[Blender 4.0 RIGIFY] #5: Dog/Quadruped Rig
Вставка
- Опубліковано 27 чер 2024
- This is Chapter 5 in the new and updated Rigify Fundamentals series for Blender 4.0 and beyond.
-------------------------------------------------------------------------------------
BONUS CONTENT
❖Get FREE file downloads and Bonus chapters here:
academy.cgdive.com/courses/ri...
❖Or Subscribe and get all of my paid courses for $5.99/Month!❖
-------------------------------------------------------------------------------------
In this part we will learn how to rig a dog using Rigify. The same technique can be applied to rigging other animals!
RELATED LINKS
Video about "Bone heat weighting failed":
• [SOLVED] Bone Heat Wei...
VIDEO CHAPTERS
0:00 Rigify Dog Rigging Intro
0:21 Dog Model Overview
1:34 Wolf Meta-Rig
2:15 Align the Tail, Spine & Head
4:37 Random Tip Pressing F or H
5:17 Deleting the Face
6:02 Align the Legs
11:38 Align the Face
21:30 Upgrade the Face Rig
24:14 Automatic Weights Error
25:53 Dog Rig Overview
28:12 Weighting the Eyes and Teeth
30:00 Whiskers: Weight Transfer
31:07 Rig Check & Tweaks
32:09 Weight Paint Tweaks
37:30 Final Rig Notes
38:24 Bonus: Rigging other Animals
(Ignore the weird word below, it doesn't mean anything:) )
Rigify4daburadmafbgfnb - Фільми й анімація
BONUS CONTENT
❖Get FREE file downloads and Bonus chapters here:
academy.cgdive.com/courses/rigify-basics
❖Or Subscribe and get all of my paid courses for $5.99/Month!
Great lesson!
Thank you.
thank you sooo much Unc, I learned something invaluable here,
Glad to hear that
Thanks for this amazing tutorial! I also find helpful to spilt the scene view in 4 different angle so it's easier to adjust the bone placement. From the top left menu: View-Area-quad view.
Always such a delight to follow your tutorials. Thank You!
Ive gotten so comfortable with rigify because of you. THANK YOU!!
Nice, I am so glad to hear that!
Solid Gold Tutorial. Thank you so much for sharing your knowledge.
This is exactly what i needed!! This is the best tutorial for rigify dog rigging that I've found. Thank you very much!
Great to hear!
very useful video! thank you! you are savior!
Nice!
Great work, Man! Thank you! I will be ✨God✨
Waited for your tutorial. Good tutorial once again🤩🤩
Thanks for this awesome tutorial! After rigging, do you have any tutorial to animate this dog's? (Like run cycle)Thanks!!!
thanks for continuing to put these videos out. God Bless.
Thanks for your support!
u are best
Thank you very much sir !!!
Great tutorial, thanks a lot! Note - is it me and I've missed the part that it's better to scale the the initial rig edit mode, otherwise it will generate for the original scale regardless of all the tweaks. Anyway, thanks for the tutorial. I thought that it would be way more difficult!
Hi, thanks!
If you've watched the series from the beginning, I mentioned scaling in Object mode several times. It's ok to scale the Meta-rig in Object mode but always apply the Scale afterwards. :)
Thank you! One question though, why do you position some bones in edit mode and others in pose mode? What is the deciding factor - is it just for practising different ways to do it, personal preference, or is it easier to do this with certain bone groups?
Where did I position bones in Pose Mode? Edit mode is for setting the default ("rest") position of bones. Pose mode is for (wait for it) ... Posing the rig and character :) Also for animation since animation is a series of Poses. Hope this helps :)
@@CGDive There were a couple of times, but it was noticeably a planned move when you started to position the ears, 20:00 you said you will switch to pose mode to position these, and then applied that as the rest state.
That does answer my question though, it's good to know it can be done both ways, but edit mode is preferable. Thank you!
@@Fizziepop Ah, OK my bad. Sometimes doing it pose mode is a bit easier. I am not sure if I explained it in detail in this video but I definitely did earlier in the course. So you can do it in pose mode but notice how a bit later I apply the rest pose. This is essential if you want to use pose mode in this way. Or just do it in Edit Mode.
Hello friend, thanks for the video, in my case it generates an error when generating update face rig, RIGIFY ERROR: Bone 'jaw_master': The counts of the corners of the mouth differ: ['lip_end.B.L.001'] vs []
Incorrect armor for type 'skin_jaw'
I get an error in my jaw,
The other thing, if I don't generate update face rig, it doesn't generate any error, but it does generate a jaw error when updating face rig
It also does not appear in vertex group (DEF.eye.L OR R.) to add the eye
me too!
I have the same error too
Is there a way to offset the Animation selection controls, in case the animator does not like where the default placement is?
You could offset the bone shapes by tweaking them. I have a bonus chapter about that on Academy (Chapter 7-3: Bonus - Control Shapes) Get it free here
academy.cgdive.com/courses/rigify-basics
@@CGDive Thank you, Sir
I love rigify but as of 3.6 and 4.0 at least for me something changes on the horse after exporting. The changes happen inside of blender itself so I don't believe this to be game engine related. As soon as I export the horse it is as if someone went in and changed the front heel rotation on every keyframe I saved. I tried using the wolf as workaround but it did the same thing. I have done a few horses and wolfs with ease in the past so idk what I am doing wrong.
I can't say either. Are you just exporting the Rigify rig or making it game ready?
Here are my workflows for gameready rigs (including an addon)
ua-cam.com/play/PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3.html
alt clicking on bone in weight pain not working for some reason
Which version of Blender? If it is 4.0, have you enabled "emulate 3 button mouse" in the Blender settings by any chance?
Wouldn't it be better to give the dog's ears fabric physics so they can flap?
Could be nice, yeah!
💝💝💝💝💝💝💝💝💝
Any idea why I cannot find "eye" or "teeth" in the vertex group? Some elements are missing but not in the rig that's strange. Great work anyway!
ua-cam.com/video/bH0xkGflJ0k/v-deo.html
What is your Blender version?
@@CGDive4.0. I kind of found a solution by merging with Ctrl+P but the eyes don't follow the target. I can make it like this even if animating the eyes in object mode is not super usual x)
I'm having same issue. No vertex groups for teeth,eyes in the rig but there are bones i aligned and generated rig.
@@BowserZeki Ping me on discord. discord.gg/j8SQCjFsXP
I am curious how you get no eye deform bones with Blender 4. Maybe you didn't upgrade the rig?
I ran into the same problem, it's a blender error, and you can try to do this task again in a new project, and then everything should work out. good luck
hii bro are you work with me ?
I am not sure what you mean but most likely I won't have time for any collabs and such :)
@@CGDive It won't take much time
ua-cam.com/users/postUgkxzIqIUWzpFEOTtfjYYJtTk64To5J8gNyi
Please response
@@pictureupdate I am sorry, I don't have the time. Good luck with you project!
Great video! I have a mac but I can run windows using virtualbox. I downloaded and installed face_landmarker_link_v0.2.zip and I extracted it. However when I try to run the .exe file I get the following error message:
C:\Users\j\Desktop\Face_Landmarker_Link_V0.2\Face_Landmarker_Link\Face_Landmarker_Link.exe
Thanks.
No way I can help you with the python error, sorry.
Do you cover how to add bones to Rigify?... A 3-headed character, for example. A tail to a human rig(Avatar inspired). Etc...
edit: found solution ua-cam.com/video/VfBYvfMjGVA/v-deo.html