Thankfully we managed to keep Rigify in core Blender, so looking forward to another 10+ years of support and new features. While it may not be able to do everything by default, the fact it is so modular and one can edit and add ones own modifications (especially the face, that was so important), is the reason it gets used so much. No doubt a lot more then one may think.
Godfather, godfather, I need your help. What is it my child? It's my daughter's wedding day. You know anything you ask of me I am oblige to fulfill it. I need you to talk about Rigify to some people.
We strongly demand action storing in pose library and simplification of animation process like Maya or iClone. But in movie making, every application should follow the most advanced and easy modules in Unreal Engine.
Just learn to rig manually, it's not that hard, and it gives you more control. These automated systems sacrifice control for efficiency, and you end up with a bunch of crap you don't understand, because you invested in other people instead of investing in your own abilities.
Only if you are using blender for fun and have no deadlines. Auto rig pro is a very solid tool for saving enourmous amounts of rigging time, coding and studying blender drivers for rigging automation. I already spend 110% of my time working and studying rendering, hard surface modelling, character modelling, animation and post processing. Im not going to waste even more time for something that can be done in a few clicks and a few personal edits 😂
It depends if you're shooting for quality or quantity. Autorigs are used to speed up work, especially in Studios with tight deadlines on background characters however hero Characters are made from scratch to have high quality rigs. Rigify is mostly for users who can't rig. And want a quick solution to go straight to posing or animating. Also in truth blender doesn't offer much in rigging tools especially for more advanced stuff. I think once some improvements in that area happens then manual rigging would be fun.
Manual rigging and rigify are good friends. If you know how to rig and want to do it manually rigify lets you do it and still can utomate tedious process like creating and assigning and naming widget to your bones.
I did do several courses of manual rigging and it's fascinating and maybe even useful to know how the system works under the hood, how to use constraints and mechanism bones to control the deformation bones. That said, I just use rigify these days and customize it. Like I can make a FK/IK foot rig from scratch in a couple of hours, or I can just use rigify and do it in a few minutes.
@@NicCrimson If u can sponsor them multi-millions for that features, they might do it. Ai models training cost a lot of money unless using some other companies properties like Llama 3 or something. Even then it come with some license limitations. If not, just use the ready-made animation like mixamo or some others.
Thankfully we managed to keep Rigify in core Blender, so looking forward to another 10+ years of support and new features. While it may not be able to do everything by default, the fact it is so modular and one can edit and add ones own modifications (especially the face, that was so important), is the reason it gets used so much. No doubt a lot more then one may think.
Ohhhh....my favorite addon ! Rigify !
rigify lets me pose and do more with my sculpts without spending too much time rigging a one-time use model, rigify is good
Godfather, godfather, I need your help.
What is it my child? It's my daughter's wedding day. You know anything you ask of me I am oblige to fulfill it.
I need you to talk about Rigify to some people.
Lol, this comment every time Ivan speaks at a Bcon.
Yes, I'm using Rigify but also Auto-Rig Pro because it has walk, run ... etc.....
We strongly demand action storing in pose library and simplification of animation process like Maya or iClone. But in movie making, every application should follow the most advanced and easy modules in Unreal Engine.
Just learn to rig manually, it's not that hard, and it gives you more control. These automated systems sacrifice control for efficiency, and you end up with a bunch of crap you don't understand, because you invested in other people instead of investing in your own abilities.
Only if you are using blender for fun and have no deadlines.
Auto rig pro is a very solid tool for saving enourmous amounts of rigging time, coding and studying blender drivers for rigging automation.
I already spend 110% of my time working and studying rendering, hard surface modelling, character modelling, animation and post processing.
Im not going to waste even more time for something that can be done in a few clicks and a few personal edits 😂
It depends if you're shooting for quality or quantity.
Autorigs are used to speed up work, especially in Studios with tight deadlines on background characters however hero Characters are made from scratch to have high quality rigs.
Rigify is mostly for users who can't rig.
And want a quick solution to go straight to posing or animating.
Also in truth blender doesn't offer much in rigging tools especially for more advanced stuff.
I think once some improvements in that area happens then manual rigging would be fun.
Manual rigging and rigify are good friends. If you know how to rig and want to do it manually rigify lets you do it and still can utomate tedious process like creating and assigning and naming widget to your bones.
V
🤓
I did do several courses of manual rigging and it's fascinating and maybe even useful to know how the system works under the hood, how to use constraints and mechanism bones to control the deformation bones. That said, I just use rigify these days and customize it. Like I can make a FK/IK foot rig from scratch in a couple of hours, or I can just use rigify and do it in a few minutes.
simple animation like walk, run, jump should be built in. or just build ai generative animation
No that’s a waste of space. We want to keep blender lightweight
It seems nice to have it as a reference, though, I feel like it's not as traditional or useful.
@@hireathecho4 Well then use the extension platform
They'll add that as part of assets in the future, probably.
@@NicCrimson If u can sponsor them multi-millions for that features, they might do it. Ai models training cost a lot of money unless using some other companies properties like Llama 3 or something. Even then it come with some license limitations. If not, just use the ready-made animation like mixamo or some others.