Links! ⬇ Gumroad version of the Low Poly course! ✨ crashsune.gumroad.com/l/LowPolyCourse ✨ Doodley's "3D Rigging is Beautiful" Video: ua-cam.com/video/3RSwjZLClRc/v-deo.html&pp=ygUPZG9vZGxleSByaWdnaW5n Joey Carlino's "Rigging for Impatient People" Tutorial: ua-cam.com/video/DDeB4tDVCGY/v-deo.html Joey Carlino's "Rigging for Beginners" Tutorial: ua-cam.com/video/m-Obo_nC3SM/v-deo.html&pp=ygUUam9leSBjYXJsaW5vIHJpZ2dpbmc%3D Thanks for your patience on this video, everyone! 💖 It took numerous failed attempts over the course of over a week in order to get this tutorial as high quality and useful as possible so please like the video and comment below if it was helpful, it helps so much!! 💖💖
Don't see anyone else mentioning it so putting my two cents in if you're a noob like me: If for some reason maybe a body part aint following the Rigify rig after you've generated it (for me, whenever I tried to move one foot the other would move instead) then you might wanna check your normals. What are normals? I dunno some peeps at the discord were discussing it and I managed to find it. I'll briefly try to explain it here, and by explain I mean copy-paste the instruction from the discord, and no I will not elaborate cause I'm just as lost on how I messed it up, and how it works. Love the tutorial, happy animating friends. In object mode, select all the meshes, then go to edit mode, select all the vertices / faces with [A] and then go to Mesh -> Normals -> Recalculate Outside. And if you want a visual representation, then under viewport overlays, where you can toggle the geometry wireframe, right under that toggle is face-orientation. Anything red is fucked I guess and needs the above step. Hope this saves someone the head-ache I had for like 30min xD. Keep it up Crashsune love ya lots my guy
the normals of your model is basically the direction that the face/vertex is pointing, used for lighting information and backface culling. the direction the face is _actually_ pointing, and the direction that the render pipeline is being _told_ it's pointing can be different, and normals are just the direction that the computer is being told. when looking at face orientation, that's just telling you if your normals are facing the camera - if they're not, they'll be shown in red, and those are your back faces. recalculating the outside is just asking blender to check if the normals should be facing in or out. if you're seeing backfaces, you can recalculate, or if that doesn't work you can also try to select a face and try Mesh -> Normals -> Flip. if you want to see your normals, while in edit mode, go back to the viewport overlays and scroll down to the bottom where it says normals, and you can turn on vertex, split, or face normals. back faces can cause tons of problems for a variety of reasons, but all that to say - i have absolutely no idea how your normals could affect your rig. sometimes weights get mirrored incorrectly and just need a tap somewhere in weight painting to get blender to recalculate, so maybe recalculating the normals was that little tap needed.
Holy crap I had to do like 3 different things to make sure the rig set in right, including fixing normals like said in comments, make sure charecter is transform locked or something also in comments, and merge the model together with M merge by distance. After doing all that finally the model worked
Crashsune, this tutorial has been incredibly helpful ^^ I've tried learning modeling at multiple times throughout my ife but this is really the only tutorial that has made sense for me. I am having one issue with rigging...for some reason my model's face won't move? Like the hair can be dragged around but the face model stays static...any reason why that might be happening? thanks!
Hmmm, I would select your face 3D model in object mode, go to the Modifiers tab (Blue wrench) and make sure it has an Armature modifier with "Object" set to your rig. I would also go to weight paint mode with your face model selected and double check that your face is 100% weighted (all red) on the DEF -spine.006 bone/vertex group (The head bone). And thank you very much!!
moving around rigify spine bones is VERY tricky, if they're even slightly misaligned you'll get that error sadly! I would spawn in a new skeleton and make sure the spine bones stay in place or stay connected to eachother when you're moving them around (make sure to move them in x ray mode if you must!)
This is a great tutorial! I'm having trouble though. Her elbows just plain do not want to move and it makes her hand separate from her arms when I try to move it. Her knees don't have this issue when I move her feet though. I've tried adjusting the angle of her elbow in cause it was the issue you talked about where it didn't know where to crease, but I just cannot find out why it won't make a joint for her elbow. Do you have any advice?
Hmmm, that's odd! That could be a weight painting issue or a geometry issue. How many edge loops does your elbow have? I would recommend posting your issue (along with images showing the problem) to our Discord server here: discord.com/invite/T2snJde
Awesome tutorial I've been following! Only issue I have is that when I move my dude around my hand is detached from the arm? How would I connect it back?
very nice tuts. But i have been having problems lately with my mirror modifier on my right foot. it just stays inside of the original feet. i try to move it (the mirrored one) but it doesn't move individually..
Welp, my didn't work :P ( Maybe my model is too simple) Update: I redid the model(using some parts of the other one) and it did good. I was doing something original, now im doing Sou Frisk
Thniking about buying the course before the price goes up, If possible could someone let me know whats the difference between just watching this series on youtube?
While you can watch the entire series on UA-cam for free, buying the Gumroad version of the course gets you the following bonus downloads: *The final fully textured and rigged Love-chan character model .blend *Downloadable versions of all the videos in the series as they're released *A Low Poly Base Turnaround drawing that you can use to sketch your own original characters onto! (Which you can then 3D model using everything you've learned in the series) *A Blender 3D Modeling Hotkey Guide PDF with a lot of super 3D Modeling useful hotkeys that I regularly use *A bonus Introduction to Blender Tutorial Series And more~! :)
THIS HAS GONE HORRIBLY WRONG LOL . I don't know what happened but definitely my fault i just did my own thing mid the tutorials but thank you for course it really helped me understand blender
Select the two bones you want to combine, right click > dissolve bones. As for your second comment im not too sure what you want to do. I hope my response isnt too late
@@greeniexp7452 you have to fix the position of the bones, as it was an error on my part. after i reopened blender I also allowed it to run scripts that were seen as "broken" even though they worked fine, thats how i fixed it. Or you can just re rig the model again
Links! ⬇
Gumroad version of the Low Poly course! ✨ crashsune.gumroad.com/l/LowPolyCourse ✨
Doodley's "3D Rigging is Beautiful" Video: ua-cam.com/video/3RSwjZLClRc/v-deo.html&pp=ygUPZG9vZGxleSByaWdnaW5n
Joey Carlino's "Rigging for Impatient People" Tutorial: ua-cam.com/video/DDeB4tDVCGY/v-deo.html
Joey Carlino's "Rigging for Beginners" Tutorial: ua-cam.com/video/m-Obo_nC3SM/v-deo.html&pp=ygUUam9leSBjYXJsaW5vIHJpZ2dpbmc%3D
Thanks for your patience on this video, everyone! 💖 It took numerous failed attempts over the course of over a week in order to get this tutorial as high quality and useful as possible so please like the video and comment below if it was helpful, it helps so much!! 💖💖
If your Rigify rig isn't lining up with your metarig, make sure you apply your transforms to the metarig first with Ctrl + A
even after that, that doesnt work TT TT
Don't see anyone else mentioning it so putting my two cents in if you're a noob like me: If for some reason maybe a body part aint following the Rigify rig after you've generated it (for me, whenever I tried to move one foot the other would move instead) then you might wanna check your normals. What are normals? I dunno some peeps at the discord were discussing it and I managed to find it. I'll briefly try to explain it here, and by explain I mean copy-paste the instruction from the discord, and no I will not elaborate cause I'm just as lost on how I messed it up, and how it works. Love the tutorial, happy animating friends.
In object mode, select all the meshes, then go to edit mode, select all the vertices / faces with [A] and then go to Mesh -> Normals -> Recalculate Outside.
And if you want a visual representation, then under viewport overlays, where you can toggle the geometry wireframe, right under that toggle is face-orientation. Anything red is fucked I guess and needs the above step. Hope this saves someone the head-ache I had for like 30min xD. Keep it up Crashsune love ya lots my guy
the normals of your model is basically the direction that the face/vertex is pointing, used for lighting information and backface culling. the direction the face is _actually_ pointing, and the direction that the render pipeline is being _told_ it's pointing can be different, and normals are just the direction that the computer is being told. when looking at face orientation, that's just telling you if your normals are facing the camera - if they're not, they'll be shown in red, and those are your back faces.
recalculating the outside is just asking blender to check if the normals should be facing in or out. if you're seeing backfaces, you can recalculate, or if that doesn't work you can also try to select a face and try Mesh -> Normals -> Flip. if you want to see your normals, while in edit mode, go back to the viewport overlays and scroll down to the bottom where it says normals, and you can turn on vertex, split, or face normals.
back faces can cause tons of problems for a variety of reasons, but all that to say - i have absolutely no idea how your normals could affect your rig. sometimes weights get mirrored incorrectly and just need a tap somewhere in weight painting to get blender to recalculate, so maybe recalculating the normals was that little tap needed.
Holy crap I had to do like 3 different things to make sure the rig set in right, including fixing normals like said in comments, make sure charecter is transform locked or something also in comments, and merge the model together with M merge by distance. After doing all that finally the model worked
Bro, The only Channel that gives the best easy tutorial ever! I Subscribed today 02/11/2024
If your model's parts teleport away whem you try to rigify, mark the "keep transform" box. Worked with me.
please do the tutorial on how did u animated her in this video!!
THIS HAS BEEN SO HELPFUL I LOVE YOU
Crashsune, this tutorial has been incredibly helpful ^^ I've tried learning modeling at multiple times throughout my ife but this is really the only tutorial that has made sense for me. I am having one issue with rigging...for some reason my model's face won't move? Like the hair can be dragged around but the face model stays static...any reason why that might be happening?
thanks!
Hmmm, I would select your face 3D model in object mode, go to the Modifiers tab (Blue wrench) and make sure it has an Armature modifier with "Object" set to your rig.
I would also go to weight paint mode with your face model selected and double check that your face is 100% weighted (all red) on the DEF -spine.006 bone/vertex group (The head bone).
And thank you very much!!
nice to see this
tutorial.
Finally!
I love your astolfo pfp he is really cute
help i get a error every time i rig her rigify error bones spine 004 cannot connect chain bones position is disjoint
moving around rigify spine bones is VERY tricky, if they're even slightly misaligned you'll get that error sadly! I would spawn in a new skeleton and make sure the spine bones stay in place or stay connected to eachother when you're moving them around (make sure to move them in x ray mode if you must!)
why is my rig much bigger than my character when i generate it
never mind did control + a before rigging my model and it work fine now
AMAZING
This is a great tutorial! I'm having trouble though. Her elbows just plain do not want to move and it makes her hand separate from her arms when I try to move it. Her knees don't have this issue when I move her feet though. I've tried adjusting the angle of her elbow in cause it was the issue you talked about where it didn't know where to crease, but I just cannot find out why it won't make a joint for her elbow. Do you have any advice?
Hmmm, that's odd! That could be a weight painting issue or a geometry issue. How many edge loops does your elbow have? I would recommend posting your issue (along with images showing the problem) to our Discord server here: discord.com/invite/T2snJde
@@CrashsuneAcademy Okay! I'll do that, thank you
Or just press alt + f4 to rig ot fully automatically
Awesome tutorial I've been following! Only issue I have is that when I move my dude around my hand is detached from the arm? How would I connect it back?
When i generate rig it's small, the skeleton is inside the 3dmodel perfectly but when i generate the rig it's so small, how do i fix that?
LET´S FCKING GOOOOO!!!!!!
HECK YEA
Heyo, good tutorial but my plates that I had made for my characters face and front bangs are moving with my arms, is there something I'm missing?
Enabling x axis symmetry is making my rig react weirdly if I try to move it around to match the mesh.. any idea what could be happening?
very nice tuts. But i have been having problems lately with my mirror modifier on my right foot. it just stays inside of the original feet. i try to move it (the mirrored one) but it doesn't move individually..
Select your object (In Object Mode) then press CTRL + A and click "All transforms"! :) This usually fixes the issue.
Welp, my didn't work :P ( Maybe my model is too simple)
Update: I redid the model(using some parts of the other one) and it did good.
I was doing something original, now im doing Sou Frisk
is that an astolfo reference !?
The character is from crashsune music video. :3
Thniking about buying the course before the price goes up, If possible could someone let me know whats the difference between just watching this series on youtube?
While you can watch the entire series on UA-cam for free, buying the Gumroad version of the course gets you the following bonus downloads:
*The final fully textured and rigged Love-chan character model .blend
*Downloadable versions of all the videos in the series as they're released
*A Low Poly Base Turnaround drawing that you can use to sketch your own original characters onto! (Which you can then 3D model using everything you've learned in the series)
*A Blender 3D Modeling Hotkey Guide PDF with a lot of super 3D Modeling useful hotkeys that I regularly use
*A bonus Introduction to Blender Tutorial Series
And more~! :)
THIS HAS GONE HORRIBLY WRONG LOL .
I don't know what happened but definitely my fault i just did my own thing mid the tutorials
but thank you for course it really helped me understand blender
yo i love that girl
I have generated rig, but they don't move like that, i have to move each bone by myself what do i do. 😭
Nice "love taste" model. 👌
Damnnn I knew it looked familiar but I forgot it was love taste
What if my character doesn't have most of the certain joints? Like if the arms are supposed to move in one piece
Or if it's missing many of the things such as neck or hands?
Select the two bones you want to combine, right click > dissolve bones.
As for your second comment im not too sure what you want to do.
I hope my response isnt too late
thank you so much for this tutorial, all the other ones I watched either used the rigify human preset type thing or just didn't explain it at all
"if your character has dobonhonkeroos" caught me off guard 💀
Ah yes the dobohonkeroos
the re generate rig didnt work like it broke or something
ye
@@greeniexp7452 you have to fix the position of the bones, as it was an error on my part. after i reopened blender I also allowed it to run scripts that were seen as "broken" even though they worked fine, thats how i fixed it.
Or you can just re rig the model again
AMAZING