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Amazingly EASY Way To Rig Characters in Blender 4.1 

richstubbsanimation
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14 окт 2024

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@richstubbsanimation
@richstubbsanimation 10 месяцев назад
⚠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
@mithubopensourcelab482
@mithubopensourcelab482 10 месяцев назад
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.
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
@@mithubopensourcelab482 strange, I'm using blender 4.0.1 specifically and the add on is working fine.
@Hanru_YouTube
@Hanru_YouTube 7 месяцев назад
I did everything you did, but it gave me the bone heat weighting error
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
@@Hanru_RU-vid ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FuiY0wtxdHQ.htmlsi=Xx5RQLOO3PKH8TG0 this video should help you 😉
@Sillyman27
@Sillyman27 7 месяцев назад
I watched that video and you went even faster in that one not even explaining what IK or FK is left me far more confused than this video
@RaymondLee-x3r
@RaymondLee-x3r 7 месяцев назад
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.
@kauheaa
@kauheaa Месяц назад
did you figure it out? something strange happened with the constraints for me too
@Bushmani
@Bushmani 14 часов назад
Thank you! Your comment helped me realize I wasnt in pose mode for copying transforms to create the constraints.
@Jorbyte
@Jorbyte 3 месяца назад
so many videos cover like 1 thing from this video and then act like you're ready to animate. very thankful to have finally found this one.
@blenderEvd
@blenderEvd 9 месяцев назад
I watched this 7 minute video for two hours
@HiếuTrầnTrung-z5p
@HiếuTrầnTrung-z5p 5 месяцев назад
me 2 days
@tylerwyler423
@tylerwyler423 4 месяца назад
"EASY"
@Marina-zs7xw
@Marina-zs7xw 3 месяца назад
For a week
@devon9374
@devon9374 2 месяца назад
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
@NathanApffel
@NathanApffel Месяц назад
even the parts where he keeps showing his face for some reason?
@vlyrreiht
@vlyrreiht 10 месяцев назад
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
@vlyrreiht
@vlyrreiht 10 месяцев назад
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.
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
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. 😊
@vlyrreiht
@vlyrreiht 10 месяцев назад
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
@vlyrreiht
@vlyrreiht 10 месяцев назад
Also, thanks for the reply btw! Not many take the effort to do so! @@richstubbsanimation
@loatheroach
@loatheroach 10 месяцев назад
you broke this down in 6 minutes in a super clear and understandable way, thank you :)
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
Glad you like it!
@federil0k0
@federil0k0 6 месяцев назад
ive been watching blender videos for years.. this one is insane.
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
Wow, thanks!
@danielsmira5683
@danielsmira5683 8 месяцев назад
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!
@danielsmira5683
@danielsmira5683 8 месяцев назад
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 :)
@FizzyGurt
@FizzyGurt 8 месяцев назад
@@danielsmira5683 Thanks, lol if it weren't for this comment I'd be stressing the hell out over an easy tutorial
@DavidRamos-fh7qn
@DavidRamos-fh7qn 7 месяцев назад
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
@ezer1624
@ezer1624 6 месяцев назад
@@danielsmira5683 dude. I’ve had the same problem for 2 hours trying to fix it. THANK YOU
@kneisan
@kneisan 6 месяцев назад
thanks man you're the goat
@reztupOLK
@reztupOLK 6 месяцев назад
thank god he is talking slowly, so a complete beginner can keep up /s
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
You can always slow it down 😉
@reztupOLK
@reztupOLK 6 месяцев назад
@@richstubbsanimation i replayed parts like 10 times. but anyways it kinda works. anyways, thank you for the tutorial ^^
@wargnema
@wargnema 8 месяцев назад
Best tutorial for rig so far. Thx
@LDK47
@LDK47 2 месяца назад
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 ;))
@theolebrave1713
@theolebrave1713 9 месяцев назад
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!!
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
Thanks so much!!
@stellatasin5942
@stellatasin5942 5 месяцев назад
it's really cool but PLEASE go slowerrrrrrrr
@HarrianYeet
@HarrianYeet 2 месяца назад
Fr
@david-benjr-zb5vo
@david-benjr-zb5vo День назад
Put it 0.1x
@noriega211
@noriega211 23 дня назад
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.💯🙌🔥
@richstubbsanimation
@richstubbsanimation 22 дня назад
Awesome, thanks
@NoobieDevus
@NoobieDevus 6 месяцев назад
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
@Jinkzzz
@Jinkzzz Месяц назад
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
@richstubbsanimation
@richstubbsanimation Месяц назад
@@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
@michaelwsheeler
@michaelwsheeler 7 месяцев назад
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.
@ygypt
@ygypt 3 месяца назад
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.
@문정후-r3j
@문정후-r3j 5 месяцев назад
아무도 알려주지 않던 리깅 정보를 가르쳐주셔서 감사합니다. 복받으시길😊
@EIendir
@EIendir 6 месяцев назад
Superb !! . Simplest and greatest rigging tutorial seen so far .
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
Glad you liked it!
@horsebirdman2279
@horsebirdman2279 8 месяцев назад
3:47 make sure not to confuse shift with alt like I did and end up with a human cartwheel 😂
@dechiang6265
@dechiang6265 Месяц назад
Hello, thanks for the amazing tutorial, could you tell me at 5:00, where did the knee bone come from?
@karpai5427
@karpai5427 6 месяцев назад
Stand closer to the microphone. I only hear walls. This is the closest thing I found that shows how to make those arrows and circles. Thank you.
@InclinaProduction
@InclinaProduction 5 месяцев назад
you need a new pair of headsets.
@Joe_334
@Joe_334 7 месяцев назад
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...
@freddiedoesnotexist2329
@freddiedoesnotexist2329 6 месяцев назад
You just saved me so much time and nerves. Thank you!!
@James.D-kq4kj
@James.D-kq4kj 6 месяцев назад
As a person who struggles with people talking fast, i was able to keep going till the IK_Knee, besides that, best explanation video ive seen yet
@drtxx3321
@drtxx3321 9 месяцев назад
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
@richstubbsanimation 9 месяцев назад
Make sure the copy location constraint is to the knee bone and not the other ankle bone
@ОлегЕфремов-ъ7г
@ОлегЕфремов-ъ7г 9 месяцев назад
I do not understand how to solve this problem, please help
@DaviSilveira
@DaviSilveira 9 месяцев назад
@@richstubbsanimation mine is set to the DRV_Knee.L and for some reason mine doesn't move either... is it something to do with the parent?
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
@@DaviSilveira the parent should be the IK Control, so the only reason it wouldn't work if it was still parented to the leg
@DaviSilveira
@DaviSilveira 9 месяцев назад
@@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
@issac7787
@issac7787 9 месяцев назад
2:43 Shift+M move to new bone collection feature seem to be only in 4.0 version?
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
Yes, bone collections are a new feature for blender 4.0
@issac7787
@issac7787 9 месяцев назад
@@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?
@cheglock4314
@cheglock4314 9 месяцев назад
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
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
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.
@elelskii
@elelskii 6 месяцев назад
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 🙏🏾
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
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.
@elelskii
@elelskii 6 месяцев назад
@@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
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
@@elelskii Yes, IK vectors can't be created unless there is a clear direction, made by slightly bending one of the limbs
@HYETUSENGINEER
@HYETUSENGINEER 5 месяцев назад
I had this same issue for a simple cartoon style model with strait up and down tube-like legs. Thank you for asking!
@elelskii
@elelskii 5 месяцев назад
@@HYETUSENGINEER Good luck with your animation!
@almaportstudio9607
@almaportstudio9607 Месяц назад
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!
@TsuriaDragon
@TsuriaDragon 2 месяца назад
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.
@candyeyes1660
@candyeyes1660 2 месяца назад
I like your baseball cap collection!
@jonevarty2205
@jonevarty2205 3 месяца назад
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
@adriana9715
@adriana9715 5 месяцев назад
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
@harleydoesstuff91
@harleydoesstuff91 4 месяца назад
THANK YOU i was wondering why mine wasn't working
@snark567
@snark567 10 месяцев назад
It would be good to hear more about the benefits of control bones, I don't really understand the point of them.
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
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!
@snark567
@snark567 10 месяцев назад
@@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).
@penyamarbella
@penyamarbella 2 месяца назад
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!!!
@VrFreddy2
@VrFreddy2 5 месяцев назад
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.
@manapotion1594
@manapotion1594 6 месяцев назад
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
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
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! 🙈
@manapotion1594
@manapotion1594 6 месяцев назад
@@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!
@Floosticky
@Floosticky Месяц назад
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.
@therealKrak
@therealKrak 3 месяца назад
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.
@richstubbsanimation
@richstubbsanimation 3 месяца назад
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
@therealKrak
@therealKrak 3 месяца назад
@@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?
@richstubbsanimation
@richstubbsanimation 3 месяца назад
@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.
@therealKrak
@therealKrak 3 месяца назад
@@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?
@Shattered3582
@Shattered3582 8 месяцев назад
i had some problems, but the end result was the first youtube rigging tutorial where i am able to rig a human. SUB ADDED!
@HabitualMilkDeliverer
@HabitualMilkDeliverer 9 месяцев назад
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?
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
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.
@HabitualMilkDeliverer
@HabitualMilkDeliverer 9 месяцев назад
@@richstubbsanimation oh I see, appreciate the help brother
@ProfKisuto
@ProfKisuto 2 месяца назад
Still using this lol. Is it possible to have the knee pole vector move with the knee bone?
@ytmchannel5315
@ytmchannel5315 4 месяца назад
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?
@richstubbsanimation
@richstubbsanimation 4 месяца назад
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.
@ytmchannel5315
@ytmchannel5315 3 месяца назад
@@richstubbsanimation Thank you so much! That fixed it.
@gabocavallaro
@gabocavallaro 4 месяца назад
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?
@richstubbsanimation
@richstubbsanimation 4 месяца назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FuiY0wtxdHQ.htmlsi=c9LBP3Wi4dsKCzif this should help
@gabocavallaro
@gabocavallaro 4 месяца назад
@@richstubbsanimation Thank you very much! yes finally I`ve ended up splitting the parts, thanks again for the amazing content you have!
@vic137
@vic137 2 месяца назад
@5:00 how do you Parent the foot in the IK Control?
@Hanru_YouTube
@Hanru_YouTube 7 месяцев назад
Is it necessary to rename the bones, or is it optional. Can we leave out that step or will it affect the rigging process? Thank you for your help!
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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.
@Hanru_YouTube
@Hanru_YouTube 7 месяцев назад
@@richstubbsanimation Thank you very much for the good service, you just earned yourself a subscriber!
@cortexvortex9504
@cortexvortex9504 3 месяца назад
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.
@richstubbsanimation
@richstubbsanimation 3 месяца назад
@@cortexvortex9504 for game engines, the root bone needs to be at the world origin. 0,0,0
@cortexvortex9504
@cortexvortex9504 3 месяца назад
@@richstubbsanimation thank you for clarifying.
@deareeMusic
@deareeMusic 10 месяцев назад
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?
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
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
@deareeMusic
@deareeMusic 10 месяцев назад
@@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.
@deareeMusic
@deareeMusic 10 месяцев назад
@@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.
@djk1288
@djk1288 8 месяцев назад
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!
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
I'm so glad it helped!
@Fizziepop
@Fizziepop 4 месяца назад
Thank you! Just one question: why do we need driver bones?
@vricellajusti
@vricellajusti 7 месяцев назад
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!
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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!
@vricellajusti
@vricellajusti 7 месяцев назад
@@richstubbsanimation Thank you!!!
@robbycrawford
@robbycrawford 4 месяца назад
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?
@richstubbsanimation
@richstubbsanimation 4 месяца назад
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.
@robbycrawford
@robbycrawford 4 месяца назад
Its ok I discovered the Free Blender Addon Audo2Face.
@kurowkarasu
@kurowkarasu 7 месяцев назад
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?
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
Its an industry standard practice to keep the rig organised. As the rig becomes more complex it makes it alot easier to separate bones this way.
@HexenJaegerinMedari-78
@HexenJaegerinMedari-78 2 месяца назад
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.
@eelrein
@eelrein 8 месяцев назад
Thanks a lot! I finally fixed my character rig that troubled me for a long time through this video!🙂Maybe I will start to animate it soon.
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
You can do it!
@AngellusRavenix
@AngellusRavenix 2 месяца назад
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.
@Yiyzak1337
@Yiyzak1337 5 месяцев назад
Thankyou very much for this. You have educated me well.
@richstubbsanimation
@richstubbsanimation 5 месяцев назад
You are very welcome
@vesko.1.9.26
@vesko.1.9.26 Месяц назад
How do you rotate the leg, because only the foot rotates and the knee does not rotate with it?
@richstubbsanimation
@richstubbsanimation Месяц назад
Moving the pole vector control rotates the leg
@hmm6473
@hmm6473 8 месяцев назад
Will the fingers, hands, and elbows also follow the same steps as the legs and feet for the IK/FK controllers?
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
The hands will, but the fingers will usually be made up of fk controls, parented to the hand
@matheusvieira2571
@matheusvieira2571 4 месяца назад
Very useful, it helped me a lot, thank you 👍.
@richstubbsanimation
@richstubbsanimation 4 месяца назад
Glad to hear that!
@danielalejandro4961
@danielalejandro4961 6 месяцев назад
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
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
You should skin the mesh after both sides of the deform bones are created.
@Hoiieeee
@Hoiieeee 3 месяца назад
It's a really useful tutorial! But I have no idea why they make drive bones. It makes me really confused.
@adoggo9625
@adoggo9625 7 месяцев назад
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 :(
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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
@adoggo9625
@adoggo9625 7 месяцев назад
@@richstubbsanimation Thats worked a charm, thank you so much!
@colorblindest
@colorblindest 6 месяцев назад
@@richstubbsanimation I thought I'd go crazy on this. Thank you for clarification.
@ouraotter7788
@ouraotter7788 10 месяцев назад
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 🤣
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
Great to hear!
@channelname8623
@channelname8623 8 месяцев назад
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?
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
Imo it's important to learn the full process, as it gives you the knowledge to create rigs other than basic humanoids 😁
@morozit6361
@morozit6361 3 месяца назад
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
@richstubbsanimation
@richstubbsanimation 3 месяца назад
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
@JohanIngeborg
@JohanIngeborg 15 дней назад
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.
@AJ-gr5wz
@AJ-gr5wz 10 месяцев назад
Hey man your tutorials are so awesome!By the way i really liked the Spider-Man tutorials 👌
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
Thanks! Glad you liked them :)
@katatonix
@katatonix 7 месяцев назад
Nice tutorial dude !
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
thanks!
@adeeshahasaral9031
@adeeshahasaral9031 2 месяца назад
I tried to follow the second part of the tutorial but the bones keep moving to each other. What do I do?
@DavidRamos-fh7qn
@DavidRamos-fh7qn 7 месяцев назад
5:00 what kind of parenting should i choose between the ankle and the leg? no option moves the ankle up like in the video
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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
@PityMauArt
@PityMauArt 8 месяцев назад
thank you so much!!! this is an amazing video very clear and to the point!
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
You're very welcome!
@bbbb21ec
@bbbb21ec 8 месяцев назад
symmetry is not possible without renaming. First rename one side of the character, then symmetry it.
@boerofede
@boerofede 5 месяцев назад
what a heroe man thank you!
@jayreedart
@jayreedart 5 месяцев назад
This is actually an awesome tutorial and makes me realize that Auto Rig Pro is the easier route 😅
@richstubbsanimation
@richstubbsanimation 5 месяцев назад
😂😅
@VonniezugZ
@VonniezugZ 6 месяцев назад
When I made the bones I ended up with like 3 different armatures.. Is there a way to fix or should I start over..
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
You can just delete the ones you don't need
@reddeadass7934
@reddeadass7934 5 месяцев назад
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?
@chronostraveler8179
@chronostraveler8179 4 месяца назад
got a problem on my model the knee bend backward when i set up the pole Vetor
@richstubbsanimation
@richstubbsanimation 4 месяца назад
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.
@chronostraveler8179
@chronostraveler8179 4 месяца назад
@@richstubbsanimation the driver knee ?
@richstubbsanimation
@richstubbsanimation 4 месяца назад
@@chronostraveler8179 all knee bones, in edit mode you can move them all at the same time
@chronostraveler8179
@chronostraveler8179 4 месяца назад
@@richstubbsanimation Ok I think it fix it. Thank you 👍
@DigitalDuey
@DigitalDuey 4 месяца назад
Just wondering about the spine bend @5:38 when you select the bones and they all bend. Mine just rotates the one bone.
@richstubbsanimation
@richstubbsanimation 4 месяца назад
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
@AdamJensenReal
@AdamJensenReal 10 месяцев назад
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 :)
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
Not yet!
@Haggart
@Haggart 5 месяцев назад
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
@shiji5060
@shiji5060 Месяц назад
Found the culprit. I had to go to Edit>Preferences. Under the “Input” tab I had to uncheck "Emulate 3 Button Mouse. 3:28
@bee5494
@bee5494 5 месяцев назад
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
@richstubbsanimation
@richstubbsanimation 5 месяцев назад
Bones are not rendered, so you will never see them
@bee5494
@bee5494 5 месяцев назад
@@richstubbsanimation Thank youu, I'm new to this
@UnrealAdventuresPlayground
@UnrealAdventuresPlayground 4 месяца назад
Is there any way to rig a synty studios character to the ue5 manny rig?
@thomasquemby9225
@thomasquemby9225 10 месяцев назад
Ayy this is defo the best rigging tutorial, thank you dude!!!
@richstubbsanimation
@richstubbsanimation 10 месяцев назад
Thanks! This means a lot
@andrejjandric9125
@andrejjandric9125 6 месяцев назад
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?
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
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 😊
@andrejjandric9125
@andrejjandric9125 6 месяцев назад
@@richstubbsanimation Thanks! Keep up the good work!
@speedex5794
@speedex5794 7 месяцев назад
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
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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.
@Shattered3582
@Shattered3582 8 месяцев назад
2:44 i have no hope in any help, but my bone collection isnt showing in armature even though the dublicet is in a new collection and is sill selected
@VilaRicaGames
@VilaRicaGames 7 месяцев назад
That's for blender 4.x+ only
@Shattered3582
@Shattered3582 7 месяцев назад
@@VilaRicaGames that makes sense now
@jasperdavis2433
@jasperdavis2433 9 месяцев назад
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.
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
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 :)
@jasperdavis2433
@jasperdavis2433 9 месяцев назад
@@richstubbsanimation That's a very helpful explanation, I feel I understand that step much more now.
@Tviintik
@Tviintik 7 месяцев назад
Thank for tutorial❤
@JRHainsworth
@JRHainsworth День назад
Despite following this exactly, the knee will only bend out sideways.
@J.K.L.13
@J.K.L.13 8 месяцев назад
i had a problem with part "keep offset" it doesn't work, everytime i do this, none bone is connected to other
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
Make sure you're in edit mode when you're parenting
@J.K.L.13
@J.K.L.13 8 месяцев назад
@@richstubbsanimation still not working : (
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
@@J.K.L.13 you have to parent them in edit mode and in pose mode you should see the results.
@J.K.L.13
@J.K.L.13 8 месяцев назад
@@richstubbsanimation ot's working, thank you soo much : )
@remusveritas739
@remusveritas739 7 месяцев назад
Do i have to manually merge the spine and hip bone, since extruding the first spine bonde will not make it be connected to the hip
@remusveritas739
@remusveritas739 7 месяцев назад
i googled the answer: no for anybody maybe reading this and wondering why that connection is behaving the way it is when trying to move that join
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
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
@remusveritas739
@remusveritas739 7 месяцев назад
@@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...
@richstubbsanimation
@richstubbsanimation 7 месяцев назад
@@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.
@remusveritas739
@remusveritas739 7 месяцев назад
@@richstubbsanimation thank you for your time and help my friend
@ezer1624
@ezer1624 6 месяцев назад
I am super lost on the driver bones portion of the video. Can someone please explain when I use shift R and how to set it up for each bone?
@richstubbsanimation
@richstubbsanimation 6 месяцев назад
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.
@ezer1624
@ezer1624 6 месяцев назад
Oh! Thank you!! I got it working now!
@alexcornflow
@alexcornflow 13 дней назад
why are you so frikin gorgeous 😭
@federil0k0
@federil0k0 6 месяцев назад
all in one video... mind = blown
@sirrender1010
@sirrender1010 9 месяцев назад
Hey thanks! I'm a bit stuck, though. At 0:55 you say to make another bone, but I don't know how. 🤷‍♂
@richstubbsanimation
@richstubbsanimation 9 месяцев назад
Make sure you're in edit mode, and press ctrl A, alternativly you can find the bone menu at the top of the viewport
@nemuru3443
@nemuru3443 8 месяцев назад
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.
@richstubbsanimation
@richstubbsanimation 8 месяцев назад
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
@LiamAllbright
@LiamAllbright 3 месяца назад
Watched this for 184 centuries before I figured it out 💀
@WolfyRealm
@WolfyRealm 4 месяца назад
how do i make hollow object mesh to solid. i have hollow mesh how to fix the hollow
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