That sounds strange... which Blender version are you using?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@Dashingo I just saw it's 2.8.0 ... I am not sure if you edited this later, I didn't see it at first. Rigify did receive a big update around 2.81 or 2.82 . There is no good reason to use the 2.8 release. I think you should update to a newer one like 2.83 or 2.90.

    • @Dashingo
      @Dashingo 3 ปีที่แล้ว +1

      @@CGDive I've updated to the latest version. Thanks for the replies and for the videos. I love them.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      @@Dashingo Thank you!

  • @PaolochazGomez
    @PaolochazGomez 4 ปีที่แล้ว

    Hello, thank you for the awesome video, im been slowly learning to use rigify though these video.
    but im confused as to why i dont have the option of rig type in the bone properties.

    • @CGDive
      @CGDive  4 ปีที่แล้ว +1

      My first guess is: Are you in Pose Mode?

    • @PaolochazGomez
      @PaolochazGomez 4 ปีที่แล้ว

      @@CGDive OOH i see it see it!!! haha thank you man, more power to you and your channel :)

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@PaolochazGomez Nice! :D

    • @PaolochazGomez
      @PaolochazGomez 4 ปีที่แล้ว

      @@CGDive fun, that im trying this out now, been working on regular rigging style for years. currently doing alot of trial and error mixing stuff in regular stuff to the rigify

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@PaolochazGomez Cool! Yeah, that's a great approach!

  • @olory3869
    @olory3869 3 ปีที่แล้ว

    great tutorial ! 👍 👍 👍

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Thanks!

  • @InsaneXade
    @InsaneXade 3 ปีที่แล้ว

    say, how would you do eyestalks as rigify?

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Depends on what you want them to do. If you just want them to wiggle around, simple_tentacle will do the trick. You can add wiggle bone addon on top of that for secondary motion.

    • @InsaneXade
      @InsaneXade 3 ปีที่แล้ว +1

      @@CGDive cool! thanks! and not wiggle around per se but pose around. I've been using a custom made rig that I attach to the completed rig that controls the lids clamshell-style it works pretty good. I was just curious

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@InsaneXade Nice! If you have something that works well, then stick with it.

    • @InsaneXade
      @InsaneXade 3 ปีที่แล้ว

      @@CGDive I'm always looking for something better so I'll try that on a copy and see what's up. does it have a handy dandy curved arrow like the tail?

    • @CGDive
      @CGDive  3 ปีที่แล้ว +1

      @@InsaneXade No, the tentacle is pretty simple, just straight FK with options for automatic curving if you need it. But you can also try using the tail rig type. Just because it's called tail doesn't mean it can only rig tails :)

  • @ponponboy
    @ponponboy 4 ปีที่แล้ว

    Super cool!

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      Thanks!

  • @dead_inside1221
    @dead_inside1221 4 ปีที่แล้ว

    not available in my location :(

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      What do you mean? The video? What's your location?

    • @dead_inside1221
      @dead_inside1221 4 ปีที่แล้ว

      Scene file

    • @dead_inside1221
      @dead_inside1221 4 ปีที่แล้ว

      Asian /Myanmar

    • @dead_inside1221
      @dead_inside1221 4 ปีที่แล้ว

      Thank you sir. It work now.

    • @CGDive
      @CGDive  4 ปีที่แล้ว

      @@dead_inside1221 Awesome!

  • @SivanandRavi90
    @SivanandRavi90 ปีที่แล้ว

    So there's no way to expand the leg chain.? I just want to add a knee bone between the shin and leg bone to maintain the form during leg bending.

    • @CGDive
      @CGDive  ปีที่แล้ว +1

      And I just want a dime for every time someone asks me about adding a knee to Rigify. 😆
      No, sorry, you can't add bones to the leg metarig. You will have to do it like Royal Skies does.

    • @SivanandRavi90
      @SivanandRavi90 ปีที่แล้ว

      Hey thanks for the reply. Yes I was about to do this manually like royal skies did... Until I found out about a feature set for rigify called 'bits n bobs'. this lets me change the limb type of the standard metarig to a new limb type that generates a knee after pressing the generate rig button.. check it @@CGDive

  • @FrohSim
    @FrohSim 3 ปีที่แล้ว

    Fantastic series! A general query I had is if itis possible to extend an existing metarig and extend a rig created earlier, without losing all custom weight painting work?
    E.g. setting up, rigging and correcting weight paint for a humanoid, then adding a tail.

    • @CGDive
      @CGDive  3 ปีที่แล้ว

      Hi. Yes, absolutely. Just keep your metarig around, never delete it.
      If you just add the tail to the metarig and re-generate the rig, the functional tail will be added without messing up any of your existing weights.
      Just make sure not to change the names of the existing bones in the metarig. E.g. if you renamed one of the spine bones from "spine.004" to "chest", that may mess things up. But adding a new rig part won't be a problem.