I have both been trying to find out which is better. I like Auto rig pro because it is like using mixamo. I need to use in more to know how functional the plugin is. I know about rigify and it can get a bit clunky especially for customization.
One advantage Rigify has at the moment is that it does ship with Blender, which means other add-ons (e.g. BlendArMoCap) will target Rigify rigs without an additional step, but with ARP you have to retarget. It's a small thing, but small things add up when you do them repeatedly :)
By far my favorite channel for me and my students! Such a great instructor. We use Rigify a ton for our 3D modeling and animation and I had no clue there was anything else. I will definitely look at getting ARP seats for my advanced students and myself. Anything to stay away from Maya for now.
Thanks David, appreciate the support! Yeah ARP is an amazing tool, I would highly recommend it for anyone looking to get into animation and games. Haha yeah I hear ya on that one, Maya is definitely a little harder on the wallet!
@@RussellMidfield I take that back, you can create custom bone, im not sure if it needs to be parented though or if you can have alot of standalone bones. I will play about with it and see
I really like your channel! There's not much documentation on some topics you mention, so it is nice that a channel like yours can make things clearer!
From what I've seen, Rigify is more than enough on its own, it's very powerful and simple to use, and not costing anything is a definite bonus. Rigify also comes with different variants for several different animals, which as far as I'm aware, ARP lacks (correct me if I'm wrong). But the little bit of extra power ARP gives you can accelerate the process even more, giving some very good results with little to no issues, and just a little less tedious than Rigify. Personally, I honestly prefer doing my rigs myself. It's the most difficult but gives far more control. If I do want something quick and dirty though, either of these add-ons would work really well. I'd have to say Rigify is probably enough for me, though. Great comparison here!
Thanks Fox! Yeah very good points, Rigify is definitely very powerful which is amazing given its free, for 99% of us its probably more than enough. For only $20 ARP is such a great value though, can't go wrong, has some nice features that make things a little easier and a fun way to expand the toolbox. It's true though, building custom rigs is definitely the way to go for maximum control and understanding!
Great video! Another GREAT feature for ARP is the QUICK RIG addon... for the addon... If you work with ripped assets from games, or a "Simple" rigged character, it is a LIFE SAVER!!! You just tell Quick Rig what bones are what, and it generates a full rig for you. Another GREAT feature is the retarget feature. it is the best mocap re-targeter I have used yet. Also since all the rigs are generated the same, you can swap out animations from one rig to another VERY easily. ARP is a real time saver. Again, great video 👍
Nice comparison. For a Noob in Animation and skeletons like me, this video is super useful, I'm getting much more info than a simple tutorial on how to do this or that.
Awesome video, I learnt a lot as im just beginning to learn rigging and animation in blender, subscribed and looking forward to learning from your other videos, thank you very much kind sir!
I strongly prefer ARP’s easy bone placement with humanoids. And I rarely have an issue with the weighting. I’ve been particularly impressed with the fingers. I’ve been using Faceit though and it gives me errors joining it an ARP rig sometimes. That’s the only thorn in my side at the moment.
Thanks man! Oh yeah, it's definitely on my to-do list, Part 8 I started editing a while ago but it is actually all on another computer that I haven't had access to for months. I should hopefully be able to get to it in the next month or two, sorry for the delay!
Great comparison. Thanks for that. How would you compare both in terms of support and tutorial content available? I am considering auto-rig pro as I am working with Unreal.
Yea no worries! I feel like Rigify maybe has a bit more tutorial content available since it's free, but ARP has more than enough out there to get a good understanding of the features, if you're working on a game in Unreal I would recommend it.
Iv used both, Rigify has given me the best rigging from scratch option, while ARP struggles big time with more detailed/higher poly models, and definitely will break if your model has lots of pouches. Iv found creating a rig from scratch gives fbe best results compared to a "one size fits all" rigging addon.
Hey DanArt! Nice to see you again! :D Haha not yet, hopefully sometime soon! Thanks for always stopping by the channel though, I appreciate your support!
No of course not! I like how you always come back lol :D It reminds me that I need to do this video for you! I am very busy right now unfortunately, but hopefully sometime soon I can set some time aside to make a video for you. Is there something in my first Brawl Stars skin video that you want more detail on?
@@RussellMidfield Wow, this is very cool! Thanks a lot! Yes, I would like to know how to properly light the character, make shadows to make him look cool! And I would like to know how to keep the character in the picture with lighter colors or something like that!
I would like to ask that wasn't covered in this video. Is there anything in Blender that preserves the final "skin-weight polish" of a character I rigged. In case, I need to un-bind the geometry from the rig and make geometry corrections (later)? - In a perfect world nothing gets changed, but I'd love to know if topology adjustments have to be made. Whats the process like and are there any advantages?
Oh gosh good question, I believe ARP has a remapping function that allows armatures to be used with different geometry, so there could be a way perhaps there. I suppose it would depend highly on the nature of the topology adjustment, something minor based off of the existing topology may allow for the weighting to be preserved.
Okay, so I have used both. Rigify also has additional limbs. Export to game engines is the same for any program??? I’ve never ever in my life have had any issue exporting to a game engine. It’s all in fbx format. The animations work universally. That’s what happens when you have a universal file format. I have used maya and blender so far to export characters to unity and unreal engine. No plug-ins necessary, just the build in export button, all animations work for any rig. As for game engine cloth sims and jiggle physics, you also don’t need a special magical rig. Just bones and proper skinning. So idk where this c grade comes from. Also if we want to go with the times, both add ons rigs are outdated. Blend shapes are way better for the face rig. You can use any face tracker to animate in seconds and the manual animation process is also faster. So In the end I use neither. Except for fast prototypes
It's true, ARP is awesome, especially when it's only $20. A full-featured rig with years of development behind it with a few clicks is insane, makes rigging so much easier.
One thing I'd like for you to have gone over is customizing the rig and adding non-standard bones (hair and clothing bones for example). I'm having a pain of a time doing it with ARP which is resulting in deform bones not parented correctly. For Rigify there's also GameRig which are game ready replacements for all the limbs in Rigify. I've had zero problem using those when exporting only deform bones. Every time I've tried exporting from ARP though it has failed to export a usable model. All it's given me is an empty FBX file.
I have a question. Does Autorig Pro have the FK limb follow feature like in Rigify? If it does, how can I activate it? I have tried Autorig Pro, and the FK hand control always follows the chest but doesn't follow the shoulder.
@@RussellMidfield Thank you very much, please do. Things like how to correct the face rig optimally and how to create he fist control are only explained properly on the text documentation and it's a bit wonky
If you want to bend fingers all in same time. You should select individual origines. It will bend each finger to each origine. Eyes are seperate meshe we parent those seperatly with bone not automatic weight
Is the shoulder issues in both just an incomplete rig? a real shoulder moves the shoulder blade and collar bone, which these rigs didn't seem to be doing at all.
I think it's more a matter of weight painting. I just left it at what the automatic weighting did, which is a great start, but some manual weighting is generally needed.
@@RussellMidfield Well, if you look in a mirror and watch the pivot point of your shoulder as you raise your hand, you'll see it slides upwards. Some is tilting your spine to raise it, some is collar bone and shoulder blade rotation. But aside from that, I don't know deeper on how you'd try to rig that shoulder joint so you have a neck-shoulder bone on each side with very limited range of motion.
The biggest problem I had with Rigify was the mouth and tongue bones. They affected all the teeth, and very difficult to separate the top mouth bone only affect the top teeth, bottom mouth bone only the bottom teeth, etc. Does ARP help with that?
Oh yes, that usually takes some manual weighting adjustments in the vertex group panel. No ARP doesn't have an automatic way of dealing with that that I know of.
One thing might need to be considered is Adjusting Weight Painting I don't know how is it in ARP, but in Rigify is actually a pain to work with, because the deform bone is constraint to control bone, You also need a little knowledge to actually figure out that the deform bone is on a very specific layer and is not exposed to the generated UI panel, that could trip up for new rigify user too
Oh yeah, good points. The deform bones being hidden on another layer is a good tip, I should have mentioned that sorry. Yeah weight painting is usually a pain I totally agree.
I'm not sure I haven't tried it, I know Reallusion has been trying to have Rigify marry up to iClone 8 seamlessly so hopefully they'll have it worked out soon.
Does Auto-Rig pro has IK to FK and vice versa snap? This one seems pretty important to me because otherwise I would have to do python scripting or do some complex, weird rig changes.
Thank you SENSEI!! I tend to be careful when I do rigging. Stretchbone, IK,FK, defombone, etc But I'm trying to make it simple because it takes too much time. In this case, will ARP work? I am a person who prepares animation. And can I customize ARP? For example, make more BONE where I want
my minus points with rigify is that you cant re-generate without losing the bone constraints and you can't edit the components like for example add a knee bone to the leg component of the metarig. If i can get fixes for that in rigify, it's gold in my book
@@RussellMidfield I never used Auto rig pro does it have any weighting failure issue? i mostly use the voxel and corrective smooth if weighting problems arise in complicated models.
So far I've been very happy with Rigify. Altho the remap functionality on Autorig pro could be very useful at some point. That said maybe rigify comes up with a similar solution at some point ?
Thank you but I still waiting for : part 2 (for rig hair) and part 3 (animation) for this: " Tutorial - How to Rig a Character Quickly and Easily in Blender using the Rigify Add-on" . Please do it tutorial. Thank you from my heart
great overview, yet can you really compare the weighting (isn't this kinda the same as binding in blender anyways when u use with auto-weights? ;) )? Also, isn't arp not also just using blenders algorithm? If so you really can't compare the weighting process because there's literally nothing to compare as both algos are the same. Maybe also some better positioning of the facial markers would help with the movement of the lids? But I kinda like it to be honest. My character rigging workflow is ARP, Voxel heat diffuse skinning and FaceIt >> for the win :)
Yeah it's true, tutorial support is something I should have mentioned, but ARP isn't too bad now, it's got some good stuff out there that helped me learn how to use it, although some areas I agree aren't as good as Rigify.
Oh gosh, good question! I've never tried that so I'm not 100% sure, there is this thread on reddit that has some good discussion around this idea though: www.reddit.com/r/blenderhelp/comments/glm5xv/use_bendy_bones_in_rigify_rig/
I hate ARP for a couple reasons: 1. you've gotta use two controllers for a footroll 2. For some reason they switched Y and Z axes for torso, yet i.e. IK feet have them aligned to blender (Z up). Where's the logic?? 3. the horse leg rig is a big misunderstanding of anatomy and how a horse mechanic works. If you wanna animate hoofed creature, and you care about the art of animation, youll be disapointed rigify has all above feature made correctly, the only issue is you gotta do some extra work with exporting the rig for games, but for me it is worth it
The only advantage of rigify over ARP, in my opinion, is its modular aspect that is more flexible. Working with custom bones in arp is limited, because there are points allowed to make joints between bones. I don't like that.
ARP is so much easier, and worth the 40 bucks IMHO. A perfect Rigify rig is among the best. But getting there is a long and tedious uphill battle. I have never pulled off a very usable face rig with Rigify, but I have used a few, made by others. If you know your shit (I don't) Rigify will take you anywhere you need it to.
@@RussellMidfield naw dude, you’re smart! This’s was a great video. I’ve used both plus Blenrig 6. ( I made a tutorial for it if you’re interested). If you ever get a chance, I’d love to see your take on how Blenrig compares to Rigify and Auto Rig Pro
@@RussellMidfield Well in Unreal 4 you could export from ARP straight into Unreal and directly replace the base mesh in the standard blueprint (all the anims and functionality). Now sadly it's not working but Im sure it will be updated when it's figured out. (Right now it just results in a squished character).
Rigify or ARP? Which one do you guys use?!
ARP, the updates has been awesome!
Auto Rig riggyfy is one fine mess. ps working against Unreal.
It's true! I like how the developer is always improving it and offering quick fixes
Oh I didn't know that!
I have both been trying to find out which is better. I like Auto rig pro because it is like using mixamo. I need to use in more to know how functional the plugin is. I know about rigify and it can get a bit clunky especially for customization.
I have used both. But I’m in love with ARP. The smart control, pickerboard, retargeting feature makes my life easier
I hear ya! Rigging made lemon squeezy.
One advantage Rigify has at the moment is that it does ship with Blender, which means other add-ons (e.g. BlendArMoCap) will target Rigify rigs without an additional step, but with ARP you have to retarget. It's a small thing, but small things add up when you do them repeatedly :)
Oh that's interesting, I didn't know that! Thanks! Yeah very true, cutting out the repetition goes a long way.
Yet another clear, concise and detailed video with helpful information for all artists from beginner to advanced. Thank-you, Russell
Thanks RW for the continued support! :D
5:06 You can change the pivot to "Individual Origins" in the icon to the left of the magnet. That way you can scale all finger bones without issue.
Oh yes, thanks!
This is a show and tutorial at the same time, very useful and not boring with the sound effects 👍😄
Haha thanks Captain! haha really?!? nice! well I hope it helps with your rigging a bit!
By far my favorite channel for me and my students! Such a great instructor. We use Rigify a ton for our 3D modeling and animation and I had no clue there was anything else. I will definitely look at getting ARP seats for my advanced students and myself. Anything to stay away from Maya for now.
Thanks David, appreciate the support! Yeah ARP is an amazing tool, I would highly recommend it for anyone looking to get into animation and games. Haha yeah I hear ya on that one, Maya is definitely a little harder on the wallet!
another cool video I like your editing Russell🔥
well done😍
Thanks man! This one I tried to have a little bit more fun with haha
alright, you've convinced me!! thank you for the demo, this was awesome!! you hit all the points i was wondering about
Haha thanks kureha! I'm glad it shed some light on the addon for you! It was fun making this video haha
Came for the tutorial, stayed for the fun edit. Is waaaay easier to learn like this! Suscribed!
Haha thanks Claudio! I had fun putting this one together! Thanks for the sub, appreciate it!
Its also important to note that ARP can make nearly any rig with its detection. It works with any animal (usually) and even complex fictional things.
Yeah very true, it's pretty neat what it can build!
What can't you rig with Rigify?
It's true, not much it can't tackle I imagine.
@madeeasy7148 oh interesting, good to know, big plus then for Rigify
@@RussellMidfield I take that back, you can create custom bone, im not sure if it needs to be parented though or if you can have alot of standalone bones. I will play about with it and see
I really like your channel! There's not much documentation on some topics you mention, so it is nice that a channel like yours can make things clearer!
Thanks Renan! I'm glad there are some nice nuggets of info around here!
From what I've seen, Rigify is more than enough on its own, it's very powerful and simple to use, and not costing anything is a definite bonus. Rigify also comes with different variants for several different animals, which as far as I'm aware, ARP lacks (correct me if I'm wrong). But the little bit of extra power ARP gives you can accelerate the process even more, giving some very good results with little to no issues, and just a little less tedious than Rigify.
Personally, I honestly prefer doing my rigs myself. It's the most difficult but gives far more control. If I do want something quick and dirty though, either of these add-ons would work really well. I'd have to say Rigify is probably enough for me, though. Great comparison here!
Thanks Fox! Yeah very good points, Rigify is definitely very powerful which is amazing given its free, for 99% of us its probably more than enough. For only $20 ARP is such a great value though, can't go wrong, has some nice features that make things a little easier and a fun way to expand the toolbox. It's true though, building custom rigs is definitely the way to go for maximum control and understanding!
5:05 You can fix this by setting the transform pivot points to "Individual Origins".
Oh yeah I'm dumb haha thanks 🙃
@@RussellMidfield no ur not ur beautiful :)
Lol thanks Duck I feel it now 😊
Great video!
Another GREAT feature for ARP is the QUICK RIG addon... for the addon...
If you work with ripped assets from games, or a "Simple" rigged character, it is a LIFE SAVER!!!
You just tell Quick Rig what bones are what, and it generates a full rig for you.
Another GREAT feature is the retarget feature. it is the best mocap re-targeter I have used yet.
Also since all the rigs are generated the same, you can swap out animations from one rig to another VERY easily. ARP is a real time saver.
Again, great video 👍
Oh right! Yeah ARP has so many awesome features it has such an incredible value at $20, can't go wrong. Thanks!
Nice comparison. For a Noob in Animation and skeletons like me, this video is super useful, I'm getting much more info than a simple tutorial on how to do this or that.
No worries NV! Glad it helped!
Very informative and well produced video! Keep up the amazing content creation friend, and I wish you the best :D
Thanks Ethan! Appreciate the support!
Partly due to this video, I had got Auto-Rig Pro. Is a good tool for the price. And there is lots of videos by the community on how to use it.
Thanks glen!! Yes very true, doesn't break the bank by any means and makes things a little easier.
Thanks so much for this vid. There is such a lack of helpful new content for Auto-Rig Pro
Yeah no worries leukick! I'm glad it helped!
Awesome video, I learnt a lot as im just beginning to learn rigging and animation in blender, subscribed and looking forward to learning from your other videos, thank you very much kind sir!
Thanks Maria! I'm glad it helped!
I strongly prefer ARP’s easy bone placement with humanoids. And I rarely have an issue with the weighting. I’ve been particularly impressed with the fingers.
I’ve been using Faceit though and it gives me errors joining it an ARP rig sometimes. That’s the only thorn in my side at the moment.
Yeah it's really good, very impressive for sure. Oh interesting, haven't tried Faceit before, looks impressive as well though!
Cool video! Looking forward to the continuation of the video series "Beginner Unity Character"
Thanks man! Oh yeah, it's definitely on my to-do list, Part 8 I started editing a while ago but it is actually all on another computer that I haven't had access to for months. I should hopefully be able to get to it in the next month or two, sorry for the delay!
Very nice, I have been out of practice with blender so seeing this helps a lot.
Thanks Knuj! Glad it helped! Time to get back into the Blender game! :D
Helpful video. I came for the Rigify, and I got a tutorial.
Haha thanks jc! I'm glad it helped!
Thanks for making an actual comparison!
Yeah no worries! I hope if you were maybe on the fence it'll give a little insight on whether to spend the moola!
5:07 if you scale with the option "individual origins" instead of "bounding box center" it should work fine.
Yeah I'm dumb haha, didn't think of that, thanks though!
Great comparison.
Thanks for that.
How would you compare both in terms of support and tutorial content available?
I am considering auto-rig pro as I am working with Unreal.
Yea no worries! I feel like Rigify maybe has a bit more tutorial content available since it's free, but ARP has more than enough out there to get a good understanding of the features, if you're working on a game in Unreal I would recommend it.
@@RussellMidfield Thanks for taking the time to answer :)
Excellent comparison, this really helped me out! Cheers!
Thanks Shocky! I'm glad it helped!
Iv used both, Rigify has given me the best rigging from scratch option, while ARP struggles big time with more detailed/higher poly models, and definitely will break if your model has lots of pouches. Iv found creating a rig from scratch gives fbe best results compared to a "one size fits all" rigging addon.
It's true, building from scratch is definitely the best!
Great work. You're my new favorite content creator.
Thanks man, appreciate that!
Nice review! Thank you Russell😄
Thanks Xuan! This one was fun to make haha :D
Good evening! Video about supercell make is not coming soon?😞
Hey DanArt! Nice to see you again! :D Haha not yet, hopefully sometime soon! Thanks for always stopping by the channel though, I appreciate your support!
@@RussellMidfield I hope I haven't bored you yet.😅 I really watch every video of yours!😃
No of course not! I like how you always come back lol :D It reminds me that I need to do this video for you! I am very busy right now unfortunately, but hopefully sometime soon I can set some time aside to make a video for you. Is there something in my first Brawl Stars skin video that you want more detail on?
@@RussellMidfield Wow, this is very cool! Thanks a lot! Yes, I would like to know how to properly light the character, make shadows to make him look cool! And I would like to know how to keep the character in the picture with lighter colors or something like that!
@@RussellMidfield Well, I would also like to know how to properly arrange light sources
could you tell us how to fix that shoulder deformation while moving arms. I do not know how to adjust that shoulder and shape keys to make it natural.
Oh yes that's a good idea for a video, I'll try and put one together!
I would like to ask that wasn't covered in this video. Is there anything in Blender that preserves the final "skin-weight polish" of a character I rigged. In case, I need to un-bind the geometry from the rig and make geometry corrections (later)? - In a perfect world nothing gets changed, but I'd love to know if topology adjustments have to be made. Whats the process like and are there any advantages?
Oh gosh good question, I believe ARP has a remapping function that allows armatures to be used with different geometry, so there could be a way perhaps there. I suppose it would depend highly on the nature of the topology adjustment, something minor based off of the existing topology may allow for the weighting to be preserved.
in rigify if u use individuals origins for the fingers, you can curl all of them at once without problem.
Yeah good point! Thanks!
Okay, so I have used both. Rigify also has additional limbs. Export to game engines is the same for any program??? I’ve never ever in my life have had any issue exporting to a game engine. It’s all in fbx format. The animations work universally. That’s what happens when you have a universal file format. I have used maya and blender so far to export characters to unity and unreal engine. No plug-ins necessary, just the build in export button, all animations work for any rig. As for game engine cloth sims and jiggle physics, you also don’t need a special magical rig. Just bones and proper skinning. So idk where this c grade comes from. Also if we want to go with the times, both add ons rigs are outdated. Blend shapes are way better for the face rig. You can use any face tracker to animate in seconds and the manual animation process is also faster. So In the end I use neither. Except for fast prototypes
Yeah you're right! Sorry about that!
Thank you very much, also amazing intro
Haha thanks Nox! Yeah I had a lot of fun putting the intro together, thanks for saying that
On rigify, the eyelids being affected by the eye tracker can be turned down with a slider control. just so you know.
Ah thanks man! Appreciate it!
I have usel both. I’m in love with ARP. The smart setup, pickerboard and retargeting makes my life easier
It's true, ARP is awesome, especially when it's only $20. A full-featured rig with years of development behind it with a few clicks is insane, makes rigging so much easier.
One thing I'd like for you to have gone over is customizing the rig and adding non-standard bones (hair and clothing bones for example). I'm having a pain of a time doing it with ARP which is resulting in deform bones not parented correctly.
For Rigify there's also GameRig which are game ready replacements for all the limbs in Rigify. I've had zero problem using those when exporting only deform bones. Every time I've tried exporting from ARP though it has failed to export a usable model. All it's given me is an empty FBX file.
Oh good idea, yeah I can look into that more. Oh nice GameRig sounds pretty good, I'll have to check that out thanks!
For the multiple finger curl "problem" with rigify... that is a user error. Just select individual origins instead of median point.
Awesome thanks!
Thanks so much!!!, great VS video!
Thanks Matias! Appreciate it!
I'm learning so much! Subscribed! :D
Thanks Astra! I'm glad there is some useful information in there somewhere!
I have a question. Does Autorig Pro have the FK limb follow feature like in Rigify? If it does, how can I activate it? I have tried Autorig Pro, and the FK hand control always follows the chest but doesn't follow the shoulder.
I believe so yes!
@@RussellMidfield Where I can find the FK Limb Follow settings in ARP?
best plugins compare ever !! waiting another plugins pleaseee.
Thanks Adi! I'm glad it helped!
Can you please do a tutorial on Auto-rig pro? a few things are confusing and the amount of tutorials on it are rather low quality
Oh yeah I've been meaning to for a while! I'll add it to my list of videos to do
@@RussellMidfield Thank you very much, please do. Things like how to correct the face rig optimally and how to create he fist control are only explained properly on the text documentation and it's a bit wonky
Yeah it's true, I'll see what I can do!
cc3 does not give me same detailed results as in susbtance like the normals look smooth in cc3 kindly help
Oh hmm, what format are your normal maps in? Maybe try Noth DirectX and OpenGL and see which one looks better.
@@RussellMidfield ❤
If you want to bend fingers all in same time. You should select individual origines. It will bend each finger to each origine.
Eyes are seperate meshe we parent those seperatly with bone not automatic weight
Thanks man 🙏
Hmmm I know nothing but I can appreciate when a system does well
Haha yeah, they are both really good, years of development behind them that make things pretty smooth.
Is the shoulder issues in both just an incomplete rig? a real shoulder moves the shoulder blade and collar bone, which these rigs didn't seem to be doing at all.
I think it's more a matter of weight painting. I just left it at what the automatic weighting did, which is a great start, but some manual weighting is generally needed.
@@RussellMidfield Well, if you look in a mirror and watch the pivot point of your shoulder as you raise your hand, you'll see it slides upwards. Some is tilting your spine to raise it, some is collar bone and shoulder blade rotation. But aside from that, I don't know deeper on how you'd try to rig that shoulder joint so you have a neck-shoulder bone on each side with very limited range of motion.
Yeah good point!
The biggest problem I had with Rigify was the mouth and tongue bones. They affected all the teeth, and very difficult to separate the top mouth bone only affect the top teeth, bottom mouth bone only the bottom teeth, etc. Does ARP help with that?
Oh yes, that usually takes some manual weighting adjustments in the vertex group panel. No ARP doesn't have an automatic way of dealing with that that I know of.
One thing might need to be considered is Adjusting Weight Painting
I don't know how is it in ARP,
but in Rigify is actually a pain to work with, because the deform bone is constraint to control bone,
You also need a little knowledge to actually figure out that the deform bone is on a very specific layer and is not exposed to the generated UI panel, that could trip up for new rigify user too
Oh yeah, good points. The deform bones being hidden on another layer is a good tip, I should have mentioned that sorry. Yeah weight painting is usually a pain I totally agree.
Is ARP compatible with Iclone 8? I was given a character rigged with rigify and when dropped into iclone 8, major animation issues.
I'm not sure I haven't tried it, I know Reallusion has been trying to have Rigify marry up to iClone 8 seamlessly so hopefully they'll have it worked out soon.
Does Auto-Rig pro has IK to FK and vice versa snap? This one seems pretty important to me because otherwise I would have to do python scripting or do some complex, weird rig changes.
I believe so yeah!
I'm gonna give this an A+
Haha lol *children cheering*
Nice review mate, thanks so much
Thanks Sebastian! I'm glad if it helped!
Thank you SENSEI!!
I tend to be careful when I do rigging.
Stretchbone, IK,FK, defombone, etc
But I'm trying to make it simple because it takes too much time.
In this case, will ARP work?
I am a person who prepares animation.
And can I customize ARP?
For example, make more BONE where I want
Haha yeah no worries kim! I'm glad if it helped a bit! Yeah you can customize ARP for sure, can add bones, etc.
@@RussellMidfield really thank you so much!!!☺️
Auto rig pro for the win I’m glad I was able to buy the full version
Agreed haha. Yeah and it's not too expensive either which is great, I'm glad I got it too
@@RussellMidfield exactly
Very informative and entertaining video.
Thanks Montero! I'm glad if it helped!
the video is nicely done and clean
Thanks Bassem! I'm glad if it helped!
I kind of like ARP better since it feels more user friendly and a bit quicker to set up so long as the characters mesh is proper
Yeah agreed, the setup is so quick, the automatic alignment is really good
my minus points with rigify is that you cant re-generate without losing the bone constraints and you can't edit the components like for example add a knee bone to the leg component of the metarig. If i can get fixes for that in rigify, it's gold in my book
Oh interesting, I didn't realize that, good to know thanks Igor!
cheesy face off was a 10, cream of the crop
Haha lol thanks, it was fun putting it together! 😅 My Texan/Southern accent definitely needs some work haha
You should have talk about the bone heat weighting problem with rigify.
Oh yes good point sorry about that!
@@RussellMidfield I never used Auto rig pro does it have any weighting failure issue?
i mostly use the voxel and corrective smooth if weighting problems arise in complicated models.
It can have weighting issues yeah, it's not perfect, but has some nice tools that can makes things a little easier depending on what you're doing.
So far I've been very happy with Rigify. Altho the remap functionality on Autorig pro could be very useful at some point. That said maybe rigify comes up with a similar solution at some point ?
Yeah Rigify is a solid tool for sure, lots of functionality. Oh good question, as far as I know, I don't think it does.
What about creatures with multiple legs?
Yeah both can do that! It's pretty easy with Auto Rig Pro as it has a specific add limb option
Thank you but I still waiting for : part 2 (for rig hair) and part 3 (animation) for this: " Tutorial - How to Rig a Character Quickly and Easily in Blender using the Rigify Add-on" . Please do it tutorial. Thank you from my heart
Haha thanks! yeah maybe one day!
OK, Thank you.. I will still waiting you:)
Thank you! :) It was very helpfull to make my mind. Rigify is great inside Bender, but sucks when exporting to game engine. ARP for the win!
Yeah no worries eryk! Yeah ARP really shines when you want to put something into a game engine, works really well with Unity!
Thanks my friend!
Yeah no worries Logan! Glad it helped!
great overview, yet can you really compare the weighting (isn't this kinda the same as binding in blender anyways when u use with auto-weights? ;) )? Also, isn't arp not also just using blenders algorithm? If so you really can't compare the weighting process because there's literally nothing to compare as both algos are the same. Maybe also some better positioning of the facial markers would help with the movement of the lids? But I kinda like it to be honest. My character rigging workflow is ARP, Voxel heat diffuse skinning and FaceIt >> for the win :)
Thanks! Yeah good point!
Also rigify has way more tutorials and community support, because it has more users. I use ARP for about a year now
Yeah it's true, tutorial support is something I should have mentioned, but ARP isn't too bad now, it's got some good stuff out there that helped me learn how to use it, although some areas I agree aren't as good as Rigify.
My Rigify is LITERALLY messed up, because I deleted some facial bones. Why did you claim it wouldnt in the video? I have to start all over.
Yeah you have to be careful for sure, but it definitely can be done. Good luck!
Thanks for this awesome video.
Haha thanks Bertt! I'm glad if it helped!
@@RussellMidfield 100% did!
I try both,try both steps and my model doesn't even more... I gave up
Darn sorry my video didn't help!
@@RussellMidfield your video is excellent, entraining but it must be the model that I am using. which it was extracted from a video game.
@migeru_ thanks migeru! Oh yes maybe the model has too many vertices. If the polycount is too high, the rig will not work.
Yeah good point lengko, that will definitely help!
@lengkotv do you know a good tutorial?
in rigify how can i convert my bones to a bendy bone?
Oh gosh, good question! I've never tried that so I'm not 100% sure, there is this thread on reddit that has some good discussion around this idea though: www.reddit.com/r/blenderhelp/comments/glm5xv/use_bendy_bones_in_rigify_rig/
Shoulda added "customization" to your 5 criterias
Ah damn, good point! Maybe next time!
Nice video! thanks!!
Yeah no worries cat! I'm glad if it helped!
Great video!
Thanks dap! I'm glad if it helped!
very thanks
You're welcome Faith! Thanks for watching!
Curling fingers should be done with individual origin selected
Ahh, good point, never thought of that, my bad! Thanks!
nice narration!
Haha thanks Pedro! It was fun making this one!
I hate ARP for a couple reasons:
1. you've gotta use two controllers for a footroll
2. For some reason they switched Y and Z axes for torso, yet i.e. IK feet have them aligned to blender (Z up). Where's the logic??
3. the horse leg rig is a big misunderstanding of anatomy and how a horse mechanic works. If you wanna animate hoofed creature, and you care about the art of animation, youll be disapointed
rigify has all above feature made correctly, the only issue is you gotta do some extra work with exporting the rig for games, but for me it is worth it
Oh interesting point about the horse rig! Yeah rigify is an amazing tool, it's crazy it's free and built-in.
Personally, I would give either program an A+ on Weight Painting. They might be the best that is available, but they are far from perfect.
Yeah it's true, they are pretty good for sure, but definitely need some manual touching up.
The only advantage of rigify over ARP, in my opinion, is its modular aspect that is more flexible. Working with custom bones in arp is limited, because there are points allowed to make joints between bones. I don't like that.
Oh interesting, I didn't know that, I'll have to play around with it more! Thanks!
ARP is comfort to work with
I agree! Makes things a little easier.
Thank you.
Yeah no worries Quantay!
Love auto rig pro.
It's true, makes things a lot easier, and so cheap it's almost a no brainer
thank you so much!
Yea no worries Li! I'm glad if it helped!
There is a big disadvantage of auto rig. On the stage you can only have 1 model with controllers and you cannot import the skeleton normally
Oh interesting, didn't know that, definitely something to consider before buying, thanks!
"It works with Blender's Pose Library..."
The Pose Library that just got removed?
Haha lol oh no I walked into that, but yeah, that one!
no discussiont about weight painting? that really is the last and most important question regaarding these two tools compared
Yeah my bad, I'm not the smartest haha sorry about that!
ARP is so much easier, and worth the 40 bucks IMHO. A perfect Rigify rig is among the best. But getting there is a long and tedious uphill battle. I have never pulled off a very usable face rig with Rigify, but I have used a few, made by others. If you know your shit (I don't) Rigify will take you anywhere you need it to.
Yeah it's true, you gotta know your stuff and I'm firmly in the I have no idea what I'm doing club so ARP helps me haha
the rigging problem with the shoulder is maybe because the character was rigged in an A pose which is bad for the shoulder weights distribution
Yeah good point Zaid!
This is scary. I'm going to crawl back into my 3D CAD hole.
Haha AutoCad is awesome, I started out in cad many years ago, it's a great skill to have!
The real question is, how the hell did you only pay $20 for ARP? It cost me twice that.
Is it?! If I remember correctly I bought it during a sale so that may be why I put $20. Or maybe the price got jacked up.
2 words, individual origins
Haha yeah thanks, I'm not the smartest!
@@RussellMidfield naw dude, you’re smart! This’s was a great video. I’ve used both plus Blenrig 6. ( I made a tutorial for it if you’re interested). If you ever get a chance, I’d love to see your take on how Blenrig compares to Rigify and Auto Rig Pro
TIL about snap to volume.... 😅
Haha nice! Yeah its a handy feature
You Used Old Rigify tipe It s not correct!
Ah sorry about that!
Good luck if you try to export a rigged character to Unreal 5 lol :P
Oh no haha, it doesn't work very well?
@@RussellMidfield Well in Unreal 4 you could export from ARP straight into Unreal and directly replace the base mesh in the standard blueprint (all the anims and functionality). Now sadly it's not working but Im sure it will be updated when it's figured out. (Right now it just results in a squished character).
Aw damn, yeah hopefully soon, that would be good
thanks for, please sir, can you share your addon auto rig pro with me gratuitously, you would help me greatly
Yeah no worries! I'm glad it helped!