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Excuse me, may I ask what is the music in the background ? I really like it ahah
8 месяцев назад
Good news: in Blender 4.1 the bone collections will be shown as a tree, and you can drag them around to create hierarchies. The tree will also always be the entire height needed to show all expanded bone collections, so no need to manually make it bigger all the time :)
That is super awesome! I imagine the top level visibility will override (if the top is off and the children are on) the lower level visibilities of the nested collections. This will open many doors for standard bone collections and extra functionalities for the addon. One of the planned updates is to allow users to link a group with a nested collection so whenever a bone from the nested collection is selected the custom properties of that group will display. This will allow users to dynamically show or hide custom properties based on which bone is selected, on top of the collapsible optional behaviour of some of the group styles. This will make it easier for users to have some agency over which controls (custom properties) are show when, similar to how Rigify does it. Exciting times! Thanks for the note Sybren!
One of the biggest issue with Blender 4.0 is finally addressed, albeit by a talented addon creator. This also looks more powerful than the old RigUI because you can manually order priority, have groups, and give them icons. Thanks for keeping up with this topic and letting us know, Pierrick!
Thanks for the kind words, glad you like it. You can as well add custom properties to the panel and soon you will be able to control other elements like visibility of modifiers of external meshes connected to your rig, allowing things like turn on or off a Mask modifier to mask the arms or legs of your character. I have a big roadmap already and would love to hear more ideas to make this addon even more complete.
Having custom properties from a different bones at one pannel at the same time is already a big deal. Addon sold for me from this point XD. Thanks for the great tips always!
Hi @cgdtb there is already the possibility to add these in two ways. Through the dedicated rigify panel of the addon, or adding the dedicated custom property throught the dedicated custom properties section of the addon. For both these features you need the pro version.
Great introduction to the addon, will definitely be picking it up. Super useful! Regarding exporting the UI to script, what features are lost? Will the user still have access to custom properties in collapsible panels for example? :) I would be really interested to see how it would look for a user just running the script!
Righ now is a very basic implementation but I plan on expanding it to cover more features. If there is intererst from riggers I may create an author version of the addon to export almost all the features with the export so the rigs can be sold or shared with almost full functionality, similar to how Rigify does.
@@notthatnda I see, thank you! I would definitely be intersted in a version of this sort to provide rigs with ease of use-UI's to my students. Will keep my eyes on this tool!
Greetings Pierrick, excellent addon, I already acquired it because it is the future of blender.... dare to make a rig where you can observe the implementation process of this addon... it would be of great help. Successes and blessings.... excellent channel and trainer. Merry Christmas and happy new year 2024. blessings to you and your entire family. Thank you 🙏
Hi, Hope you're well, I have one question about Alive animation course. Usually, animation courses start with bouncing ball and walk cycle, but this course start with bouncing ball and squirrel animation. Is there any reason behind that? Because you started run cycle and then walk cycle. So am just curious. Am looking forward to your reply. Thank you!
You can do it with Rig UI! Since IK/FK snapping is something that is driven by a property you can expose it on the custom properties if it exists in the rig, or create a new property to toggle it, and key it from the panel itself!
@@notthatndaI believe they might be referring to IK/FK Matching, not merely switching. The version of Bone Layer Manager I use has the ability to match position/orientation between IK/FK when it switches. Super useful.
Really?! Can you let me know what version of the addon you use to do that? Because I have the latest version and used it quite a lot and never saw that? Are you sure it's a bone manager feature?
Thank you so much!!! I was so sad that bone manager addon was not supported in blender 4.0. This seems like a must buy addon. I really hope the course is updated for the new rig ui addon soon. Also happy early xmas and new year😊 EDIT: Dammit i forgot a few questions. I was wondering if there is a way to say, if you have clothing or accessories or anything you have attached to your rig. Can you hide and add to the rig ui? Two, can you export your rig to game engines or just export a python script for further tweaking?
Apologies I did not respond to the second question: Right now you can only export a very basic replica of the UI as a script to share with people that do not have the addon. It doesnt export with anything else than bone layer management panel, but I am planning to expand on it once the addon is feature complete and all of the rest core features are implemented. I expect the new features to come through Q1 and the export feature to be complete by around then. I may create a more advanced version of the addon for people interested in exporting a more advanced version of the UI that replicates most addon functionalities (minus the setup and configuration) so authors can sell rigs with UIs that are rich and feature comparable to the addon's native capabilities.
Hi Pierrick! I have more of a personal question, because I might have to be in a position you've been before: I'm an art & anim director for a small indie game studio I've started for about 2y now, and we've used Blender so far as our main DCC (instead of Maya). I think you've been in a similar position for Atypique studio: looking back on it, with a lot more experience, what would you recommend me to do (since it's still early enough to make big pipeline changes)? Should we move to Maya for rigging, animation and modeling in general? Or is blender reliable enough to keep continuing on it? Thanks for reading this! 🙌🏻❤️ (Love your courses)
Hi Bogdand, I can't give you a perfect answer, it depends on your studio and the pipeline you're trying to build. I work in a new studio; AAA, and I4m using Blender only, some others use it too and some uses Maya. Our pipeline is not Maya centric, so it works for us. I believe Blender has everything needed. Now it's up to your tech team, have they developped specific tools, if so, for which software.
@@PierrickPicaut_P2DESIGNthank you so much for answering! We'll probably continue building the pipeline around Blender, but I'll get some Maya knowledge too, to create rigs in there as well (if we get an animator that is very good but only uses Maya). In the meantime, I'm looking forward to your new course 🙌🏻
Hello Pierrick, I would like to ask you, do you have 2 or 3 animation books you would suggest to learn the fundamental of posing and animation? Merci et bon courage pour la prochaine vidéo !
Hi Pierrick Thinking about getting your rigging course for Blender soon, but I would like to know if you are going to update it for Blender 4.0 (or maybe 4.1 with the new bone collenction's hierarchy)?
Is it possible to assign shortcut /keymap for selection bookmark/collection? Then I do not need to call the UI and Click the button, a step faster ,keeping the animation flow state
Have you, or do you plan to update your courses that use the "old" bone collections addon? It may confuse new blender users that are starting with Blender 4 to see one thing on their screen and have you tech something different.
Hi Pierrick, do you have any tips on how to study/analyze a rig? I really like the Trident rig from alive course I want to study that rig. Thank you :)
Well, just focus on each part of the rig. Check the relations between bones and the constraint used. Just go through it basicaly. There is not that much to say
i can't find anymore the basic presets of Human skeletons already made like it was in 3.6 anybody can tell me how to add it? i think were extra armors.
Hello. If you could create a modeule to export these amazing Contro Rigs to Unreal Engine I will buy your addon. I don't kne owy for now any addon can export their Control Rigs to UE5. Maya can do it and it's amazing but I'm not a Maya user. Best regards. Jose.