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Auto-Rig Pro: Rig Library - Add Custom Bones in Blender 4 

Auto-Rig Pro: Rig Library
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16 окт 2024

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Комментарии : 38   
@kevinbeardslee7587
@kevinbeardslee7587 Месяц назад
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.
@kevinbeardslee7587
@kevinbeardslee7587 Месяц назад
I got it to work - had to select the hat, then the armature, then enter Pose Mode, then Shift-Select the head bone, then Parent.
@fergadelics
@fergadelics Месяц назад
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.
@ZomboidArea
@ZomboidArea 3 месяца назад
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?
@ARP-RigLibrary
@ARP-RigLibrary 3 месяца назад
For that I would use a ChildOf constraint in stead of parenting.
@ZomboidArea
@ZomboidArea 3 месяца назад
@@ARP-RigLibrary But this custom bone needs to be parented to main bone hierarchy for future export for game engine
@ARP-RigLibrary
@ARP-RigLibrary 3 месяца назад
@@ZomboidArea I haven’t tested it yet, but also for export to game engines I would go with a ChildOf constraint.
@mariiaprokopenko2941
@mariiaprokopenko2941 Месяц назад
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?
@ARP-RigLibrary
@ARP-RigLibrary Месяц назад
@@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.
@Spittoon
@Spittoon 2 месяца назад
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.
@curly73ful
@curly73ful Месяц назад
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?
@hotsauce7124
@hotsauce7124 6 месяцев назад
Thank you, would you happen to know how to use the IK/FK switches in AutoRig Pro?
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
Select an arm bone/controller, head on over to the Tool tab, there you'll find the IK-FK switching tools.
@williamdusk_art
@williamdusk_art 6 месяцев назад
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
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
I have to admit I haven’t tried that yet, but will definitely experiment with it at some point.
@hotsauce7124
@hotsauce7124 6 месяцев назад
Hello, when you make new bones a child of the pelvis deform bone, do you choose the "Root" or the "Root master" as the parent?
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
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.
@hotsauce7124
@hotsauce7124 6 месяцев назад
@@ARP-RigLibrary Thank you, Sir
@petcarlson
@petcarlson 4 месяца назад
Is there a way to parent this bone to the hand and then dynamically parent it to the back bone?
@ForwardThinkingTam
@ForwardThinkingTam 10 дней назад
Yes - the Dynamic Parenting Add-On should work. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zjfQ7My3KVI.html
@davebulow2
@davebulow2 7 месяцев назад
Thank you! 😊
@SuperMontana2008
@SuperMontana2008 2 месяца назад
can you add a face setup to this?
@ARP-RigLibrary
@ARP-RigLibrary 2 месяца назад
@@SuperMontana2008 Yes, it’s quite easy: Go into Edit Reference Bones mode, select the head bone and turn on the face setup.
@sircook8721
@sircook8721 6 месяцев назад
Hi, buy how export 3d model with additional bones to unreal engine? for epic skeleton to work
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
You tag them as custom bones, as I explain in the video. Then Auto-Rig Pro has its own exporter where you can select export settings for Unreal.
@hotsauce7124
@hotsauce7124 6 месяцев назад
Hello, do you know how to "sculpt" and "set up" shoulder correction shapes with AutoRig Pro?
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
I would advice checking out the ARP documentation: lucky3d.fr/auto-rig-pro/doc/
@hotsauce7124
@hotsauce7124 6 месяцев назад
@@ARP-RigLibrary I have watched that video many times, I don't understand why it does not work for me.
@ARP-RigLibrary
@ARP-RigLibrary 6 месяцев назад
It's really well explained over here lucky3d.fr/auto-rig-pro/doc/auto_rig.html#corrective-shape-keys @@hotsauce7124
@hotsauce7124
@hotsauce7124 6 месяцев назад
@@ARP-RigLibrary I have seen that video, I don't know why the setup does not work for me. I also trying to learn how the sculpt is created.
@PP3D
@PP3D 4 месяца назад
Many thanks 😊
@Nehil-ai
@Nehil-ai 2 месяца назад
how to add face rig to these?
@ARP-RigLibrary
@ARP-RigLibrary 2 месяца назад
@@Nehil-ai Go into Edit Reference Bones mode, select the head bone, click Limb Options and turn on Facial.
@BuzzKirill3D
@BuzzKirill3D 6 месяцев назад
Immensely helpful
@madsmstudios5296
@madsmstudios5296 3 месяца назад
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
@lemonworm
@lemonworm 15 дней назад
what exactly do you mean by correspond exactly to the mesh?
@Megaluigi93
@Megaluigi93 4 месяца назад
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?
@ARP-RigLibrary
@ARP-RigLibrary 4 месяца назад
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.
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