[Blender] Fix Wrong Bone Length / Orientation of imported Rigs

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  • Опубліковано 21 січ 2025

КОМЕНТАРІ • 144

  • @CGDive
    @CGDive  5 днів тому

    *Take your Blender Rigging to the next level with my advanced Courses*
    academy.cgdive.com/courses

  • @DustinBiser
    @DustinBiser 9 місяців тому +11

    Thank you for the last part explaining Unreal's default bone orientation, and how we need to export with the same orientation but can create a control rig on top in Blender to manipulate the Unreal Bones. Very helpful! The bone constraints are little awkward mapping our custom control rig constraints to the Unreal Rig. I'll post some notes here after I get it working.
    Here are some notes on how to setup bone constraints from your custom Control Rig onto your Unreal Rig used for exporting:
    Step 1) Import the Unreal Rig without checking "Automatic Bone Orientation" (NO), so you have a rig with bones pointing out of the mesh. [This is our Export Rig]
    Step 2) Import the Rig again but now check the box "Automatic Bone Orientation" (YES), so you have a rig with correctly oriented bones in Blender. [This is our Control Rig]
    Step 3) Delete the Mesh attached to the Control Rig
    Step 4) Select your Export Rig -> Go into Pose Mode -> Select a bone
    Step 5) Press Ctrl+Shift+C while you have the bone selected and add a "Copy Location" Constraint
    Target: ControlRig
    Bone: The corresponding bone on your ControlRig
    Owner: World Space
    Target: World Space
    Step 6) Add a "Transformation" Constraint to the same bone. This will allow us to map Y rotations from the Control Rig to X rotations on the Export Rig:
    Extrapolate (YES)
    Target: Local Space (owner orientation)
    Owner: Local Space
    Rotation Option Selected
    Map From: X in (-180, 180), Y in (-180, 180), Z in (-180, 180)
    Map To: Y in (-180, 180), X in (-180, 180), Z in (-180, 180)
    Repeat this for each bone on your Export Rig, so it has a corresponding bone "Copy Location" and "Transformation" constraint coming from the Control Rig bones.
    Last, you want to select all the bones in your Control Rig and uncheck "Deform" (NO) in the bone property panel since these are not deform bones. This step will also making exporting your animation easier since we don't want to export any of the Control Rig bones.
    Then when you animate you'll be keying the bones of your Control Rig only. The Export Rig will automatically pickup the transformations due to the bone constraints you set earlier. When you export, you want to only export your Deform bones are the only ones that are part of your Export Rig.
    Good luck!

    • @batmaan911
      @batmaan911 9 місяців тому +1

      The copy location and transformation were not working for me, don't really know the reason.
      However, I tried copy transforms using CG Dive's video ua-cam.com/video/hdGkKbtQxE0/v-deo.html at time stamp 10:26, he mentions how to relate control and export rig using copy transforms
      Then I created my animation on control rig and used game rig tool addon to bake animation for me. It worked for me. I don't know why copy location and transformations were not working for me.

    • @batmaan911
      @batmaan911 8 місяців тому

      The "copy transforms" Constraint gives an issue on some rigs, it doesn't bake animation according to IK controls. While, "copy location" and "transformation" constraints serve the purpose, they just make a mess of legs. the knee is misplaced by quite a few metres/cms (whichever the scale you are using). Same happens with foot and toe. Do you know why is it happening?

  • @9b8ll
    @9b8ll 2 роки тому +35

    Oh man, I am interested in the last part. I really hope to see how you perfectly orientated the rig bones from blender to UE 5

    • @keizerderood6873
      @keizerderood6873 Рік тому

      I am using Unreal Engine 5

    • @DeputyChiefWhip
      @DeputyChiefWhip Рік тому +2

      Yep I'm really interested in constraining the export rig to the blender rig

    • @tactilevisions
      @tactilevisions Рік тому

      Same here

    • @DustinBiser
      @DustinBiser 9 місяців тому

      See notes above.

    • @BenjaminRayner
      @BenjaminRayner 8 місяців тому

      Is the retargeting worng bone orientation available yet for rigs that come from other software packages?

  • @Lukey_3D
    @Lukey_3D 2 роки тому +7

    Thankyou for your simple explantions on bones and orientation. As a beginner its hard to understand the "why". Lots of people explain where to click and what a setting does. But its so valuable to learn why you should do something. So thanks!

    • @CGDive
      @CGDive  2 роки тому

      Awesome, thanks. It's not the kind of video that most people appreciate so I'm glad you liked it.

  • @rillaaa5740
    @rillaaa5740 Рік тому +4

    how do you have only 42k subs man I've been on a blender animation binge for a month you literally have a video for every situation I've encountered man thank you very much for your hard work and dedication man

    • @CGDive
      @CGDive  Рік тому +2

      That's great! I am glad you find my videos useful.
      YES, you tell that to the UA-cam algorithm haha

  • @falsedelic
    @falsedelic 2 роки тому +2

    I just wanted to thank you for all the awesome videos you've provided on your channel. You're definitely my go-to when it comes to rigging and animating in Blender.

    • @CGDive
      @CGDive  2 роки тому

      Thank you, Darryl!

  • @citrusblast4372
    @citrusblast4372 Місяць тому +1

    11:49 i think the reason the bones point in opposite directions like the legs arms is because when animating they want to work with positive values, so when rotate a left and right arm it goes down the same way

  • @BartGunshot
    @BartGunshot Рік тому +1

    This is EXACTLY what I was looking for! I'd love to see a video on constraining the export rig to the control rig. This would greatly help me out with a project I'm working on

  • @jasonwilliams8730
    @jasonwilliams8730 2 роки тому +2

    I love all the rig/bones help you give us! Thank you so much:)

  • @bUildYT
    @bUildYT Рік тому +6

    Pfffff most unsatisfying blender tutorial ending every

  • @BlackKnight2895
    @BlackKnight2895 2 роки тому +1

    I would absplutly love a video about the last part. I work with both blender and UE and to know how to solve the problem would be amazing.

  • @Vioxtar
    @Vioxtar 10 місяців тому

    This was the best tutorial, so in depth and helps get rid of counter intuitions

    • @CGDive
      @CGDive  10 місяців тому

      Awesome!

  • @RDD87z
    @RDD87z 2 роки тому +2

    yes plsss very interested to see the retarget from ue5 rig to any rig animation

  • @RenoSydney
    @RenoSydney 2 роки тому +3

    Thank you for the excellent explanation as always!
    I would definitely be interested in the control rig + constraints solution you mentioned at the end.
    I figure another workaround for weirdly oriented bones may be widgets? If the display of the bones is all that needs fixing, maybe a good option would be to just use custom widgets to change the display of the bones in the rig, instead of using a second rig and constraining the first rig to the second.
    I suppose both solutions will have their use cases! Thanks again for the tutorial!

    • @CGDive
      @CGDive  2 роки тому +1

      It really depends on what you want to do. If you want to build a control rig with IK and so on then you need properly oriented bones because Blender works much better with them. I guess that's one more important use of the default Bone orientation but it didn't occur to me to mention it.

  • @IamSH1VA
    @IamSH1VA Рік тому

    15:00 thanks to you my animation is not horror show anymore 🙏

  • @brandyst16
    @brandyst16 Рік тому

    You are an excellent teacher. Love your videos.

    • @CGDive
      @CGDive  Рік тому

      Wow, thank you!

  • @SuperMontana2008
    @SuperMontana2008 2 роки тому

    Very interested in future video covering how to constrain rigs together. top stuff CGDive

  • @watchandlearngames830
    @watchandlearngames830 Рік тому +1

    Thanks for the video. I have one Question I brought fbx from Maya to Blender the shoulder bone is twisted without any reason. can you tell me why? and how to fix it.

  • @DanielPerez-ls3tr
    @DanielPerez-ls3tr Рік тому

    I would love to see a video on how to use the unreal orientation as an export skeleton! thank you for this video it finally helped me understand what's wrong with the UE bones

    • @CGDive
      @CGDive  Рік тому

      We have an addon for that ua-cam.com/video/U23WyAd8o_8/v-deo.html

  • @gamertech4589
    @gamertech4589 2 роки тому

    Seriously, ur really good with rigs :] i struglling with this.

    • @CGDive
      @CGDive  2 роки тому

      What do you struggle with exactly?

    • @gamertech4589
      @gamertech4589 2 роки тому

      @@CGDive Importing skeleton of Manny Character and animate using ue2rigify addon for standard rigify workflow shown by epic team for hand key animation.
      Ps:
      i had no problem previously with UE5 but it started after updating to UE5.1

  • @shivangipriya4153
    @shivangipriya4153 2 роки тому

    Thank you. I hope you do series for bone constrain which I could not any person explain it with example. I hope you do it with my thanks

  • @retrokainsle2372
    @retrokainsle2372 Рік тому

    The moust intersting the last part... thx for ur work !

  • @rice_powder
    @rice_powder 2 роки тому +2

    You're my savior. I face the last issue with bone orientation and now understand it. If I already imported the bones, do we have any solution to fix (without touch the Automatic Bone Orientation checkbox). Thanks.

    • @kenalpha3
      @kenalpha3 2 роки тому

      FYI this is why I dont import any character in Blender using their default importer. I recommend using Better FBX (paid or preview version) to Import in Blender.

    • @CGDive
      @CGDive  2 роки тому

      Not really unless you want to move the bones around manually. Not sure what you are trying to achieve tho so I don't know what to suggest.

    • @rice_powder
      @rice_powder 2 роки тому

      @@CGDive Actually I write python script to import bones from a binary file. So there is no "Automatic Bone Orientation" to tick.

    • @CGDive
      @CGDive  2 роки тому

      @@rice_powder you write a python script to import bones from a binary file ... and you're asking me for advice? :D haha

    • @rice_powder
      @rice_powder 2 роки тому

      @@CGDive Yeah I would like to consult you if there is an easy way to fix bone orientation that is not through Blender importer nor roll each bone manually in Edit mode.

  • @FaoStudios
    @FaoStudios 2 роки тому

    amazing tut! waiting for second part 🕺🏿

  • @KellerMaks
    @KellerMaks 2 роки тому +3

    You got me interested in the last part. Looking forward to it. Tried making multi-layered armature systems, but they all were failures.

  • @gamerfight9860
    @gamerfight9860 2 роки тому

    i have question .
    i imort rig from other collection then i apply scale rotate it disturbe my mesh .can you have soution video for that ....i dont see any vide regarding apply scale on rigs.after increasing the rig size.

    • @CGDive
      @CGDive  2 роки тому +1

      You are not supposed to rescale complex rigs. There are solutions but there are too many different problems that can occur.
      If you're on discord, try asking on our server discord.gg/YFH5HUv

  • @dwaynemarkbrown2433
    @dwaynemarkbrown2433 Рік тому

    I'm using Blender 3.5 and I imported a rig into Blender using FBX and I have watched every video and nothing is working for me to make the bones that are sticking out to disappear and the bones wont attach to the mesh.

    • @CGDive
      @CGDive  Рік тому

      Not sure what you mean. Pasting this comment under multiple videos doesn't help either :)

  • @sebastian3747
    @sebastian3747 Рік тому

    Incredibly helpful!! 👌

  • @KhalaiMakhlooq_99
    @KhalaiMakhlooq_99 Рік тому

    bro make another part to solve this probleum. your video help me alot

  • @babyanika2018
    @babyanika2018 2 місяці тому +1

    automatic bone orientation is no longer an option what do we now

    • @CGDive
      @CGDive  2 місяці тому +2

      Of course it is still an option.

  • @yoeymeme
    @yoeymeme Рік тому

    ye it was the orientented bones ty for the vid

  • @anmol6836
    @anmol6836 Рік тому

    hey!! can you tell why after generating the bone custom shapes are re-located to another location......?

    • @CGDive
      @CGDive  Рік тому

      Generating?

    • @anmol6836
      @anmol6836 Рік тому

      @@CGDive yes!! After generating...!! I mean rigify...!!

    • @CGDive
      @CGDive  Рік тому

      @@anmol6836 I need context :)
      What rig type is the bone?

    • @anmol6836
      @anmol6836 Рік тому

      @@CGDive bone is chest_fk and the weight painting 1.0 values influencing also right when I rotate the custom shape of that chest_fk...!!
      But,only issue is after generating the custom shape is placed at the face center....and from there its working fine but why its re-located there as it should be located where the chest_fk bone is there...!!
      I checked the scale of rig also....and transform values also but didn't get where the issue is....?

    • @CGDive
      @CGDive  Рік тому +1

      @@anmol6836 I am not sure what steps you take exactly. Here is how to edit the shapes
      ua-cam.com/video/beVtWATcw9U/v-deo.html

  • @eliaartyom6074
    @eliaartyom6074 2 роки тому +15

    Please don't leave the most important part unexplained

  • @Dfquinteros1
    @Dfquinteros1 Рік тому

    Hey ! how I can constraint the orinted rig to the original rig?

  • @jomo9698
    @jomo9698 12 днів тому

    So I think blender and unity use the same orientation, will it break animations in unity if you reorient or is it just programs that use different axis?

  • @ryanjstever
    @ryanjstever Рік тому

    did you end up covering the constraining of the export rig to the fixed rig?

    • @CGDive
      @CGDive  Рік тому

      No sorry. You can try UE to Rigify or One Click Rig addons. They do something like that automatically and are free.
      Also Auto rig Pro + Quick rig are paid addons that do something like that :)

  • @MJA-33
    @MJA-33 Місяць тому

    Is there any part 2 of the last part of this video?

    • @CGDive
      @CGDive  Місяць тому +1

      No. What are you interested in? I may have covered it somewhere.

    • @MJA-33
      @MJA-33 Місяць тому

      @@CGDive when importing fbx the bone orientation and length is wrong please help, like the last part of your video, you said i will cover it in another video. please i need the full video about it.

    • @MJA-33
      @MJA-33 Місяць тому

      @@CGDive I have searched on youtube but there is no in-depth video, how to fix this problem.

    • @CGDive
      @CGDive  Місяць тому

      @@MJA-33 Everything about bone orientation and length was covered in this video. Please watch it again.
      I said I might make a video about control rig.

    • @MJA-33
      @MJA-33 Місяць тому

      @@CGDive how unreal engine armature bone orientation can be fixed you didnt explain on the last part of this video, you said you will cover another video. you need to watch your video again on the last part of this video.

  • @yiiarts6641
    @yiiarts6641 2 роки тому

    i always have the question in my mind when i open unreal engine 5 and the skeletons look like upside down seven. Why is that so?

    • @CGDive
      @CGDive  2 роки тому

      "upside down seven" ? :)
      Doesn't ring a bell :)

  • @rubenwilhelmsen
    @rubenwilhelmsen Рік тому

    Thanks a lot for this video, I learned a lot! :)

  • @limarest761
    @limarest761 2 роки тому

    Would it be useful to have an option to only show bone heads without length and tails?

    • @CGDive
      @CGDive  2 роки тому

      I guess it could be :)

  • @SherKhanShani
    @SherKhanShani 6 місяців тому

    "See notes above." Is there another video in the notes? I'm using my phone and I'm not sure what you mean by "notes." Thanks for the video, I really appreciate it.
    I have two rigs, and both models are the same. The supported rig has a bad skin weight, and the second rig, which is not supported, has perfect skin weight. I want to transfer the skin weight between these two rigs. I did my best, but it didn't work, so I used Maya to copy the skin weight between these rigs, which works perfectly fine. Now, when I import the rig into Blender, the orientation is wrong 😢. The skin weight is still perfect.
    If there is a way to transfer skin weight between rigs (not the models) then I won't use Maya and everything will be perfect 😁 💗

  • @Rude_soup_cat
    @Rude_soup_cat 2 роки тому

    Do you have any tutorial Importing Non humanoid character into unreal?

    • @CGDive
      @CGDive  2 роки тому +1

      No but this workflow can be applied on any character. Even tho the example character is humanoid I am not using the default Mannequin so working with a horse or a wolf will be exactly the same :)
      ua-cam.com/play/PLdcL5aF8ZcJvS4rui1CyKuFQLBGE4rnas.html

    • @Rude_soup_cat
      @Rude_soup_cat 2 роки тому

      @@CGDive ok cool, Thank you :D

  • @manatharana
    @manatharana Рік тому

    Thank you so much

  • @ANAtomicallyCorrect1500
    @ANAtomicallyCorrect1500 Рік тому

    HI, im still having a lot of difficulty with models and such, are you willing to help me

    • @CGDive
      @CGDive  Рік тому +1

      I don't guarantee to help personally but you can post your question on our discord and you may get help from me or others
      discord.gg/j8SQCjFsXP

  • @dacrow1976
    @dacrow1976 Рік тому

    Awesome video. Exactly what I was looking for and I love that you explain what problems arise with certain methods. But that animation at 14:55 lol!!

    • @CGDive
      @CGDive  Рік тому

      Glad it was helpful!
      14:55 Kill it with fire 'D

  • @mayaamis
    @mayaamis 8 місяців тому +2

    omg you saved me!!!

    • @CGDive
      @CGDive  8 місяців тому +1

      haha, I did?

    • @mayaamis
      @mayaamis 8 місяців тому +1

      @@CGDive totally! currently working with character someone else exported, with a rig just like that was clearly not from blender bones were rotated and also too big I was so confused 🤣 this helped so much!

  • @emmyw6587
    @emmyw6587 2 роки тому +2

    Biblically accurate rig

  • @RoshAnim1985
    @RoshAnim1985 2 роки тому

    That was helpful indeed!

  • @dmtr_art
    @dmtr_art Рік тому

    Hey man! Huge thanks for informative videos! Is there still a chance you can explain how to constrain export rig to a rig with proper blender orientations? I tried to copy transforms with different settings, but this isn't working for me. :(

    • @CGDive
      @CGDive  Рік тому +1

      Maybe sometime in the future, yeah :)

    • @tactilevisions
      @tactilevisions Рік тому

      @@CGDive Any advice on where to start looking for more info on that in the meantime?

  • @VictoriaLampini
    @VictoriaLampini 5 місяців тому

    Does this apply to Maya, too?

    • @CGDive
      @CGDive  5 місяців тому

      You have to be a bit not specific than “this”. In general I spoke about things highly specific to Blender.

    • @VictoriaLampini
      @VictoriaLampini 5 місяців тому +1

      @@CGDive Never mind. Thanks for the reply. I think I'm getting things figured out.

  • @XIKaMuIX
    @XIKaMuIX Рік тому

    is the part2 out?

  • @sebastian3747
    @sebastian3747 Рік тому

    @CGDive Been able to import a Maya rig into Blender smoothly thanks to your advise about bone orientations. However, when exporting that skinned rig to Unity, the bone translations of the Blender-changed FBX are not identical compared to the Maya-created FBX source file. Most of the bones seem to be globally in the same place, but some bones are way off and mess up the rig. Do you have any idea what might cause that? Tried all settings of the BetterFBXexporter, without success..

    • @CGDive
      @CGDive  Рік тому

      No sorry, I am not famiar with Maya and BetterFBX so I am not sure what gets messed up and where...

    • @sebastian3747
      @sebastian3747 Рік тому

      @@CGDive Fair enough, thanks anyway for replying!

  • @aname5449
    @aname5449 2 роки тому

    If I am not animating in Blender but In Unreal using Control Rig, can I export with the automatic bone orientation? Also, when i add bones to the hierarchy without interrupting the hierarchy, it crashes unreal when parenting to the SK_Mannaquin

    • @CGDive
      @CGDive  2 роки тому

      You can't export with Automatic bone orientation. You can only import into blender with that setting.

  • @cymarin3d511
    @cymarin3d511 2 роки тому +1

    I love the thumbnail.. ‘is this normal?’ Lol no..

    • @CGDive
      @CGDive  2 роки тому

      hahah well in a way (in a Blender way) it is normal :)

  • @mtruxillo4502
    @mtruxillo4502 Рік тому

    Great Tutorial/overview. Like 9b8ll I would be very curious to see how the last part could be done. It would be nice to perfect a Blender to UE5 workflow

    • @CGDive
      @CGDive  Рік тому +1

      I will be working on Blender and UE stuff. Will take some time.

  • @jeffg4686
    @jeffg4686 2 роки тому

    Have you messed around with any of the "deep motion" or similar video to animation data, and integrating into blender - to create animations from your own movements in your room, for instance? Any thoughts on which is best for blender?

    • @MarcV_IndieGameDev
      @MarcV_IndieGameDev 2 роки тому +2

      I've not tried this myself, hopefully next couple of weeks I'll give it a test drive and see how good it is.
      Check out "EasyMocap" for blender.
      Might be something there for you, if you use it yourself in the coming days, give me feedback, I'd be keen to see what it's like.

    • @jeffg4686
      @jeffg4686 2 роки тому

      @@MarcV_IndieGameDev = thanks, will take a look

    • @MarcV_IndieGameDev
      @MarcV_IndieGameDev 2 роки тому

      @@jeffg4686 I don't know if I can paste a link to main page, but I'll try. If nothing appears in the next comment means links are blocked.

    • @CGDive
      @CGDive  2 роки тому

      Not with deep motion. I did a video about plask but I haven't put the tools to use.

    • @jeffg4686
      @jeffg4686 2 роки тому

      @@CGDive - gotcha, thanks. I'll check out the plask one. These seem incredibly useful if they work well, and your work involves humanoid animations.

  • @maazmirza7761
    @maazmirza7761 2 роки тому

    Sir plz also make video on mixamo which i requested you in last video
    How to combine animation using control rig and change location etc

    • @CGDive
      @CGDive  2 роки тому +2

      Hi, sorry that's not how it works. You can't request a video and have it tomorrow :)
      Making videos takes a long time. I'd recommend trying to solve your problem instead of waiting around for the tutorial guy :)

    • @maazmirza7761
      @maazmirza7761 2 роки тому

      @@CGDive ok sir i'm waiting for your tutorial :)

  • @DaRavenOfficial
    @DaRavenOfficial 18 днів тому

    14:59 GTA SA vibes

  • @talonstride
    @talonstride 2 роки тому

    11:11 looks like a cyborg metal hacker.

  • @tiraniks1158
    @tiraniks1158 2 роки тому

    Thanks for help!Like

  • @GENIUSGT
    @GENIUSGT 2 роки тому +1

    Why is Blender so weird?

    • @CGDive
      @CGDive  2 роки тому +1

      haha
      It's not necessarily weird. The whole 3d app world is complex so when you start exchanging data between them you encounter weird stuff. Things will probably get more unified in the future.

    • @GENIUSGT
      @GENIUSGT 2 роки тому +1

      @@CGDive That is true. Could have been worse. Could have had Zbrush's camera controls...
      But also I believe in Y Up supremacy.

  • @saggalion
    @saggalion 19 днів тому

    Hey this helps

    • @CGDive
      @CGDive  19 днів тому +1

      \good to hear!

  • @keizerderood6873
    @keizerderood6873 Рік тому

    unreal engin 5

  • @techkabyte8549
    @techkabyte8549 9 місяців тому

    Genuinely feel this video is a mess

    • @CGDive
      @CGDive  9 місяців тому

      Genuinely useful to know.