i sat here for legit 3 hours just trying random options and scouring stack exchange posts where people go "it wasnt that but i solved it so no problem" without posting a solution. watched a different video from a dude describing rigging problems and i managed to fix my issue with the first 2 minutes of your video i cant express in words how much i love you right now Edit: just because i know whats causing the problem doesnt mean i can fix it apparently
OMG after another hour after waking up i found out what the issue was, i dont know why that was an issue, but i just feel the need to document it somewhere. i had 2 vertex groups overlapping and an armature and a surface deform modifier. i basically wanted the armature to only affect 1 of them and the surface deform the other, which i just couldnt figure out, they kept being transformed twice when i was posing bones. for some reason i needed to have a vertex group that had every vertex of my mesh set to 1 and assign that as the vertex group in the armature modifier i almost went insane i think, i was starting like mild self harm, because i had it working like 8 times and then a minute later it just broke again. (for all i know it might still break again, but its held on for quite a bit now) the sense of relief is immesurable
For anyone who's had the same problem I had: "make vertex parent" doesn't work properly with objects that have a mirror modifier. You need to remove or apply the mirror modifier. Subdivision surface and solidify work with "make vertex parent" tho, afaik.
Thank you Sir - for teching community about that animation character rigging issue.Maybe in the future - i will rig my character and i will render it in diferent poses.
Most likely not the main point of the video, but i am super happy to have the segment about robotic rigify included here and hearing you plan to make a full video on it. Having worked with alot of characters that either had prosthetics or parts like the lower arms or calfs be robotic while the rest of the body stays organic, i was always hoping for some resources on how to do this right (google shows up an entire THREE search results...)! If there is still time to add onto the probably already gigantic request pile, would you be able to cover how to change the amount of spline segments for a robotic rig based on rigify, or replace the standard foot bone group for something more simple, as robotic feet usually dont need tilt or heel bones? I watched your videos on how to create custom rigify rigs quite often by now, but i still run into issues trying to modify the human rig for certain parts... If there is no time to include any of that or i am simply missing something else, no worries of course, very excited for the new video either way! Much love, you make rigify as a whole so much more understandable and enjoyable!
@@ESD8000 That's easy. Just construct the spine in the Meta rig from as many segments you like :) I think the minimum number is 3 but there is no maximum number.
For you I would look into Cgdives videos on building your own armature with Rigify building blocks. He has videos on this. Once you understand how to build your own rigify armatures you can build anything and once you're happy with it you can then use "generate rig" to get all the relevant controls.
Wonderful video! Could you please make a video on weight paint for characters that have armors and such, especially if they dont have real dummy character beneath the armor?
Yeah, Bendy bones is a cool blender feature but it is often misused like some kind of magic potion which it is not. It can be very powerful in some cases but it also creates issues when used without proper understanding.
Wonderful lesson, thank you so much! Could you please tell me what I should do? I have attached the part to the character as shown at 16:04. But when I export the model to fbx format, the part is in a completely different position than I set it. What should I do, please help me =)
for a robot the arm bones roll/rotate when moving the IK hand. the arm bones rotate/roll even when with one segment/bendybone. how do i stop the arm bones from rotating/rolling when moving the arm or hand ik?
can you please make a whole complete video of painting the weights as now everyone knows all the settings and deform bones and all but....a video with painting things also testing the wrist rig or finger bones for like they perfeoming or bending right or not.....as the major challenge which I found like the shoulder upper arm bone, arms, wrist and finger bones ......ya...!! Also, one more thing like it may be challenging but the FACE RIG setup and do the weight painting as well as testing the expressions using key frames or shapes keys or the Facial Library. I think regarding that library of making the smile face at once and put that in a library and can be used again and again like in hands also..of folding and opening...hope you got the thing which I'm asking for..!! It would be challenging but as we have only you on YT to learn with confidence so ya..let me know when you planning for or any suggested video fo it. #love from INDIA
Yes, 18:11 pin Empties and constrain the bones to the emptied. Animations created this way can be baked and exported correctly. The pin will not exist in the target app, however.
Hey, thanks for the awesome tutorial. Your videos are always a joy to watch because they're always informative and worth a million likes. Could you have posssibly made the rigify robot tutorial? I searched it up to no avail.
Hey, thanks! Rigify robot? Is it something I mentioned in the video? :D No, there is no such tutorial at the moment, sorry. I did make a course about Skeleton rigging which has some similarities with Robot rigging.
@@CGDive Hey, yes you mentioned something to do with rigging a robot with rigify, with a promise that you'll make tutorial on it. I'll check out the skeleton tutorial though, I know it will be similar to whhat I wanted to know ;)
Could you make a tutorial on Auto Rig Pro about fixing this same problem? I am experiencing a lot of bending and twisting when i make certain poses with the rig
@@CGDive I tried what you did and it didn't work for it. I managed to get it working for me though. I am working on a project with a mocap and was trying to get the hands to pin on the dancer pole with the Rigify rig, but it wouldn't click onto the pole like ARP rig does
Solution 3 is very helpfull for me, thanks a lot ! Question, for rigging a very muscular character in the goal to export in UE5, what is the best workflow you think ? I want muscles deform during bone rotation.
Why would I want to remove the zero weights on points? I'm not sure that I understand why doing so would be beneficial. Is it simply just for optimization and reducing file size or is there another reason ?
Hence the unwanted stretching for a specific model. It depends on what model you are working with. When it comes to how you model and what weight you get as you move the bone around.
@@TheRealJerseyJoe The weight on a particular vertex set to zero means no bone will be moving that vertex at all whereas a weight of 1 will full-on move that vertex.
Yeah, mostly for optimization. In Blender, you probably won't feel its effect much but it's a good practice. Game engines will probably be happy you optimized the values.
So, I guess the best solution for exporting animated character with accessories to a game engine is to use secondary bones or accept the inevitability of deformations?
Actually bendy bones are automatically disabled when you export out of Blender. FBX and other exporters simply don't have anything like bendy bones. So if you are rigging for games, you may want to disable bendy bones so that the deformations you see in Blender are the same you'll see in your game engine.
@@CGDive ah, yeah I know bendy bones are not the way for a game engine, my interest is more general. Secondary bones and/or smooth weight sharing between bones is the only approach to make a character with lots of (detachable) pouches, buttons etc. ?
@@Monkok3D It will depend on your goals and priorities so it's hard to give a simple answer. But for high fidelity stuff, I'd say the technique from 18:12 will be the way to go.
So I waited it correctly and there aren't any bendy bones and yet it's still bending in a weird way when I move the bone, I'm literally pulling my hair out I cannot figure out how to fix this.
been trying to apply some things ive seen on here onto a rigged character for DayZ but it all seems to just be super wonky. the rigging is supposedly even done by the devs themselves and they shared it with the modding community but it has no rotational controllers and deforms happen easily like the arm stabbing the body when you move it slightly forwards
hey you seem to be pretty efficient in blender. i have an issue with the program and im not sure how to solve it.. every time i try to rotate an object with the rotation gizmo (green red and blue gyrosphere used to rotate objects, it doesnt turn). i believe i mustve locked it by mistake or somethong, but no matter how i try to search it online, i cant find the solution. is this something you can help with?
I can't express how poorly I'm doing at learning rigging. It's been years on and off and nothing ever seems to work as intended. For instance in this video the zero weights was a eureka moment for a major issue I'm struggling to get to work correctly: weight painting continuously is adding random verts on the mesh. Ok I can zero these weights to a bone? NO. that option is no even available in a panel on the right. Honestly I dont know if it's a blender thing how they go about with their rigging process but it's made me despise rigging with a passion.
heya, i got an issue, i have multiple part model where each part is attached to the same armature and i want to make part solid unstretchy but when i use yur technique it still make it stretchy
Most likely not. But if you have a bone that is constrained to an empty which is vertex parented to the mesh, then that bone can be baked and exported.
I cannot see all these options in the side menu like "mesh online" "game rig tool" "rokoko" etc, I have the 2.91 version of Blender. Anyone knows why? Are these extra add-ons I should get?
Yes, they are additional addons and you don't need them for this video. Sorry but I do videos about different tools and sometimes my Blender can look not quite "Default" :)
A question. Let's say I edited the character with AutoRig and Voxel heat diffuse; purely edited with add-on etc... Can you also import them with all the edited characters into Unreal Engine or unity without any problems? And thanks for your Tutorials. They are very helpfully
*I've been looking for over 5 hours to help my mesh in university assignment work, you're the ONLY person who was able to help*
10/10 +1 sub
i sat here for legit 3 hours just trying random options and scouring stack exchange posts where people go "it wasnt that but i solved it so no problem" without posting a solution. watched a different video from a dude describing rigging problems and i managed to fix my issue with the first 2 minutes of your video
i cant express in words how much i love you right now
Edit: just because i know whats causing the problem doesnt mean i can fix it apparently
OMG after another hour after waking up i found out what the issue was, i dont know why that was an issue, but i just feel the need to document it somewhere.
i had 2 vertex groups overlapping and an armature and a surface deform modifier. i basically wanted the armature to only affect 1 of them and the surface deform the other, which i just couldnt figure out, they kept being transformed twice when i was posing bones.
for some reason i needed to have a vertex group that had every vertex of my mesh set to 1 and assign that as the vertex group in the armature modifier
i almost went insane i think, i was starting like mild self harm, because i had it working like 8 times and then a minute later it just broke again.
(for all i know it might still break again, but its held on for quite a bit now)
the sense of relief is immesurable
There is a good reason why game engines do not allow bendy bones to be imported: unwanted stretching of "buttons, pouches, and so on".
tnx for the tip!
the best video of this i ever seen, you solver my problem in 3 minutes
Thanks for the excellent tutorial. It is very helpful to solve this annoying problem while rigging models in Blender.
Excellent, as always.
0:14 me when the ice cream machine at mcdonalds is working
haha
wow life saver!
This helped me with making an ik mesh, somehow the left foot included extra verteces from the right foot.
For anyone who's had the same problem I had: "make vertex parent" doesn't work properly with objects that have a mirror modifier. You need to remove or apply the mirror modifier. Subdivision surface and solidify work with "make vertex parent" tho, afaik.
Interesting, thanks for sharing.
Thank you Sir - for teching community about that animation character rigging issue.Maybe in the future - i will rig my character and i will render it in diferent poses.
I was struggling for hours and this could be a solution or at least a part of it, thak you sooooo much
Thank you thank you thank you! You dont realize how much this helped me!!!
Just the video I was looking for! Thank you, you're a legend!
Thank you, great explanation and easy to follow
Well done 👏🏼
Thank you so much for this tutorial, you just gave me the solution to my current problem.
That's what I like to hear!
Hero.! As always
Thanks, as always! :)
Thank you so much, you spared me so much time 😭
Most likely not the main point of the video, but i am super happy to have the segment about robotic rigify included here and hearing you plan to make a full video on it. Having worked with alot of characters that either had prosthetics or parts like the lower arms or calfs be robotic while the rest of the body stays organic, i was always hoping for some resources on how to do this right (google shows up an entire THREE search results...)! If there is still time to add onto the probably already gigantic request pile, would you be able to cover how to change the amount of spline segments for a robotic rig based on rigify, or replace the standard foot bone group for something more simple, as robotic feet usually dont need tilt or heel bones? I watched your videos on how to create custom rigify rigs quite often by now, but i still run into issues trying to modify the human rig for certain parts... If there is no time to include any of that or i am simply missing something else, no worries of course, very excited for the new video either way!
Much love, you make rigify as a whole so much more understandable and enjoyable!
Thanks!
What do you mean by "spline segments"? Spine segments maybe?
@@CGDive oh, typo from my end, sorry! Yeah, changing the amount of spine segments.
@@ESD8000 That's easy. Just construct the spine in the Meta rig from as many segments you like :) I think the minimum number is 3 but there is no maximum number.
For you I would look into Cgdives videos on building your own armature with Rigify building blocks. He has videos on this. Once you understand how to build your own rigify armatures you can build anything and once you're happy with it you can then use "generate rig" to get all the relevant controls.
i was wondering why feet shrink when i rotate the ankle
this video was really helpful to actually fix that
Another fantastically useful video. Thanks!
thank you so much bro ive been looking for three days to fix this, ima kiss u on the mouth fr
uhhh, thank you lol
Glad it was useful!
great video! thanks!
Wonderful video! Could you please make a video on weight paint for characters that have armors and such, especially if they dont have real dummy character beneath the armor?
Yeah, that's a popular request. I'll try to cover it.
Thank you! Fixed my mesh not bending correctly
You are welcome!
you are a god send thank you!
Help me a lot, thank you very much.
Glad to hear that
Уф, спасибо тебе добрый человек!
Thank you so much!
Glad it helped!
wow, you're amazing! thanks for sharing it with us! have one question, if parent objects to vertices will it work with game engines?
Hey. Not directly. The workaround would be to parent an empty to the vertices and constrain a bone to the empty :) A bit tedious but that should work.
love u very much this is very helping
8:29 this is it, why this would ever be on by default in the limbs is a mystery.
Yeah, Bendy bones is a cool blender feature but it is often misused like some kind of magic potion which it is not. It can be very powerful in some cases but it also creates issues when used without proper understanding.
Wonderful lesson, thank you so much!
Could you please tell me what I should do? I have attached the part to the character as shown at 16:04. But when I export the model to fbx format, the part is in a completely different position than I set it.
What should I do, please help me =)
I am not sure but if the part is parented directly to a bone, that does't work on export. Everything needs to be skinned using vertex weights.
@@CGDive In short, the method of meshing meshes to three vertices works exclusively in Blender. Am I understanding this correctly? =)
@@CGDive Anyway, thank you very much for your reply =)
thank you!
for a robot the arm bones roll/rotate when moving the IK hand. the arm bones rotate/roll even when with one segment/bendybone. how do i stop the arm bones from rotating/rolling when moving the arm or hand ik?
in 6:45, what if it's a single mesh but its parts (like an blet for example) still have unwanted stretches'? what do I do?
I am not familiar with "blets", sorry :9
@@CGDive I meant belt, sorry
can you please make a whole complete video of painting the weights as now everyone knows all the settings and deform bones and all but....a video with painting things also testing the wrist rig or finger bones for like they perfeoming or bending right or not.....as the major challenge which I found like the shoulder upper arm bone, arms, wrist and finger bones ......ya...!!
Also, one more thing like it may be challenging but the FACE RIG setup and do the weight painting as well as testing the expressions using key frames or shapes keys or the Facial Library.
I think regarding that library of making the smile face at once and put that in a library and can be used again and again like in hands also..of folding and opening...hope you got the thing which I'm asking for..!!
It would be challenging but as we have only you on YT to learn with confidence so ya..let me know when you planning for or any suggested video fo it.
#love from INDIA
Thanks for a video! Do you happen to have any solution that could work outside of blender with those pins and pouches?
Yes, 18:11 pin Empties and constrain the bones to the emptied. Animations created this way can be baked and exported correctly.
The pin will not exist in the target app, however.
@@CGDive Ah, right, so it has to be driven by animations. Thank you again and good luck running this awesome channel!
Thx bro
Hey, thanks for the awesome tutorial. Your videos are always a joy to watch because they're always informative and worth a million likes. Could you have posssibly made the rigify robot tutorial? I searched it up to no avail.
Thank you! once more for being so kind with information❤
Hey, thanks!
Rigify robot? Is it something I mentioned in the video? :D
No, there is no such tutorial at the moment, sorry. I did make a course about Skeleton rigging which has some similarities with Robot rigging.
@@CGDive Hey, yes you mentioned something to do with rigging a robot with rigify, with a promise that you'll make tutorial on it. I'll check out the skeleton tutorial though, I know it will be similar to whhat I wanted to know ;)
@@CGDive Btw, would you please tell me how to take care of arms going past the chest when you disable the b-bones in the spine?
@@3dSensei952 I am not sure what you're referring to, sorry...
maybe its just me but i don't see anything in the item --> vertex weights section. does it not exist on blender 3.4?
You have to be in Edit Mode and have a vertex selected :)
Could you make a tutorial on Auto Rig Pro about fixing this same problem? I am experiencing a lot of bending and twisting when i make certain poses with the rig
I can't cover every single permutation of a problem, unfortunately. :( The problem and the solutions are similar in ARP.
@@CGDive I tried what you did and it didn't work for it. I managed to get it working for me though. I am working on a project with a mocap and was trying to get the hands to pin on the dancer pole with the Rigify rig, but it wouldn't click onto the pole like ARP rig does
do you have unreleased videos on rbf drivers on your patreon?
No, it's just the one on UA-cam.
Solution 3 is very helpfull for me, thanks a lot ! Question, for rigging a very muscular character in the goal to export in UE5, what is the best workflow you think ? I want muscles deform during bone rotation.
I don't think there is a specific solution for "muscular characters". :)
Why would I want to remove the zero weights on points? I'm not sure that I understand why doing so would be beneficial. Is it simply just for optimization and reducing file size or is there another reason ?
Hence the unwanted stretching for a specific model. It depends on what model you are working with. When it comes to how you model and what weight you get as you move the bone around.
@@talonstride -- Perhaps I'm missing something here, but why would a given point stretch if it was currently set to a value of zero?
@@TheRealJerseyJoe The weight on a particular vertex set to zero means no bone will be moving that vertex at all whereas a weight of 1 will full-on move that vertex.
@@talonstride - Thanks, I totally understand that.
Yeah, mostly for optimization. In Blender, you probably won't feel its effect much but it's a good practice. Game engines will probably be happy you optimized the values.
So, I guess the best solution for exporting animated character with accessories to a game engine is to use secondary bones or accept the inevitability of deformations?
Actually bendy bones are automatically disabled when you export out of Blender. FBX and other exporters simply don't have anything like bendy bones. So if you are rigging for games, you may want to disable bendy bones so that the deformations you see in Blender are the same you'll see in your game engine.
@@CGDive ah, yeah I know bendy bones are not the way for a game engine, my interest is more general. Secondary bones and/or smooth weight sharing between bones is the only approach to make a character with lots of (detachable) pouches, buttons etc. ?
@@Monkok3D For detachable stuff, yeah, you need a bone to control it..
@@CGDive okay, but what would be the best approach for making thick rigid buttons on a character's shirt for example?
@@Monkok3D It will depend on your goals and priorities so it's hard to give a simple answer. But for high fidelity stuff, I'd say the technique from 18:12 will be the way to go.
So I waited it correctly and there aren't any bendy bones and yet it's still bending in a weird way when I move the bone, I'm literally pulling my hair out I cannot figure out how to fix this.
These are the only two reasons for bending as far as I know. You try posting with more details on our discord discord.gg/j8SQCjFsXP
been trying to apply some things ive seen on here onto a rigged character for DayZ but it all seems to just be super wonky. the rigging is supposedly even done by the devs themselves and they shared it with the modding community but it has no rotational controllers and deforms happen easily like the arm stabbing the body when you move it slightly forwards
I'm not familiar with DayZ 😔
So, do you have this issue with bendy bones when you opt to build your rid without Rigify?
No. Bendy bones are off my default so you will only have them if you set them yourself.
"make vertex parent"work in engine unity?
No, it won't work.
hey you seem to be pretty efficient in blender. i have an issue with the program and im not sure how to solve it..
every time i try to rotate an object with the rotation gizmo (green red and blue gyrosphere used to rotate objects, it doesnt turn). i believe i mustve locked it by mistake or somethong, but no matter how i try to search it online, i cant find the solution. is this something you can help with?
there can be different reasons. There is a lock icon next to the location/rotation values in the Side Panel (n-key) > Item. Uncheck them.
@@CGDive yea i see that, but theyre all unchecked, its like the tool itself isnt enabled or something
@@CarbonAnimationProductions There could be a constraint or a driver or who knows what :) If you can share the model I could take a look.
I can't express how poorly I'm doing at learning rigging. It's been years on and off and nothing ever seems to work as intended. For instance in this video the zero weights was a eureka moment for a major issue I'm struggling to get to work correctly: weight painting continuously is adding random verts on the mesh. Ok I can zero these weights to a bone? NO. that option is no even available in a panel on the right. Honestly I dont know if it's a blender thing how they go about with their rigging process but it's made me despise rigging with a passion.
:) I get it. I guess it's hard to do rigging on and off. Too many small details that you have to keep in mind.
heya, i got an issue, i have multiple part model where each part is attached to the same armature and i want to make part solid unstretchy but when i use yur technique it still make it stretchy
not sure, sorry
Does vertex parents work with fbx format and game engine?
Most likely not. But if you have a bone that is constrained to an empty which is vertex parented to the mesh, then that bone can be baked and exported.
I cannot see all these options in the side menu like "mesh online" "game rig tool" "rokoko" etc, I have the 2.91 version of Blender. Anyone knows why? Are these extra add-ons I should get?
Yes, they are additional addons and you don't need them for this video.
Sorry but I do videos about different tools and sometimes my Blender can look not quite "Default" :)
A question. Let's say I edited the character with AutoRig and Voxel heat diffuse; purely edited with add-on etc...
Can you also import them with all the edited characters into Unreal Engine or unity without any problems?
And thanks for your Tutorials. They are very helpfully
Should be possible. Are you experiencing any problems with this workflow?
@@CGDive No no. I am currently considering buying the voxel heat. That's why I wanted to ask to be sure.
@@yiiarts6641 it simply applies automatic weighting similar to "With automatic weights" but using a different algorithm
Bro I was looking for how to unbend ribs and found this
Ribs in a skeleton model?
Still experiencing this issue FML
FML?
These opetion are not come in my transform opetion vertax weight mein help me
Not sure what you mean.
👍
great video! thanks!