The Mixamo addon needs a special version for Blender 4! ❖Mixamo Addon fix for Blender 4: gitlab.com/x190/mixamo_blender4 ❖Mixamo Addon for Blender 3.6 and earlier: substance3d.adobe.com/plugins/mixamo-in-blender/
@@mayckonwolf I can confirm. That is why we made an updated versions :) And the link is in the post you are replying to, haha Here is a video about that: ua-cam.com/video/UNDXffLwtq4/v-deo.html
To be honest this is one of the most helpful and best tutorial video I have seen. No issues following along, you didn’t perform any magic like most UA-camrs. It was just perfect.. bless up man, you rock!
For anyone struggling with automatic bone weights, trying *merging by distance* in *edit mode* , then going to *object mode* selecting any parts of the mesh that may be separate but still part of the face, then go to *weight paint mode* and follow the same exact directions from the video. That helped fix the following error: *Heat Weighting: Failed to find solution for one or more bones*
I keep coming back to this video because all the steps are so easy to follow. And when I think I got the hang of it and get stumped on a problem, just back tracking and making sure I didn't skip a step usually solves it and I learn why it happened. Great tutorial!
This tutorial is worth hundreds of dollars if not thousands as i would never have guess every step right a thank you would not be enough so a million thank yous
Best video for face rig actually. I made a list on problems you can get and how to fix them 1. If you get a error on mixamo saying "Sorry, unable to map your existing skeleton" try to fill your holes in your caracter. If that doesnt work remove all normal maps from ur material. Dont ask me why but it did work for me. 2. After u imprt your fbx character in ur blender scene and zero out the rig you will need to create a face rig as in the video showing. Dont miss that you have to upgradde your face rig and do that super copy thing. If you having problem with face ctrl then try to rotate the rig to another axis. I got a lot of problems here because for some reason it just worked when i rotated my character and face joints. Also dont forget to apply your objects and even clear it!
Not sure if you can help but the layers in 3.5 no longer look like this. The face rig now only has 2 hollow circles in the top left under Layers. The same is the case for the rig for the body so it's not clear how to reorder them. They now look like this: Face Rig: 2 hollow circles in the top left under Layers, 4 in the bottom right in the opposite panel. 2 in the top left under Protected Layers and 4 in the bottom right on the opposite panel. Body Rig: 2 hollow circles in the top left under Layers, 1 in the top left in the opposite panel. 2 in the top left under Protected Layers and 1 in the top left under the opposite panel.
Thank you so much sir for this informational video. By watching this video my all concepts about face rigging are clear know. Waiting for you more nice tutorials like this
A bit late to the party, but have to say your knowledge and level of understanding is incredible. This goes for all of your rigging and retargeting clips I have watched. Very helpful!
AWESOME VIDEO! Some troubleshooting I had to face with this was parenting the "ORG-face" to the "mixamorig:Head" bone. It did NOT want to work no matter what I tried. I sunk several hours into this and trying various google searches. Armature stuff is REALLY REALLY tedious and prone to breaking. The face was just not following the rest of the skeleton properly when I went to pose it, and it would bend and contort the face mesh in gross ways. I did get it to cooperate eventually though. If you have the same issue as me here is what I did in Blender 3.5 to work around this. POSE MODE> select the "Org-face" bone > Bone Constraint Properties (in the Properties Menu underneath the bones tab) and > Add Bone Constraint > Child of (picked the "mixamorig:Head") and it finally follows the skeleton properly. I'm still new to rigging and all its pitfalls and I KNOW I screwed up stuff along the way, but I'm happy to finally have the result I was looking for!
@@CGDive - yeah, that's the part. I don't think it's a bug. I think it's just that the parent hierarchy got broken due to only using the head (deleting bones beneath), and thus kinda sitting out in space (but I also might not be seeing what you're seeing).
One of the best rigging tutorials so far! I am following your steps and somehow the mesh and the deformed bones do not work as what you did (assign weights to face bone) Is there any idea why this could happen? Thanks in advance if you could let me know any possibilities of my issues.☺
Hi @@CGDive , yes it does...thanks for reminding me the prompt, I have totally forgotten to look for the error...It is "Heat Weighting: Failed to find solution for one or more bones". I have resolved it by un-parent parts and it worked! Thanks again for your reply and this decent tutorial!
Everytime I tried to learn the complexity of the layers in other professional's work it fried my brain. ;-) Your sharing your knowledge is so much appreciated! This tutorial "rocks!"
Thank you for the video. Unfortunately, it didn’t work for me. I’m using Blender version 3.6.1, and the face control doesn’t appear even though I followed everything from the first second until 11:09. 😭😭
Hi Todor, Thanks again for answering my questions I had. Just out of my curiosity, how would you update your face rig once they have been joined? Just notice that some bones I have placed a bit off but couldn't find anywhere to update it and adjust.... Will be very appreciated if you could point out a way or any tutorial you have made previously.😄
Please help me. On 13:40 I did exactly as you said and parented the "ORG-face" bone to the "mixamorig:Head" bone, but for some reason when I move the head controls the face controls don't move at all. I'm using blender 3.5 (I had to downgrade from 4.0 because the mixamo plugin doesn't even work properly in that version). This whole process is just so confusing 😭😭
Assigning the left eye to the DEF-eye.L is not working to control the eye. Is this meant to match a certain bone in one of the layers? If so I can't find it. I'm using 2.83.4. I"ve been struggling to get this working for months.
Thanks for this tutorial, I need to apply this tutorial to a character and then use it in Unity game engine, so will the face animation will work well? Thanks.
Hello I am getting the error "Bone Heat Weighting: failed to find solution for one or more bones" when i try to assign weights to bones. What am I doing wrong?
You are not doing anything wrong. It's a common problem where Automatic Weights fail. It usually means that your mesh object has messy geometry or simply many overlapping meshes. I'll make a video about this soon!
Hi , i dont result the same following the tutorial , my character has snatching layers , the eyes ,teeth & tongue are the only things moving with the rig , kindly assist what can i do !!! am using blender 3.4
Thank you so much for this rig..the only problem is that my eye balls and teeth aren't being controlled by the rig even after doing the vertex group stuff....I don't know if I am doing something wrong..please any extra tip you can give me???
I am sure you are doing something wrong, just not sure what exactly :P Are they separate objects? Try parenting them to the armature with Empty Groups,
This video is amazing, following 1 year later on blender 3.6 and has been extremely helpful. A few tips I found useful if you are a newbie (like myself). First the author mentions two ways to create the face bone rig, don't do it from an empty bone, instead create the human metarig and delete the extra bones. That will save you a lot of time and frustrations. Second, for me in 3.6 If I tried to upgrade the face rig and then generate the rig, it wouldn't create the controllers, it was only after I decided to click on generate rig without upgrading that it actually created the controllers, no idea why.
If you can't upgrade the rig, that's not great tho :) You most likely deleted the "face" bone under the head. That is why I would still recommend following the video. But it's up to you in the end of the day.
Hey, Great tutorial ths a lot! I've spotterd a error at the final stage when i'm trying to retarget animation nothing moves except pole targets of the rig, anyone knows solution? rig works totally fine on its own.
This is a fantastic tutorial. Thank you! I think you answered my unspoken question. I'm trying to rig a character whose body is basically a robot (space suit) with a human head and neck in the helmet. So, I want Rigify IK controls for ease of posing/animation, but since the body is robotic, I need to specify rotations to single axes, without deforming the rest of the mesh, as one would with an organic body (human, creature, etc.). Rigify seems to only make it more difficult to have to undo all of the automatic weights and it doesn't seem to like subdividing bones for the various axes. I'm going to try out Mixamo.
hello, thank you very much for the tutorial. I'm having a problem like this. ''Attaching Face bones to Head bone''. After this step I move the head to try to see if it works and then I control z to make the head straight and the body disappears. Do you have any idea how I can overcome this problem? Thanks again.
No sorry, I don't have a ready solution for that. Something is wrong, most likely something with the parenting but it needs to be "debugged" :) If you use discord, feel free to share more info on our server discord.gg/YFH5HUv
Thanks a lot for the tutorial. Is there a way to 'scale' the influence down per bone? For example, I want the lower eyelid to follow the eyeball less, but putting a hard value on each of the vertex groups would change the influence very rigidly. Alternatively, weight painting gets messy fast.
Weight painting is the way I'd recommend. In weight paint mode you can try the Weights > Levels. That may be close to the "scale" you are looking for...
Great video on both fast rigging and efficient face rigging. Is there a way to weight-paint the Mixamo rig itself, though? I can rough-pose my character only to some degree. Some positions like arms in front of the body cause disruptions in the geometry. Any advice would be highly appreciated.
Everything was fine until i hit CTRL + J and go to editing mode. The character was stop t-posing and instead rotate on other side and the rigify was detach to the face and other rig bones broken. Its fine when i enter to Object mode and pose mode except for editing mode.
Do you mean for Rigify? The pivot point of the metarig has to be in the center of the world. In object mode, press Ctrl+A > All Transforms. Then generate again.
Excellent tutorial however I encounter a problem when I generate the rig. The eyes bones do not show in the right layer, later on i cannot connect the eye to the rig. Do you have a solution to this problem ? Thanks
Ouch. Only right at the end do you mention it's not a good process for games. haha. I'm trying rig a few characters) for use in Unreal 5. What's a good set of videos to watch to learn a good process for that?
I'm having the same problem as Mar. K. where "after I merge the face and Mixamo rig the face rig deforms horribly". I could send you the Blend File if you wouldn't mind taking a look. If so, should I use your business email in your "About" section?
Before sending any files, please try to solve your problem like Mar. K did. Give it another try. Lately, I am a bit overwhelmed with help requests and I may have to stop reviewing files (aside for some related to my paid courses)
Please help! I must be confused or stupid. But in my tab (Object data properties) I have no tabs (Rigify Buttons , Rigify Layer Names and Rigify Bone Groups). I have version 3.2.1. How can I separately select facial bones? Thank you.
Thanks for the tutorial, but unfortunately I can't change the materials, even though I'm doing exactly what it says in the video. The materials are always transparent and I can't change it, it must be a bug.
In the material tab, under settings try changing the Blend to Opaque or if you have actual transparent materials you can try Alpha Clip or Blend. Just play with these settings and you should get one that looks good.
Great tutorial THANKS ! But I have an issue when I upgrade the bones and Join to the Mixamo Armature, The ORJ bones of the Facial rig just go crazy. How can I fix that ?
You don't join after you upgrade tho. You should join after you generate the face. Also "go crazy" is not a good description of a problem ;) Be more specific.
Thanks again for this tutorial. I can't combine animations that aren't in the same place, when I turned the armature into a control rig. I've watched all your tutorials but you don't talk about it. How do I move a character's starting position in a combination of animations? Thanks in advance
I've seen a couple of tutorials that basically say to keyframe the y-axis location of the hip bone, usually in the graph editor. I think I understand what they're doing, but I haven't gotten it to work correctly yet. There's another similar method I haven't tried yet that involves parenting the hip bone and mesh to an empty, then moving the empty. It doesn't seem that difficult, but like I said, no success for me so far. Hopefully soon. :)
This is such a great tutorial! Thank you so much! But I want to ask how to add or replace objects that are not in the armature to it? I try to parent them but after clicking apply animation to control rig, it doesn't follow with the character
Hey, thanks! You could parent them directly to a bone. Select the mesh, shift+select the armature, go to pose mode, select the bone, ctrl+P > Bone :) Or you can parent the new mesh to the armature with automatic weights and then possibly weight paint some more. Hope this helps.
Excellent, but I have a problem. I tried to assign weights to Face Bones, but it does not work; the vertex groups are created but are empty, there isn't any weight paint on it
@@tomasriffo Man, I have to finally make a video about this. It's the single most asked question on this series and it's not even related to Rigify. There are a couple of solutions. 1. Your mesh has problems. One thing that often helps is to select all vertices and Merge by distance. Also, check for inverted normals. 2. Your mesh/character is too small. Automatic weights struggles with small objects. If you can make your object larger it could help. You can make it smaller again after the weights are applied. 3. Your character is made of many different parts. Automatic weights works best with solid meshes. There is no clear solution for this case. You may have to do manual Weight Painting. 4. DATA TRANSFER: duplicate the model, apply decimate modifier to the copy; bind decimated character to the rig; use a data transfer modifier to transfer weights back to the first model works.
This tutorial is exactly what I need, but for some reason when I assign weights to the face bones it's not doing anything. I thought maybe I missed a step, but I followed this tutorial about 5 times now and the face rig just doens't work. Does anyone know why that could be ?
Are you interested in doing this kind of tutorial for the hand? So Rigify hand + Mixamo body. I think I could adopt what I learned from here, but it would be better if there are proper guides to it.
Hmm I think anyone who can join the face rig like in this video shroud be able to do the hands :) But it is something I could do easily so I'll consider it 😉
Or a combination with AccuRIG - it does finger rigging and seems overall a lot faster and better than Mixamo as it doesn't care which pose your character is on. I think it also generated bones for eyes and tongue, but not other facial bones. Edit: just noticed you already touched AccuRIG on other videos, so never mind. :)
The Mixamo addon needs a special version for Blender 4!
❖Mixamo Addon fix for Blender 4:
gitlab.com/x190/mixamo_blender4
❖Mixamo Addon for Blender 3.6 and earlier:
substance3d.adobe.com/plugins/mixamo-in-blender/
I think mixano addon is not working anymore can someone confirm?
@@mayckonwolf I can confirm. That is why we made an updated versions :)
And the link is in the post you are replying to, haha
Here is a video about that:
ua-cam.com/video/UNDXffLwtq4/v-deo.html
Yes, but how do you move items between layers that no longer exist in 4.0?
@@EverendeverGroup The Layers were replaced with Collections. They work the same way, more or less.
To be honest this is one of the most helpful and best tutorial video I have seen. No issues following along, you didn’t perform any magic like most UA-camrs. It was just perfect.. bless up man, you rock!
Glad it worked for you. You probably know blender quite well. Many people seem to find this video complex and difficult to follow :)
This is by far the best tutorial about rigging. Thank you so much for such awesome content. Keep up the good work.
For anyone struggling with automatic bone weights, trying *merging by distance* in *edit mode* , then going to *object mode* selecting any parts of the mesh that may be separate but still part of the face, then go to *weight paint mode* and follow the same exact directions from the video. That helped fix the following error: *Heat Weighting: Failed to find solution for one or more bones*
Yep, sometimes it helps.
am facing the same issue, but for me it's not working, any other suggestion on this to resolve Heat Weighting
I could kiss both you lads! Thank you so much for the tutorial and this bit of information!
Anyone can help me with this
If this method doesn't work, try to avoid grouping the facial rig and the mixamo rig on the same layer therefore you should skip this part 12:00.
I keep coming back to this video because all the steps are so easy to follow. And when I think I got the hang of it and get stumped on a problem, just back tracking and making sure I didn't skip a step usually solves it and I learn why it happened. Great tutorial!
By far the best tutorial on combining the rigify and mixamo rig. Thank you for all the effort you put in.
This tutorial is worth hundreds of dollars if not thousands as i would never have guess every step right a thank you would not be enough so a million thank yous
Best video for face rig actually. I made a list on problems you can get and how to fix them
1. If you get a error on mixamo saying "Sorry, unable to map your existing skeleton" try to fill your holes in your caracter. If that doesnt work remove all normal maps from ur material. Dont ask me why but it did work for me.
2. After u imprt your fbx character in ur blender scene and zero out the rig you will need to create a face rig as in the video showing. Dont miss that you have to upgradde your face rig and do that super copy thing. If you having problem with face ctrl then try to rotate the rig to another axis. I got a lot of problems here because for some reason it just worked when i rotated my character and face joints. Also dont forget to apply your objects and even clear it!
Thanks for investing so much of your quality time into creating this lesson.
you are a blessing to the community
badass, i dont know why i haven't come across this until just now!
Not sure if you can help but the layers in 3.5 no longer look like this. The face rig now only has 2 hollow circles in the top left under Layers. The same is the case for the rig for the body so it's not clear how to reorder them.
They now look like this:
Face Rig:
2 hollow circles in the top left under Layers, 4 in the bottom right in the opposite panel. 2 in the top left under Protected Layers and 4 in the bottom right on the opposite panel.
Body Rig:
2 hollow circles in the top left under Layers, 1 in the top left in the opposite panel. 2 in the top left under Protected Layers and 1 in the top left under the opposite panel.
Thank you so much sir for this informational video. By watching this video my all concepts about face rigging are clear know. Waiting for you more nice tutorials like this
👍👍 I had to downgrade from Blender 4 to Blender 3 & all the things working fine. Thank you so much Sir.
Thank you so much! I followed your tutorial to combine the rigs and it really works!
A bit late to the party, but have to say your knowledge and level of understanding is incredible. This goes for all of your rigging and retargeting clips I have watched. Very helpful!
Could you please update the tutorial? a lot of stuff changed since this blender version and it's still a nightmare to rigg face🥺
This tut should still work fine with the latest version of Blender.
Just brilliant! A thorough, concise explanation. This is so so helpful. I can't thank you enough for sharing your knowledge. THANK YOU! Dg
thanks a lot bro i stuck in that problem from April the rigging problem not only 1 but a lot of
AWESOME VIDEO!
Some troubleshooting I had to face with this was parenting the "ORG-face" to the "mixamorig:Head" bone. It did NOT want to work no matter what I tried. I sunk several hours into this and trying various google searches. Armature stuff is REALLY REALLY tedious and prone to breaking. The face was just not following the rest of the skeleton properly when I went to pose it, and it would bend and contort the face mesh in gross ways. I did get it to cooperate eventually though. If you have the same issue as me here is what I did in Blender 3.5 to work around this.
POSE MODE> select the "Org-face" bone > Bone Constraint Properties (in the Properties Menu underneath the bones tab) and > Add Bone Constraint > Child of (picked the "mixamorig:Head") and it finally follows the skeleton properly.
I'm still new to rigging and all its pitfalls and I KNOW I screwed up stuff along the way, but I'm happy to finally have the result I was looking for!
Thanks for this! You save me a lot of time... I've was already struggling with this.
THANK YOU!
I needed exactly this! Thank You!
I think the thing with the head rig needing a parent bone - is when the character bends, the head comes with otherwise I don't think it would.
Are you talking about 10:40 ? If so then it's not about the functionality of the rig. There seems to be a bug in Rigify's generation feature.
@@CGDive - yeah, that's the part. I don't think it's a bug. I think it's just that the parent hierarchy got broken due to only using the head (deleting bones beneath), and thus kinda sitting out in space (but I also might not be seeing what you're seeing).
Definitely can be a big help when wanting to use some mixamo mocap and can still do usual animating.
super nice and comprehensive! completed this in 30 minutes
Thanks a lot, best Blender rigging tutorial channel ever.
Wow, thanks mate!
Thank you for this tutorial, very useful for beginners like me, I will try to practice it as practice material
Thanks! I'm looking forward to the game friendly facerig pipeline tutorial
Cant wait!
Let's go
12:57 I tried on that with my 4.0 but there's no "Layers and Protected Layers" on Pose in Data: Objects Data Properties! What should I do?
The same thing happens to me, has anyone found the solution?
One of the best rigging tutorials so far!
I am following your steps and somehow the mesh and the deformed bones do not work as what you did (assign weights to face bone)
Is there any idea why this could happen?
Thanks in advance if you could let me know any possibilities of my issues.☺
When you parent with automatic weight, did you get a warning at the bottom of the screen?
Hi @@CGDive , yes it does...thanks for reminding me the prompt, I have totally forgotten to look for the error...It is "Heat Weighting: Failed to find solution for one or more bones". I have resolved it by un-parent parts and it worked!
Thanks again for your reply and this decent tutorial!
@@4DSmith awesome!
Just finished using this tutorial to make my rig. God bless you sir. You a legend fr.
Everytime I tried to learn the complexity of the layers in other professional's work it fried my brain. ;-) Your sharing your knowledge is so much appreciated! This tutorial "rocks!"
Thanks for your other video on how to install the Mixamo Addon via Mixamo, too.
I've been looking for a tutorial on how to combine these two. You earned your sub this day.
Thank you very much I needed to know how to do it and then I found your video, keep going❤
Glad I could help
@CGDive, thank you!
Would you kindly show how to correctly skin thin meshes like skirts, sleeves, cloaks?
Great suggestion! This is on my todo list :)
I appreciate your work .I'm so thankful for your help and now i am your subscriber 💖💖
Thanks, it's beautiful and handy
Thank you for the video. Unfortunately, it didn’t work for me. I’m using Blender version 3.6.1, and the face control doesn’t appear even though I followed everything from the first second until 11:09. 😭😭
RIGIFY ERROR: Bone 'jaw_master': Could not find all mouth corners
Incorrect armature for type 'skin_jaw'
Hi Todor,
Thanks again for answering my questions I had.
Just out of my curiosity, how would you update your face rig once they have been joined? Just notice that some bones I have placed a bit off but couldn't find anywhere to update it and adjust....
Will be very appreciated if you could point out a way or any tutorial you have made previously.😄
Personally, I'd just start over.
@@CGDive that’s what I am thinking…couldn’t find anywhere to tweak that. Thank you.
Please help me. On 13:40 I did exactly as you said and parented the "ORG-face" bone to the "mixamorig:Head" bone, but for some reason when I move the head controls the face controls don't move at all. I'm using blender 3.5 (I had to downgrade from 4.0 because the mixamo plugin doesn't even work properly in that version). This whole process is just so confusing 😭😭
oops, my eye bone disappeared in blender 3.3, tried it twice. everything else is working perfectly. thanks sir
Easily the most helpful rigging related tutorial I've seen! Thank you! 🙏
Thanks lad i needed this tuitorial .
Awesome, Best work and best channel for Rigging in blender. This is the best solution to merge two riggings, great work.
The best tutorial ever!You are awesome!
Assigning the left eye to the DEF-eye.L is not working to control the eye. Is this meant to match a certain bone in one of the layers? If so I can't find it. I'm using 2.83.4. I"ve been struggling to get this working for months.
This tutorial is amazing thank you!
This is not a tutorial :) more like a lesson for me. Got a great understanding about general structures and combining bones in blender.
Thanks man!
I looked everywhere in blend swap for girl that you said you got off blend swap can you put a link for it 'cause I'd really like to download her
There are many variations. It's one of them
blendswap.com/search?keyword=sintel
Thanks for this tutorial, I need to apply this tutorial to a character and then use it in Unity game engine, so will the face animation will work well? Thanks.
Rigify is not meant for games so it won't be ideal but you can give it a try.
Hello I am getting the error "Bone Heat Weighting: failed to find solution for one or more bones" when i try to assign weights to bones. What am I doing wrong?
You are not doing anything wrong. It's a common problem where Automatic Weights fail. It usually means that your mesh object has messy geometry or simply many overlapping meshes. I'll make a video about this soon!
Hi , i dont result the same following the tutorial , my character has snatching layers , the eyes ,teeth & tongue are the only things moving with the rig , kindly assist what can i do !!! am using blender 3.4
Thank you very very much man. That was super helpful
Thank you so much for this rig..the only problem is that my eye balls and teeth aren't being controlled by the rig even after doing the vertex group stuff....I don't know if I am doing something wrong..please any extra tip you can give me???
I am sure you are doing something wrong, just not sure what exactly :P
Are they separate objects? Try parenting them to the armature with Empty Groups,
@@CGDive they are separate objects...let me try parenting them with empty groups
YOOOOO LMFAO. I was JUS TNOW tearing my hair out tryna learn this
Good timing :)
Great tutorial. The biggest drawback of these auto riggers is the lack of facial controls.
You know I love you right???? You are thee shit dude! Ive gotten everything you have made including the tutorials
Haha, thanks for all the support, mate!
Excellent tutorial, thank you
you so help[ed me dude, saved me! Cool tutorial, without a long useless speech. GG!
Glad I could help!
Thank you for this amazing tutorial!!!
Thanks a lot! This is a great video, helpful and to the point
Glad you enjoyed it!
This video is amazing, following 1 year later on blender 3.6 and has been extremely helpful. A few tips I found useful if you are a newbie (like myself).
First the author mentions two ways to create the face bone rig, don't do it from an empty bone, instead create the human metarig and delete the extra bones. That will save you a lot of time and frustrations.
Second, for me in 3.6 If I tried to upgrade the face rig and then generate the rig, it wouldn't create the controllers, it was only after I decided to click on generate rig without upgrading that it actually created the controllers, no idea why.
If you can't upgrade the rig, that's not great tho :) You most likely deleted the "face" bone under the head. That is why I would still recommend following the video. But it's up to you in the end of the day.
Hey, Great tutorial ths a lot! I've spotterd a error at the final stage when i'm trying to retarget animation nothing moves except pole targets of the rig, anyone knows solution? rig works totally fine on its own.
This really helped me I am happy and I really appeciate it
Love this tutorial, but for some reason, when I do the right eye and type DEF-eye.R and apply it, the eye doesn’t do anything still.
Maybe you haven't parented it to the armature.
can this process work with adding a face rig to a normal rigify rig?
My current rig has an animation, do I have to compulsorily zero out the rig before adding the facial bones?
It would be easier to work that way. Your animation should be still in the file, just give it fake user.
Could you advice why wouldn't this face rig work in games e.g a game made with Unity? If so, what would than work?
Amazing tutorial . I have a question can u tell how to combine rigify face rig to accurig bones
Just like this one. I might make a special tutorial about that, not sure yet.
This is a fantastic tutorial. Thank you!
I think you answered my unspoken question. I'm trying to rig a character whose body is basically a robot (space suit) with a human head and neck in the helmet. So, I want Rigify IK controls for ease of posing/animation, but since the body is robotic, I need to specify rotations to single axes, without deforming the rest of the mesh, as one would with an organic body (human, creature, etc.). Rigify seems to only make it more difficult to have to undo all of the automatic weights and it doesn't seem to like subdividing bones for the various axes.
I'm going to try out Mixamo.
hello, thank you very much for the tutorial. I'm having a problem like this.
''Attaching Face bones to Head bone''. After this step I move the head to try to see if it works and then I control z to make the head straight and the body disappears. Do you have any idea how I can overcome this problem? Thanks again.
No sorry, I don't have a ready solution for that. Something is wrong, most likely something with the parenting but it needs to be "debugged" :)
If you use discord, feel free to share more info on our server
discord.gg/YFH5HUv
This video is exactly what I needed)
Thanks a lot for the tutorial.
Is there a way to 'scale' the influence down per bone? For example, I want the lower eyelid to follow the eyeball less, but putting a hard value on each of the vertex groups would change the influence very rigidly. Alternatively, weight painting gets messy fast.
Weight painting is the way I'd recommend.
In weight paint mode you can try the Weights > Levels. That may be close to the "scale" you are looking for...
@@CGDive I think that's what I wanted, thanks a lot!
@@kenjiju2174 Great! :)
Great tutorial to study.
Absolute LEGEND
Lol thanks 🙏
Great video on both fast rigging and efficient face rigging. Is there a way to weight-paint the Mixamo rig itself, though? I can rough-pose my character only to some degree. Some positions like arms in front of the body cause disruptions in the geometry. Any advice would be highly appreciated.
Yes, the mixamo deform bones are on the second rig layer. Just paint as you would any other rig.
Thanks for the tutorial going to help alot ❤
Happy to help
Everything was fine until i hit CTRL + J and go to editing mode. The character was stop t-posing and instead rotate on other side and the rigify was detach to the face and other rig bones broken. Its fine when i enter to Object mode and pose mode except for editing mode.
Can't offer a solution based on the info provided, sorry.
2y later, still extremely useful!
Glad to hear!
I have a problem that when I press the "Generate Rig" button, the rig is created in the wrong place. What to do?
Do you mean for Rigify?
The pivot point of the metarig has to be in the center of the world. In object mode, press Ctrl+A > All Transforms.
Then generate again.
Excellent tutorial however I encounter a problem when I generate the rig. The eyes bones do not show in the right layer, later on i cannot connect the eye to the rig. Do you have a solution to this problem ? Thanks
You must be using an older version of Blender. Here is a solution
ua-cam.com/video/Z1pL-ZUL0YU/v-deo.html
Im having a really hard time painting the eye's weight and i cant find any videos about that, got any tips? im using nothing more then the rigify
The method I showed in the video is the most efficient one I know of.
Ouch. Only right at the end do you mention it's not a good process for games. haha. I'm trying rig a few characters) for use in Unreal 5. What's a good set of videos to watch to learn a good process for that?
ua-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
I'm having the same problem as Mar. K. where "after I merge the face and Mixamo rig the face rig deforms horribly". I could send you the Blend File if you wouldn't mind taking a look. If so, should I use your business email in your "About" section?
Before sending any files, please try to solve your problem like Mar. K did. Give it another try. Lately, I am a bit overwhelmed with help requests and I may have to stop reviewing files (aside for some related to my paid courses)
Please help! I must be confused or stupid. But in my tab (Object data properties) I have no tabs (Rigify Buttons , Rigify Layer Names and Rigify Bone Groups). I have version 3.2.1. How can I separately select facial bones? Thank you.
Sounds like you haven't activated Rigify. Please go through my basic Rigify training
ua-cam.com/play/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx.html
I really Love this tutorial .....great 😍🥰
Thanks for the tutorial, but unfortunately I can't change the materials, even though I'm doing exactly what it says in the video. The materials are always transparent and I can't change it, it must be a bug.
In the material tab, under settings try changing the Blend to Opaque or if you have actual transparent materials you can try Alpha Clip or Blend. Just play with these settings and you should get one that looks good.
Great tutorial THANKS ! But I have an issue when I upgrade the bones and Join to the Mixamo Armature, The ORJ bones of the Facial rig just go crazy. How can I fix that ?
You don't join after you upgrade tho. You should join after you generate the face.
Also "go crazy" is not a good description of a problem ;) Be more specific.
@@CGDive The ORG and DEF bones become weirdly scaled down
@@felixfokoua2184 Sounds like one of the rigs has an unapplied scale... But I am not sure.
Awesome👍👏
hi.... the armature and rig seems to be fused somhow i can't hide the bones
Thanks again for this tutorial.
I can't combine animations that aren't in the same place, when I turned the armature into a control rig.
I've watched all your tutorials but you don't talk about it.
How do I move a character's starting position in a combination of animations?
Thanks in advance
I'll make a video about that when I start working on retargeting content again. I don't have a quick answer, sorry!
I've seen a couple of tutorials that basically say to keyframe the y-axis location of the hip bone, usually in the graph editor. I think I understand what they're doing, but I haven't gotten it to work correctly yet. There's another similar method I haven't tried yet that involves parenting the hip bone and mesh to an empty, then moving the empty. It doesn't seem that difficult, but like I said, no success for me so far. Hopefully soon. :)
Very Cool!
SUGESTION: A Easy mode to send Mixamo Animations to Rigify and Reverse!
Thanks!
Maybe there is:
github.com/pKrime/Expy-Kit
I'll make a video about it very soon (this week or next) :)
This is such a great tutorial! Thank you so much! But I want to ask how to add or replace objects that are not in the armature to it? I try to parent them but after clicking apply animation to control rig, it doesn't follow with the character
Hey, thanks!
You could parent them directly to a bone. Select the mesh, shift+select the armature, go to pose mode, select the bone, ctrl+P > Bone :)
Or you can parent the new mesh to the armature with automatic weights and then possibly weight paint some more.
Hope this helps.
@@CGDive Omg, this helps a lot!!!Thanks!!!
Excellent, but I have a problem. I tried to assign weights to Face Bones, but it does not work; the vertex groups are created but are empty, there isn't any weight paint on it
When you parent with Automatic weights did you see an error in the bottom? "Bone heat weighting..."
@@CGDive yes, I did not see it before, what can I do?
@@tomasriffo
Man, I have to finally make a video about this. It's the single most asked question on this series and it's not even related to Rigify.
There are a couple of solutions.
1. Your mesh has problems. One thing that often helps is to select all vertices and Merge by distance. Also, check for inverted normals.
2. Your mesh/character is too small. Automatic weights struggles with small objects. If you can make your object larger it could help. You can make it smaller again after the weights are applied.
3. Your character is made of many different parts. Automatic weights works best with solid meshes. There is no clear solution for this case. You may have to do manual Weight Painting.
4. DATA TRANSFER: duplicate the model, apply decimate modifier to the copy; bind decimated character to the rig; use a data transfer modifier to transfer weights back to the first model works.
Thanks a lot
This tutorial is exactly what I need, but for some reason when I assign weights to the face bones it's not doing anything. I thought maybe I missed a step, but I followed this tutorial about 5 times now and the face rig just doens't work.
Does anyone know why that could be ?
When you apply the weights watch the bottom of the Blender screen. Does it say "Bone heat weighting error"?
I have error.
RIGIFY ERROR: Bone 'jaw_master': Could not find all mouth corners
Incorrect armature for type 'skin_jaw'
How i can fix this ?
See this.
ua-cam.com/video/hYDzW3RBUqY/v-deo.html
@@CGDive I see and i fix him, thank you.
Are you interested in doing this kind of tutorial for the hand? So Rigify hand + Mixamo body. I think I could adopt what I learned from here, but it would be better if there are proper guides to it.
Hmm I think anyone who can join the face rig like in this video shroud be able to do the hands :) But it is something I could do easily so I'll consider it 😉
Or a combination with AccuRIG - it does finger rigging and seems overall a lot faster and better than Mixamo as it doesn't care which pose your character is on. I think it also generated bones for eyes and tongue, but not other facial bones.
Edit: just noticed you already touched AccuRIG on other videos, so never mind. :)
Please create a simple game face rig to add to Mixamo really appreciated
That's awesome. Thanks a lot.
very helpful tutorial thank you so much