I still get the notifications about your videos and I still watch them from time to time, unfortunately I left the 3D world two years ago, life became tough and it wasn’t paying enough, anyway just wanted to say hi and please do keep up the good tutorials you’re making, I learned a lot from you back in the days. Thank you.
Hey thanks for stopping by to say hi even tho you're no longer in the field. Sorry to hear things didn't quite work out for you. But it's never too late. Maybe you'll come around to cg again.
Thank you so much for featuring my first character model on such an excellent video! If I knew it would end up here, I would've paid much more attention to the retopology 😅
I have been learning Rigify wity your vids for the last 10days, and also was looking for AccuRig to Rigify tutorials, because my robot character has a weird proportion and Mixamo/Rigify doesn't work. Sooooo glad that you made this video, thank you so much! Will try it tomorrow! Thanks again.
Thanks. Wow that's awesome. I was hoping that they'd release a similar addon to the mixamo control rig but converting it to a rigify rig is even better as this is compatible with a lot of of other tools. Does it basically give you the same results and functionality as if you'd rig the character with rigify from scratch yourself (apart from the face of course)? Also maybe you could do a tutorial on how to add a face rig to this. Especially via the faceit addon would be great!
I have this video showing how to add a face to Mixamo ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-7WDBqXTAKDg.html Here it would be even easier. Just use the advanced Rigify option in the CC addon and generate the face. Then just add the weights of the face bones similar to the video above. I might make a video about this.
Tested this with a DAZ-character (around 330 000 tris only exported as fbx without optimizing anything) and it was perfect. Thank you for the this tutorial. 😁
Good, but I rather wait for a more optmized version cause in my tests, I compared it to Mixamo's and Mixamo's showed a better result for me. Maybe it depends on the mesh and how it was retopologized as well, but for now Mixamo is doing for me. However it was a great tutorial, thanks.
Really great video. This was the only one I could find that went through the animation retargeting process from actor core using accurig. The rest just showed accurig part.
Exactly what I needed! I had been missing the add on and was feeling very confused what I was supposed to do with an auto-rig program that didn't give me any control bones. XD
thanks a lot for this, will definitely help me a lot as a still learning modder for Dark souls 3/sekiro/elden ring. mixamo was good but this seems like an even better replacement.
Thank you for letting me discover this, after a few tries, it crashes at 11% when I finalize, it loads indefinitely on applying skin weights. But sometimes it ends up gone but the character disappears as if it had been erased. On the other hand with simple models it works well. I will therefore stick to Blender but I will probably try again in a few months to see if it will end up working correctly with the updates.
Hi All the the rigging & export functions work offline for me The free CC4 Blender pipeline tool is a great addon that I have used for the past year. however I recently moved back a Daz/Diffeomorphic/Expy kit animation pipeline Because it is cheaper than buying into the reallusion eco system and the Daz models look far better in blender than the CC4 avatars due diffeo implementing Daz joint correction morphs. Accurig is marketed as “tool for everyone” but in reality it is a free loss leader product to foment sales of the Reallusion’s motion libraries. Nothing wrong that,of course, but people need to realize this before declaring Mixamo “dead” or thinking they have a free alternative to complete solutions like the mighty Autorig pro for Blender.
I agree with you pretty much 100%. Still, it's a nice new tool that could be useful to many people. And it's pretty new so hopefully, it will keep improving. Mixamo has been stale for ages.
27:30 What would really help me is knowing about cross-compatibility between all the existing dopesheet standards pertaining to various bone sets and how to troubleshoot between it all. I've got a kinect but I'm clueless how to stick it all together. I wanted to make a character that follows my movements realtime for fun, but it's taking foreverlonger than I thought.
@@CGDive Yeah I can't express what I mean really clearly because I'm a noob and English isn't my first language. There are all sorts of different rigs and all sorts of artists have all sorts of ways to rig their characters. What's the most universal way to travel through this all... Example if I download the kinect rig made by royalskies and I try to link it to the metarig and kinect data with the software with the big white bunny that I forgot the name and that costs a massive amount of money... I get all sorts of glitches so I assume some standards don't translate well. Anyways. I doubt I'll ever be a master at rigging, it's all way too advanced for a noob.
@@CGDive Bone sets... IDK, some people have sets of bones that are split right in the middle of the limbs like rigify, some use sets of bones that are much simpler, some uses really rudimentary sets of bones... Forgive my lack of vocabulary I'm trying to clarify what I meant. Say I download a random guy's super advanced armature and I want to load mixamo animations onto it and it ends up with the knee right in the middle of the forehead because something doesn't translate well.. Anyways... Like I said, it's moving so fast and people who started early are so advanced that I'll never catch up.
Why is my add on not appearing? I downloaded the cc blender tools, but when I go to the add on and add the cc tools in my down loads nothing shows up for me to click the the box in the blender add on section. Why?
Moving the points around the mesh also push them along axis I dont want them to. Example if I drag a point up in Z it also pushes back in Y, and if I go to correct that then Ill push fwd in Y and then see it pushed the point all the way down in Z. Frustrating I cant lock axis, you'd figure thats an essential feature for 3D programs.
Hey do you now how to prevent stretching of the mesh when i bring for exmple the hand or foot to far away of the character (how to keep the foot allways in a possible distance)
The textures/materials will generally not be transferred well. Watch the video. There is a part about fixing the materials when the model is back in Blender.
Thank you again! ))) Is it possible to import a rigged model to Accurig? (I mean - convert Rigify rig to Accurig and import it, like we do with Mixamo).
Very usefull video. Would you know if it's possible to add a rigify head after the all process of converting the Accurig rig into a Rigify rig and join them ? Thanks a lot
ive been going through these... do you have a video of connecting a retargetted body with a seperate head with blenshape keys? specifically im using omniverse audio 2 face
I kept chanting, " I need to find time to learn Deepmotion", then ditched it for Mixamo, and now I see this... Is it possible to convert poses and movements into AccuRIG too? I have already made a base of five avatars on Vroid.
After importing the Accurrig to Blender I've noticed that fingers were not rigged properly. How can I move bones manually and re-generate rig and apply it to Rigify? Thanks!
Yeah, good question. I've noticed that the AccuRig bones sometimes do not generate perfect fingers for Rigify. There is no good solution. You have to tweak the bones slightly to make them generate correctly. I am going to submit an improvement proposal.
Excellent video and excellent explanation I have a problem that appeared when I was importing into a blender. The character is small and the bones are scattered. Can I know the cause of the problem? I applied all the steps that you explained exactly.
I did everything the tutorial taught me and thank you so much for doing it! But I still have a question. How can I add props like holding an axe to the character and mixing it with the animation? If you have a video about this, please just give me the link and again, thanks!
@@CGDive My apologies to you. It is meant for the creators. Foundry is a well know company that sales Modo and Modo has been around long enough and I am just shocked Modo is left out of this example by them.
Generally speaking, how do you feel about accuRig? Is it actually accurate most of the time or is it still better to rig models by hand? Thanks for your videos btw, this channel is incredibly helpful for animation beginners :)
It's pretty good for weighting. My main problem with it is that I have to switch from Blender to AccuRig and back. This may be my own quirk but I dislike app switching. I also have a good amount of experience weight painting in Blender so I don't find myself using it much. But I can imagine someone who can't weight paint at all using it: send to AccuRig, do the weighting, send back to Blender, add Rigify using the addon I showed. Done, rigged character :)
Hi, I thank you very much for this tutorial. I have a qustion tho. Can I somehow update the animation before baking? Or after it? Thank you very much for your answer
You can, but it's not something I can explain in a comment. Learn animation and NLA in Blender. There are bits and pieces about thta in my Retargeting and Animation Playlists ru-vid.com/group/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP ru-vid.com/group/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ
I really loved this tutorial. Could you talk about accurig - blender + actorcore - marvelous designer - blender pipeline? I know how to do each of them but I'm having difficulty put those in pipeline. Thank you.
I've shown two ways already. 1. In this video 18:47 2. In this video if you like to use Auto-Rig Pro ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Wiwvs_QywMA.html
Hey, do you have a video where you show settings after rigify and show how to animate the rigified character? Or do you know a video which shows that? :)
Really? I was thinking about how could i infuse Accurig with rigify or if it is really worth it... Guess somebody has also developed a mind reading skill
True. It's just the most common problem that people are looking to solve so there are a lot of solutions. :) If you use Blender, I recommend Rigify or Auto-Rig Pro for non-human characters.
This is very intuitive though... Well done. I've a question Pertaining to rigging the face. Do you think it can work if we bring in the rigify face rig alone and find a way to connect it to the main mesh if it might work with the face? Or if possible try out the Faceit blender addon with it
I think it can be added by using the "Advanced" setting in the CC addon. But then you'll have to add the face weights manually which needs to be explained properly. I'll try to add this info in another video.
It has tools to import the character and give it a control rig as shown in the video. There are alos tools to reapply textures: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sUBJIRdMOSI.html
I am not familair wiht pre-animations (or Actorcore for that matter), sorry. but my guess is that you can be cause the actorcore products can connect to each other.
tried it, imported the fbx and for some reason the model and its rig was super small scale compare to the original, the bones dimensions all messed up, weird parenting issues on the accurig, messed up materials for which your simple trick didnt work, no face rig (which i already did for the original), frankly this whole thing is more trouble than its worth have a like anyway, it's still a good tutorial and i see you are in the comments helping people, god help you and bless your heart for the effort EDIT: i tried apply scale/rotation and everything before exporting and after importing still doesnt work, meh
Sorry to hear it didn't work. No idea what to suggest since I never experienced problems like that. Maybe if you record your process, then I or someone else can spot the issue.
@@CGDive what version on blender are you using ? (i am on 3.3) and what import settings are you using ? i did some simple tests, exported and imported my own armature and it's also broken, seems the only effective way to transfer rigs between projects is to append, did some googling and found a 2022 thread on github confirming this, the solution suggested was to use a fbx to gltf converter
@@Sylaces Blender version 3.3 FBX import settings: default. But I also used the CC Tools addon in the video. Did you try that? Can you point to that thread? Again, FBX works pretty much flawlessly for me so it's hard to even try to help.
@@Sylaces And I am getting a bit confused if you're even asking about the accurig workflow, which is the topic of this video. If you want to transfer armatures from one blend file to another, then Append or Link is the way to go. I would never recommend moving Blender stuff between blender scenes through FBX. That's not what FBX, gltf etc are for.