Hi there, thank you for visiting me on my channel. I’m MV.ARTZ
The most important thing for me in our line of work is storytelling.
Most of the time I do work as a motion designer. Besides that, I like to share all the great stuff I picked up for video/filmmaking. Expressing ideas and stories in a 3d environment is where I feel most comfortable at. In my work, I like to incorporate techniques borrowed from artists in different fields, such as comic book artists, film directors, or actors. When it comes to animation I like to look at the underlying principles and explain those, so it becomes software independently. I mostly use Blender and AE to explain these principles.
Is there an issue with current bone constraint follow oath. Because in okder versions it seemed tow rok different. Nothing changed in terms of settings, but the iutxome is different. Ia that why you use that plane as a guide mesh?
As far as i know, using the follow path constraint works for a single bone. I haven't found a way to use it on a bone chain. The issue is that when using follow curve, the endpoint of bone 1 is offset, messing with the alignment and orientatie of bone 2. if you use follow path and follow curve ✅ on the second bone, the orientation won't align properly. Maybe there is a way to fix that, but at the time of recording this was the best solution. In my opinion of course 🤷🏻
That is so awesome to hear, hope you enjoy the getting back into 3d. It's so much fun and ultimately freeing to be able to bring your ideas in to life😄
I created this 3d model and this particular expressions sheet. And their copyright lies with the creator, me.☝️ I'm no lawyer, but it's a good rule of thumb to assume you can never just use something for commercial use, without any form of agreement of the creator. The model is available on gumroad and blenderkit. I would redirect you to those specific places to find out more about the licensing and the possibilities. I wish you luck with the app 🤙🏻
Thank YOU! Finally someone that explains why I got so frustrated with using NurbsPath. They are limited constraints, wasted so much time yesterday trying to make it work with my animation. This is extremely easy to follow! Thank you for your knowledge.
The silhouette characters at 1:09 - I recognize all but the bottom row right end, and the middle row third from the right. Is the bottom right one Micky Mouse after a very bad day in the woodworking shop? Keep those big round ears safe under a cap and away from spinning blades, okay? And the second from right, bottom row - they're my write-in candidates for the upcoming presidential election!
A used two half spheres and stuck them together. Then retopologized the whole model in the end. You can see the full process here: mvartz.gumroad.com/l/MuppetUnedited
Hi ^ . ^ Would you consider please redo this tutorial for the novice like mee . 3 . and explain the small details further? It helps so much! on 3:10 - 3:33 - I'm so confused on how it went from collection info to object info and what steps were in between % . % I tried to follow along but I don't achieve the same results ^_^ because I struggle with this tutorial because many steps are just skipped forward without communication and I'm not sure on what to press, or how to get there, or why we get there? ! I really love the editing and everything else is so easy to follow but when steps are skipped over I struggle on following the tutorial further-- . - . thank you so much for your consideration!!
The short answer is a rigify. the model was made by me. Then in Blender you can enable the rigify addon, if not already. It comes with Blender by default. Add an armature > Human (Meta Rig) > place bones > generate rig. Generating the rig can be done in armature data panel, that running stick figure icon on one of the tabs on the properties panel. Then unfold the sub heading Rigify > update face rig (if it prompts that) > then generate Rig Hope that helps
Hi, I understand your situation especially the excitement of learning something and having a projection for the path it can take you and then to be disappointed. I genuinely hopes everything works out and you redevelop your passion. Also i've been looking at some of your old videos which i enjoy. I think it would be interesting if you recreate the factory scene you did three years ago with geometry nodes using blender 4.2.
Great share! I'm sure allot of creative people are quite familliar with this situation, I know I am! 😉 As always great video, I'm very curious to see how Cinema4D will affect your future blender video's!
Did you make the Jaw a separate ? At 2:09 you talked about parenting the tongue to the jaw, do all the facial objects need to be separate but parented? (The mesh not the rig)
9 times out of 10, the character consists of 1 mesh. Except for the eyes, teeth, and tongue. (these can be joined in the same object, but not connected as one mesh. Or can be separate objects) All parts of clothing and props are individual objects. Each separate object gets assigned an armature modifier. The armature modifier binds the meshes to the rig. The weights tell the mesh what part moves with which bone. So generally objects don't have to be parented to each other, they will all be bound to the same rig. Of course, exceptions are always there. Hope that clears it up, lemme know🤷🏻
Great tutorial, quick question. How would you go about making one continuous conveyor belt which curves around. I've tried a few times and cant seem to get this to work. Thanks
I'll see if I can update this video. And maybe throw that in there. I can't promise much, since im in a bit of a busy time myself. Just started a new job etc. Lot of things happening lately. Of the top of my head. I would use a curve to deform another, belt like curve.
You started your video with lots of examples that you never get into. Please come back to those examples (I am pretty sure those examples were not yours though). Point me where you got those animations.
You're right! those were b-roll just to illustrate how complex face rigs can be. And I find them appealing. You can search for them.. use google's reverse image search perhaps. I'm sure you can figure something out
I'm not familiar enough with unreals grooming system. However, I do know something you should consider. Blender uses hair curves, which means alot of verteces. Usually game engines don't like that. More often that not hair cards will be used. How the hair cards are made is up to artist or dictates by de studio's workflow. I'm planning to create a tutorial on converting a hair system into something game ready. There have been more folks asking about it. Lemme know of you want that too😁
I think you should be able to 'bake to action' or whatever its called these days. And check all 'visual changes' or whatever that is saying. That will make sure it takes the constraints into account. Fiddle around with it, should be doable
Eye rigging, Eyelids rigging, Jaw rigging, Teeth rigging, Tongue rigging, Brows rigging along with skin weighting with each step at a beginners pace tutorial please.
Hey, so i followed along, and I've done this on my rigged character, but when i move the head, the eyes don't move with the character, how could i make the eyes move with the head?
Hey! I just paste a comment here that helped someone else out with a similair question.. Right, I see what's happening here. The mesh I use are separate primitives stuck together. That's the style I was going for. If you have something else try these two solutions, let me know if any of these work for you: 1. Separate geometry node setup from mesh. - create a new plane at the origin of the head/face bone. - open the node tree editor and make new geo nodes setup. Then Grab the face rig geonodes we made and create a new version by pressing the 2 (or other number) next to the name field. This makes it unique. - Replace the geometry input by the character mesh | drag and drop from the outliner. - Then connect that up to the shrinkwrap target instead. - Apply mirror if necessary. Check the start and end point location of the mesh line that spawns the eye shapes. - Parent the plane to the face bone. Not by armature, but ctrl P and select bone from the dropdown 2. Use a meshcage - Duplicate the character model or the face section. (When you do the latter you must tell blender when to use armature and when to use the mesh deform modifier by way of vertex groups) - Grow the meshcage slightly so everything falls inside - Use a mesh deform modifier to bind the character to the mesh cage. - If you don't know how to set up a meshcae check this short video: ru-vid.comiot_Wuj46Yk?feature=share You can also combine these two. Separate the mesh and bind the new plane and face geometry nodes to the mesh by way of a mesh deform modifier. Use a mesh as close to the face as possible. This way you can use similar weight painting as the original face mesh.
I used a slightly scaled duplicate of the eye instances and used a boolean. mvartz.gumroad.com/l/NewFaceRig?_gl=1*1qfbm7f*_ga*NzYyMDM5NTExLjE3MTcwOTg4NTE.*_ga_6LJN6D94N6*MTcxNzA5ODg1MS4xLjEuMTcxNzA5ODg3OC4wLjAuMA.. Here's a option to get the files
This really inspires me❤❤ usually in the old mindset if we want to make an animation we thought like we have to do the whole thing from scratch, textures must be made by yourself, bones must be added by yourself, etc But never realized that practices is important. Like u mentioned we can just direct download the rigged model and practice animating. This is something our teachers in uni wont teach us Good video man❤ keep doing
I've been trapped in that old mindset for a while myself. Even now I find myself wanting to do too much. And don't forget that it comes from a good place, we are passionate about what we do. So naturally we want to be involved in every step of the way. But yea, if you really wany to hone a skill, narrowing down to the core practice will be the fastest way
There are alot of examples of 3d interpretations of characters that have something like that. There ways to deal with it. Also some art directors will choose to fully translate the character in 3d which means loosing that constant facing to the camera.
А что делать, если скелет рвёт модель? К примеру, я построила модельку : руки, ноги, голова. Когда я хочу с помощью скелета поднять ногу, то нога поднимается, а пятка нет. Еще бывают случае, когда правая нога двигается вслед за левой. Я использовала весы, но ничего не выходит 🙁😞
Seema like your weights are off. Also check if and when you use a mirror modifier in the modifiera stack. About the foot not moving, my first thought would be that a there are now weights applied to that part of the mesh