I still get the notifications about your videos and I still watch them from time to time, unfortunately I left the 3D world two years ago, life became tough and it wasn’t paying enough, anyway just wanted to say hi and please do keep up the good tutorials you’re making, I learned a lot from you back in the days. Thank you.
Hey thanks for stopping by to say hi even tho you're no longer in the field. Sorry to hear things didn't quite work out for you. But it's never too late. Maybe you'll come around to cg again.
Thank you so much for featuring my first character model on such an excellent video! If I knew it would end up here, I would've paid much more attention to the retopology 😅
I have been learning Rigify wity your vids for the last 10days, and also was looking for AccuRig to Rigify tutorials, because my robot character has a weird proportion and Mixamo/Rigify doesn't work. Sooooo glad that you made this video, thank you so much! Will try it tomorrow! Thanks again.
The comment section appears to have mostly never used mixamo before. I can definitely suggest some improvements. 1) Direct Website upload of the accuRig export, and I mean being able to use the same file over and over again, instead of re-rigging it all the time. 2) allowing for bone rotation / spacing tweaks within the viewer window before export. So that when one wants to use custom characters with different body proportions, hands/arms/feet/legs don't clip into the mesh. Mixamo does offer these things. - Don't get me wrong, I use ActorCore and the AccuRig tool, and I find it has a great library, but it feels a bit unsupportive towards custom (non-actor) characters that are not offered from the ActorCore library. Just my two cents.
Exactly what I needed! I had been missing the add on and was feeling very confused what I was supposed to do with an auto-rig program that didn't give me any control bones. XD
Good, but I rather wait for a more optmized version cause in my tests, I compared it to Mixamo's and Mixamo's showed a better result for me. Maybe it depends on the mesh and how it was retopologized as well, but for now Mixamo is doing for me. However it was a great tutorial, thanks.
Tested this with a DAZ-character (around 330 000 tris only exported as fbx without optimizing anything) and it was perfect. Thank you for the this tutorial. 😁
Thank you for letting me discover this, after a few tries, it crashes at 11% when I finalize, it loads indefinitely on applying skin weights. But sometimes it ends up gone but the character disappears as if it had been erased. On the other hand with simple models it works well. I will therefore stick to Blender but I will probably try again in a few months to see if it will end up working correctly with the updates.
Thanks. Wow that's awesome. I was hoping that they'd release a similar addon to the mixamo control rig but converting it to a rigify rig is even better as this is compatible with a lot of of other tools. Does it basically give you the same results and functionality as if you'd rig the character with rigify from scratch yourself (apart from the face of course)? Also maybe you could do a tutorial on how to add a face rig to this. Especially via the faceit addon would be great!
I have this video showing how to add a face to Mixamo ua-cam.com/video/7WDBqXTAKDg/v-deo.html Here it would be even easier. Just use the advanced Rigify option in the CC addon and generate the face. Then just add the weights of the face bones similar to the video above. I might make a video about this.
Really great video. This was the only one I could find that went through the animation retargeting process from actor core using accurig. The rest just showed accurig part.
thanks a lot for this, will definitely help me a lot as a still learning modder for Dark souls 3/sekiro/elden ring. mixamo was good but this seems like an even better replacement.
please make a video tutorial on how to retargate cascadeur animations to autorig pro. because it is very easyb to do physicaly correct animations in cascadeur. but we still want to use autorig pro in the process.
Hi All the the rigging & export functions work offline for me The free CC4 Blender pipeline tool is a great addon that I have used for the past year. however I recently moved back a Daz/Diffeomorphic/Expy kit animation pipeline Because it is cheaper than buying into the reallusion eco system and the Daz models look far better in blender than the CC4 avatars due diffeo implementing Daz joint correction morphs. Accurig is marketed as “tool for everyone” but in reality it is a free loss leader product to foment sales of the Reallusion’s motion libraries. Nothing wrong that,of course, but people need to realize this before declaring Mixamo “dead” or thinking they have a free alternative to complete solutions like the mighty Autorig pro for Blender.
I agree with you pretty much 100%. Still, it's a nice new tool that could be useful to many people. And it's pretty new so hopefully, it will keep improving. Mixamo has been stale for ages.
27:30 What would really help me is knowing about cross-compatibility between all the existing dopesheet standards pertaining to various bone sets and how to troubleshoot between it all. I've got a kinect but I'm clueless how to stick it all together. I wanted to make a character that follows my movements realtime for fun, but it's taking foreverlonger than I thought.
@@CGDive Yeah I can't express what I mean really clearly because I'm a noob and English isn't my first language. There are all sorts of different rigs and all sorts of artists have all sorts of ways to rig their characters. What's the most universal way to travel through this all... Example if I download the kinect rig made by royalskies and I try to link it to the metarig and kinect data with the software with the big white bunny that I forgot the name and that costs a massive amount of money... I get all sorts of glitches so I assume some standards don't translate well. Anyways. I doubt I'll ever be a master at rigging, it's all way too advanced for a noob.
@@CGDive Bone sets... IDK, some people have sets of bones that are split right in the middle of the limbs like rigify, some use sets of bones that are much simpler, some uses really rudimentary sets of bones... Forgive my lack of vocabulary I'm trying to clarify what I meant. Say I download a random guy's super advanced armature and I want to load mixamo animations onto it and it ends up with the knee right in the middle of the forehead because something doesn't translate well.. Anyways... Like I said, it's moving so fast and people who started early are so advanced that I'll never catch up.
Why is my add on not appearing? I downloaded the cc blender tools, but when I go to the add on and add the cc tools in my down loads nothing shows up for me to click the the box in the blender add on section. Why?
Moving the points around the mesh also push them along axis I dont want them to. Example if I drag a point up in Z it also pushes back in Y, and if I go to correct that then Ill push fwd in Y and then see it pushed the point all the way down in Z. Frustrating I cant lock axis, you'd figure thats an essential feature for 3D programs.
AccuRig seems to do a great job with bones compared to Mixamo, but screws up weight painting pretty badly compared to Mixamo. I'm attempting a character that is wearing a robe with clothing under it. Any suggestions on improving AccuRigs weight painting?
Hey thanks for the video.The finished acu rig modell in blender deforms the modell with stretching if i pull sth furter from the character away than its pyhsically possible (hands or feet) do you know how to prevent such unreachable positions?
Very usefull video. Would you know if it's possible to add a rigify head after the all process of converting the Accurig rig into a Rigify rig and join them ? Thanks a lot
Hi, I thank you very much for this tutorial. I have a qustion tho. Can I somehow update the animation before baking? Or after it? Thank you very much for your answer
You can, but it's not something I can explain in a comment. Learn animation and NLA in Blender. There are bits and pieces about thta in my Retargeting and Animation Playlists ua-cam.com/play/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP.html ua-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
I've seen you do this workflow about 3 times but whenever I export my character from Accurig into Blender my Rigify is always in red (no current character). I tried to export without the texture by unchecking it but it doesn't seem to do much. Any suggestions?
Hey do you now how to prevent stretching of the mesh when i bring for exmple the hand or foot to far away of the character (how to keep the foot allways in a possible distance)
I did everything the tutorial taught me and thank you so much for doing it! But I still have a question. How can I add props like holding an axe to the character and mixing it with the animation? If you have a video about this, please just give me the link and again, thanks!
After importing the Accurrig to Blender I've noticed that fingers were not rigged properly. How can I move bones manually and re-generate rig and apply it to Rigify? Thanks!
Yeah, good question. I've noticed that the AccuRig bones sometimes do not generate perfect fingers for Rigify. There is no good solution. You have to tweak the bones slightly to make them generate correctly. I am going to submit an improvement proposal.
I kept chanting, " I need to find time to learn Deepmotion", then ditched it for Mixamo, and now I see this... Is it possible to convert poses and movements into AccuRIG too? I have already made a base of five avatars on Vroid.
I really loved this tutorial. Could you talk about accurig - blender + actorcore - marvelous designer - blender pipeline? I know how to do each of them but I'm having difficulty put those in pipeline. Thank you.
Thank you again! ))) Is it possible to import a rigged model to Accurig? (I mean - convert Rigify rig to Accurig and import it, like we do with Mixamo).
Generally speaking, how do you feel about accuRig? Is it actually accurate most of the time or is it still better to rig models by hand? Thanks for your videos btw, this channel is incredibly helpful for animation beginners :)
It's pretty good for weighting. My main problem with it is that I have to switch from Blender to AccuRig and back. This may be my own quirk but I dislike app switching. I also have a good amount of experience weight painting in Blender so I don't find myself using it much. But I can imagine someone who can't weight paint at all using it: send to AccuRig, do the weighting, send back to Blender, add Rigify using the addon I showed. Done, rigged character :)
Excellent video and excellent explanation I have a problem that appeared when I was importing into a blender. The character is small and the bones are scattered. Can I know the cause of the problem? I applied all the steps that you explained exactly.
This is very intuitive though... Well done. I've a question Pertaining to rigging the face. Do you think it can work if we bring in the rigify face rig alone and find a way to connect it to the main mesh if it might work with the face? Or if possible try out the Faceit blender addon with it
I think it can be added by using the "Advanced" setting in the CC addon. But then you'll have to add the face weights manually which needs to be explained properly. I'll try to add this info in another video.
ive been going through these... do you have a video of connecting a retargetted body with a seperate head with blenshape keys? specifically im using omniverse audio 2 face
I dont understand, why is it putting the metarig & control rig in the same armature and adding "DEF" in front of all the bone names (Rigify doesnt recognize the rig generated by this tool either)?
Hey, do you have a video where you show settings after rigify and show how to animate the rigified character? Or do you know a video which shows that? :)
True. It's just the most common problem that people are looking to solve so there are a lot of solutions. :) If you use Blender, I recommend Rigify or Auto-Rig Pro for non-human characters.
Hello ! Accurig is a very powerful software (I have rigged characters which mixamo failed) but I want to know if a custom character rigged by accurig could use some mixamo animations (which have good quality and are free) for using in Unreal engine 5 ? That could be extremly usefull ! If you have any ideas, where’s wellcomed
You could use retargeting. That way you can use any animation on any rig with some effort. But that's a good question. I'll try to figure out an optimized workflow.
yes, only their asset work with the addon. They seem to have gone to great lengths to ensure that. ;) But I have workarounds for other animations. One using Auto-Rig Pro is coming tonight and another one with Rigify will be uploaded next week.
I still get the notifications about your videos and I still watch them from time to time, unfortunately I left the 3D world two years ago, life became tough and it wasn’t paying enough, anyway just wanted to say hi and please do keep up the good tutorials you’re making, I learned a lot from you back in the days. Thank you.
Sorry to hear that. Ups and downs are part of life.
@@sanaullahraisofficial Stay strong man, I hope you find better means. All is going to be good.
Hey thanks for stopping by to say hi even tho you're no longer in the field. Sorry to hear things didn't quite work out for you. But it's never too late. Maybe you'll come around to cg again.
@@jojomama3028 yeah agree.
@@CGDive you are great man. I always watch your videos. :)
This is by far one of the best workflows for rigging. Thanks for the great tutorial.
Thank you so much for featuring my first character model on such an excellent video! If I knew it would end up here, I would've paid much more attention to the retopology 😅
Hey, good to hear from the model creator! The model is awesome, thanks for making it available!
Hahaha 😆
@@ezpz4646 glad you're having fun without context :D
@@CGDive Thank you. I just love hearing like minded people speak of relatable things. I'm a 3d artist myself.
@@ezpz4646 Yeah, the CG community is a nice place! :)
I have been learning Rigify wity your vids for the last 10days, and also was looking for AccuRig to Rigify tutorials, because my robot character has a weird proportion and Mixamo/Rigify doesn't work. Sooooo glad that you made this video, thank you so much! Will try it tomorrow! Thanks again.
Finally soone who speaks in a calm way and getting to the point asap
The comment section appears to have mostly never used mixamo before. I can definitely suggest some improvements. 1) Direct Website upload of the accuRig export, and I mean being able to use the same file over and over again, instead of re-rigging it all the time. 2) allowing for bone rotation / spacing tweaks within the viewer window before export. So that when one wants to use custom characters with different body proportions, hands/arms/feet/legs don't clip into the mesh. Mixamo does offer these things. - Don't get me wrong, I use ActorCore and the AccuRig tool, and I find it has a great library, but it feels a bit unsupportive towards custom (non-actor) characters that are not offered from the ActorCore library. Just my two cents.
Exactly what I needed! I had been missing the add on and was feeling very confused what I was supposed to do with an auto-rig program that didn't give me any control bones. XD
Bro, thank you for such a thorough breakdown of this tool. I got what I was looking for, and then some! Subbed
Awesome, thanks! 🙏
Good, but I rather wait for a more optmized version cause in my tests, I compared it to Mixamo's and Mixamo's showed a better result for me. Maybe it depends on the mesh and how it was retopologized as well, but for now Mixamo is doing for me. However it was a great tutorial, thanks.
Tested this with a DAZ-character (around 330 000 tris only exported as fbx without optimizing anything) and it was perfect. Thank you for the this tutorial. 😁
Thanks for making such easy to understand and thorough videos :) Learned a lot from them. Want to start the rigging course next
Very impressed with this tool, lets hope it stays free. Looks like an amazing replacement for Mixamo
It is free.
@@Oxidus but it looks like it's a windows only app, too bad.
Thank you for letting me discover this, after a few tries, it crashes at 11% when I finalize, it loads indefinitely on applying skin weights.
But sometimes it ends up gone but the character disappears as if it had been erased.
On the other hand with simple models it works well.
I will therefore stick to Blender but I will probably try again in a few months to see if it will end up working correctly with the updates.
God, this is what I've been looking for all this time. Thank you so much!!!
yes side or front view would be great and UNDO please!!! amazing tool all round, better results than mixamo with difficult characters I found.
Thanks. Wow that's awesome. I was hoping that they'd release a similar addon to the mixamo control rig but converting it to a rigify rig is even better as this is compatible with a lot of of other tools. Does it basically give you the same results and functionality as if you'd rig the character with rigify from scratch yourself (apart from the face of course)? Also maybe you could do a tutorial on how to add a face rig to this. Especially via the faceit addon would be great!
I have this video showing how to add a face to Mixamo
ua-cam.com/video/7WDBqXTAKDg/v-deo.html
Here it would be even easier. Just use the advanced Rigify option in the CC addon and generate the face. Then just add the weights of the face bones similar to the video above. I might make a video about this.
@@CGDive Please do! I would love to learn more about this option!
@@CGDive Please do! This step is the only thing that's holding me back from moving on to learn unreal!
Really great video. This was the only one I could find that went through the animation retargeting process from actor core using accurig. The rest just showed accurig part.
Best tutorial ever man!!! My Deadpool is looking fine affff ready for production!
Nice!
Can you do tutorial on adding a face to this? and rigging cloth, belts, armour, props?
I second that
Yes!! I hope you will do a tutorial on it one day
Definitely would like to know how to add a face
thanks a lot for this, will definitely help me a lot as a still learning modder for Dark souls 3/sekiro/elden ring.
mixamo was good but this seems like an even better replacement.
Perfect tutorial! This is what exactly I need for rigging!
Great to hear!
Very good job!
I luv to see, Accurig->Blender->UE4 (5) locomotion workflow
Hey, I'd like to see a tutorial about rigging your own model with rigify for example and make it compatible with UE mannequin rig at the same time)
I have something like that in mind!
Amazing video, thank you for always covering these kinds of software!
It would be nice if the addon checks for existing materials before adding them as copies. Guess that isnt that hard to add actually
thanks man I was struggling to manually rigfy my character
Thank you very much for breaking this down.
Everything works, especially free, use until it is too late!Cool! Downloaded))
I just use Auto-Rig Pro for blender. It's awesome and full of features from being in development a while.
please make a video tutorial on how to retargate cascadeur animations to autorig pro. because it is very easyb to do physicaly correct animations in cascadeur. but we still want to use autorig pro in the process.
Thanks works fine. Greetings from Italy
I like this tutorial, I'll try to practice it myself
Thank you, that was very informative and useful!
7:00 u can click on it and move it with keyboard arrows
I had no idea. Nice!
Hi
All the the rigging & export functions work offline for me
The free CC4 Blender pipeline tool is a great addon that I have used for the past year.
however I recently moved back a Daz/Diffeomorphic/Expy kit animation pipeline
Because it is cheaper than buying into the reallusion eco system and the Daz models look far better in blender than the CC4 avatars due diffeo implementing Daz joint correction morphs.
Accurig is marketed as “tool for everyone” but in reality it is a free loss leader product to foment sales of the Reallusion’s motion libraries.
Nothing wrong that,of course, but people need to realize this before declaring Mixamo “dead” or thinking they have a free alternative to complete solutions like the mighty Autorig pro for Blender.
I agree with you pretty much 100%. Still, it's a nice new tool that could be useful to many people. And it's pretty new so hopefully, it will keep improving. Mixamo has been stale for ages.
how you export offline
please help me
hi how can in export file offlie please reply
@@CGDive
@@ayishaabdulbasithd Don't know sorry!
Once it includes facerigs, it's over
27:30 What would really help me is knowing about cross-compatibility between all the existing dopesheet standards pertaining to various bone sets and how to troubleshoot between it all.
I've got a kinect but I'm clueless how to stick it all together. I wanted to make a character that follows my movements realtime for fun, but it's taking foreverlonger than I thought.
Hi.
"dopesheet standards pertaining to various bone sets"
Rigs zero bells, sorry :)
@@CGDive Yeah I can't express what I mean really clearly because I'm a noob and English isn't my first language. There are all sorts of different rigs and all sorts of artists have all sorts of ways to rig their characters. What's the most universal way to travel through this all... Example if I download the kinect rig made by royalskies and I try to link it to the metarig and kinect data with the software with the big white bunny that I forgot the name and that costs a massive amount of money... I get all sorts of glitches so I assume some standards don't translate well.
Anyways.
I doubt I'll ever be a master at rigging, it's all way too advanced for a noob.
@@CGDive Bone sets... IDK, some people have sets of bones that are split right in the middle of the limbs like rigify, some use sets of bones that are much simpler, some uses really rudimentary sets of bones... Forgive my lack of vocabulary I'm trying to clarify what I meant.
Say I download a random guy's super advanced armature and I want to load mixamo animations onto it and it ends up with the knee right in the middle of the forehead because something doesn't translate well..
Anyways...
Like I said, it's moving so fast and people who started early are so advanced that I'll never catch up.
Why is my add on not appearing? I downloaded the cc blender tools, but when I go to the add on and add the cc tools in my down loads nothing shows up for me to click the the box in the blender add on section. Why?
AS ALWAYS CGDive, my friend always bringig great tools and ways to use them, I just tested on my custom Anime character and its quite good
That is awesome!
@@CGDive can You make the second parte with adicional bones? Aditional like amor leg attached to the hip?
@@CGDivewhat is the minimum blender version requirement?
Wow! I've just subscribed on your channel! You helped me a lot
I have Auto-Rig Pro, so rigging is pretty easy. I would like better face rigging ability, but with shape keys and tweaks, I make do.
Moving the points around the mesh also push them along axis I dont want them to. Example if I drag a point up in Z it also pushes back in Y, and if I go to correct that then Ill push fwd in Y and then see it pushed the point all the way down in Z. Frustrating I cant lock axis, you'd figure thats an essential feature for 3D programs.
Yeah, I think I also mentioned that in the video. move/rot/scale gizmo would be nice.
This was incredibly helpful!!
Thanks for the video! Very helpful and easy to follow instructions
So interesting tutorial, thank you man 😊
well understood. Thank you you are the best teacher.
AccuRig seems to do a great job with bones compared to Mixamo, but screws up weight painting pretty badly compared to Mixamo. I'm attempting a character that is wearing a robe with clothing under it.
Any suggestions on improving AccuRigs weight painting?
I am not sure if either mixamo or accurig can do a great job of the weighting the robe...
Awesome vid as always
Very interesting! I am looking for characters in a certain static pose for archviz. I don't need animation. Can this be done with AccuRig?
I mean you can pose your rigged characters however your want. IF you are looking for pre-made poses, I am not sure sorry.
Hey thanks for the video.The finished acu rig modell in blender deforms the modell with stretching if i pull sth furter from the character away than its pyhsically possible (hands or feet) do you know how to prevent such unreachable positions?
yes, select any IK control, go to N palen > Item.
Under rig main properties, set IK stretch to 0
And you've earned a sub from as well. Hope you reach 1 million subs soon man I'm glad I could add to that number. Hope you're
Thanks, Bryan! 1 Million subs coming soon(ish)
Very usefull video. Would you know if it's possible to add a rigify head after the all process of converting the Accurig rig into a Rigify rig and join them ? Thanks a lot
Might be with a variation of this workflow
ua-cam.com/video/7WDBqXTAKDg/v-deo.html
Hi, I thank you very much for this tutorial. I have a qustion tho. Can I somehow update the animation before baking? Or after it? Thank you very much for your answer
You can, but it's not something I can explain in a comment. Learn animation and NLA in Blender. There are bits and pieces about thta in my Retargeting and Animation Playlists
ua-cam.com/play/PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP.html
ua-cam.com/play/PLdcL5aF8ZcJvaLgirnTuH8-4Ro5Ou-YsZ.html
thanks a lot!!! so nice reverb
I've seen you do this workflow about 3 times but whenever I export my character from Accurig into Blender my Rigify is always in red (no current character). I tried to export without the texture by unchecking it but it doesn't seem to do much. Any suggestions?
You are a literall dream saver
Great tutorial! Thank you! I have a question. If I have a character with a tail, is there any way to add to the rig before exporting to blender?
I don't think so. You could add it in Blender.
Looks impressive! Thank you! I also got good results for my characters. Is it possible to convert this rig to Advanced Skeleton or HumanIK in Maya?
No idea about Maya, sorry :)
great explanation great tutorial, keep up the good work!!!
Awesome Tutorial For a free stuff, Thanks men
Really thank you. Can you please show us how I can add control UI for full body as I try to find something I could not
I've shown two ways already.
1. In this video 18:47
2. In this video if you like to use Auto-Rig Pro ua-cam.com/video/Wiwvs_QywMA/v-deo.html
Thank you. in Auto-Rig Pro is not suitable for me. I hope and I wish to find for Rigify add on.
OK, thank you so much
Hey do you now how to prevent stretching of the mesh when i bring for exmple the hand or foot to far away of the character (how to keep the foot allways in a possible distance)
yes, select any IK control, go to N palen > Item.
Under rig main properties, set IK stretch to 0.
that's so useful for beginners!
it worked! thank you so much!!
ITS REALLY WORKED LOL THANK YOU DUDE
I did everything the tutorial taught me and thank you so much for doing it! But I still have a question. How can I add props like holding an axe to the character and mixing it with the animation? If you have a video about this, please just give me the link and again, thanks!
After importing the Accurrig to Blender I've noticed that fingers were not rigged properly. How can I move bones manually and re-generate rig and apply it to Rigify? Thanks!
Yeah, good question. I've noticed that the AccuRig bones sometimes do not generate perfect fingers for Rigify.
There is no good solution. You have to tweak the bones slightly to make them generate correctly.
I am going to submit an improvement proposal.
I'm getting stuck on login because it is jsut white dialogue window for me and it doesn't seem to render login window properly...
Submit a bug report :)
Looooooooooove you maaaaaan 🥰🥰 just subscribed ... thats we call GOLDEN TOTURIAL 😎
ha, thank you!
I would like to see how realistic the final renders are... But TY
Very well explained!
I kept chanting, " I need to find time to learn Deepmotion", then ditched it for Mixamo, and now I see this...
Is it possible to convert poses and movements into AccuRIG too?
I have already made a base of five avatars on Vroid.
I really loved this tutorial. Could you talk about accurig - blender + actorcore - marvelous designer - blender pipeline? I know how to do each of them but I'm having difficulty put those in pipeline. Thank you.
Oh, I don't have an MD license and my skills are lacking. I have used it a bit before but not enough to make tuts about it.
Thnak you so much for this usefull tutorial... 😄
One question, does this addon work on the basic rig or just rigfy?
So awesome! Thanks so much ❤
Is there a way to link CloudRig Into the CCBlenderTools to autogenerate with this bone setup? It would make my very very happy if it were so!
I don't think it's possible, unfortunately.
Thank you again! ))) Is it possible to import a rigged model to Accurig? (I mean - convert Rigify rig to Accurig and import it, like we do with Mixamo).
Ah, no. That's not possible AFAIK...
Generally speaking, how do you feel about accuRig? Is it actually accurate most of the time or is it still better to rig models by hand? Thanks for your videos btw, this channel is incredibly helpful for animation beginners :)
It's pretty good for weighting. My main problem with it is that I have to switch from Blender to AccuRig and back. This may be my own quirk but I dislike app switching. I also have a good amount of experience weight painting in Blender so I don't find myself using it much.
But I can imagine someone who can't weight paint at all using it: send to AccuRig, do the weighting, send back to Blender, add Rigify using the addon I showed. Done, rigged character :)
@@CGDive Yeah, I don't like switching programs either tbh. Thank you so much for answering!
Thank you for this! Super cool video! A+++
Excellent video and excellent explanation
I have a problem that appeared when I was importing into a blender. The character is small and the bones are scattered. Can I know the cause of the problem?
I applied all the steps that you explained exactly.
hmmm, no I haven't seen this problem. Is it possible that your Blender settings are customized? E.g. scene scale that is not set to 1.0?
Same issue. Did you manage to resolve?
@@alan112223 No, but I'd take a look at the initial scale of the object and make sure the scale is applied.
@@CGDive ok, thanks!
thanks man you save a day!
very well, I liked everything
YOU ARE A GENIUS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I are not :)
Humble
This is very intuitive though... Well done. I've a question Pertaining to rigging the face.
Do you think it can work if we bring in the rigify face rig alone and find a way to connect it to the main mesh if it might work with the face? Or if possible try out the Faceit blender addon with it
I think it can be added by using the "Advanced" setting in the CC addon. But then you'll have to add the face weights manually which needs to be explained properly. I'll try to add this info in another video.
@@CGDive thank you so much
ive been going through these... do you have a video of connecting a retargetted body with a seperate head with blenshape keys? specifically im using omniverse audio 2 face
Not at this time, sorry.
I dont understand, why is it putting the metarig & control rig in the same armature and adding "DEF" in front of all the bone names (Rigify doesnt recognize the rig generated by this tool either)?
Hey, do you have a video where you show settings after rigify and show how to animate the rigified character? Or do you know a video which shows that? :)
See if this helps :)
ua-cam.com/video/vKgH5zXIYmM/v-deo.html
thank you so much dude you're a god
If it offers more free animations, it certainly beats it, but they need to implement facial animation
thank you so much , it worked :)
Can someone who already tried free version tell me how many (regulary usable) animations are there to download freely?
Very few. :)
All rig solutions are always about biped. Can I rig anything with that or is it, again, only a solution for human-like meshes ?
True. It's just the most common problem that people are looking to solve so there are a lot of solutions. :)
If you use Blender, I recommend Rigify or Auto-Rig Pro for non-human characters.
THANKS !!!!! i can now make my own thanks i will
super helpful! thanks a lot
Awesome looking software. Anyone knows if there is support for Mac OS?
Looks like it's Windows only...
I re - downloaded blender, and the add on was there.
Hello ! Accurig is a very powerful software (I have rigged characters which mixamo failed) but I want to know if a custom character rigged by accurig could use some mixamo animations (which have good quality and are free) for using in Unreal engine 5 ? That could be extremly usefull ! If you have any ideas, where’s wellcomed
You could use retargeting. That way you can use any animation on any rig with some effort.
But that's a good question. I'll try to figure out an optimized workflow.
I'm assuming the Blender Addon's retargetting is only good for ActorCore to Rigify. IS that correct?
yes, only their asset work with the addon. They seem to have gone to great lengths to ensure that. ;)
But I have workarounds for other animations. One using Auto-Rig Pro is coming tonight and another one with Rigify will be uploaded next week.
Impresionante!! Gracias por el dato!
mi placer!