I love this! I was able to rig a roblox character model for the first time and now im doing it again to have it come out more detailed. Wonderful tutorial and very worth the watch!!
Using this excellent tutorial, I was able to rig a model that I scanned in using an Einscan-SP and a small artist's loft model. I am very pleased with the results, and I am hoping to continue animating the asset in Blender. Thanks so much for producing a tutorial using a current version of Blender.
My experience When subdividing the spine to 2 (make sure you the right bone first if not control-z or restart) When moving his left arm to match his modle It would dislocate (control-z or just open file and start over) X-ray (alt-Z) When moving my spine (make sure your on pose mode) When mirroring my right hand was missing could not fix so just make one, extrude right upper arm, adjust it, rename it, clear parent from fingers,
I had a hard time figuring out how to parent a bone/offset. I had to add a new bone as the extruded one would not allow this feature. Or maybe I'm missing something.
Hi, please i really need help when i have to do the automatic weight step i recive this error: Bone Heat Weighting: failed to find solution for one or more bones. What can i do?? please i'm desperate
1. Simplify Geometry (if possible) Reduce Mesh Complexity: If your mesh is highly detailed or has unnecessary subdivisions, simplify it. This can help Blender's weight painting algorithm to work more effectively. 2. Check and Clean Mesh Remove Doubles: In Edit Mode, select all vertices (A) and then go to Mesh > Clean Up > Merge by Distance to remove any duplicate vertices. Check Normals: In Edit Mode, select all vertices (A) and then go to Mesh > Normals > Recalculate Outside to ensure all normals are facing the correct direction. 3. Adjust Armature and Mesh Position Check Armature Position: Ensure that your armature is correctly positioned relative to your mesh. The origin points of both the mesh and the armature should be close to each other. Apply Scale and Rotation: In Object Mode, select your mesh and armature, then press Ctrl + A and choose Apply > Scale and Rotation. This ensures that there are no scale or rotation issues affecting the bone weighting. 4. Use Weight Painting (Manual Weighting) Manual Weight Painting: Instead of using automatic weights, try manually weight painting your mesh to assign weights to bones: Select your mesh, then shift-select the armature. Enter Weight Paint mode (Ctrl + Tab or select it from the mode dropdown menu in the 3D Viewport header). Select a bone from the armature (Ctrl + Tab in Weight Paint mode to switch bones). Use brushes (Shift + click to subtract weight, Ctrl + click to add weight) to paint weights onto your mesh. 5. Use Alternative Weighting Methods Vertex Groups: Manually assign vertex groups to your mesh in Edit Mode, and then assign these groups to corresponding bones in the armature's Bone Properties. 6. Check for Unapplied Modifiers Apply Modifiers: Ensure that any modifiers affecting the mesh (such as Mirror or Subdivision Surface modifiers) are applied before attempting to parent the mesh to the armature with automatic weights.
i have a question tutorial model is T pose(=arm and body - 90 degree) but i have A? pose (= arm and body - 45 degree) how can i follow this tutorials tutorial 3 is impossible
Hello, I'm starting to use blender, if I want to rig a 3d model that's in any pose do I create the rigging this way or is there another more efficient way? Greetings from Brazil!
Hello. Ofcourse you can rig the character in any pose also. But it can be more difficult than the T pose. If the pose is symmetrical you can enable the mirror option and can add the armature more easily. Also you can use human meta rig and rigify addon. I have made a tutorial about it ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-EA50BBo84uI.html