I feel inept - Parenting wasn't working for me until I hid the reference group and unhid the bind group, even though the reference group was selected. Too many years of Power Animator and Maya. Any idea on how to rigid bind a hat to the new hat bone I've created? Or I can just parent the hat to the new bone - except the bone is not visible in Object mode and if I enter Edit mode with the hat selected to show the bones I can't parent there either.
I’m getting ready to try and mix an elephant trunk and mouth to a very short human body form per my works request. I’ve been following along to cgdives ARP course and he’s mentioned some specifics on what is correct when customizing the ARP system (I.e. removing bones) and this video has been good. I’ve got rigging experience, but I’ve never tried this. I was just going to just build from scratch but thought I’d try and use this library first. If there was an anthropomorphic mix n match video it would come in handy. In fact, if you could get a video made (about my specific immediate needs) and posted in the next hour that would be great. Thanks.
Hi! Very helpful tutorial thanks! but I have a question. Do you know how this parented custom bone can be "detach" from hand and "attach" again but still be in parent relation?
I have bought the autorig pro (full version) on Blender Market, but I only have 5 presets and the whole addon seems to be very limited. I am quite dissapointed :), but maybe there is something I forgot to install?
@@mariiaprokopenko2941 The 5 presets you see are the ones that come standard with Auto-Rig Pro. The rig library gives you 25 additional rig presets, so it seems you haven’t installed it correctly. Please check the install instructions on the Blender Market product page. If you’re still having issues, please contact me through Blender Market and I will help you out.
Can both characters work with autorig? Because when I finished 1 character then 2 character but when I bind, it, the 2 character is fine but 1 character mess up. How do i solve this problem without get error.
I am currently using AUTO-RIG PRO and all of my characters are wearing different shoes with different height elevations. Barefoot, boots, high heels. It is the same way when you create a female character in a game like Grand Thief Auto or Saints Row. How do I attach the shoes to the rig of my characters and animate them without making separate animations with different shoes? Can someone help me?
Great video, thank you! But this got me wondering... to make controllers for those new bones, is it necessary to use the "Set Custom Bones" button as well or there is another way? Also the corrective blend shapes that you configure in ARP are exportable to game engines? Like if a blend shape is supposed to trigger with a bone at an angle, will that behavior be exported? :D
The bones you mention are reference bones, not deforming bones. Technically you can parent to reference bones, but I would parent a new bone to the root.x deforming bone.
It's a mystery how everyone seems to be able to get an armature to correspond exactly to the mesh with this addon. Never happened to me once. A real shame 'cause its potential is insane
i followed this tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kB9cJ3wOoPk.html to make 2D UV Warp eyes, but i cant seem to connect them to the rig by parenting, is there any way to get it to work?
You can try to go into Object Mode, select the meshes of the eyes, SHIFT select the rig, parent with empty groups. Then select the eye meshes, go into Edit Mode, select all vertices, assign the vertices a weight of 1 for the Head vertex group.