Fantastic Tutorial! I the last months I started using ARKit shapekeys (blendshapes) and my works got a boost In particular I'm using the ReveRig add on to create the Rig and refine the animation, while the core of the facial animation is done with Mocap. Trust me, if you have an iPhone: Mocap + ReveRig is the way 🚀
You saved me!! the other tutorial i was looking at really needed this step and i was panicking that i couldnt get the bone to stick with their method.... thank you!
I just discovered your channel and this video is fantastic! Your honesty about the challenges in creating 3D art is refreshing and motivating. As a graphic designer who has worked with static designs for years, I recently started updating my skills in motion design and have been posting my studies on my channel. Good luck to us both!
Around 8:26 when I go to "generate rig", the button is grayed out. Does anyone know why this might be happening? I am trying to add a face rig to a full-bodied model that already has a rig for everything but the face, I am wondering if that is part of my problem.... Update, figured it out in case anyone else has an issue with this: You need to set the existing head bones rigify type to spines.super_head type. Then select all the face rig bones along with the head bone and you should be able to generate the rig. Also, if your object changes size when you parent the rig to the face, make you've applied scale/rotation to the object and both its rigs/armatures first.
@@xvi.2654 I'm not sure, I haven't used rigify in a long time now, as I eventually figured out ways to manually rig my characters eyes and mouth. But later I can do some research on it for you.
Hey! I need some help with this. At 8:23 I click on generate rig but it errors with "RIGIFY ERROR: Bone 'spine.004': Cannot connect to non-chain parent rig. Incorrect armature for type 'chain_rigs' What should I do? THANKS!
similiar to how you added parents at the end of eyes, do i need to do this for teeth? my jaw isnt controlling my characters teeth also how do i attach the rigify head to a skeleton? i only did the head in the meta rig
Helo im trying to rig eye brows that is in a different mesh, selecting them and then selecting the rig and adding automatic weights.doesnt move them, what can i do to rig the eyebrows? (edit) i just found out that you can in fact select all the meshes that u want to deform with the head, like i did a separate mesh for the eye brows, then selec the rig aand then apply the automatic weighs, when you dod that it gives the mesh the Armature property, if you want it to move with the mesh you have to put the armature property in first then it startsw moving with the rig on pose mode, hope this helps yall!!!
In blender’s layout mode there is a button thay looks like a magnet in the top of the screen. To the right of that button there is another button with an down arrow ⬇️. Click that and you should see an option which says “face project”. Once you click face project and then hit the magnet you should notice that when you move parts of the rig in edit mode it will “snap” to the surface or “face” of any object you’re cursor is on. There are several options. “Face project” makes opjects snap to any flat surface. “Edge” snaps opjects to any edge. So on so forth. Hopefully i explained well.
Nice. But if I already have a rig for the body and not decide to add the face rig, what do I do? Do I just parent the model with the face again or is there a way to merge the two rigs as one? Not sure if I’m making any sense
hello, I have a character face, and I'm doing what you re doing, I press generate rigg but its copying the face bones, its not generating the conrollers why ?
im sorry but i can hear every single that exists from that mic, seriously that sensitivity, i can hear myself from a couple months ago. but still good tutorial
@@roni501 Can't parent the rig to model: loop parent error Parent model to rig: the position is wrong when it moving The context is that I have different rig for the body already, when I pose the body and the head move, the newly added head rig don't follow properly even when parented. I think the correct way is combine 2 rig but I haven't found a way to do that.
@@masasuzuki1762 Select the Rig for the Face, then Shift-Select the Body-Rig in Object Mode. Press J on your Keyboard. Now you are left with a single Rig for the Body and Face. You may need to attach the Face-Bone to the Neck manually
@@kunemann Sorry to hijack this, but i followed this video with a full body mesh that has a body rig. When my separate face rig as seen in this video has completed, it moves fine but moving the jaw causes the entire body to move along with it, the body mesh even moves out of the body rig as if it weren't rigged.
Fantastic Tutorial!
I the last months I started using ARKit shapekeys (blendshapes) and my works got a boost
In particular I'm using the ReveRig add on to create the Rig and refine the animation, while the core of the facial animation is done with Mocap.
Trust me, if you have an iPhone: Mocap + ReveRig is the way 🚀
Thanks!!
I was stuck on eye rig, then i saw your video and i got it
You save me at eyes part. THANK YOU SO MUCH. May god bless you ♥
You saved me!! the other tutorial i was looking at really needed this step and i was panicking that i couldnt get the bone to stick with their method.... thank you!
Glad I could help!
great and easy to understand tutorial
I just discovered your channel and this video is fantastic! Your honesty about the challenges in creating 3D art is refreshing and motivating. As a graphic designer who has worked with static designs for years, I recently started updating my skills in motion design and have been posting my studies on my channel. Good luck to us both!
absolutely amazing tutorial, thanks immensely!! the hotkey addon helped so much, thanks for enabling it
Glad it helped! Thank you for your comment
Thanks, among all the videos out there, this was the only one that solved my problem.
That's crazy!
7:12- face rig qaurter
7:15- face rig from the front
7:26- face rig from side (wireframe)
Thank you so much for the eye solution ❤❤❤❤
excellent video. but look, the "skeleton" part doesn't appear and when I generate the rig, I can't move the bones. is there any solution for this?
Before you generate rig dont forget APPLY ALL TRANSFORM.
Your video is amazing! I'd like to see animating part too
Around 8:26 when I go to "generate rig", the button is grayed out. Does anyone know why this might be happening? I am trying to add a face rig to a full-bodied model that already has a rig for everything but the face, I am wondering if that is part of my problem....
Update, figured it out in case anyone else has an issue with this: You need to set the existing head bones rigify type to spines.super_head type. Then select all the face rig bones along with the head bone and you should be able to generate the rig.
Also, if your object changes size when you parent the rig to the face, make you've applied scale/rotation to the object and both its rigs/armatures first.
Thank you for taking the time out to come back and update your query!
hey, how do i change the type of the existing head bones, I can't figure this out
@@xvi.2654 I'm not sure, I haven't used rigify in a long time now, as I eventually figured out ways to manually rig my characters eyes and mouth. But later I can do some research on it for you.
@@KrissieFox i figured another way out😅, thanks for replying tho
@@xvi.2654 Glad to hear :) Good luck with your model!
How do you do this without affecting the rest of the body? I've managed to get it done on the face, but the body moves along with the jaw.
nice one, thanks
Hey! I need some help with this. At 8:23 I click on generate rig but it errors with "RIGIFY ERROR: Bone 'spine.004': Cannot connect to non-chain parent rig. Incorrect armature for type 'chain_rigs'
What should I do?
THANKS!
Looks like it has to do with the parent that you have assigned to the bone004
That happened to me as well. How did you fix it?
same problem here, need a fix
similiar to how you added parents at the end of eyes, do i need to do this for teeth? my jaw isnt controlling my characters teeth
also how do i attach the rigify head to a skeleton? i only did the head in the meta rig
Thank you!
Excellent!
What about tongue and teeth?
Helo im trying to rig eye brows that is in a different mesh, selecting them and then selecting the rig and adding automatic weights.doesnt move them, what can i do to rig the eyebrows?
(edit) i just found out that you can in fact select all the meshes that u want to deform with the head, like i did a separate mesh for the eye brows, then selec the rig aand then apply the automatic weighs, when you dod that it gives the mesh the Armature property, if you want it to move with the mesh you have to put the armature property in first then it startsw moving with the rig on pose mode, hope this helps yall!!!
I'm rigging a highly customized character. Is there a way I can create my own controls from scratch? Rigify won't do it for me
Nice !
Hey, mine is not properly rigging and it creates like a small meta rig whilst not changing any face proportion.
Thank you so much
This works until I rotate the head, then the eyes are unparented from the mesh
the forehead bones are disconnected by default. How do i connect them with the eyebrows?
Thank you.
ı did all the steps right but ı cant pose my character why is that happening
Could be a lot of things, did you parent it correctly, are you in a pose mode, did you generate your rig without any bone problems?
@@blendera ı solved the problem by scaling 10 times larger (problem was bone heat weighting failed)
Glad you solved it!
Fantastic, tks!
What do you mean "snap to the face" is there some special setting for that?
In blender’s layout mode there is a button thay looks like a magnet in the top of the screen. To the right of that button there is another button with an down arrow ⬇️. Click that and you should see an option which says “face project”. Once you click face project and then hit the magnet you should notice that when you move parts of the rig in edit mode it will “snap” to the surface or “face” of any object you’re cursor is on.
There are several options. “Face project” makes opjects snap to any flat surface. “Edge” snaps opjects to any edge. So on so forth. Hopefully i explained well.
Thanksss muchh!!
I love you!
Nice. But if I already have a rig for the body and not decide to add the face rig, what do I do? Do I just parent the model with the face again or is there a way to merge the two rigs as one? Not sure if I’m making any sense
I believe you can just join them with J...
Thank you
I tried but the face is not deforming only he body is please suggest fix
hello, I have a character face, and I'm doing what you re doing, I press generate rigg but its copying the face bones, its not generating the conrollers why ?
you deleted some bones so it cant generate the rig
Can you provide sample link ❤❤❤❤ the 3d sample link
from where u got that eyes?
it looks so scary to do rig. weight paint not enough
Gracias.
i love you.
NYC video
That beautiful Slavic accent...💌💖💝💘
Ukrainian probably. 🥰😘
You're good, it is Slavic. Thank you
Muito bom
It's Not working
Thanks Sweetheart
im sorry but i can hear every single that exists from that mic, seriously that sensitivity, i can hear myself from a couple months ago. but still good tutorial
自分用のメモ 8:38
your voice makes me feel certain sensations in my body, whats wrong with me
But my rig doesn't follow the model, when the head move the rig stay still in the air
Parent the rig to the model or vice versa using the hierarchy
@@roni501
Can't parent the rig to model: loop parent error
Parent model to rig: the position is wrong when it moving
The context is that I have different rig for the body already, when I pose the body and the head move, the newly added head rig don't follow properly even when parented. I think the correct way is combine 2 rig but I haven't found a way to do that.
@@masasuzuki1762 Select the Rig for the Face, then Shift-Select the Body-Rig in Object Mode. Press J on your Keyboard. Now you are left with a single Rig for the Body and Face. You may need to attach the Face-Bone to the Neck manually
@@kunemann ah yes I figured it out this way as well!
@@kunemann Sorry to hijack this, but i followed this video with a full body mesh that has a body rig. When my separate face rig as seen in this video has completed, it moves fine but moving the jaw causes the entire body to move along with it, the body mesh even moves out of the body rig as if it weren't rigged.