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*
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!
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!
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 😭😭
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
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!
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.
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!
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!
@@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).
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.😄
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. 😭😭
Спасибо тебе огромное за эти уроки это лучше что есть в сети, но я столкнулся с проблемой - blender 3.3 следовал инструкции 12:53 да он прикрепился но на 13:29 кость ORG-face не прикрепилась к mixamorig - Head, путем проб и ошибок выяснил что надо делать, нужно прикрепить кость face to mixamorig - Head и тогда все сработает.
Hey! Fun fact: I only understand a little bit of Russian. :P But thanks for the solution. Here is a google translation Thank you so much for these tutorials, it's the best thing on the net, but I ran into a problem - blender 3.3 followed the instructions 12:53 yes it attached but at 13:29 the ORG-face bone did not attach to the mixamorig - Head, through trial and error found out what you need to do, you need to attach the bone face to mixamorig - Head and then everything will work.
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!"
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.
@@kenzietownsend6644 Oh, right, if you need every step then it might be a challenge. I will consider it but honestly I recommend learning the differences between the old Layers and the new Collections. Collections are a nice addition but they are not that different from layers. Watch this video ua-cam.com/video/Jtse_jUq7rk/v-deo.html and then the 4.1 update video from the same playlist.
@@CGDive "If I need every step?" That's what tutorials are. I just skipped this part and went back to a full rigify rig. It's apparent this needs an update. It's okay if you don't want to do it or share how its done.
@@kenzietownsend6644 Oh, I do want. The problem is that while it looks like 20 minutes to you, that's sometimes days or weeks of work for me. So I gave you the next best thing for now: learn a bit about Collections and Layers, then come back to this tut and fill a few holes yourself. "That's what tutorials are". Ideally yes, every step should be perfectly laid out and explain exactly what you want. Unfortunately we don't live in an ideal world. That's why it's a good idea to develop the skills to adapt what you learn to your needs. You can then even watch tutorials for another software and adapt them to Blender.
Hay thx for the tutorial but i have a problem right here 8:42 that everytime i choose "selection to cursor" the eye bone just goes down between the leg bones idk why " The source of the model i use is ready player me " idk if that effects the model And i hope you make a vid about ready player me and face rig cuz the Tongue and teeth are one piece in that website
It sounds like the cursor is in the center of the world (between the legs) which means that the origin point of the eyes is there. You can go to Edit mode, select all polygons of one eye and choose "cursor to selected" there. Then go to the bone and do "selection to cursor" :)
Amazing video! but I have a problem. At 13:42 I tried to rotate the head to see if the face controls moved along but my upper jaw, lower jaw, and tongue didn't want to move along. Only the head and the eyes worked. Could you please replay fast I use this video for a school project and this tutorial has been beneficial to me?
I can reply fast but I don't know the exact reason. My best guess is that the teeth and tongue are not weighted properly to move with the head. I showed how to do that after 13:49
@@CGDive Thanks I figured it out. There is another problem I am having. At 18:05 I tried to select the armature and the tongue, I go to weight mode and I tried to select the bones of the tongue but, for some reason, it didn't want to select them.
@@dariyadruyan5549 Something isn't set up right. The meshes have to have an Armature modifier in which "Object" is set to the rig you're working with. Or a simpler reason may be that you didn't select the right armature or the object in the right order. Can't say for sure :)
This can be caused by "double parenting", e.g. the eyes meshes are affected by the armature through vertex weights but they are also parented directly to the eye bones. Make sure to only use one or the other.
@@CGDive yeah i figured it out i kept weight painting the eyes when it was the whole head itself that wasn’t correctly weighted which caused the eyes popping out thanks I appreciate I subscribed to your channel your videos have helped alot!
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...
11:09 I'm very sure I did everything just like the video, but when I generated the rig instead of a face rig I got a single root controller on the foot
I am very sure you didn't, speaking from experience. :) I've heard "I did exactly what you did" 100s of times. When I follow up, 100% of the time the reality is that people did not do what I did.
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 team! i had a quick question about this. i know at the end you said it isn't "game ready", but does this mean i can't use it for animated films in unreal? i don't need to use unreal animations or replace the unreal mannequin with my character, i'm simply trying to make a movie lol.
Give it a try. You may experience weird face deformations after exporting to your game engine. If you do there is a solution. I have a whole playlist about that. ua-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html In particular watch the video about our addon wich automates the process ua-cam.com/video/iZBx1I7vmQ0/v-deo.html
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.
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.
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
@@AmirKhan-jd4tm It sounds like the rig has a stored pose. See if there are keyframes in the timeline. If you don't need them, delete them. Then go to pose mode, and press alt + g, alt+R, alt+s. Or from the menues go to Pose > Clear Transforms > All. Now the pose should be the same in Edit Mode and Pose mode. If not, it means that there are constraints. But that is unlikely.
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.
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
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.
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.
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.
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,
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. :)
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.
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.
@@CGDive sir please make a tutorial blender 4.0 layer option not show.
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 :)
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.
This is by far the best tutorial about rigging. Thank you so much for such awesome content. Keep up the good work.
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!
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!
you are a blessing to the community
badass, i dont know why i haven't come across this until just now!
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 😭😭
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
By far the best tutorial on combining the rigify and mixamo rig. Thank you for all the effort you put in.
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?
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!
Thanks for investing so much of your quality time into creating this lesson.
Thank you so much! I followed your tutorial to combine the rigs and it really works!
Thanks a lot, best Blender rigging tutorial channel ever.
Wow, thanks mate!
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!
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.
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!
I needed exactly this! Thank You!
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!
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).
14:20 isnt working for me, following all these steps carefully, until 14:48 step doesnt work, i can't assig automatic from bones
you're using 4.0?
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.
Just brilliant! A thorough, concise explanation. This is so so helpful. I can't thank you enough for sharing your knowledge. THANK YOU! Dg
👍👍 I had to downgrade from Blender 4 to Blender 3 & all the things working fine. Thank you so much Sir.
The best tutorial ever!You are awesome!
Definitely can be a big help when wanting to use some mixamo mocap and can still do usual animating.
Thanks lad i needed this tuitorial .
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. 😭😭
Thank you very much I needed to know how to do it and then I found your video, keep going❤
Glad I could help
I appreciate your work .I'm so thankful for your help and now i am your subscriber 💖💖
Thank you for this tutorial, very useful for beginners like me, I will try to practice it as practice material
Спасибо тебе огромное за эти уроки это лучше что есть в сети, но я столкнулся с проблемой - blender 3.3 следовал инструкции 12:53 да он прикрепился но на 13:29 кость ORG-face
не прикрепилась к mixamorig - Head, путем проб и ошибок выяснил что надо делать, нужно прикрепить кость face to mixamorig - Head и тогда все сработает.
Hey! Fun fact: I only understand a little bit of Russian. :P
But thanks for the solution. Here is a google translation
Thank you so much for these tutorials, it's the best thing on the net, but I ran into a problem - blender 3.3 followed the instructions 12:53 yes it attached but at 13:29 the ORG-face bone did not attach to the mixamorig - Head, through trial and error found out what you need to do, you need to attach the bone face to mixamorig - Head and then everything will work.
@@CGDive
мда общение через гугл это еще то занятие))
@@ivanfatin7122 learn eng bastard
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!
super nice and comprehensive! completed this in 30 minutes
thanks a lot bro i stuck in that problem from April the rigging problem not only 1 but a lot of
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.
Thank you very very much man. That was super helpful
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.
This tutorial is amazing thank you!
YOOOOO LMFAO. I was JUS TNOW tearing my hair out tryna learn this
Good timing :)
Thanks, it's beautiful and handy
This video is exactly what I needed)
Thank you for this amazing tutorial!!!
Thanks! I'm looking forward to the game friendly facerig pipeline tutorial
Cant wait!
Let's go
Thanks a lot! This is a great video, helpful and to the point
Glad you enjoyed it!
Just finished using this tutorial to make my rig. God bless you sir. You a legend fr.
Awesome, Best work and best channel for Rigging in blender. This is the best solution to merge two riggings, great work.
I've been looking for a tutorial on how to combine these two. You earned your sub this day.
Excellent tutorial, thank you
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.
@@CGDive It does not..there's no bone layers anymore and the subsequent steps after that section can't be followed.
@@kenzietownsend6644 Oh, right, if you need every step then it might be a challenge. I will consider it but honestly I recommend learning the differences between the old Layers and the new Collections. Collections are a nice addition but they are not that different from layers.
Watch this video
ua-cam.com/video/Jtse_jUq7rk/v-deo.html
and then the 4.1 update video from the same playlist.
@@CGDive "If I need every step?" That's what tutorials are. I just skipped this part and went back to a full rigify rig. It's apparent this needs an update. It's okay if you don't want to do it or share how its done.
@@kenzietownsend6644 Oh, I do want. The problem is that while it looks like 20 minutes to you, that's sometimes days or weeks of work for me. So I gave you the next best thing for now: learn a bit about Collections and Layers, then come back to this tut and fill a few holes yourself.
"That's what tutorials are". Ideally yes, every step should be perfectly laid out and explain exactly what you want. Unfortunately we don't live in an ideal world. That's why it's a good idea to develop the skills to adapt what you learn to your needs. You can then even watch tutorials for another software and adapt them to Blender.
Absolute LEGEND
Lol thanks 🙏
@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 :)
Great tutorial. The biggest drawback of these auto riggers is the lack of facial controls.
you so help[ed me dude, saved me! Cool tutorial, without a long useless speech. GG!
Glad I could help!
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! 🙏
Hay thx for the tutorial but i have a problem right here 8:42 that everytime i choose "selection to cursor" the eye bone just goes down between the leg bones idk why
" The source of the model i use is ready player me " idk if that effects the model
And i hope you make a vid about ready player me and face rig cuz the Tongue and teeth are one piece in that website
It sounds like the cursor is in the center of the world (between the legs) which means that the origin point of the eyes is there. You can go to Edit mode, select all polygons of one eye and choose "cursor to selected" there. Then go to the bone and do "selection to cursor" :)
Great tutorial to study.
This really helped me I am happy and I really appeciate it
I use blender 3.2.1, and when I generate rig, I didn't get the result like in 11:10 ... Would like to know where I did wrong and solution for that
Can't say for sure. You may find that if you start over it does work.
Amazing video! but I have a problem. At 13:42 I tried to rotate the head to see if the face controls moved along but my upper jaw, lower jaw, and tongue didn't want to move along. Only the head and the eyes worked. Could you please replay fast I use this video for a school project and this tutorial has been beneficial to me?
I can reply fast but I don't know the exact reason. My best guess is that the teeth and tongue are not weighted properly to move with the head. I showed how to do that after 13:49
@@CGDive Thanks I figured it out. There is another problem I am having. At 18:05 I tried to select the armature and the tongue, I go to weight mode and I tried to select the bones of the tongue but, for some reason, it didn't want to select them.
@@dariyadruyan5549 Something isn't set up right. The meshes have to have an Armature modifier in which "Object" is set to the rig you're working with.
Or a simpler reason may be that you didn't select the right armature or the object in the right order. Can't say for sure :)
@@dariyadruyan5549 how solve this , please tell me
@@dariyadruyan5549 how solve this , please tell me
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
RIGIFY ERROR: Bone 'jaw_master': Could not find all mouth corners
Incorrect armature for type 'skin_jaw'
every thing works well but as soon as i move the head the eyes pop out of its socket is there a way to fix this issue?
This can be caused by "double parenting", e.g. the eyes meshes are affected by the armature through vertex weights but they are also parented directly to the eye bones. Make sure to only use one or the other.
@@CGDive yeah i figured it out i kept weight painting the eyes when it was the whole head itself that wasn’t correctly weighted which caused the eyes popping out thanks I appreciate I subscribed to your channel your videos have helped alot!
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! :)
Thanks for the tutorial going to help alot ❤
Happy to help
11:09 I'm very sure I did everything just like the video, but when I generated the rig instead of a face rig I got a single root controller on the foot
I am very sure you didn't, speaking from experience. :)
I've heard "I did exactly what you did" 100s of times. When I follow up, 100% of the time the reality is that people did not do what I did.
I really Love this tutorial .....great 😍🥰
2y later, still extremely useful!
Glad to hear!
Great tutorial !
When I get to 13:14 the bones for the face are all over and scattered looking like a porcupine I need help
LOL I honestly don't know but I'd check if the scene was applied before joining both rigs.
I’m having the same issue did you find a solution
Awesome work..!!
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 team! i had a quick question about this. i know at the end you said it isn't "game ready", but does this mean i can't use it for animated films in unreal? i don't need to use unreal animations or replace the unreal mannequin with my character, i'm simply trying to make a movie lol.
Give it a try. You may experience weird face deformations after exporting to your game engine. If you do there is a solution. I have a whole playlist about that.
ua-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
In particular watch the video about our addon wich automates the process
ua-cam.com/video/iZBx1I7vmQ0/v-deo.html
Awesome👍👏
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.
That's awesome. Thanks a lot.
At 13:20, mine produces spike bones in the Layers
"spike bones in the Layers"
Sorry but that doesn't ring a bell at all :)
Same here the face end up all distorted in blender 3.6
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.
its so helpful for me tnx bro
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.
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
When I go into edit mode my meta rig lags behind the mixamo rig 13:31 please help me how can i fix this
Not sure what that means. Please try to write it again with all the necessary verbs and nouns :)
@@CGDive when i click on edit mode my character Moves little bit forward that's why his Armature also move forward.that's what i mean
@@CGDive and after going back to object mode the character again moves backward
@@CGDive Tell me how can I fix this? I hope you understand what I am talking about.
@@AmirKhan-jd4tm It sounds like the rig has a stored pose. See if there are keyframes in the timeline. If you don't need them, delete them. Then go to pose mode, and press alt + g, alt+R, alt+s. Or from the menues go to Pose > Clear Transforms > All.
Now the pose should be the same in Edit Mode and Pose mode.
If not, it means that there are constraints. But that is unlikely.
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.
very helpful tutorial thank you so much
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
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.
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.
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.
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?
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
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. :)
Thank you for the video ;)
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) :)
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.
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?