Today, RU-vid Suggested this Channel and this is best thing than can youtube suggest to me. I was looking for a youtube channel which is dedicated toward rigging humans and props and I didn’t find out a lot of good tutorials about rigging in Blender. But i think my search is over 😊. Sir keep posting more video about rigging
Weeeeeell, this channel more about miscellaneous topics related to character creation, and rigging is one of them, currently in working tutorials about making hair cards using geometry nodes, and the main point of it is to make hair styles fast and in a way that easy to rig
Quick note, the author of this video forgot to mention that you should first parent the Head bone to the Tweak bones before applying stretch to constraint at 8:40 . For anybody who got confused like me hope this helps.
Thanks so much.. For this video. I learnt a lot.. The normal map at the end was confusing *as I never worked with normal maps before.. Never regret the subscription
I really wish you spoke clearer and didn't have the music. There is so much information in this video. I just wish I could hear it all and understand it all.
Thanks! Amazing tutorial! I was looking to have some freedom from Metahuman rig, one quick question how can I set up colors for my bones and deformes as you in Blender 4? are you using a pluging? and for having controlers with custom shapes like circles to move the eyes in Rigigy for example? Thank you very much.
Thanks for the detailed tutorial. I really want this in my rig, however, I'm having trouble with BBones not acting like yours; From 1:59 to 5:50, I've followed along multiple times, precisely, and when I pose the bones to test as you do at 5:54, the whole chain moves in rotation around the tail of the selected bone and doesn't bend. If I select the last bone in the chain, the whole chain moves and is locked in rest position, as if I were moving a mesh in object mode. I thought this might be a parenting issue so I played around but no luck. I watched through the video to see if something later would solve this and as described from 8:20, I parented DEF to TWEAK bones with keep offset. This solves the locked chain issue but now DEF bones are no longer connected to one another and separate when moving the TWEAK bones. Nonetheless, I added stretch to constraints as you did, noting that you parented TWEAK bones to DEF bones from left to right, then stretch constrained TWEAK bones to DEF bones from right to left. i.e. a stretch constraint from a non-parent bone. This didn't work for me and DEF bones head ends shifted to another axis. Stretch constraint from parent TWEAK bones to child DEF bones stops the axis change but bone segments still separate from one another when moving the TWEAK bones. I realize it is probably not simple to troubleshoot something like this without seeing the blend file so I've tried to articulate it clearly, I hope I did a good job. However, anyone sees this and understands what I'm saying, please share any advice. Has something changed between the Blender version used in this video and Blender 4.1 or am I missing something?
In description you can find link to file that been used in tutorial, second, you need to know where you have start of the bone (head) and end of the bone (tail), in bendy bones start handle should be bone that is closer to head of the bone, and end handle is bone that closer to the tail, same goes for parenting and constraining logic, you adding stretch to from tweak bone that closer to the tail and parent your def bone to tweak bone that closer to head of the bone, in bendy bones view it's hard to find where head or tail, so you can either change view back to octahedral or enable axis view in viewport display options and slightly offset axes to make finding head of the bone easier
@@JohnSatan Thank you, sir. This was helpful. It turns out I had the bone direction mixed up after all. Once that was corrected, everything else went smoothly.
Is it possible to use the animated normals to create dynamic wrinkles as well?? let's say for example at the edge of the eyes, mid brows/forehead etc etc??
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XH_ZGFTeFbU.html Yes, in linked tutorial I'm making setup to make animated wrinkles, there's also a way to use tension maps, and tension maps works much better when you making dynamic wrinkles on the body, but for face it doesn't have enough deform for tension maps to work properly, so it's better to use pre-painted masks in places where you want wrinkles to appear
Check if names of the bones you want to symmetrise ending with .L or .R you can also use "name automatically" option and choose "left/right" to automatically add those suffixes
Not working in which way? There could be many reasons, for this rig setup you need to have shrinkwrap always as last constraint in chain, and select eye object as target.