⚠STRUGGLING WITH IK?!⚠ I made a separate, slower video with more detail on how to set this up 👉 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xEnu_EsnzjI.htmlsi=KKXJEDD24IYNIqxk&t=90
I am on Blender 4.0 The add on suggested is not compatible with Blender 4. Installation is ok but functions generates python errors. On a close look, found that the addon suggested by you has not been updated for last last 2 years.
Things to keep in mind for this tutorial: - Enable Rigify Addon - Audio instructions do not sync with visuals - Pay VERY close attention to the current Mode (Object/Edit/Pose) Timestamps: - 3:27 Batch Rename, select "End" for both functions - 3:34 Alt + Untick, doesn't work on Blender 4.0.2 (Mac) Something strange happened with the Constraints where I couldn't target the Deforms with the Drivers. I'll try again and update here.
I just made an AR AI Assistant using Unreal Engine with a lot of C++, using TTS and STT. But now I need animations for the avatar and I think this is the hardest part of the project lmao
I must say, it's a nice tutorial. However, on many points your sometimes going a bit too fast with the steps you take. Not sure knowing which you select first and have to reply several steps multiple times over and over to actually get what your doing. Sometimes what you are saying isn't actually what we are seeing on the screen. This can sometimes make me a bit misleading/misunderstanding. However, by watching it multiple times I repeat it over and over and actually get it. But it has been quite frustrating in the meantime. One thing what could really help is seeing what you type to see keybindings etc. Never the less, i'm pretty stuborn and planning to continue onwards to the end, but i'm continueing onwards from the middle and hope to arrive at the end pretty soon. Time will tell
as an example 1:50 and 1:51. It's a small notice, but you change real quick between edit mode and pose mode to show. But when you haven't notice and try the same things, things are quite different. Like why aren't all bones moving, instead of only 1 bone moving.
Thanks for the feedback. I definitely think showing keybindings will help more people follow along, and is definitely soemthing I will put in future videos. 😊
Thank you, would very much appreciate! Overall, a good explanation tutorial which overall made me come back once more to (hope) fully understand the basics. Will deffinitly follow for for new content and hopefuly even better explanation in the future. Thanks for the hardwork so far! @@richstubbsanimation
I'm struggling with the Copy Location constrain part at 5:00. My DRV Ankle bone doesn't do anything at first, it doesn't change its position at the beginning like you have in the video... it only happens the moment I clear the parent but still none of this causes me to be able to rotate my foot with CTRL_IKLEG. Anyway, thanks a lot for the great tutorial!
Alright, I figured it out. The DRV Ankle bone must be parented with offset to CTRL IKLEG otherwise constrain doesn't work. See the parent connection line in the viewport a few seconds after 5:00. It's very confusing because you said we have to unparent CTRL IKLEG after extrude :)
Dude Im stuck in the same place but im pretty new to this when i press ctrl p after clicking the foot then the leg i dont see the option to parent with offset within the options it gives me HELP!@@danielsmira5683
For anyone as confused as I was why I couldn't get that menu to pop up at around 3:45, you have to be in pose mode (he just kinda quietly changed modes ;))
Hi mate just wanted to say this was an absolute godsend and i really love the content, just wanted to let you know you're doing great work by fitting so much easy to digest info into such a short video, stay awesome!!
Just came across your tutorial and I love the detailed explanation about control rigging. Im sure i will be rewatching it several times to help me as I am a beginner in rigging with blender.💯🙌🔥
im gonna be honest. this is probably the best tutorial on rigging ive seen because just as you said, most tutorials stop after youve put bones on the character meanwhile this tutorial actually shows the entire process of how to get a proffesional and easy to use rig
Hi! I've been struggling with rigging, so, every time I come back to this tutorial but it always seems to go wrong at around 2:16 . When I click "with automatic weights" my character faces the floor instead of staying in place. I honestly don't know how to fix this LOL
@@Jinkzzz you may need to clear the transforms of the object before you skin your rig to the mesh. Also make sure in object mode that the armature itself doesn't have any transforms on it
Just subscribed. I will have to watch numerous times to follow along. You covered so much in such a short time. I've been trying to follow the Rigging course entitled, "The Art of Effective Rigging" and I got lost early because it was done in Blender 2.8 where there was a bone layers panel. I will now stop doing that course and follow your tutorials. Thanks.
Pro tip: instead of doing the "reparent and follow position" shenanigans with the Hand bone, you can just have the hand bone Copy Rotation of the IK Control. This will result in them overlapping, which won't be a problem when you give the IK Control a unique shape like a cube. This is simpler and also maintains the heirarchy of your deform bones.
I see that you made the bones and symmatrized. Then, I saw the video bar and realized, oh there's more. I have been scooting by from vroid where the skeletons are made pretty much with the vrm files that are exported. This is actually a great time to study this, since I have created a character in Gravity sketch. Vr sculpting actually very interesting. I thought it would be boring, yet I learned why I should export as OBJ instead of FBX from just looking this up on a forum...
5:07 I have a problem doing the ankle, when i put the ''Copy location'' Constrait the ankle does not go up to the knee it stays on it's position, do you know how can i fix this? I found your tutorial super usefull but this thing is so frustrating.
@@richstubbsanimation I think naturally it's parented to the leg right? So I have to unparent it and then re-parent it to the I-K bone correct. I think you mentioned that in the video real quick. Sorry I'm new to this
@@richstubbsanimation I tried duplicating the bone and Shift+M for assigning new bone collection. The newly duplicated bone doesn't seem to be parenting the body? Do i need to parent it again?
Very useful and High quality video thank you for your knowledge and work! I ran into problem - when I try to separate deform and driver bones, the deform collection Doesn't want to let go Driver one. I did everything just as you said - selected after duplicating, highlight first collection, press remove - and in that case it just removes new bones from new collection. (also little dot disappears next to "New collection" not next to "Bones" like in you vid) The best result I got ctrlZding and pressing buttons - both in first collection, duplicate in second collection. In this case If i select what supposed to be Driver collection and select first, press "remove" it just removes it from everywhere. I would be very grateful if you helped me with that! Also the only addon for rigging added is Rigify
Make sure you have the right collection selected before removing them. Bones can be in multiple collections so if you're still having trouble, assign the bones to the new collection, then select the original group and remove them from there.
Hi! This is a godsend!! Just a question: after adding the CTRL_IKPoleVector to the IK constraint, my character's knee no longer bends while moving the CTRL_IKLeg L in pose mode (the leg stays straight but still moves around). Is there something I'm missing in the tutorial? I'm using Blender 4.1, if that helps 🙏🏾
Sounds like you need to change the chain length, setting it to 2 will normally work for a 2 bone leg. Also make sure the pole vector bone is unparented from the leg.
@@richstubbsanimation Amazing! Thank you. It turns out I had to bend the knees a little bit... Not sure why that worked but it did😂 I'll be back with updates
Hi from Kazakhstan! Blender 4.2. Thank you so much for your video! You just wrote DFRL and then DRIVER I didn'nt get it. Either one is same, right? I followed by this video but DRV_ dosn't show up on every bones. I probably pressing the wrong number? Could you, please, help me!
may I ask for an tutorial video how make to work these two models I been struggling with there's Sonic Characters Blaze the Cat model V1 and an new updated Sonic model 4.0/4.1 made by Dokatzo. I can't figure these ones out an am struggling badly since I'm an noob to Blender still learning.
5:00 When he says "Parent the foot to the IK Controller" do it in edit mode. I was getting frustrated for so long until I came to this conclusion Edit: On another note, when doing the IK set up, MAKE SURE YOU HIDE THE DEFORM BONES. Otherwise you will accidentally put IK to the deform bones and make an entire mess on the mesh
TIP: If the leg is bending incorrectly after adding a pole vector with your CTRL IK Leg you need to go to edit more and make sure the knees are slightly bent so IK system knows which way to bend the legs
Less visual clutter in the viewport. Tend to signify to the animator what they can do (rotate only, translate only or both.) Adding colours to differentiate from left and right will also help you understand what controllers to move when your character is in hard to read poses. Hope this helps!
@@richstubbsanimation Ah I see, so it's purely for visual convenience. I thought it was something like drivers where it's used to automate/simplify functions (like opening and closing fingers).
Amazing tutorial, just completed it but I see that when moving for instane the COG the knee and feet drivers don't follow, should I parent drivers in a different way? Thanks!!!
When I’m doing the IK transforms on the deform bones for the IK/FK Properties my Deform bones move to a different place like a 90 degree angle behind my character and I can’t fix it, it does still work though.
Great tutorial. Couple of points: 1) Batch rename strip characters is not very safe when you have digits and punctuation in bone names. It is safer to use find and replace where you replace ".001" with empty string 2) It the selection order when adding copy transform modifier should be the other way around - deform first, driver done the second
The reason I use batch rename is because the ".001" string sometimes includes ".002" or ".003" depending on my naming convention. But I get your point. You're right about the copy transforms, I must of misspoke in the tutorial! 🙈
@@richstubbsanimation One more point. Man, I got closer to the end of the tutorial and the second half of is really low quality compared to the start. I have to abandon it as I don't understand what's going on in the end with parenting bones on step 3. I can barely get what you are doing on the screen, what menus, hotkeys, etc. UPD: Ah yes, I see you have a slower version. Nice job!
honestly, I want to learn with this tutorial, but I can't there's steps unexplained and I always stop at around 1:45 Ish because the hierarchy doesn't make sense to me, and I'm constantly finding myself moving the hip bone when finishing it and nothing moves with it. whenever I extrude bones, they never stay together and its quite frustrating.
Would you mind elaborating on the roles, the use and the difference of the DEFORM and DRIVER bones? I seem to misunderstand something major here and I may sound stupid but here is my summary. To me it makes no sense to copy the whole rig, then create constraints so every DEFORM bone mimics every respective DRIVER bone's transformation. I comprehended it as excessive repetition and the DEFORM bones seem superfluous since it's function got outsourced. When it comes to rigging I am a beginner at best.
Having an extra layer of deformation is a cleaner way to work. Could you technically create a rig without doing this, yes, however adding in a buffer (in this case driver bones) allows you to work cleaner, as well as being able to add rig functionality. The Tldr is it allows you to make advanced, and cleaner rigs. And is good practice to get in the habit of doing
@@richstubbsanimation I still don't understand the difference between the two. What does the driver rig buffer? And what is ment by rig functionality? Do you maybe have a link to another tutorial that explains and visualizes it?
@therealKrak by rig functionality, I mean things like adding IK, FK, space switches, bendy bones etc. All of these are different things a rigger can add to the rig, which gives you different options to animate in. I don't have a video on my channel, but doodley has a great video explaining the differences between IK and FK. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JnkAlwMjalc.htmlsi=mGE4G94MOmPGs_qC The reason we add a buffer is to keep our rigs clean, and clutter free! Rigs can get really complex when you're adding in more of these features, so it's best to keep your deformation chain (the one you skin your mesh to) seperate from controls and other rigging methods. This is also handy for games too, if you're exporting your animation or rig to a game engine.
@@richstubbsanimation By the way thank you very much for putting in that much effort to explain it to me and I think I finally get the hang of it. So the deform rig has no constraints at all apart from the transform ones. This is maybe a bit far fetched but looking at the deform layer it's like a skeleton and shouldn't move on it's own but the driving layer gets the functionality of the tendons and muscles and therefore makes the bones move, did I get that right? And what do you mean by it is handy for games too? ^^ Can game engines understand Blender's constraints?
love this, super straight forward. Quick question though, when I try to "Symmetrize" the rig to the other side of the model, it just flips on the wrong axis. How do i change the direction of the symmetrize option?
The symmetry operation will happen on the armature's local x axis, and you might of accidentally rotated the armature or are making it on ybr wrong axis. So cancel the symmetry, apply the rotation (CtrlA) and symmetrize again.
Hello! Thank you so much for taking the time to create a rigging tutorial that doesn't just stop at pairing bones to the mesh. I'm so excited to use a rig that's better built for animation! I've been having trouble copying the bone constraints as seen at around 3:57. I'm in pose mode and I've set the Copy Transforms bone constraint in the right order to the hip bone, but when I try to use shift + R to copy this constraint to all of the other bones, it does nothing. No error message or anything. How do I fix this?
the shift + R shortcut repeats the last action, so if you're doing anything other than moving around then blender will not know what the last action was. Another thing to keep in mind is that you must select two bones for this to work, as the blender remembers that the previous action requires two bones. Again this only works if you are using the shortcut to create the constraints (ctrl+shift+c) if you're manually creating the constraints then the shit + r shortcut wont work as intended.
Super clear and straight to the point thanks! Some quick question I´m having this error when binding the rig: Bone Heat Weighting: failed to find solution for one or more bones, Ive tryed the solutions around but without success, do you maybe know how to solve it?
It won't affect the rig, but it'll definitely make it much easier to figure out any issues you make have further down the line. It is necessary to have ".L" for bones on the left side if you want to use blenders symmetrize function.
Regarding the location of the root bone. I saw in another comment that you said the root can go anywhere and you just put the root bone where you did to make it easier to animate in blender. My question is would this make any difference in Unreal Engine? I am planning to import my model into unreal and wish to make sure any necessary changes are made before I do that.
good stuff, I have mostly just used mixamo to rig for me, but I need to make some my self and also just being better able to edit the rigs this is is helpful for sure. so thanks! one thing I was looking into is bone constraints so u can't move the body outside of natural positions or can't rotate the hand 720 degrees etc. is this something u do to speed up rigged animations?
I think your talking about bone limits, and if so I don't use them. They can be useful when rigging ultra realistic characters, but to be honest I tend to push the poses as far as I can, as long as it makes sense for the character. It doesn't matter if it's not physically possible sometimes, so it's okay to cheat a little
@@richstubbsanimation true, yeah bone limits, I guess sometimes I get things twisted so stopping that, or maybe its more the mo cap data I want to not over rotate or do the thing where I have to subtract 360 from parts of the keyframes cause it jumps for no reason 360 degrees to high.
@@richstubbsanimation but the thing that is most problematic is the control shapes can be pulled beyond where the hand is or the IK controls for elbows can be moved way out of place.
Hi there, I hope you're doing well! This tutorial has been a light in the dark to help me start off rigging when other tutorials just left it at "Just use Mixamo/Rigify :) !" Though it seems when I parent my armature to my mesh, moving the armature doesn't seem to move the mesh. Any suggestions? Edit: I figured out this was because I merged my mesh too much and needed to separate off elements by loose parts. Again, thank you very much for the resource you've created for us beginners!
In what part of the process should I do the weight painting? Can I do it and modify it at any time or does it have to be defined before duplicating the armature to make the drivers? Thank you for the tutorial!
You can start weight painting as soon as you have the base skeleton created. You can edit the weights at anytime, and you can even edit the placement of bones after weight painting!
My question is how do u insert different (face) Expressions into a rigged character in Blender? Or is there a free add on that adds several different face expressions into a character?
My approach would be to use shape keys. As far as I know there's no real way to automate this as every mesh will be different, so it's better to sculpt those yourself.
Why is it necessary to create a separate driver and deform armature, as opposed to adding IK/FK bones to the deform armature? Or is it just for the visual step at the end?
What model are you using? I'm currently trying to rig an FBX, but it just doesn't work. Every time I try to create a control rig, I get an error message.
I tried to follow this but certain things just aren't working out. When I shift click between the bones, it doesn't automatically set up the copy transforms. I'm having to do it bone by bone. And for some reason, when I set the model to the deformer bones the left shoulder would not paint to the bones. So I had to redo a couple of times.
Great vid just a quick question! When I symmetrize the bones after setting up the IK rig my mesh doesn’t move with the newly created set of bones. I know I could just re parent the bones but it seems like you didn’t even have to do that. Is there something I’m doing wrong
Hey great vid so far however I am stuck on 5:08 where you say "set this option to tail" what am I setting to tail? My CTRL IKLeg isnt making any rotation influence to the foot :(
Hey, I made a bit of a longer video about it, you can find it here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xEnu_EsnzjI.html long story short, the ankle has to be parented to the IK ctrl in edit mode, then add the constraint in pose mode
NGL This Is REALLY helpful information Ive been rigging a completely different way. Using Ik for the spine and I feel if I modify my rig abit to change to this spine rigging It will give me abit more control of the body! 😀👍 As well Ive been trying to figure out where these custom bone shapes were/ease of adding them +1 Addon 🤣
5:34 0:48 if snapping isnt working for you, its likely you need to adjust your "snap to" option back to increment. the dropdown beside the magnet, top middle. and is there any reason you didnt use the human meta rig for the armature? are there downsides to using it to block out the bones quickly?
why we need 2th armatrue if we all do with armature name by Drivers? why we need deform? i dont understand, explain pls or give link about driver? Thank u so much
Having an extra layer of deformation is a cleaner way to work. Could you technically create a rig without doing this, yes, however adding in a buffer (in this case driver bones) allows you to work cleaner, as well as being able to add rig functionality like IK/FK and other additional rig features. The Tldr is it allows you to make advanced, and cleaner rigs. And is good practice to get in the habit of doing
It's extra helpfull when you are baking animations for a game. For examle parenting hips and spine to the cog ik in driver hierarchy is usefull, but doing that on deform bones would ruin the deform hierarchy, because cog ik is not a deform bone and game rigs are made of deform bones only. So you can mess up the deforms as you like without worring about bones hierarchy.
I've made a more in depth tutorial here, ik instructions start at 1:30 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xEnu_EsnzjI.htmlsi=eGh9z-9QtwqL75Lz
Hi everybody. I have a question about rigging in blender. Please tell me, how do I color a certain weight of a connected mesh, like when we select related objects in editing mode, using the letter "L" only to color the entire object in a certain weight?
Make sure the knee is slightly bent in the direction you want the knee to bend. Adding in a bend rather than having a straight bone chained will help the pole vector know which direction the knee should bend.
You'll need to set your pivot point to individual origins. At the top of the viewport, select the icon that's next to the magnet and you should see a drop down menu. Select this option from the drop down
I have difficulties with skirt of a female character, do you have some tutorial for this? If not I gave you idea and thanks for that amazing tutorial too, I knew some basic things but at a noob level, now I learned a lot for only 7min :)
PS. If auto skinning isn't good or not working, you can do it by hand. Step 1:Select model( needs to parent the skelton) Step 2:change mode to "Weight Paint" If you want to make vertices owned by two bones change your "weight" setting to .5
Hii, I havent merged the rig into the character yet because is a humanoid (a female disassembly drone to be exact) and the bones of the rig are peaking out, if I make them smaller then the joints will be out of place. Does the armour become invisible once you merge it into the character?? What should I do
Absolutely fantastic tutorial! Straight to the point! Don't mind people complaining about being too fast - they haven't discovered pause button yet! I have one question though - Why would one exactly use control bones? Why bother adding another layer of bones just to copy transforms of the deform bones? Why not just add a custom shape straight to the deform bone?
When you start adding more complex systems into your rig, it becomes harder and harder to differentiate and organise different sections of your rig if you don't seperate them first. It's a good habit to get into 😊
5:00 is giving me a completly different result. while trying to understand it, copying the parents (TAIL) LOCATION (where the bone is already attached to anyways) should make it take the rotation of a completly different non related bone?? not sure about this one
So the constraint is only taking in the position value, the DRV ankle is not parented to this, instead is parented to the IK Ctrl. The DRV Ankle bone must be parented with offset to CTRL IKLEG.
So just to be clear on the Control Bones: We duplicated the entire skeleton so that we could change each bone into a custom shape while still visualizing the original skeleton? Otherwise I don't quite understand why we wouldn't just directly manipulate the base skeleton. Calling the bones "driver bones" also threw me when trying to look up more info, because of Blender's built-in driver feature, which appears to be an entirely different and more complex tool.
Driver bones is just an industry term for bones that don't directly defom the mesh, but do drive bones connected to the mesh. The reason you should use driver bones is mainly to have more flexibility with your rig. If you ever wanted to change your rig or add ik to fk or anything else, adjusting the driver bones won't affect skinning or the base skeleton, essentially giving you less work to do 😅 however if you are just making a simple rig and you don't plan on adding more functionality, then changing the display shape of thr original skeleton will work just fine :)
1:38 I parent the spine to the hips, with keep offset. For a simple rig like this it works. A more robust set up would have the spine and hips parented to a seperate offset joint allowing you to move the spine and hips independently. @@remusveritas739
@@richstubbsanimation now i cant parent shoulder to spine, the make offset option is greyed out. man every time i try rigging i only run into problems...
@@remusveritas739 Normally its greyed out if its already parented. You can see if its parented by heading into pose mode and moving the spine. If the shoulder moves with it then you're good! If not head back into edit mode, select the shoulder and clear all parents by pressing ALT P and try parenting again.
The Shift + R shortcut just repeats the last action. You don't have to use it, its just quicker. It takes into account the very last action you do, so make sure you're not doing anything else other than making these constraints. If you're still having issues, there's no harm in adding the constraints the manual way.
What do I do if instead of moving the model it only moves the rig? Like on 4:40. Not only that, but it also only moves the driver rig while the deform rig stays in place.
make sure the deform bones are constrained to the driver bones. You might have to edit your vertex weights if your model isn't moving even after skinning