It's always an... Interesting feeling... Seeing a course you paid for in full when it initially came out, eventually come on UA-cam for free. On the one hand, it's like "gaddamit i shoulda waited!😅". But on the other, its like "thank God i bought it back then because getting to an advanced level of proficiency rigging my characters with rigify back then opened up so many opportunities for me". As a character artist even. Every character artist should learn how to rig in my opinion. Aside from the fact that it shows a potential client or recruiter that you can, in fact, create a production ready character, it will make your topology and modelling skills SO much better than anything else will. You don't know good character topology until you start rigging, weight painting and posing your characters with an actual rig. It also gives you the opportunity to hand off your original characters to an animator you're close to or can afford to pay, or retarget mocap animations to. It elevates your portfolio so much, than just static pose renders.
hey, thanks for the understanding. At least I hope you understand 😅 If you watch the intro for the YT release, I shared my reasons for doing this. The Ogre has been out for a couple of years so I think it gave many people who bought it an advantage. I also did my best to announce that the course will be released for free at least 3 months before I actually started releasing it. That along with the gradual release of the course (the free release still has a couple of months to go), hopefully ensures a smooth transition from a paid product to a free one.
Thank you for an interesting and informative tutorial. I've come across a similar muscle bone technique. The video was called "The QUICKEST way to RIG your Characters! Blender 3D Tutorial" on the Lewis Animation channel. By the way, will we see an example of using corrective shape keys in this course?
It can be done. I don't have tuts like that yet and no immediate plans to do any. But try this. Simply add any bones you like in your final rig and constrain them to any of the bones generated by Auto-Rig Pro. Your automation should still work even if you tweak and re-generate the rig (as long as you don't delete a ARP rig that your custom bones are related to). So it's much simpler in Auto-Rig Pro.
could you maybe make a new indept video about Face It rig? For some reason the mouth is extremely fucked up always for me. If you could show how to clean up the weight paints that would be awesome 🥺❤
f*ed up, messed up, etc is not a description of a problem. It would be impossible to make a video about "uneffing" the mouth with FaceIt. I hope you understand :)
It's always an... Interesting feeling... Seeing a course you paid for in full when it initially came out, eventually come on UA-cam for free. On the one hand, it's like "gaddamit i shoulda waited!😅". But on the other, its like "thank God i bought it back then because getting to an advanced level of proficiency rigging my characters with rigify back then opened up so many opportunities for me". As a character artist even. Every character artist should learn how to rig in my opinion. Aside from the fact that it shows a potential client or recruiter that you can, in fact, create a production ready character, it will make your topology and modelling skills SO much better than anything else will. You don't know good character topology until you start rigging, weight painting and posing your characters with an actual rig. It also gives you the opportunity to hand off your original characters to an animator you're close to or can afford to pay, or retarget mocap animations to. It elevates your portfolio so much, than just static pose renders.
fax lol. do you have any socials, it sounds like you create some interesting stuff.
hey, thanks for the understanding. At least I hope you understand 😅 If you watch the intro for the YT release, I shared my reasons for doing this. The Ogre has been out for a couple of years so I think it gave many people who bought it an advantage. I also did my best to announce that the course will be released for free at least 3 months before I actually started releasing it. That along with the gradual release of the course (the free release still has a couple of months to go), hopefully ensures a smooth transition from a paid product to a free one.
Very nice tutorial! Thx very much!
Thank you for an interesting and informative tutorial. I've come across a similar muscle bone technique. The video was called "The QUICKEST way to RIG your Characters! Blender 3D Tutorial" on the Lewis Animation channel. By the way, will we see an example of using corrective shape keys in this course?
Thanks, I will check it out!
Can we do this with AutoRig Pro as well? Are there plans for an AutoRig Pro tutorial like this?
It can be done. I don't have tuts like that yet and no immediate plans to do any.
But try this. Simply add any bones you like in your final rig and constrain them to any of the bones generated by Auto-Rig Pro. Your automation should still work even if you tweak and re-generate the rig (as long as you don't delete a ARP rig that your custom bones are related to). So it's much simpler in Auto-Rig Pro.
could you maybe make a new indept video about Face It rig? For some reason the mouth is extremely fucked up always for me. If you could show how to clean up the weight paints that would be awesome 🥺❤
f*ed up, messed up, etc is not a description of a problem. It would be impossible to make a video about "uneffing" the mouth with FaceIt. I hope you understand :)