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[Blender] Character Weight Paint: #3 Weight Paint Workflow (beginner tutorial) 

CGDive (Blender Rigging Tuts)
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21 окт 2024

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Комментарии : 346   
@IlijaRajicBoowho
@IlijaRajicBoowho 4 года назад
The end about the rigify layer saved me man. Thank you so much. For days now I couldn't figure it out
@CGDive
@CGDive 4 года назад
Awesome, glad I could help! I should probably separate that part into a small video and add it to the Rigify playlist. It's very important point to be aware of :]
@MikkoRantalainen
@MikkoRantalainen 3 года назад
I agree. I actually did find it out by myself earlier but I'd have saved a lot of layer clicking if I had know the correct layer number before. It's a shame that layers cannot have descriptive names where Rigify could call layer 29 as "Deforming bones" or something like that.
@Light59583
@Light59583 10 дней назад
i searched for a tutorial about weight painting, and i learnt much more other useful and basic stuff. Thanks man good tuts!
@CGDive
@CGDive 10 дней назад
Awesome, thank you!
@captainannaHK
@captainannaHK 2 года назад
I am a beginner to blender, just used it for 2 months. After watching this video, now I understand why my mesh become so messy! I will try to correct! Thank you!
@juliocargnin
@juliocargnin 4 года назад
Thanks for this amazing series. I’ve watched pretty much all your videos on this channel. The best Wiki for Rigging in Blender!
@CGDive
@CGDive 4 года назад
Wow, you're the second person today to say this channel is "the best". I am happy, but careful... I may start to believe it ;D
@myrrhsolace5875
@myrrhsolace5875 2 года назад
Wow. Thank you CGDive, you disarmed a whole bunch of pit traps that I would certainly have fallen into.
@ArtbyDiorella
@ArtbyDiorella 3 года назад
As a beginner, your series really helped me a lot! Thanks to that end part on the rigify + weight paint, saw my mistakes there! 😂 Now I know what should be done! 🙂 Thank you for existing here in youtube! 😁
@CGDive
@CGDive 3 года назад
Awesome! Yeah, the Rigify weight paint part is kinda hidden at the end of this video. I should make a short separate video just about that.
@ArtbyDiorella
@ArtbyDiorella 3 года назад
@@CGDive I agree! Looking forward to more great vids!
@Prajwal____
@Prajwal____ Год назад
@@CGDive it was hidden but there are timestamps!!
@CGDive
@CGDive Год назад
@@Prajwal____ sorry :D
@sebbykaumba7669
@sebbykaumba7669 3 года назад
Still following your lectures sir you are the aexcellent tutor and the pace at which you are explaining everything is explicit good work thanks.
@CGDive
@CGDive 3 года назад
Thanks for taking the time to leave these nice comments. Appreciate it! :)
@LucasSavelli
@LucasSavelli 4 года назад
As always, amazing explanation! Without a doubt, you have become the number 1 when it comes to rigging in Blender! Thank you very much for your effort and dedication :) you are amazing!
@CGDive
@CGDive 4 года назад
Thank you very much. Number 1 sounds like an overstatement ... but ok, I'll take it :D
@LucasSavelli
@LucasSavelli 4 года назад
@@CGDive hahaha, take it! You deserve it :)
@CGDive
@CGDive 3 года назад
⚠️Important updates in Weight Paint in Blender 2.91 and 2.92. I made a new video about that: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html The changes in Weight Paint mode in 2.91 were a bit of a mess, so I recommend avoiding it. In 2.92 things were improved significantly. I also did a video about "weight painting through the mesh" which many people (including myself) were confused about. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-B5C2QDXpIWU.html
@kelvinkinyanjui2364
@kelvinkinyanjui2364 3 года назад
good job...cant wait!!
@Hydr312
@Hydr312 3 года назад
It can be me but If I turn on "vertex Groupds X Symmetry" Blender dont symmetriy my paintings.
@CGDive
@CGDive 3 года назад
@@Hydr312 It should... Make sure that the other Mirror options (the X,Y,Z buttons) are OFF. Also, make sure that your character is actually symmetrical. Sometimes when you use Sculpting for example the vertices become displaced a very tiny amount and that breaks the symmetry. The best way to ensure that your character is actually symmetrical is to use a Mirror modifier on half the mesh and then apply it. I want to make another video on these things. A video about the interface changes is coming tomorrow or the day after! :)
@Hydr312
@Hydr312 3 года назад
@@CGDive So there is no way copy the weight painting from my hand to ther other if there are not 100% symmertys? Yikes. I sculped my model and there are some parts not symmetrical but not on the area I wana paint :/ Well then.
@CGDive
@CGDive 3 года назад
@@Hydr312 You can try activating Topology Mirror. I am still a bit confused by it but I think it's supposed to address precisely this issue. Let me know how it goes.
@Habijob
@Habijob 3 года назад
🙏Bless your tutorial series. I watched all 3 parts before jumping into weight painting a model I am creating. I was especially hoping to find the trick how to stay in weight paint mode while being able to select bones to rotate them. So thank you very much for your tutorial series!
@CGDive
@CGDive 3 года назад
Wonderful! I am super glad it solved a problem for you :)
@whynotanyting
@whynotanyting 2 года назад
10:06 Now with the latest releases of Blender, it seems they removed the "X Mirror" checkbox under options and added "Mirror Vertex Groups" under symmetry which does function the same, but you still need to select which xyz direction. Which I think is great if you need symmetric weight paints from front to back or up to down.
@CGDive
@CGDive 2 года назад
I made a video about these changes. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oI_TX5qblSQ.html However, you can't paint symmetrically on Y/Z, only on X. If there is something I am missing, let me know. I'd love it if we could paint on Y/Z with symmetry.
@leftyfourguns
@leftyfourguns Год назад
It took me way too long to discover this on my own lol
@UjangBoyor
@UjangBoyor 3 года назад
Thank you for making this video. its really helpful. i finally finish the series and i learn something new. just one thing about "Smear tool" on weight painting. for me, it is extremely helpful. i use it most of the time. basically it slides certain part of weight (or vertext). i use it to rough draft (on certain part where the brush cannot reach, i dunno how to explain lol), fix the model deform before smoothen up with blur, and especially fix the part where the deform is at the armpit or biceps, or legs. i tried the 0.1 and 0.2 method but basically im stick with smear lol. cheers
@CGDive
@CGDive 3 года назад
That's interesting. I'll experiment with the smear tool for weight painting :)
@Frank_G_Finster
@Frank_G_Finster 3 года назад
This was extremely useful. I will head over to the 2.92 video right away. Thank you very much for sharing your knowledge.
@CGDive
@CGDive 3 года назад
Enjoy!
@321357w
@321357w 3 года назад
This tutorial was extremely useful and informative, thank you very much.
@seal3830
@seal3830 3 года назад
Thank you so much for this mini series, it helped me understand bones and weight paints more than any other tutorial I could find :D
@CGDive
@CGDive 3 года назад
Very happy to hear that. Stick around for more tutorials :P
@EkamaiArt
@EkamaiArt 4 года назад
It was very good explanation and a lot of very usefull information about options such as x mirror in options box, which I didn't know. Thank you for sharing!
@CGDive
@CGDive 4 года назад
No problem! Glad you learned something new :)
@jam-etc
@jam-etc 2 года назад
hi, I just wanted to ask a question. around 6:15, you mention that by selecting the rig and then the mesh you can ctrl+click a bone to move it while weight painting. For me this simply just selects the mesh and doesn't select any bone, and doesn't show that bone's vertex weights. I just wind up painting on the geometry. How do I do this properly, have I missed something? I've followed this tutorial series to the letter. I'm using the most recent version of blender. Thank you!
@CGDive
@CGDive 2 года назад
First, you must parent the mesh to the armature (with Automatic Weights/Empty Groups etc.) Then it should work. Make sure you are not in vertex select mode (shortcut V).
@heiro5
@heiro5 2 года назад
Todor! Another excellent series of lessons. When I approached rigging over ten years ago (in Maya) this is where it fell apart for me - painting weights. A lot has changed since then, including this whole tutorial ecosystem. Thank you again for your excellent videos. I'm using Rigify, so I appreciated you explaining how to access the deform bones for that. I can't get the deform bones to pose the model in weight painting, but posing the model in pose mode and then taking it all to weight painting is a very acceptable workflow. I suspect it may be due to changes, as I'm doing these lessons in Blender 3.3. Regardless, thanks again for giving me the knowledge to work with these systems.
@CGDive
@CGDive 2 года назад
Glad it's useful. The Deform bones are not animatable so not being able to manipulate them (in any mode) is normal :) You have to move the controls.
@heiro5
@heiro5 2 года назад
@@CGDive The CONTROLS! That worked!! Yes! Thank you, Todor!
@CGDive
@CGDive 2 года назад
@@heiro5 :)
@heiro5
@heiro5 5 месяцев назад
@@CGDive I'm following some tutorial about attaching clothes to a rigged character, but all of the ones I've looked at use the raw armature and go straight to the deforming bones, and here I am with a Rigify rig and can't remember how to find them. But I knew I could come to your videos and get the answer. Again, really well organized, quickly but fully explained, and the video is well indexed so I could go straight to the clip. You are like my rigging text book. Thanks again.
@jp-colemonts
@jp-colemonts 2 года назад
Excellent, very good explanation!
@VideoSage
@VideoSage 3 года назад
I strongly disagree with Auto Normalize. Even in your example, you ended up taking longer to fix the "missclick." With it off, you simply remove the weight in the wrong spot- with it on, you end up removing much of the issue with the repainting of the area, but you still end up having to touch it up. In this way, you mind as well just keep it off, therefore guaranteeing the original weight painting in the area remains, and only having to remove the added weights.
@CGDive
@CGDive 3 года назад
I know that some people disagree and that's fine. I already had this conversation with another commenter.
@SVAFnemesis
@SVAFnemesis 3 года назад
auto normalize is when you need to do tone existing paint down by brushing it only once, for example you set an area to 1 by bone1, and then you select bone2, paint it with 0.3, then you automatically get the 3/7 ratio. this is for when you know exactly what ratio you're looking for. A real pro knows whne to turn it on and when to turn it off.
@CGDive
@CGDive 3 года назад
@@SVAFnemesis Agree on every pont.
@Antank8
@Antank8 3 года назад
6:12 ctrl + click on a bone selects the bone to let you move it in weight paint mode like you were in pose mode. good for efficiency
@ilhamlux
@ilhamlux 3 месяца назад
please help on me that's feature isn't working
@moisecula
@moisecula Месяц назад
@@ilhamlux I had to Parent the character to the rig again, then it worked
@moisecula
@moisecula Месяц назад
No... it didn't work... I'm stuck too.
@21EC
@21EC 3 года назад
19:51 - Looked like you are going to be able to reset all of the test movements / rotations of the bones after you're done with editing the weights...I guessed it right, that's a really nice workflow with Blender since in 3ds Max for example you don't have this option of resetting the bones positions AFAIK to their initial positions so for testing and tweaking of weights purposes you must animate the bone or move it and right click to cancel the rotation of the bone so it is not as comfortable as this...this is better since it is straight forward letting you test the bones freely without any extra steps that are required like in 3ds Max.
@CGDive
@CGDive 3 года назад
Yes, Blender has a default pose built-in. Really useful. I almost forgot that MAX didn't have this. :]
@an1_mate
@an1_mate 3 года назад
you are an amazing teacher, thanks a lot !
@CGDive
@CGDive 3 года назад
Thank you very much!
@footballCartoon91
@footballCartoon91 9 месяцев назад
thank god i found this video, i have had difficulty understanding why is the mesh of my character deform weirdly after parenting it to the armature using the automatic weight option. Everytimes it deforms weirdly i had to remesh my character from scratch again.
@johannafuchs9748
@johannafuchs9748 3 года назад
screw me, I could have just saved myself half a day of work if I had just watched this video to the end! Thank you for sharing your infinite knowledge with benighted, naive mortals such as me, blindly searching for answers in this neverending darkness of wrong ways and error messages! Thank you for guiding me into the light! Also sorry for being dramatic I am an emotional mess right now, I feel incredibly stupid and incredibly blessed! By you! My saviour! Seriously, If you´re planning on founding a cult, I´d join!
@CGDive
@CGDive 3 года назад
Heya. Obviously, messages like this make me happy. If the videos are helpful, that makes the time I spent making them worthwhile. As for a cult, I just started Patreon recently :P
@ivanm.612
@ivanm.612 3 года назад
saved my day damn that layer 29 😂😂😂👍
@atefezare5623
@atefezare5623 3 года назад
Very informative and thorough! I very much appreciate your efforts 💞🌹
@CGDive
@CGDive 3 года назад
Thanks mate :)
@parveensahni9580
@parveensahni9580 3 года назад
you are amazing 😍😍
@CGDive
@CGDive 3 года назад
:P
@MuhammadKashif-wp2hh
@MuhammadKashif-wp2hh 2 месяца назад
thanku man..very helpful tutorial
@CGDive
@CGDive 2 месяца назад
Glad you liked it!
@AlimayoArango
@AlimayoArango 3 года назад
Amazing tutorial :D Thank you :D
@CaCriGuz
@CaCriGuz 2 года назад
Thanks my friend. This is helping a lot at work. :)
@CGDive
@CGDive 2 года назад
Great! :)
@BlueHawk80
@BlueHawk80 3 года назад
Important, 6:30 doesn't work with Rigify bones on layer 29, when you press "R" you can't move any bone... so be sure to also activate some of the widget bones, these work. Another hint: If 'Mirror (X) Vertex Groups' is not working, select the whole mesh of the body, go to 'Mesh' and click 'Snap to Symmetry'! This will fix slightly offset vertices (187 ones in my case)
@Dedemonn1
@Dedemonn1 2 года назад
Much love for the second hint! No idea how much more time I would've lost if not this comment.
@alekid
@alekid 3 года назад
Very good tutorial. The only thing I don't understand is why do we need the last step "unparent the armature".
@CGDive
@CGDive 3 года назад
I probably overcomplicated this part. If you're starting from scratch you don't have "unparent the armature". I this vide I first parented the character to a non-rigify rig. Then I wanted to parent it to a rigify rig. Before I do I had to unparent from the first armature. Hope that makes sense,
@FrankySus
@FrankySus 2 года назад
So at the end you unparent and re weight paint it all again for rigify rig? So essentially doing it twice?
@CGDive
@CGDive 2 года назад
Normally you'd do either one or the other. In this presentation I was showing both so I had to unparent and then reparent. Sorry if that made it confusing. In most cases there won't be any need to do it twice unless you want to switch to a new rig. Makes sense?
@FrankySus
@FrankySus 2 года назад
@@CGDive not a problem this helped me thru some hurdles. I'm so excited to animate my very first model
@Creepystutorials
@Creepystutorials 3 года назад
6:10 The weight paint mode option is not available for me thats even why I looked up tutorials because I didnt know what I did wrong. As soon as I select any armature the option just disapears and when I select an mech go into weight paint mode and then I select an armature it just straight up kicks me out of it into object mode... What the hell am I doing wrong??
@CGDive
@CGDive 3 года назад
Weight paint is available for meshes, not Armatures :) You paint the vertices of the mesh, not the bones, right? Please try as I explain in the videos: -select the armature first (in Object mode) -shift select the mesh -go to weight paint mode From there you ctrl+click on the bones to select them while staying in Weight paint mode. Let me know how it goes. If it doesn't work there are a few scene settings that can be affecting this.
@steelworks6856
@steelworks6856 2 года назад
thank you so much!
@Anthro
@Anthro 2 года назад
Very helpful thank you!
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
Um i dont get one thing. Why did you painted once on a rig when it s parented to the mesh, then undo the parenting, deleting modifie and vertex group, jumping to rigify rig, parent with automatic weights (doesnt it destroy the weights u just painted?) and then weight paint again... im confused. I should paint on defroming bones like in 21:00 or on rig like on 13:04? Doing game character btw.
@CGDive
@CGDive 2 года назад
Yeah, I know this part can be confusing. The whole point was to show how to paint weights in the case of Rigify. Showing how to unlink the rig, then bind it again to Rigify etc. was unnecessary, I should have just started with a new scene. Sorry for the confusion. Yes, it will destroy the previous work. In this video I didn't care about my previous work, I just wanted to switch to Rigify. Again, it's just a bad presentation on my part. It's not a workflow I recommend.
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
@@CGDive No problem, does anyone even weight paint on rigify defroming bones?
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
@@CGDive No problem, does anyone even weight paint on rigify defroming bones?
@CGDive
@CGDive 2 года назад
@@eritumakafakafo3008 Of course. You need to do weight painting on almost any rig that you're going to use for serious work. Doesn't matter if it's Rigify, ARP, custom...
@jeffbennett6961
@jeffbennett6961 10 месяцев назад
At about 9:00, Todor describes the weight painting Tool > Option > X Mirror. If you are using a newer version of Blender than the one in this video, then you may want to check out an updated video he made about this option. See the video at > ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oI_TX5qblSQ.html
@rodrigososa6098
@rodrigososa6098 9 месяцев назад
omg thank you so much
@ArtyDc600
@ArtyDc600 4 года назад
Why my x mirror does not work
@CGDive
@CGDive 4 года назад
Hard to answer but your model may not be symmetrical. Sometimes a very very small offset of a vertex can cause this. This often happens if you sculpted your model with "x symmetry"... You could try "Topology Mirror". The other solution is to remodel your model . Hope this helps :)
@ArtyDc600
@ArtyDc600 4 года назад
@@CGDive topology mirror too dont work.. actually i downloaded the model and it seems very symmetrical
@CGDive
@CGDive 4 года назад
@@ArtyDc600 Where did you download it from. If you share it I could take a look. I am curious too :)
@ArtyDc600
@ArtyDc600 4 года назад
@@CGDive from renderhub
@CGDive
@CGDive 4 года назад
@@ArtyDc600 which model exactly? If it's free I may be able to check it out.
@krampusapprenticeofdarksan7870
@krampusapprenticeofdarksan7870 2 года назад
Ok I have a question. I grabbed a model that already has its bones and weight painting already done and I would like to add more bones and paint more. I do both of those things but how do I get them to sync together since the weight painting is done but it has no armature to move to see if that's the correct area?
@CGDive
@CGDive 2 года назад
Sorry, I don't understand your process. Can you try to describe it in detail step-by-step? I suspect that you're doing something that is not a good practice but I can't say exactly what it is. If you're on Discord, share your issue on our server discord.gg/YFH5HUv
@andryowyeh3531
@andryowyeh3531 2 месяца назад
how if i use metarig riggify, which rig bone or control that i should click ?
@fandy9076
@fandy9076 3 года назад
Thanks man, you are the best!!!!
@CGDive
@CGDive 3 года назад
Thanks for the positivity, Fandy! :)
@boneyproductions1334
@boneyproductions1334 8 месяцев назад
For the rigify part, I am having trouble. Im trying with my own model but I don't have a Skeleton drop down menu to see the Layers and for the life of me, idk how to get it. Nvm. Figured it out. Its in the Bone Collections Menu now. Was tearing my hair out with that. Thanks for the other tips.
@semillerimages
@semillerimages 4 года назад
Excellent! Thank you!
@CGDive
@CGDive 4 года назад
Thanks for watching and taking the time to comment. I appreciate it!
@eucharistenjoyer
@eucharistenjoyer Год назад
Great video. One question: Blender 3.5 (and I think it's been like this for quite some time) had some of the symmetry options moved around. If I have only "mirror vertex groups" it only works with the "X" option turned on (the Y and Z gray out when the mirror option is toggled.
@CGDive
@CGDive Год назад
If you haven't seen it yet, I think this video explains all changes that were done so far ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html And this one ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oI_TX5qblSQ.html
@ItsBiaSousa
@ItsBiaSousa Год назад
06:28 how do we see the bone? My bone doesn't show under the model, so i cant really select it.
@CGDive
@CGDive Год назад
Select the armature > Armature tab (Object Data Properties) > Viewport Display > tick In Front :)
@ItsBiaSousa
@ItsBiaSousa Год назад
@@CGDive Thank you so much! Can you help me with something else? When i try selecting the bone like in 6:17 my skell selects all the bones instead of just one, and that's also a problem when i try to move one part it to test the weights (like in 6:32), is there anything i need to set, before i put into weight paint, so that when i select the bones it doesn't select all of them? I'm sorry for all the questions but i'm migrating from zmodeler to blender, and i don't know the basics to rig there yet.
@CGDive
@CGDive Год назад
@@ItsBiaSousa No problem but I haven't had that problem :/
@ItsBiaSousa
@ItsBiaSousa Год назад
@@CGDive Oh, that's sad, maybe it's the version of blender I'm using, I'll try to download an older version, thanks!
@DDDromm
@DDDromm 2 года назад
Cool! Thank you !
@NathaZahn
@NathaZahn Год назад
6:17 im trying to do this in Blender 3.4 and it doesnt seem to work for some reason. It just overlays the Wireframe of the Mesh and deselects one face at the position i was clicking at. Any Idea why that is? Am I just doing something wrong or did Blender change something?
@CGDive
@CGDive Год назад
It most likely means that the mesh is not properly attached to the rig. You need an Armature modifier on the mesh. The Object field should be pointing to your armature/rig. This happens automatically when you use e.g. Automatic Weights. My guess is that your scene doesn't have the Armature modifier properly set up.
@NathaZahn
@NathaZahn Год назад
​@@CGDive Thanks for the fast Answer, that wasnt the problem though. I've found it now. The Problem was, that Blender had enabled "Paint Mask" by default and I had to uncheck that. It works now
@CGDive
@CGDive Год назад
@@NathaZahn Ah, right. That's another common problem. Thanks for sharing! It's not on by default tho. The shortcut is V and you may have pressed it by accident.
@NathaZahn
@NathaZahn Год назад
@@CGDive That may have happened 😅
@JaspreetSinghRandhawa
@JaspreetSinghRandhawa 2 года назад
Thanks a lot
@captainannaHK
@captainannaHK 2 года назад
Where can I find X Mirror in Blender 3.1.2?
@CGDive
@CGDive 2 года назад
I shared the recent changes in this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oI_TX5qblSQ.html 3.1 interface should be the same as 2.93
@MrAleizter
@MrAleizter 2 года назад
So I've attempted this hybrid mode several ways. The only way it works(for me) is actually parenting a mesh to an armature. It doesn't seem to work after generating a rig, and parenting. Is there a work around for hybrid mode after parenting mesh to the rigify rig?
@CGDive
@CGDive 2 года назад
Not sure I understand. Did you watch the part about Rigify from 20:55 ?
@MrAleizter
@MrAleizter 2 года назад
@@CGDive Apologies on my delay. I figured it out. After parenting the character to the rigify rig, I was clicking on it, instead of the deform bone armature. Thank you
@aratakitheoneandoniitto
@aratakitheoneandoniitto 2 года назад
Auto weight paint put weights on completely wrong parts of my model and when I try to make the areas blue, the model gets more and more distorted to the point where I can't paint on it anymore. What do I do?
@CGDive
@CGDive 2 года назад
My guess is that you have inverted normals. See this if you don't know much about normals at all ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s3n9Umi2Jt8.html Or skip right this to see how they can affect weight paint. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-s3n9Umi2Jt8.html If that's not the problem, let me know...
@malikaagouram5087
@malikaagouram5087 6 месяцев назад
thank you too much please i want tutoriels about animation. how can i do the animation that im thinking of
@Gleem90
@Gleem90 3 года назад
I am trying to rig and weight paint a high polly , i have a pretty good computer but as expected i do get some slow down when weight painting, is there any way i could change some settings around to speed up the viewport(not lag)
@CGDive
@CGDive 3 года назад
Just replied to your other comment :)
@ustoopia
@ustoopia 2 года назад
very usefull video's. thanks
@AmuroGameDev
@AmuroGameDev 3 года назад
Leave a like at this guy, he deserves it
@CGDive
@CGDive 3 года назад
Haha thanks :9
@sonerkaragyoz9832
@sonerkaragyoz9832 3 года назад
Thanks!
@CGDive
@CGDive 3 года назад
Welcome!
@ilhamlux
@ilhamlux 3 месяца назад
i have some problem in 6:10 when you select the mesh also rig, then press ctrl+click to select bone on me that's not working, pls help
@CGDive
@CGDive 3 месяца назад
If you use Blender 4 or 4.1, it's alt+click now. Watch this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Jtse_jUq7rk.html
@PaulMk91
@PaulMk91 Год назад
My trouble is - I created Vertex Groups for each part of the body, created Armature and when I m pressing pareenting with auto weights it does not follows previously created vertex groups as in your lesson, but creates a new ones for each bone separately (which ofcourse are messy because of clothes) Please help what I m doing wrong?
@CGDive
@CGDive Год назад
Oh, so you created groups with the same names as the bones? That can be a good approach but when you parent with Automatic Weights your custom groups will be overwritten. You should use "With Empty Groups" instead of Automatic Weights. That will preserve your existing weights. But you have to be careful that all group names are correct. I'd recommend that you parent with Emptry Groups from the start and then do your manual weight painting. That way the group names will be set for you :) Here is a video about all parenting options: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-l9eR_S0QQ4E.html
@PaulMk91
@PaulMk91 Год назад
@@CGDive God bless you! Thank you! So I did as you said, used an Empty Weights and then (after copule of hours of brain processes) Asigned bones to the groups and now everything is working fine you re great teacher, thank you for your lessons
@CGDive
@CGDive Год назад
@@PaulMk91 perfect!
@Kim-uu8fc
@Kim-uu8fc Год назад
I've run into a situation where CTRL clicking just stopped working. The bones are displayed in front but will just not select in weight paint mode.
@CGDive
@CGDive Год назад
This is usually because something isn't fully set up, such as the mesh doesn't actually have an armature modifier or it points to a different rig, etc.
@Darrcness
@Darrcness 3 года назад
I'm on Blender 2.92 and X-Mirror for weight painting is missing. What can I do?
@CGDive
@CGDive 3 года назад
Let me know if this answers the question :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html
@Darrcness
@Darrcness 3 года назад
Nevermind, I found your other video comparing the changes among 2.90, 2.91, and 2.92. I didn't expect you'd make one, but thank you! :)
@JonTopping
@JonTopping 3 года назад
@9:00 When I go into that options panel, I only see four options (not 6 like you do) and X mirror isn't one of them. Why is that? When I rotate my bones, they're rotating based on the world origin, rather than the tail of the bone. Any idea what I've done to mess that up?
@CGDive
@CGDive 3 года назад
Hi. Question 1: you may be using a different version of Blender. Which one do you have? Question 2: you probably changed the pivot point. Look at the top 3d view, around the middle. You'll find the pivot point options. You probably set this to 3d Curson. Switch to Bounding box or Individual origins. And make sure you understand these modes, as they are important.
@JonTopping
@JonTopping 3 года назад
@@CGDive Got the pivot point fixed thanks! I'm using the Blender on Steam, and it's the most recent version.
@CGDive
@CGDive 3 года назад
@@JonTopping OK, nice. Oh, and the options panel ... now I get it. There were some important interface changes and made a video about that: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html Here is the full playlist about weight painting (I may add more videos soon) ru-vid.com/group/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W
@IAMTHEARMAGEDON
@IAMTHEARMAGEDON Год назад
How do you handle weight painting a subdivided mesh that you plan to export to a game engine? Exporting the mesh works fine but the weight paints don't get subdivided
@CGDive
@CGDive Год назад
I am not sure. I would not use subdivision modifier on an object I plan to export.
@IAMTHEARMAGEDON
@IAMTHEARMAGEDON Год назад
@@CGDive Do you mean you would apply it before weight painting/exporting or you really don't use the modifier at all?
@esther9433
@esther9433 Год назад
thanks!
@CGDive
@CGDive Год назад
No problem!
@Seecondchance
@Seecondchance 3 года назад
Hi, I have more questions :). When I use Automatic Weights, some bones have only green or yellow weight on the vertices attached to it, for example on a lower limb. If I'm not mistaken, it is also the only bone controlling the area. Do you think I should raise the weight of those vertices higher? When I posed the character around, it doesn't seem like the low weight caused any issues, but I'm just wondering if it is good practice to do so. Or, is a lower weight on certain areas, even if they are not shared with other bones, necessary for more natural-looking deformation when we pose in IK? Secondly, I noticed that in Automatic Weights, the inner and outer area of a limb have different weights, which is normal because the outer area should stretch slightly more in real life. Do you have any recommendation on how much the weights should differ across the two areas? My biggest question about weight painting is what I need to adjust manually, other than obvious ones like a limb bone affecting the head. I'm not sure about the extent that each bone should cover. Some tutorials showed painting low weight of one bone into the area of another bone, saying that it would give a more natural deformation, but well, it didn't work well for me. Oh and, I think I found something similar to the Disney elastic skin within Blender. It's the Corrective Smooth modifier, but it requires an addon to be exported to a game engine.
@CGDive
@CGDive 3 года назад
Hey, you got me interested. What is this addon that helps you export Corrective Smooth to a game engine?! To your questions ... without seeing the actual model and weights, it's difficult to tell you anything but generalizations. 1. If a part of the character is controlled by only one bone it should be fully red. Otherwise, something may be wrong. But limbs in general are controlled by more than one bone. E.g. the lower arm is mostly controlled by the lower arm bone but the elbow is controlled a bit by the upper arm and the wrist is also affected by the hand. 2. No, I don't have a general recommendation for weight values or weight colors. They are just tools that help you visualize what's going on. The ultimate test is posing your character and seeing what it looks like. If it looks good then you're on the right path. 3. "Some tutorials showed painting low weight of one bone into the area of another bone, saying that it would give a more natural deformation, but well, it didn't work well for me." The information you got sounds correct to me and I am not sure why it didn't work well for you :) Sorry, this may not be very helpful but as I said it's hard to give general advice that is useful. If you're on discord try our server : discord.gg/YFH5HUv
@Seecondchance
@Seecondchance 3 года назад
@@CGDive www.blendermarket.com/products/corrective-smooth-baker This is the addon. It just came out a month ago. Thanks for the advice. I'll try tweaking things a little bit to see if I can figure out the best solution first.
@KetoneCharger
@KetoneCharger 4 года назад
awesome, thanks!
@CGDive
@CGDive 4 года назад
Thank you, sir! :)
@robinhess543
@robinhess543 Год назад
thank you so much
@CGDive
@CGDive Год назад
You're welcome!
@silveraddydwimores4085
@silveraddydwimores4085 3 года назад
With your tips the eternity now is a little shorter 🤪 Gosh, Auto Normalize is a boon! Before I had to paint 0 on bones that had somehow creeped control over other muscles or parts of the body like the neck with its abnormal behaviour with the chin of the character, and now such nuances are gone. I see there is still a tiny bit of influence but is so negligible, and after I paint red all the head so that the head bone obtains full control of it, the neck bone no longer pulls from the chin and other parts of the jaw. It saves so much time 🤖 I also was confusing the Mirror Brush Across Axis (the butterfly icon above) with the X Mirror option. It made me wonder why I painted on one side and the other arm bone never got the same painted vertexes, but instead the vertexes were painting the weights ON A SINGLE BONE symmetrically. Good thing that X Mirror is the option I was looking for and not the "butterfly icon" thingy on the top bar 😅Even the butterfly got a redundant extension of itself in the shape of the Symmetry panel 🙄Honestly, I don't see the point of Symmetry in weight painting since other bones are supposed to control the other half of the body, but guess its uses might have a niche... Hmm, yeah, the CTRL + Z is behaving strangely in this new version. Before you could place the cursor upon the thing you wanted to undo -- for example, an action on the viewport, a colour on your nodes -- and instead is undoing 2 steps (the step of the stroke + adjusting settings). That gets me peeved to unknown bounds 😓 I still have 2 questions but I'm going to watch the last video to see if the answers are there before addressing them to you.
@CGDive
@CGDive 3 года назад
Glad you learned something useful! The ctrl+z thing will be fixed in an upcoming version of blender! :) But the current official one still has this weird behavior.
@rwang3386
@rwang3386 3 года назад
Hello! Thank you so much for the tutorial, pardon me ask a question which about 6:32, I pressed R but the bone didn't rotate, is that reason because I used rigify to generate rig?
@CGDive
@CGDive 3 года назад
If you're trying to rotate the DEF bones for rigify (on layer 29) they won't move because they are constrained to the controls. You have to move the IK of FK controls instead.
@rwang3386
@rwang3386 3 года назад
@@CGDive thank you very much!
@CGDive
@CGDive 3 года назад
@@rwang3386 No problem!
@jakub_9194
@jakub_9194 3 года назад
All of my color gradients for weight paint seem to be set to 1.0, starting from the very lightest blue. I don't know how it happened and I don't know how to undo it and it makes a weird "rip" in the mesh when I try to rotate a connected armature
@CGDive
@CGDive 3 года назад
Hi there. Sorry, this is too little information to even start to think about what could have happend. Describe what you did before, share screenshots etc :) You may want to ask on our Discord discord.gg/YFH5HUv
@jakub_9194
@jakub_9194 3 года назад
@@CGDive I sent you screenshots and a diagram I made to hopefully better describe how or what exactly happened
@smartwork6364
@smartwork6364 Год назад
Thanks a lot boss
@oscwolf1
@oscwolf1 4 года назад
Please also add the weight transfer to other items like clothing and such
@CGDive
@CGDive 4 года назад
Thanks for the suggestion! I was also thinking about that as an advanced chapter. :)
@oscwolf1
@oscwolf1 4 года назад
@@CGDive awesome, that's one of my current problems I keep getting errors on.
@CGDive
@CGDive 4 года назад
@@oscwolf1 Cool! If you can send me the blend file that you have problems with and more info about the issue, I could try to handle that exact problem. If you like feel free to email me (email is shown at the end of the video) :)
@oscwolf1
@oscwolf1 4 года назад
@@CGDive yay no need anymore i got it after viewing your videos a few times. Dude keep it up, making such great content
@CGDive
@CGDive 4 года назад
@@oscwolf1 That's perfect! :) I'll keep at it and thanks for the encouragement!
@alekseytyulin1773
@alekseytyulin1773 4 года назад
I can't find the video "intro to blender armatures" you are talking about in 2:40. Thanks.
@CGDive
@CGDive 4 года назад
Sorry it was "crash course in blender armatures". Here it is: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ERAScO1s8Zk.html
@aprepaiavivervia
@aprepaiavivervia Год назад
how do I make the base bone and the pole targets look like this? (not like the other bones which are for deromation)
@CGDive
@CGDive Год назад
Learn rigging :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ERAScO1s8Zk.html
@KobanWanko
@KobanWanko 3 года назад
I know this video is old, but I've been trying to find a good weight paint/shape keys tutorial for realistic human shoulders of a VR app model. I've tried everything from weight painting slowly as the arm bends to a corrective shape key driver, but everything I try to do just seems to screw up the shape of the arm in one position or another. Even google cant answer how to make a single direction axis shape key driver (or any of the other ideas I had for a fix), so I've been stuck on this issue for over 2 weeks. Any help or links would be greatly appreciated.
@CGDive
@CGDive 3 года назад
Sorry, I don't have a perfect solution for shoulders. It's a bit of a holy grail. :) I did cover shoulders in my advanced Rigify course (Ogre) but I used corrective bones, not shapekeys. Also check out this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LWpWDLAB-Ms.html
@KobanWanko
@KobanWanko 3 года назад
@@CGDive Thanks for the link. I'll definitely have to check out your ogre tutorial later. Its refreshing to know that I'm not the only one struggling with this shoulder issue.
@CGDive
@CGDive 3 года назад
@@KobanWanko Nah, it's one of the top 5 problems in rigging, I think lol
@Butterbilk
@Butterbilk 4 года назад
8:22 Can you please explain how this is better than having to subtract weights from unwanted areas? It seems to me that repainting the leg weights is just as impractical as subtracting unwanted arm weights. Won't you inevitably end up with different influence on the leg than you started with, because the normalization steals weights not only from the leg, but from other nearby bones like the pelvis? Even in your example you have to jump back and forth from the arm bone to check, and don't quite get all the stray weights in the end. How is that better than simply leaving autonormalize off, and going into edit mode to fully remove any unwanted weights? Is there something inherently wrong with having the sum of weights in a group be more than one? Perhaps there is something I'm missing. Thanks!
@CGDive
@CGDive 4 года назад
I am not sure if I explained it perfectly but trust me, if you paint weights for a rig, you want to turn Auto Normalize ON. Or actually, don't trust me and try working on a character without this option and see what happens. That's the best way to learn :) "Is there something inherently wrong with having the sum of weights in a group be more than one?" Yes... the thing is, blender always normalizes the values, one way or another. here is an example, I hope it makes sense. Let's say that you want to assign all head vertices to the head bone. So you select them all and assign a weight of 1 for the head bone. However, the neck already has some influence on the head. Let's say that it's 0.25 in the chin area. Now you may think that all head vertices belong to the head bone with a weight of 1. But really Blender is normalizing these values in the background to something like 0.8 for the head bone and 0.2 for the neck bone. If you had Auto Normalize on the other hand, the head would REALLY have 1.0 influence over the chin and the neck bone will have 0.0. So weights are always normalized but Auto Normalize makes it readable for humans :) I feel like this makes sense. Does it? :D
@Butterbilk
@Butterbilk 4 года назад
@@CGDive This makes sense, thanks. Previously I had just removed the unneeded groups if I knew I wanted something like the head fully weighted to one bone. But I see the benefit of working with autonormalize. Thank you for taking the time to answer.
@CGDive
@CGDive 4 года назад
@@Butterbilk Nice! Yeah, you can do things manually but it's time consuming and honestly I think it's impossible to get it 100% right.
@Djmixtacy
@Djmixtacy 3 года назад
Pierric picaut never uses auto normalize. RoyalSkiesLCC always uses autonormalize and so do you... I didn't understand why pierric didnt so I asked him. He explained but I still dont understand why. Now while learning rigging and weightpainting, I used auto normalize 90% of the time and I came to the conclusion that it can be extremely frustrating to use. For example I spent hours to fix bad deformation on an arm sleeve. This completely destroyed hours spent fixing bad deformations on the shoulder because auto normalize took away from there. (my bad for not realizing this early) Anyway I didn't quite understand why that happened so I spent hours to fix the shoulder again to then realize the sleeve was now messed up again. I have tried looking for a detailed answer on this topic but have yet to find it. (even blender documentation skipped explaining that) One thing i learned from blender documentation and Pierric is that even with auto normalize OFF blender will automaticly assign a weight of 1 to a vertex even if you paint with 0.2 weight. It can also never exceed one with weight painting. The only exception (I think) is if you manually set each vertex in edit mode to 1 for one group and 1 for another group. Man this is so confusing and this is probably the reason why I never had a 100% correct answer about this. Either that or I'm just stupid (probably the latter xD)
@CGDive
@CGDive 3 года назад
@@Djmixtacy Had no idea Pierrick didn't use Auto Normalize. How weights are calculated and normalized is indeed a MindFrick. To me using the option gives consistent results and not using it makes a mess. Pierrick is right that ultimately everything is normalized. So if you have 1 vertex which is influenced by 3 groups with a value of 1.000 for each, internally Blender will calculate 0.333 for each group. The difference between having auto normalize on and off is this: If you have it ON then you'll actually see a value of 0.333 for each group. Because this option won't allow the sum of all values to go over 1. If it's OFF you'll see a value of 1.000 and you'll have to IMAGINE what it will look normalized (which is crazy and humans simply can't do that). That's it as far as I understand it and thus not using proper normalization makes no sense to me :)
@Haroon3D
@Haroon3D 3 года назад
chest and under shoulder vertices overlap with each others any solution? if you need more detail then i can send you a Screenshot in Mail? if we have a Animations set and we want to re-target on our custom mesh then rig is quite complicated for me like under shoulder area where Faces used to overlap. one thing more, can i use Rigfy for rig and then re-target?
@CGDive
@CGDive 3 года назад
You could fix the overlap with careful weight painting, good topology and/or shape keys. It's different for each mesh. And, yes! you can retarget to Rigify rigs. Rokoko video coming on Thursday and it will cover Rigify.
@Haroon3D
@Haroon3D 3 года назад
@@CGDive Ok if i re-target some animations then can i use Shapekeys to control some vertices and animations will work correctly in unity?
@CGDive
@CGDive 3 года назад
@@Haroon3D Sure you can use shape keys. They should work in Unity too although that depends on your setup, export settings etc.
@Haroon3D
@Haroon3D 3 года назад
@@CGDive OK, But for rn i have used UE RIG to my Male and female character with ALS Animations inside Unity for my character controller setup and it works fine. let see what i will do later.
@berndfachinger6000
@berndfachinger6000 2 года назад
BUT: I stumbeled upon that you CANNOT SELECT Ctrl-Click bones in weight paint mode, when you have the face mode or vertex mode button in the upper left corner selected. They must both be unselected. So check that first!
@CGDive
@CGDive 2 года назад
That's true. Good point!
@nathorji5097
@nathorji5097 4 года назад
Great tutorial. Very very nice. But I need your help, my X MIRROR don't work but the TOPOLOGY MIRROR works. The AUTO NORMALIZE scatters the weights Is there something wrong?
@CGDive
@CGDive 4 года назад
Hey! If "topology mirror" works, that means that your object has symmetrical topology but some vertices are slightly offset so it's not truly and perfectly symmetrical. This often happens if you use Sculpting with X symmetry. I don't understand what you mean by "AUTO NORMALIZE scatters the weights". Could you clarify, ideally with an image. You can upload it to imgur.com/
@nathorji5097
@nathorji5097 4 года назад
@@CGDive do you mind if I send you the file itself. I modeled it for learning purposes
@CGDive
@CGDive 4 года назад
@@nathorji5097 I don't mind, send it to my email. But also include more info about the problem because I am not sure what "scatters the weights" mean. :)
@stephenmackenzie9016
@stephenmackenzie9016 3 года назад
Awesome, thanks. Can you do something on rigging rigid bodies!!
@CGDive
@CGDive 3 года назад
Like a robot for example, right? This has been requested a lot. I will do it soon!
@stephenmackenzie9016
@stephenmackenzie9016 3 года назад
@@CGDive took me ages to work out you need to set it to passive, animated with mesh deform. I was trying to animate a robotic arm that could pick up a rigid body ball somehow and throw it
@CGDive
@CGDive 3 года назад
@@stephenmackenzie9016 Oh, now I see what you mean. That's an interesting topic! I'll make a not about it.
@stephenmackenzie9016
@stephenmackenzie9016 3 года назад
@@CGDive the simulation goes haywire if you pick just one wrong physics setting on a rigid body attached to a bone, the whole rigid body world seems to break
@potatoefacedfox
@potatoefacedfox 2 года назад
Option for X-mirror brush has moved from tool>options, and is now a brush mirror option
@CGDive
@CGDive 2 года назад
yeah, I covered that ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oI_TX5qblSQ.html
@DVDplayerz
@DVDplayerz 3 года назад
12:07 Another much quicker workaround I have found accidentally is to doubletap your "TAB" key to switch modes right after you finish changing the size/weight/strength of the tool and before you start painting.
@CGDive
@CGDive 3 года назад
That's a good tip. But the whole issue is resolved in Blender 2.92 and higher so my recommendation now is to update Blender :)
@DVDplayerz
@DVDplayerz 3 года назад
@@CGDive aah! I was unaware of that thx. Time to update! :)
@CGDive
@CGDive 3 года назад
@@DVDplayerz Yeah! Watch my overview of the recent weight paint changes ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html
@tarkgul5358
@tarkgul5358 2 года назад
I am not able to select bones in weight paint mode with ctrl left right mouse button ? How can i solve it ? help me out pls :(
@CGDive
@CGDive 2 года назад
Hmmm, did you follow the instructions? Select the rig, shift select the Mesh Object > go to weight paint mode? Also, can you see the bones in the Viewport?
@tarkgul5358
@tarkgul5358 2 года назад
yes i did just like you said, bones are infront as well but i can't ctrl left click them.
@tarkgul5358
@tarkgul5358 2 года назад
@@CGDive I solved it, i was trying to weight paint on metarig, not the rig...
@CGDive
@CGDive 2 года назад
@@tarkgul5358 Awesome!
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
Anyone knows why i can t use that "hybrid" mode? I'm using my own mesh, i did generated rig and then did automatic weights. Now when i click on Rig (armature) and then on object and go to weight paint and when i click ctrl+click (mine default click is Right, not Left) it doesn't select bone. In fact my character goes pink (xd?). Tried select the actual rig (not armature) and do thje same, still not working
@CGDive
@CGDive 2 года назад
Most likely you haven't parented the mesh to the rig. You have to parent with Automatic Weights or Empty groups (if you don't want any default weights). Or you could just add an armature modifier and set the target to be the rig. That way Blender understand the connection between mesh and rig and it will allow you to select the bones in weight paint mode.
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
​@@CGDive On the other hand since u answered me im having other issue. Watched ur Arigify youtube video and exported my project to unreal. All good except that skeletal mesh is soooo small that i cant even see if the retargeted animations are working xd Got any idea what s goin on?
@CGDive
@CGDive 2 года назад
@@eritumakafakafo3008 At what point does it become small?
@eritumakafakafo3008
@eritumakafakafo3008 2 года назад
@@CGDive I did ur way with Game Rig Tools and it works okay, got it all set up and then i go to export and doin same options as u, fbx ofc. Then when i get it to Unreal, the static mesh is fine and gets scaled when i scale it in blender but my skeletal mesh stays veeeerrryyy smalll. Like ant or something like that. Saw some forums and ppl have same issues with that fbx export and cuz of that im stuck wiht my work ;p
@Sanzhar_00_
@Sanzhar_00_ 11 месяцев назад
Thank you very match
@CGDive
@CGDive 11 месяцев назад
Sure thing :)
@CGPacifica
@CGPacifica 4 года назад
At around 16:40 or so, you're fixing the pelvis weighting manually. Is there a way to transfer the weights from the other side which are already correct across to the side you are trying to fix?
@CGDive
@CGDive 4 года назад
Hmmm... I am using X Mirror so both sides are being edited at the same time. I am not sure what you mean by "the weights from the other side which are already correct". The weights on the other side are not correct. It's just that there is no deformation in that area (the leg etc is in default position) so you can't see any problems. Does that make sense?
@CGPacifica
@CGPacifica 4 года назад
@@CGDive Gotcha. Yeah that makes sense, sorry. Okay so hypothetically, if you had messed the weights up on one side, or even one arm bone, and didn't have X mirroring turned on, is there a way to transfer weights from one bone across to its corresponding bone on the other side? Like I messed up one side, and just want to make the messed up side like the other side which isn't messed up, without having to manually paint the weights back.
@CGDive
@CGDive 4 года назад
@@CGPacifica Ah, yes, it's possible... but not very easily. :) Check out this question on stack exchange. See the longest answer, not the one marked as solution. blender.stackexchange.com/questions/9390/how-can-i-mirror-weight-painting?answertab=active#tab-top This is the only solution I know. And there *should* be a script for that but I haven't done the research yet. Thanks for the question. I'll probably cover this issue in another video.
@CGPacifica
@CGPacifica 4 года назад
@@CGDive Thanks a ton man. I spent most of my day watching your entire series on rigging and weight painting; it was time well spent and I'm super grateful for it. And it's really great that you actually reply to comments. I'm a fan! Keep up the good work!
@CGDive
@CGDive 4 года назад
@@CGPacifica I am so glad you found the videos useful. This makes the effort worthwhile. I do try to reply to everyone. At this stage I can manage to do it and I enjoy the interaction :)
@MikkoRantalainen
@MikkoRantalainen 3 года назад
If there's already weight painting done for a simple rig, is there any sensible way to transfer the weights to rigify rig?
@CGDive
@CGDive 3 года назад
You could use the Data Transfer modifier if your bones and vertex groups have the same names. I'll do a video on that. What is the exact situation you're facing?
@MikkoRantalainen
@MikkoRantalainen 3 года назад
​@@CGDive I don't yet have a problematic situation yet but I assume I'll see cases in future where I get a model with a rig and I might want to use rigify rig instead.
@dgreenspino
@dgreenspino 8 месяцев назад
I'm bit lost in Blender 4. I want to do what you did at the end of this tutorial but the layers section is not there now. I'm sure you've covered how to weight paint the rig but after hours of searching I can't find anything. Could you please provide me with a link to the new video?
@CGDive
@CGDive 8 месяцев назад
At the end? Do you mean the Rigify workflow? I have a whole series on rigify in blender 4 now: ru-vid.com/group/PLdcL5aF8ZcJt1GvL-Fcxy-fPgEFG-1fLp
@dgreenspino
@dgreenspino 8 месяцев назад
@@CGDive Thank you so much for your quick reply and the link. Yes, I was referring to the Rigify work flow. I'll watch your whole series. I appreciate how through you are. On a completely separate topic I'm trying to pose a high poly character for a 3d print. I'm using a mesh deform modifier and getting some distortion. Is there a better way to do this? I saw this morning that Z-Brush has a proxy pose option. Is there something like that for Blender?
@CGDive
@CGDive 8 месяцев назад
@@dgreenspino Blender also has a pose brush but I am not sure how efficient and performant it is.
@dgreenspino
@dgreenspino 8 месяцев назад
@@CGDive Thank you. I've tried it and haven't been able to get it to perform well, even with face sets.
@SugarLightStudios
@SugarLightStudios 4 года назад
weight painting with clothes is the hardest part ,especially if there are a lot of assets like muffler , cap ,watch, shoes etc.
@CGDive
@CGDive 4 года назад
That's true!
@muyilong9458
@muyilong9458 3 года назад
life saver!
@CGDive
@CGDive 3 года назад
Nice!
@JM-sj2pl
@JM-sj2pl 3 года назад
what if I have no "x mirror" in options? everyone seems to have that in their blender
@CGDive
@CGDive 3 года назад
they changed the interface (again and again) :D I made a video about that ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html
@JM-sj2pl
@JM-sj2pl 3 года назад
@@CGDive thank you very much. your a gentleman and a scholar.
@socrxcked5466
@socrxcked5466 3 года назад
Your videos are great. Is there anyway I can get you to do a weight painting video using Auto Rig Pro? I'll even buy the add-on for you.
@CGDive
@CGDive 3 года назад
I already have the addon but I haven't played around with it much yet. Is weight paint with it that different? what's the issue?
@BbOyViCiOuWsKy
@BbOyViCiOuWsKy 3 месяца назад
What weight does it add if the widgets are painted?
@CGDive
@CGDive 3 месяца назад
It adds new vertex groups which however don’t do anything because the widgets are set to be non deforming.
@AlberTesla1024
@AlberTesla1024 3 года назад
I am unable to use x mirror option as it is automatically linking the left side vertex group to the right side of bone and vice versa. Edit : thanks i got it.
@CGDive
@CGDive 3 года назад
Good to know that you figured it out. There were some interface changes in recent versions of blender. Here it is if someone else finds this comment ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xrBxXp3O2yQ.html
@kianmc3593
@kianmc3593 3 года назад
When I control click to select a bone when weight painting it does not select it, anyone got any ideas on why it doesn't select the bone? Edit: I got it to work I just reinstalled blender
@CGDive
@CGDive 3 года назад
Excellent, glad it worked even if you had to use a heavy-handed approach :)
@saitkayhan
@saitkayhan Год назад
when working with rigify with a game ready rig, isn't it better to weight paint on the game ready rig instead of rigify's deforming bones?
@CGDive
@CGDive Год назад
Not sure of your exact workflow but that shouldn't matter. At least our approach to a game ready rig is to extract the Deform bones so they will be the same in both rigs.
@saitkayhan
@saitkayhan Год назад
@@CGDive oh okay i tought when i create the game ready rig with your add-on the mesh is parented to the new rig with automatic weights from scratch.
@CGDive
@CGDive Год назад
@@saitkayhan No, that would be too destructive :)
@psychoanima
@psychoanima 3 года назад
for some reason it's not letting me to select any bone in Weight paint mode (with both rig and geometry selected before entering weight paint mode)
@CGDive
@CGDive 3 года назад
Hmmm. that is strange. If you can share your blend scene somewhere. For example here pasteall.org/blend/ Then I could take a look.
@psychoanima
@psychoanima 3 года назад
@@CGDive thanks, I figure it out in the meantime. I couldn't select bones because I was using rigify tool, which bones for weight painting are hidden and need to be enabled separate from original (meta)bones
@CGDive
@CGDive 3 года назад
@@psychoanima Ah yeah, that makes sense! :) I have to make one video specifically about painting weights for rigify.
@boitahaki
@boitahaki 3 года назад
6:13 Blender is not selecting the bone when I press ctrl and left click...
@CGDive
@CGDive 3 года назад
I can't say what is happening for sure. Did you follow the steps exactly?
@boitahaki
@boitahaki 3 года назад
@@CGDive I don't remember what the problem was back then but I solved it. Thanks!
@CGDive
@CGDive 3 года назад
@@boitahaki Haha nice!
@swift0294
@swift0294 3 года назад
I had the same problem. I think the issue was it being in Face or Vertex selection (at the top left near where it says weight paint) while in weight paint mode. Had to make sure neither was selected.
@CGDive
@CGDive 3 года назад
@@swift0294 Oh yes. That can mess things up for sure!
@bhanupratapkhuntia8734
@bhanupratapkhuntia8734 3 года назад
Hi Todor. I am looking for a weight paint technique where bone resizing can increase the fatness of mesh. Like Transformation from Slim to Fat body. Or please explain me if there is another technique to solve this. Thanks.
@CGDive
@CGDive 3 года назад
Wow, doing that with just bone scale may be difficult. Generally you'd use Shapekeys for something like that.
@bhanupratapkhuntia8734
@bhanupratapkhuntia8734 3 года назад
@@CGDive Thanks Man. Do you think we can do this by weight paint?
@CGDive
@CGDive 3 года назад
@@bhanupratapkhuntia8734 Hmm, honestly no. As I said in the previous comment, I think Shapekyes are the way to go. But there are always many ways to achieve something. Definitely give your approach a try!
@bhanupratapkhuntia8734
@bhanupratapkhuntia8734 3 года назад
@@CGDive Thanks Todor :)
@bhanupratapkhuntia8734
@bhanupratapkhuntia8734 3 года назад
Keep up your good work :)
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