I want to highlight the immense work you've done in this video series. You are truly helping countless people, and the fact that you do it for free is truly impressive. The quantity of videos alone could form a paid course. Thank you so much; I am more than grateful for your time and the thoroughness with which you explain each item. I genuinely appreciate your time and the knowledge you share.
I am glad you enjoyed the series. I am not done yet :) And no worries, many people buy Auto-Rig Pro through my affiliate link thanks to these tutorials so overall it has earned me enough :)
Your incredible assistance has enabled me to achieve mastery in rigging. What once seemed challenging has now become easily manageable, even when dealing with intricate problems. I am deeply grateful for your guidance and support, dear teacher. ❤
The fact i was thinking about using the manual riggnig set up in ARP and you make a tutorial on how to use it is incredible. I'm a junior 3d character modeler, and do some mocap from time to time. so tutorials are an insane life saver for making really solid rigs! thanks so much!
Thanks so much for this series. It's been so incredibly helpful. ARP is on the cusp of being completely intuitive, but these have just made it so easy to use. Totally transformed how I rig.
Nice! I would also be very interested in a tutorial on how to do custom rigs not from scratch, but doing a custom rig by modifying the standard ARP rig template, for example to add drivers or make some tweaks to the setup (e.g. more torso bones) that you can use every time by calling up the customized template
I learned a lot from this. I went from 0 to moving my monstrosity around in 1 video. Now all I have to do is figure out weight painting, what each control does and how to animate something. Thanks for making this video! :)
Regarding weight paint here is a general playlist ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html And you can watch more of my Auto-Rig Pro videos to find out the specifics when using ARP.
A concern to use this addon: At 18:27 , imagine that after binding the whole body, you spend a lot of time to do manually painting to modify the weight on the mesh, in order to get a perfect deformation. And after that, you realize that you forget to bind the tail. If you add the tail bone and click "Skin" ---> "Bind" again, then all your previously painting on the weight will be overwritten, so that you have to do all manually painting and modification again. That is a BIG MINUS to use this addon.
I'm not sure why you would bind again. Also the addon has features to only modify selected verts and only based on selected bones. So you probably just have to learn the addon some more 🙂
@@CGDive The reason why bind again is in your tutorial you click "Bind" again at 18:38 . I did not find any other way to solve this problem. If you know, please let me know. Thank you! 🙂 On UA-cam, there are not many tutorials to explore the advanced features about this addon. Most UA-cam tutorials just talk about the basic features. Without clear demonstration, I find this addon is hard to use.
Thank you so much. 😊 I also tried this with the bonera addon. It surprisingly worked, with some work arounds by custom bone to the arp reference layer. What's odd is that there is a breast rig but not a glute rig.
Hi, thanks for this tutorial. I have few questions about custom rigs. 1. I have really basic block character which doesnt need 3-4 leg bones. Tibia and foot would he enough, could ireduce leg bones with this addon but keep foot ik? 2. Can i add single bone for manipulations? Ive just seen specific bones for like tail, legs, head. Etc. But there is now single bone to add to my mesh? For example for moving items in hands
Been using rigify my whole life, until recently they did something to rigify in the newest versions of blender, it ruined my whole game rigs. I tried ARP, and it's really amazing. It exports my characters almost flawlessly. All my animations and even shapekeys are properly working and animated. Don't think I'll ever go back to rigify. The only good side of rigify right now is it's free status.
It so helpful, your explanation the best! Thank you man! It is possible to add a constraint between bones in auto rig armature? Especially for Additional limbs, when i use it for clothes for example and i want that leg movement affect to clothes.
I bought this and it's neat and can be very useful. I was trying to rig a scorpion, but once I applied the Match to Rig, it added a biped in addition to the multiped rig. I think that's a bug (no pun intended).
@@CGDive I think I got it to work. I believe when I tried before I must have flipped from multiped to biped while inserting a limb. I redid it ensuring I had only multiped selected and now it appears to be set up for the most part. I can't get it set up where the outer pincer simply moves with the arm, but the inner pincer can be opened or closed. I have tried various limb types, but cannot get it to work, especially with controllers.
if you'd be willing to help I have a problem regarding the limbs - that being that I can't use the arm/leg setup built into ARP. I'm trying to make a more cartoony rig with bendy limbs - the way I'd usually do this is have three arm bones, one for the upper arm and one for the forearm, connected in a usual two-bone arm setup, and then a third that controls the bend of the elbow. Because for some reason the geniuses behind ARP decided you are forced to have a twist bone no matter what, despite the fact that I *don't need it,* I can't actually figure out a way to do this setup using ARP, and I don't know if I should do it manually or if that might mess things up.
hello is there a way to get rig of controllers and let the rig be there? im trying to take this into cascadeur and everything is getting messedup for somereason
Does it rig symmetry? Been looking for a "Rigger" that the symmetry (X) works on! I only seen that mixamo works BUT the UV is messed up after the export!
Thank you so much for your tutorials. I'm so happy that I found your channel. But what should I do if my character has 6 fingers on his hand? As I understood from settings, you can only decrease the amount of fingers
Thank you for the video! Would love to know how to edit these preset limbs and save them as custom ones! What i'm trying to do now is edit the leg limb so it has a knee bone for better deformation and then save that editted leg limb as a new custom one. The custom bone stuff still has me a bit confuzzled
You should ask the addon developer about that to get the most accurate information. What I can say: Next to the add limb button there is a drop-down menu which allows you to "save selected bones as custom limb". I don't have any experience with it tho and I am not sure how it works exactly. I may try to get into in the future... from reading the manual I believe it doesn't create limbs with Reference bones like the default ones offered by the addon. But anyhow, play with it, see what you get :)
Excellent video series. Could you please make an addition to this series to demonstrate how to use ARP to rig a mechanical creature like a quadruped robot dog for example (where most of the bones would be aligned with the world axis and not like they would be for an organic creature)? I'd like to know if ARP can be used to rig hard surface models that don't have any deformation and are comprised of multiple rigid (hundreds) parts. I've been trying to do it by parenting the mesh parts manually to bones using the Parent to Bone command, but after executing the Match to Rig command, the control rig is not moving the parented meshes (in this example, I've created the legs using the Chain: Spline IK and not the Legs limb default type because I wanted the legs bones to be straight and not have to manually adjust/rotate them, because the leg limb type has some rotations and also I didn't want toes or heel or bank bones). I'm wondering if this has to do with bypassing the skinning step using ARP binding tools (and manually parenting meshes to bones using the Parent to Bone command). Any information on this subject would be greatly appreciated. Thank you!
Hello, I'm switching from a concept artist to a 3D artist (mobile gaming industry). Since you are an expert both rigify and auto rig pro, which one do you recommend for beginner 3D character artists to use? Thanks for reading my question.
I recommend that you try Rigify first because it's free and it's great. But if you can't get the hang of it, you could try ARP because it is more user friendly.
Was wondering how you would add a shape for a custom bone. I have a very simple bird and I'm adding 2 bones for the beak following documentation, I just click match to rig, edit mode and add the bones, but if I go back to edit reference bones, when I click on "match to rig" again, the bones just disappear. If I´m on "edit reference bones" I have to add them after I click the match to rig (with add limb, under my custom bones) and manually add a shape, is it a way that once the bones are there I click match to rig and just uses a custom shape for them? Thanks
Hi there! Is there any way to quickly add the lip bones from the head limb to other parts of the body and parent them to the spine bones? I have a character with mouth like orifices, with no teeth or tongue, around their torso and I want the fine control that shapekeys do not offer while also avoiding the problem of having multiple head rigs (with everything but the mouth disabled) floating in the middle of my setup. Cluttering things up and creating a weight painting hell. I have tried adding custom bones and parenting them to the control bones (first layer) but they do not generate any controller shapes for easy manipulation. Thanks in advance.
@@CGDive Darn, thanks anyways. I just tried the hacky method I mentioned and it works surprisingly well but it generates a superfluous controls and deformation bones I will have to remove weight influence from and hide.
Morph targets are not attached to bones. Maybe you mean driven shapekeys where the bone is the driver. This should be exported. The driver itself is not exported but both bone movement and shapekey animation will be baked so they will look the same in Blender and UE.
Is there a way to add just an additional thigh or shin, because, ARP adds the whole leg with foot, and there is no way to only keep one part, it deletes the whole leg when "disabling"
Your content is unique and extremely helpful! Especially the ones with Auto-Rig-Pro are very good and useful, as it is simply an add-on that is only made available to you, but you don't immediately know how to use it. And I don't want to experiment too much, either. That's why your UA-cam channel is extremely important, helpful, and good! Please keep going. Auto-Rig-Pro is not an easy addon to learn. With your help, it's less frustrating. I still have one question. Have you already produced a video on Auto-Rig-Pro in which you cover the topic of how to manually weight paint undesirable or incorrect areas? Often there are places that are not deformed the way I want. Or is there something else? Also, is it possible to just leave you a small tribute via Paypal or something for your help?
Hi. I did weight painting in several of the Auto-Rig Pro videos. I am sure there was weight painting in the human rigging video... and in most of the other ones actually. Here is the full playlist, check out the human video first academy.cgdive.com/courses/auto-rig-pro-rigging-course Also I have a whole playlist about weight painting ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html As for supporitng me (thank you very much!), you can "buy" this course from the link below. While most of the videos are the same, you will get some unreleased content. Also you will get early access to new videos in the future. :) academy.cgdive.com/courses/auto-rig-pro-rigging-course
Hey @CGDive, I've got a super important request that could really benefit your channel and possibly the AutoRig Pro developer by attracting more views and customers. AutoRig is an amazing tool for auto rigging, and twist bones usually make mesh deformations in games smoother and nicer. However, when it comes to rigging for Full-Body Motion Capture in Unity for Virtual Reality and Augmented Reality applications that use more than 6 point body tracking, twist bones end up conflicting with the built-in FK/IK systems, causing the exported Unity rig to break completely (developers use different FK/IK solutions in their apps for body animation). This issue affects a lot of VR Motion Capture and Social VR out there that would benefit from not having twist bones, but a simple basic humanoid rig for Unity export. Is there a possible workaround or workflow developers and avatar creator could use in their pipelines to simplify removing twist bones and redistributing weights from the twist bones back to the base bones in the exported Unity rigs from AutoRig Pro? Even better, is there a way to prevent twist bones from being applied during the auto skinning process when binding the rig to the armature, even if it means sacrificing the quality of the deformation inside Blender specifically for 6+ body motion capture? I know it's a really specific request since AutoRig Pro is focused on advanced Blender rigging, but would it be possible for you to add a section in your Auto-Rig tutorial series explaining how to completely disable or remove twist bones and redistribute the twist bones weights to the base bones for everyone wanting to use AutoRig Pro to export for VR/AR Full-Body motion capture in Unity? It would be a game-changer for many people!
I have a character with a mustache that i would like some extra controls for, how would i do that? extra controls similar to the lips would be the best, but there is no option to duplicate them. When i used other extra controls in the rig i just added an extra ear or tail. Is there not a better and smarter way?
im curious how riggin a furry would work if i combine the human and dog rig knowledge i got from u and combine it in a way to fit the character i wanna animate???
the fact you can't edit bones manually is what's off putting me a bit from this. It feels like too much abstraction, where i can't fine-tune stuff in the end without breaking everything /: my favorite was rigify's cloudrig addon, tho that sadly doesn't work after the new layer name change, and won't for a while -_-
please make a video about rigging characters whose eyes are not directly but from the side of the head, as I face the problem of blinking eyes because the arp thinks that my character's eyes are ordinary human, if there is such, can you give a hint in which video you did this
I am not sure what kind of rig it is but most likely, no. At least that is the safe answer. If the skeleton from maya is simple (deform bones only), you could use the Auto-Rig Pro extension called Quick Rig to turn it into a ARP-like control rig.
IMPORTANT: How do you add auto rig pro both custom and or readymade at desired location other than world origin, nothing seems to work, thank you in advance
You can't weight paint "in Auto-Rig Pro" :) Auto-Rig Pro just generates a rig for you. Weight painting is done the same way you do it for other rigs. The main thing to keep in mind is that the deform bones are on the last Bone layer (in Blender 4+ we will have more descriptive layer names). I have demonstrated weight painting on Auto-Rig Pro rigs many times. Here is the full playlist. Please watch the human rigging video but the horse, dog and fox also contain weight painting ua-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html And here is a playlist all about weight painting in general ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html Watch these and you will be a master weight painter in no time.
Is there a way to insert bones into ARP? For example. is there a way to insert a bones for ear rings. Another, is there a way to insert a new child bone into the head and call it "Face Root?" Then make all the eyes, eyebrows, ears, lips, cheeks and jaw to be a child of the "Face Root?"
Hello, Thank you for your tutorials which allow us to progress in the complex field of rigging. Do you think it is possible (or appropriate) to use ARP to create rigs for articulated machines such as non-humanoid factory robots (auto assembly line type)? Or do you think it is better to look for other solutions? Thanks
I'd say it's better to rig machines manually. It may be possible to use Auto-Rig Pro here and there but you may find yourself fighting against the intended behaviour of the rigs.
I have searched EVERY ARP video to get help on my problem, for a while now and that is adding twist bones to a rig. I STILL haven't got any help from the FAQ to emailing for just a but of help. I've been in some of the best blender forums and still no help can someone help me add a few twist bones so I don't get the candy wrapper effect when posing characters?
Are you talking about Auto-Rig Pro which is featured in this video? Auto-Rig Pro creates twist bones automatically. For manual rigging, I will have videos like that in the near future so subscribe :)
Hello I cannot figure out how to get the AutoRig face shape keys into UE5 Control Rig? Importing the shapes keys into UE is easy. But how to hook up AutoRig Pro face to UE5 Control? Has anyone figured out how to get this working?
If you just want a bone, you can add it in the final rig (not the reference bones) and parent or constraint it any way you like. Couldn't be simpler :)
May I ask you to help me understand how to add bones? I contacted the creator of ARP, he generously gave me some advice on how to add a bone to the head of an ARP rig. I don't know much about Blender, but I am learning it. May I ask you to help Me understand this reply? I'm trying to add a "FaceRoot" bone as a child of the head. Then make the eye bones, eyelids, brows, nose, cheeks and lips as children of the "FaceRoot" bone. here is the advice from ARP creator: It is possible to create it beforehand and assign weights if necessary: - Create the Face Root bone, set it as a custom bone - Parent it to the "head.x" bone - Assign weights - Modify the custom export script, in order to remove the creation of the Face Root bone. That should do it: import bpy rig_export = bpy.context.active_object bpy.ops.object.mode_set(mode='EDIT') head = rig_export.data.edit_bones.get('head.x') face_root= rig_export.data.edit_bones.get('Face Root') for child in head.children: child.parent = face_root Second question: If the character is rigged, how do I remove the previous skin so I can add the "Face Root" bone to the head?
I want to highlight the immense work you've done in this video series. You are truly helping countless people, and the fact that you do it for free is truly impressive. The quantity of videos alone could form a paid course. Thank you so much; I am more than grateful for your time and the thoroughness with which you explain each item. I genuinely appreciate your time and the knowledge you share.
I am glad you enjoyed the series. I am not done yet :)
And no worries, many people buy Auto-Rig Pro through my affiliate link thanks to these tutorials so overall it has earned me enough :)
Amazing tutorial on how versatile ARP is, big thanks!
Your incredible assistance has enabled me to achieve mastery in rigging. What once seemed challenging has now become easily manageable, even when dealing with intricate problems. I am deeply grateful for your guidance and support, dear teacher. ❤
I'm really happy with the ARP series.
Thank you.
glad you like it!
I can't believe you give this knowledge out for free! 🙏 Канала ти е страхотен, продължавай да ни bless-ваш със знания!
Здравей и благодаря за коментара. Радвам се, че ти харсва :)
The fact i was thinking about using the manual riggnig set up in ARP and you make a tutorial on how to use it is incredible. I'm a junior 3d character modeler, and do some mocap from time to time. so tutorials are an insane life saver for making really solid rigs! thanks so much!
My pleasure!
thanks for your very informative tutorial video, when i stuck on auto rig pro, your video does cover my problem. thank you so much.
Great to hear!
Thanks so much for this series. It's been so incredibly helpful. ARP is on the cusp of being completely intuitive, but these have just made it so easy to use. Totally transformed how I rig.
Nice! I would also be very interested in a tutorial on how to do custom rigs not from scratch, but doing a custom rig by modifying the standard ARP rig template, for example to add drivers or make some tweaks to the setup (e.g. more torso bones) that you can use every time by calling up the customized template
This tutorial is exactly what I need! To understand those settings and what they do
I learned a lot from this. I went from 0 to moving my monstrosity around in 1 video. Now all I have to do is figure out weight painting, what each control does and how to animate something. Thanks for making this video! :)
Regarding weight paint here is a general playlist
ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
And you can watch more of my Auto-Rig Pro videos to find out the specifics when using ARP.
@@CGDive oh dang 😄 subbed
@@WesleyOverdijk ha, cheers!
@@WesleyOverdijk Ha, welcome to squad :)
Greate Video, Couldn't quite work out how to use Auto Rig pro for custom rigs, this really helped - thanks
A concern to use this addon:
At 18:27 , imagine that after binding the whole body, you spend a lot of time to do manually painting to modify the weight on the mesh, in order to get a perfect deformation. And after that, you realize that you forget to bind the tail. If you add the tail bone and click "Skin" ---> "Bind" again, then all your previously painting on the weight will be overwritten, so that you have to do all manually painting and modification again. That is a BIG MINUS to use this addon.
I'm not sure why you would bind again. Also the addon has features to only modify selected verts and only based on selected bones. So you probably just have to learn the addon some more 🙂
@@CGDive The reason why bind again is in your tutorial you click "Bind" again at 18:38 . I did not find any other way to solve this problem. If you know, please let me know. Thank you! 🙂
On UA-cam, there are not many tutorials to explore the advanced features about this addon. Most UA-cam tutorials just talk about the basic features. Without clear demonstration, I find this addon is hard to use.
Another AWESOME tutorial and I have been waiting for this one! Thank you SO MUCH😆
So much useful information here! Thank you so much for this!
So glad! Keep rocking!
best blender rigging videos at all youtube
Thanks!
Thank you so much. 😊 I also tried this with the bonera addon. It surprisingly worked, with some work arounds by custom bone to the arp reference layer. What's odd is that there is a breast rig but not a glute rig.
Thankyou somuch. You are contributing so much for society.
So nice of you
Niiice...I was hoping you would do that tutorial (custom rig in ARP) !!
Thank you, exactly what i needed!
Great to hear!
Hi, thanks for this tutorial. I have few questions about custom rigs.
1. I have really basic block character which doesnt need 3-4 leg bones. Tibia and foot would he enough, could ireduce leg bones with this addon but keep foot ik?
2. Can i add single bone for manipulations? Ive just seen specific bones for like tail, legs, head. Etc. But there is now single bone to add to my mesh? For example for moving items in hands
Brilliant video, thank you for helping.
No worries!
Thanks for those examples at the end!
Glad it was helpful!
Been using rigify my whole life, until recently they did something to rigify in the newest versions of blender, it ruined my whole game rigs. I tried ARP, and it's really amazing. It exports my characters almost flawlessly. All my animations and even shapekeys are properly working and animated. Don't think I'll ever go back to rigify. The only good side of rigify right now is it's free status.
amazing tutorials thank you, will you do more on the updated version or for toon lowpoly character with 2d textures for faces?
What updated version?
Fantastic! SUPER helpful
A video on Importing and Exporting rigs between files would be great! I can't figure out how to get it to work at all.
It so helpful, your explanation the best! Thank you man!
It is possible to add a constraint between bones in auto rig armature? Especially for Additional limbs, when i use it for clothes for example and i want that leg movement affect to clothes.
It should be possible, yes.
thanks cg, very good and usefull video !!
I bought this and it's neat and can be very useful. I was trying to rig a scorpion, but once I applied the Match to Rig, it added a biped in addition to the multiped rig. I think that's a bug (no pun intended).
haha yeah, it sounds like a bug. Please contact the addon dev on Blender Market regarding bugs. I am only a tut maker :)
@@CGDive I think I got it to work. I believe when I tried before I must have flipped from multiped to biped while inserting a limb. I redid it ensuring I had only multiped selected and now it appears to be set up for the most part. I can't get it set up where the outer pincer simply moves with the arm, but the inner pincer can be opened or closed. I have tried various limb types, but cannot get it to work, especially with controllers.
if you'd be willing to help I have a problem regarding the limbs - that being that I can't use the arm/leg setup built into ARP. I'm trying to make a more cartoony rig with bendy limbs - the way I'd usually do this is have three arm bones, one for the upper arm and one for the forearm, connected in a usual two-bone arm setup, and then a third that controls the bend of the elbow. Because for some reason the geniuses behind ARP decided you are forced to have a twist bone no matter what, despite the fact that I *don't need it,* I can't actually figure out a way to do this setup using ARP, and I don't know if I should do it manually or if that might mess things up.
THANK YOU FOR THIS TUTORIAL!
hello is there a way to get rig of controllers and let the rig be there? im trying to take this into cascadeur and everything is getting messedup for somereason
@CGDive 5:27 Does Disable delete the whole bone branch. Can't you delete just that middle bone and retain the rest?
Yes, it deletes the whole "Limb" and you cannot delete in the middle.
what type of bone would you recommend to use for hair like front medium length bangs?
Can i combine autorig with rigify somehow.. im more intresting to use rigify stairs plugin with the autorig rig.. is it possible?
Not sure about that.
Does it rig symmetry?
Been looking for a "Rigger" that the symmetry (X) works on! I only seen that mixamo works BUT the UV is messed up after the export!
Thank you so much for your tutorials. I'm so happy that I found your channel. But what should I do if my character has 6 fingers on his hand? As I understood from settings, you can only decrease the amount of fingers
Yeah, Auto-Rig Pro only offers up to 5 fingers. For more I guess you could add fully custom finger rigs and parent them to the hand...
Great tutorial as always, thx! :3
Thank you for the video! Would love to know how to edit these preset limbs and save them as custom ones! What i'm trying to do now is edit the leg limb so it has a knee bone for better deformation and then save that editted leg limb as a new custom one. The custom bone stuff still has me a bit confuzzled
You should ask the addon developer about that to get the most accurate information.
What I can say:
Next to the add limb button there is a drop-down menu which allows you to "save selected bones as custom limb". I don't have any experience with it tho and I am not sure how it works exactly. I may try to get into in the future... from reading the manual I believe it doesn't create limbs with Reference bones like the default ones offered by the addon.
But anyhow, play with it, see what you get :)
Excellent video series. Could you please make an addition to this series to demonstrate how to use ARP to rig a mechanical creature like a quadruped robot dog for example (where most of the bones would be aligned with the world axis and not like they would be for an organic creature)? I'd like to know if ARP can be used to rig hard surface models that don't have any deformation and are comprised of multiple rigid (hundreds) parts. I've been trying to do it by parenting the mesh parts manually to bones using the Parent to Bone command, but after executing the Match to Rig command, the control rig is not moving the parented meshes (in this example, I've created the legs using the Chain: Spline IK and not the Legs limb default type because I wanted the legs bones to be straight and not have to manually adjust/rotate them, because the leg limb type has some rotations and also I didn't want toes or heel or bank bones). I'm wondering if this has to do with bypassing the skinning step using ARP binding tools (and manually parenting meshes to bones using the Parent to Bone command). Any information on this subject would be greatly appreciated. Thank you!
In general, rigging mechanical models is not a staple of Auto-Rig Pro. It may be possible but there are a lot of limitations.
Hello, I'm switching from a concept artist to a 3D artist (mobile gaming industry). Since you are an expert both rigify and auto rig pro, which one do you recommend for beginner 3D character artists to use? Thanks for reading my question.
I recommend that you try Rigify first because it's free and it's great. But if you can't get the hang of it, you could try ARP because it is more user friendly.
@@CGDive Thank you for your advice, I will keep that in mind👌
Hey there to rig a worm? I need to use spine? tail? thanks
Was wondering how you would add a shape for a custom bone. I have a very simple bird and I'm adding 2 bones for the beak following documentation, I just click match to rig, edit mode and add the bones, but if I go back to edit reference bones, when I click on "match to rig" again, the bones just disappear.
If I´m on "edit reference bones" I have to add them after I click the match to rig (with add limb, under my custom bones) and manually add a shape, is it a way that once the bones are there I click match to rig and just uses a custom shape for them? Thanks
Hi there! Is there any way to quickly add the lip bones from the head limb to other parts of the body and parent them to the spine bones? I have a character with mouth like orifices, with no teeth or tongue, around their torso and I want the fine control that shapekeys do not offer while also avoiding the problem of having multiple head rigs (with everything but the mouth disabled) floating in the middle of my setup. Cluttering things up and creating a weight painting hell.
I have tried adding custom bones and parenting them to the control bones (first layer) but they do not generate any controller shapes for easy manipulation.
Thanks in advance.
I don't think that's an intended workflow so if you want to hack it, you are on your own :)
@@CGDive Darn, thanks anyways.
I just tried the hacky method I mentioned and it works surprisingly well but it generates a superfluous controls and deformation bones I will have to remove weight influence from and hide.
I see, does AutoRig Pro export Morph targets attached to the bones for UE5? If you extend a bone in UE5, will the Morph target work?
Morph targets are not attached to bones. Maybe you mean driven shapekeys where the bone is the driver. This should be exported. The driver itself is not exported but both bone movement and shapekey animation will be baked so they will look the same in Blender and UE.
Thanks for video. How to add custom bones but keep generated rig? I want to add some driver bones for polishing.
It should be possible to simply add your custom bones to your Generated rig. Have you tried that>
@@CGDive 😅no, will try
fantastic tutorial, but I have a problem if I move the general control the legs stay in the same position
Did you bind the character to the armature? If you did, watch out for little warning/error that pops up in the bottom the interface.
Is there a way to add just an additional thigh or shin, because, ARP adds the whole leg with foot, and there is no way to only keep one part, it deletes the whole leg when "disabling"
What is your goal?
is it possible to do completly custom rigging like in riggify with the raw copy rig type?
yes, it is. You can just add these custom rigs to your generated rig. Just don't add any bones to the layer which holds the Reference bones.
Thank you so much for b3d rigging videos 🙏🙂 Brooooo please make a tutorials on how to rig mech and robot 🤖
Your content is unique and extremely helpful! Especially the ones with Auto-Rig-Pro are very good and useful, as it is simply an add-on that is only made available to you, but you don't immediately know how to use it. And I don't want to experiment too much, either. That's why your UA-cam channel is extremely important, helpful, and good! Please keep going. Auto-Rig-Pro is not an easy addon to learn. With your help, it's less frustrating. I still have one question. Have you already produced a video on Auto-Rig-Pro in which you cover the topic of how to manually weight paint undesirable or incorrect areas? Often there are places that are not deformed the way I want. Or is there something else? Also, is it possible to just leave you a small tribute via Paypal or something for your help?
Hi.
I did weight painting in several of the Auto-Rig Pro videos. I am sure there was weight painting in the human rigging video... and in most of the other ones actually. Here is the full playlist, check out the human video first
academy.cgdive.com/courses/auto-rig-pro-rigging-course
Also I have a whole playlist about weight painting
ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
As for supporitng me (thank you very much!), you can "buy" this course from the link below. While most of the videos are the same, you will get some unreleased content. Also you will get early access to new videos in the future. :)
academy.cgdive.com/courses/auto-rig-pro-rigging-course
Hey @CGDive, I've got a super important request that could really benefit your channel and possibly the AutoRig Pro developer by attracting more views and customers.
AutoRig is an amazing tool for auto rigging, and twist bones usually make mesh deformations in games smoother and nicer. However, when it comes to rigging for Full-Body Motion Capture in Unity for Virtual Reality and Augmented Reality applications that use more than 6 point body tracking, twist bones end up conflicting with the built-in FK/IK systems, causing the exported Unity rig to break completely (developers use different FK/IK solutions in their apps for body animation). This issue affects a lot of VR Motion Capture and Social VR out there that would benefit from not having twist bones, but a simple basic humanoid rig for Unity export.
Is there a possible workaround or workflow developers and avatar creator could use in their pipelines to simplify removing twist bones and redistributing weights from the twist bones back to the base bones in the exported Unity rigs from AutoRig Pro? Even better, is there a way to prevent twist bones from being applied during the auto skinning process when binding the rig to the armature, even if it means sacrificing the quality of the deformation inside Blender specifically for 6+ body motion capture?
I know it's a really specific request since AutoRig Pro is focused on advanced Blender rigging, but would it be possible for you to add a section in your Auto-Rig tutorial series explaining how to completely disable or remove twist bones and redistribute the twist bones weights to the base bones for everyone wanting to use AutoRig Pro to export for VR/AR Full-Body motion capture in Unity? It would be a game-changer for many people!
I have a character with a mustache that i would like some extra controls for, how would i do that? extra controls similar to the lips would be the best, but there is no option to duplicate them.
When i used other extra controls in the rig i just added an extra ear or tail. Is there not a better and smarter way?
extra ear, tail is what I would use as well. Or the Chain types may work for a mustache as well (Spline IK or Bendy bones)
@@CGDive Thank you so much! :D
The B is silent in LIMBS > LIMS. Singular is LIMB > LIM. Just like it's silent in BOMB > BAWM or THUMB > THUM.
That's a good tip! Thanks, Kent!
I have a four-armed creature, but when I say MATCH TO RIG, another armature comes out.
weird but I have no idea why
im curious how riggin a furry would work if i combine the human and dog rig knowledge i got from u and combine it in a way to fit the character i wanna animate???
Curiosity is the first step. Trying to do it is the second. I am not sure what you expect me to tell you :)
Amazing! Thanks
Thank you too!
the fact you can't edit bones manually is what's off putting me a bit from this. It feels like too much abstraction, where i can't fine-tune stuff in the end without breaking everything /:
my favorite was rigify's cloudrig addon, tho that sadly doesn't work after the new layer name change, and won't for a while -_-
You can't edit bones manually? How so?
Amazing Tutorial !!!!!Thank You!!
You're welcome!
please make a video about rigging characters whose eyes are not directly but from the side of the head, as I face the problem of blinking eyes because the arp thinks that my character's eyes are ordinary human, if there is such, can you give a hint in which video you did this
i'm rigging features
I see, I did cover something like that in the second Bird Rigging video
ua-cam.com/video/6tKNB-pfXsM/v-deo.html
@@CGDive wooow thanks a lot, keep doing your tutors, you are the best
Hello, can Auto Rig Pro use a preexisting skeleton from Maya?
I am not sure what kind of rig it is but most likely, no. At least that is the safe answer. If the skeleton from maya is simple (deform bones only), you could use the Auto-Rig Pro extension called Quick Rig to turn it into a ARP-like control rig.
Understood@@CGDive
IMPORTANT: How do you add auto rig pro both custom and or readymade at desired location other than world origin, nothing seems to work, thank you in advance
can you add a generic bone?
Yes, you can 👍
Can you rig digigrade legs?
yeah, watch the animal tuts. The t-rex one might be a good example
ua-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html
there is no option that i can add hand and it detect finger automatic?
Finger detection only works in Smart Mode.
How do you weight paint in auto rig pro?
You can't weight paint "in Auto-Rig Pro" :)
Auto-Rig Pro just generates a rig for you. Weight painting is done the same way you do it for other rigs. The main thing to keep in mind is that the deform bones are on the last Bone layer (in Blender 4+ we will have more descriptive layer names).
I have demonstrated weight painting on Auto-Rig Pro rigs many times. Here is the full playlist. Please watch the human rigging video but the horse, dog and fox also contain weight painting
ua-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html
And here is a playlist all about weight painting in general
ua-cam.com/play/PLdcL5aF8ZcJsFEdlMJ7To0Iu9s-XCFV3W.html
Watch these and you will be a master weight painter in no time.
@@CGDive thank you I’ll check it out
Can you make a video rig a 4 eyed charater ?
The ARP face only offers two eyes so you won't be able to do it that way.
love sir
3 Bone IK doesn't appear to be an option in Blender 3.5.1
you have to enable it in the reference bones.
@@CGDive Thank you.
Is there a way to insert bones into ARP?
For example. is there a way to insert a bones for ear rings.
Another, is there a way to insert a new child bone into the head and call it "Face Root?" Then make all the eyes, eyebrows, ears, lips, cheeks and jaw to be a child of the "Face Root?"
Found the answer and posted it in the comment above. Thank you for this tutorial.
👏🥲...Great
Can You Switch IK to FK in Auto rig pro ?
Yep, check the N panel > Tool tab > Rig main properties when you select the arm/hand.
@@CGDive Thanks For Replying.
Hello,
Thank you for your tutorials which allow us to progress in the complex field of rigging.
Do you think it is possible (or appropriate) to use ARP to create rigs for articulated machines such as non-humanoid factory robots (auto assembly line type)?
Or do you think it is better to look for other solutions?
Thanks
I'd say it's better to rig machines manually. It may be possible to use Auto-Rig Pro here and there but you may find yourself fighting against the intended behaviour of the rigs.
@@CGDive Thank you for the quick reply.
That's what I thought too but I wanted confirmation from an expert :-)
I have searched EVERY ARP video to get help on my problem, for a while now and that is adding twist bones to a rig. I STILL haven't got any help from the FAQ to emailing for just a but of help. I've been in some of the best blender forums and still no help can someone help me add a few twist bones so I don't get the candy wrapper effect when posing characters?
Are you talking about Auto-Rig Pro which is featured in this video? Auto-Rig Pro creates twist bones automatically.
For manual rigging, I will have videos like that in the near future so subscribe :)
@@CGDive I'll see
Hello I cannot figure out how to get the AutoRig face shape keys into UE5 Control Rig? Importing the shapes keys into UE is easy. But how to hook up AutoRig Pro face to UE5 Control? Has anyone figured out how to get this working?
Not sure if that is possible at all.
what if i just want to add a single bone?
for like a hair strand or bones for part of a shirt and i dont want to use bendy bones spline since that does not export to game engines
If you just want a bone, you can add it in the final rig (not the reference bones) and parent or constraint it any way you like. Couldn't be simpler :)
@@CGDive awesome thanks man you're my hero
I haven’t got add armature button 😢😢
Some time yes and some times no
I can't say for sure but it probably depends on the mode you are in. It should be there when you are Object mode.
👀👀👀
Yo
yoyo
Its bugged, i no can match next editing bone for my model.
thanks for the report, I guess. There is nothing I can do.
A shame ARP isn't free
Yeah!
May I ask you to help me understand how to add bones? I contacted the creator of ARP, he generously gave me some advice on how to add a bone to the head of an ARP rig.
I don't know much about Blender, but I am learning it. May I ask you to help Me understand this reply? I'm trying to add a "FaceRoot" bone as a child of the head. Then make the eye bones, eyelids, brows, nose, cheeks and lips as children of the "FaceRoot" bone.
here is the advice from ARP creator:
It is possible to create it beforehand and assign weights if necessary:
- Create the Face Root bone, set it as a custom bone
- Parent it to the "head.x" bone
- Assign weights
- Modify the custom export script, in order to remove the creation of the Face Root bone. That should do it:
import bpy
rig_export = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')
head = rig_export.data.edit_bones.get('head.x')
face_root= rig_export.data.edit_bones.get('Face Root')
for child in head.children:
child.parent = face_root
Second question: If the character is rigged, how do I remove the previous skin so I can add the "Face Root" bone to the head?
I found the solution:
1. I have to select each eye bone one at a time,
2. Shift select the Face Root bone
3. Then Ctrl P.
Thank you
:D!!!!!