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!
Will be sure to recommend this video series to someone thinking of rigging in blender 4.0 and up. clear, straight to the point and has even trouble shooting + tips here and there.
You are the Chosen One! Not only you covered the neck break troubleshoot, but also how to switch between IK and FK within rigify, no one else did that. Thank you! Subbed!
Thank you for making this. I was having a really hard time getting my head around rigging and the youtube algorithm kept recommending out of date versions. This ment I had no way of knowing what was wrong because I was compairing what I was doing to a video where the interfaces weren't even the same. Now I've rigged my character mesh comfortable in the knowledge that I know how to fix it if it goes squriffy.
This course is amazing, I’m so glad I came across it. It is exactly what I needed, it’s simple yet challenging and engaging enough which makes it easy but interesting to follow. I also love the ending segment! I really tend to forget to appreciate the steps taken in learning something entirely new, which is so so important. I was really surprised to hear a reminder to be proud of the results, but it puts a smile on my face every time I hear it in another video. It is very encouraging and makes the process much more fun! Thank you for the awesome videos, I don’t leave comments often but with this series I just had to!
Yes! Even tho people often call it "collar" bone, it really simulates the movement of the collar, scapula and some muscle in the shoulder area. Unless you are doing a hyper-realistic complex rig, this placement in the middle of the mesh is ideal imho.
Wonderful content as well. One step at the time. I believe many new users this year will be happy to find this is well presented tutorial and create their own rigs with rigify.
Requesting you for discuss Rig UI both Basic and Pro in your channel as your demonstration is vivid and in depth. Please consider my request as others tutorial are either very superficial or very fast, I could not grasp it. But everybody taking notes on this golden UI for Rigify and Auto Rig Pro.
You're accent doesn't sound like that of a native English speaker yet you speak incredibly well, I'm a stickler for grammar and you speak perfectly. No complaints. You have a good library of vocabulary too.
8:09 when i give re generate rig it gives the same transparent version of armature ... am not getting the same you got those box and Aramark , and circle rig etc ... pls guide me how to do that
Thank you for all the superb content! Your style and teaching techniques are so perfect for the way I learn. It's fast but very thorough and provides both context and back story that many videos don't. You also find ways to show several paths to get the same results all while showing common problems and how to solve them. Just excellent! I dove into blender rigging and animation since 4.0 and came across your courses. Your new edition of the rigging course for 4.0 was great timing I quickly focused on your content as my main source. However, I find myself struggling with something. Posing the Rigify rig and how to save and manage the poses. I noticed you added a dedicated posing chapter to your previous course and you also mentioned it being a big oversight originally. Do you plan on refreshing that video chapter in 4.0? or would it be best for us to just watch the old one? I'm really trying hard to not confuse things by watching old videos unless I know you have said it's still good and maybe have indicated what might have changed. I saw you did that with the pose library video and said it was still correct content with a few things added as good-to-know items. I guess what I'm really asking is what would you suggest we watch for the best content on posing and using a Rigify rig at this time? -Mark
Hi Mark, Thank you for the positive words and support! Thanks to your comment, "Posing" is now planned as a bonus chapter, exclusively on Academy. :) I will try to record and release it in early January 2024. Stay tuned! However, the old video that you have access to already covers most of what you need to know. I don't think the interface changes affect that particular video much. The information in the new one will probably overlap to ~80% with the old one. So I would recommend just watching the old one now, rather than waiting weeks for the updated video. If anything is not clear, please ask a question on Academy. I am happy to help and that can also give me ideas for the new video.
Thanks for the video! Could you perhaps make a video for adding extra bones? My character has a ponytail that I'd like to be able to move, but I couldn't for the life of me figure out how to add that to the generated armature.
Excelent content, already bought course, i propose next course to be about animation :D, would come in handy after rigging one. Keep up the good work, u have the best courses on youtube as far as i saw. U explain everything from the ground. Thank god for ur work!
i have followed your steps but when i use the rigify rig in pose the mesh model just goes all over the place and doesnt follow the rules of the bone rig, and if i use the bone rig to move the mesh in pose it works but if i click regenerate rig the mesh goes crazy
thank ytou! my rig works seemingly great! the only problem is that i cant bend my toes ( i want my character to use heels=) i "solved" it by deforming my mesh, but could you help me so i dont have to do deform my mesh? thank you!
12:32 Is there a way to swap between the FK and IK while preserving the position? when you change the slider it transitions between the two, but I felt comfortable adjusting certain aspects in ik and others with fk
Nice ❤ I have seen some rig controls that deform some part of the mesh how they do it is it useing shape key rigs do you have a video on it how it's done ??
@CGDive lol :)))) Nice video ❤. I have seen some rig controls that deform some parts of the mesh. Like eyes and mouth or even skin how do they do it ?? I think maybe they useing shape key rigs. I could be wrong. Im not sure how a shape key can have a rig handel control ! do you have a video on this topic ? ( deforming face using rig controls in a realistic wey ) and how do u think it's done ??
@@78amir.j Ah ... I don't have a video about that but it can be done with a simple driver. You give the shapekey value a driver and make it depend on, say, the movement of a bone. E.g. as the bone moves "up", the shapekey value starts going from 0 to 1. It doesn't have to be a bone actually. It can be an empty or anything that can be used in a driver expression. But bones have the advantage that they can belong to the same armature so you can create the whole driver system within the same rig. Hope this makes sense :)
This is awesome! What happens if the rig makes something twisted strangely? My thigh bone on rig is 45 deg inward compared to metarig bone (so when I do the squat move, the knees go inward and pass through each other). I can see the the arrows on the thighs are rotate inward 45 degrees, and I've tried to rotate things and can't find the correct bone/connection to tweak in the rig. Thanks
I tried a number of times - it will create the rig but wont pose it in pose mode - then I noticed a message at the bottom: "bone heat weighting: failed to find solution". Basically the mesh was a bit of a mess - so I cleaned it up by merging overlapping verts and then it all worked fine... but wow this was crazy frustrating!
Overall, you are correct. Intermediate/Advanced users can just keep using Rigify, business as usual :) But complete beginners may find it a bit more difficult since smaller and bigger changes have piled up. The big differences are in the Bone Collections. The last part of the course deals with that.
I have a quick question, so far when I move the model up off the ground the legs and the hands don't follow the body and it'll stretch until I click on the legs and arms and move the bones next to the body. I'm trying to have the hands and legs follow the body like MMD and Mixamo. For MMD and Mixamo, the bones would still stay put but the legs and hands would still follow and not stretch. Is there a setting or something that can be changed for me have the legs and hands follow the body? Or is it just completely different with Blender's Rigify?
I may have a problem when trying to connect the rig to my character. I select the character, shift+click on the rig, control+p and then when I press "With automatic weights" my character moves bigger and laying on the ground. Whan could be the mistake or bug? Such is the error that I get: RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint. Incorrect armature for type 'chain_rigs'
I think the two problems are noy related. Regarding the mesh changing position. Your mesh probably has unapplied location/rotation/scale. Select it in object mode > ctrl+A > All Transforms. Parent with automatic weights after that. As for "bone position is disjoint": the solution is in the video. I am not going to make it easy for you :)
The fact that this only has 64k views is a literal fucking crime. This video was perfect. I got done in 13 minutes what took me days. You need a medal or something, and you also have a subscriber. I'm gonna look more for it, but I'll also ask here. Do you have a video on the Meta Rig that has the face? I do want to add expressions to the model that I do have, then move on to the hair armature and then be done with this model finally XD You do have a video on how to rig hair, correct?
Thanks a bunch! This is the entire playlist, there is a video on complex human rigging including the face ua-cam.com/play/PLdcL5aF8ZcJt1GvL-Fcxy-fPgEFG-1fLp.html There is no specific video on rigging hair. If you watch this course on my "Academy" site (this course is free), there is a bonus chapter on rigging a jacket and in that video I ramble a bit about rigging hair and other stuff. :) academy.cgdive.com/courses/rigify-basics
@@CGDive Oh, I'm watching all of your stuff for rigging right now as once my character is rigged and ready for Unreal, I can then start making the landscape there and get this game ready. I'll probably be done with the videos come sun up XD. Also, for hair, I asked ChatGPT about it and it's just making some bones in edit mode at the ends or wherever you want them to move, and then going to pose mode and parenting it to the Head Bone as, "Bone" So, no worries. Thanks a million again! Also, I will be giving the website a look over as well.
Thank you, just one question, when we cannot obtain correct movement on certain parts of the body, such as for example the junction between the wrist and the hand, what method do you use to correct this? At the beginning, I use the weight paint but it's really not clean, in general what I do I cut out the handle, (lowerarm) then I apply the weight with a single bone as well as the good name then I add this party with ctrl+p and empty group. I also tried voxel heat diffuse skinning like in the tutorial with the shoulders but I have never managed to use it correctly, if I do that, I must automatically do a clean up afterwards since it adds weight paint a almost everywhere on the mesh with a value less than 1.
"when we cannot obtain correct movement on certain parts of the body" The question is too general. Different parts are handled with different techniques and even then there are personal preferences. Some of the common techniques are: -weight painting -adding automated bones -adding automated shape keys -lattices -etc. For the wrist in particular, a common solution is an additional bone that "twists" together with the hand.
My guess is you expect the generated rig to control the Metarig. That is not how Rigify works. The Metarig just defines the size and proportions of the final rig. It is not meant to deform the character or be animated. The character is bound to the Generated rig.
hello , i am trying to move the dummy after generating the rig but i can't get it to move update: it was for the automatic weights I think ,but now that I put them right the skeleton came off the base ,it came off I don't know why
I am not sure either but it is probably a rookie mistake. I am not trying to offend you, it's a normal part of the process. When I am new to something, I find amazing creative ways to break it. Just take a step back and do what you need to do again. You can try to ask for help on our discord discord.gg/j8SQCjFsXP
There must be an error associated with that. Something must have gone wrong but I can't say what. If you start over there is a good chance that it will work out. Also make sure that your rigs are not hidden when you generate or re-generate.
So the N Panel Tab for Rigify appears when in Edit Mode but disappears when in Pose Mode? I'm used to tabs being always there. Somebody please explain?
i kinda want to make a fight animation in blender for containment zero, trailer, but i have only small experience with rigging. don't know how that dream is going to fare
Help me pls I get this error RIGIFY ERROR: Bone 'jaw_master': Could not find all mouth corners Incorrect armature for type 'skin_jaw' when generate Rig , I can't located where skin_jaw in metarig . Here me out I need to go on edit mode and controle+p to keepoffset right.
I am not sure what you mean. Which part of the video is it? My guess: did you parent with automatic weights but the rig doesn't move the character? Then it could be the Bone Heat Error. Here is a video: ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
I am not sure. It could be a blender bug which I cover later in the series. I also covered it in a separate video ua-cam.com/video/VcGM14fa6E0/v-deo.html My advice for now is to start over!
@@CGDive I don't know. When I click to generate it copy my bone and show text "Generation has thrown an exception: 'bpy_prop_collection[key]: key "ORG-nose" not found' " what should I do?
@@free-man8665 Ok, good, we are getting more specific. :) Did you delete any of the face bones? Also did you watch the "Complex Human rigging" video which is the next video in the series?
thanks all cool, BUT dude, seriously? I canceled 200 iterations because of the spine and placed the dice at a time , and you said about this error at the end. I couldn't immediately describe the solution and problems and so on throughout the video(((
" I canceled 200 iterations because of the spine and placed the dice at a time" I am not sure what that means. Do you mean "bone position is disjoint"? If you listened carefully, I said to not disconnect the neck and spine. ;) Sure I could have made the timing better in retrospect. I can never get the whole tut perfect for everyone, try as I might.
it's a reference to a fighting game streamer going by the name "lowtiergod". there's a virial clip of him responding to a mean chatter and asking his chat moderators to ban the chatter by saying, "Mods, crush his skull, thank you". @@CGDive
also, this series of tutorials is quite informative, hits just the right degree of in-depth for me. there are so many superficial blender tutorials, but this series is the best ive seen so far@@CGDive
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!
Will be sure to recommend this video series to someone thinking of rigging in blender 4.0 and up.
clear, straight to the point and has even trouble shooting + tips here and there.
Awesome, I appreciate that!
You are the Chosen One! Not only you covered the neck break troubleshoot, but also how to switch between IK and FK within rigify, no one else did that. Thank you! Subbed!
Glad to help! :)
Thank you for making this. I was having a really hard time getting my head around rigging and the youtube algorithm kept recommending out of date versions. This ment I had no way of knowing what was wrong because I was compairing what I was doing to a video where the interfaces weren't even the same. Now I've rigged my character mesh comfortable in the knowledge that I know how to fix it if it goes squriffy.
Very happy to find this series, I think is the first video I can find so complete! Thanks a lot. ☺
Glad it was helpful!
This course is amazing, I’m so glad I came across it. It is exactly what I needed, it’s simple yet challenging and engaging enough which makes it easy but interesting to follow.
I also love the ending segment! I really tend to forget to appreciate the steps taken in learning something entirely new, which is so so important. I was really surprised to hear a reminder to be proud of the results, but it puts a smile on my face every time I hear it in another video. It is very encouraging and makes the process much more fun!
Thank you for the awesome videos, I don’t leave comments often but with this series I just had to!
I'm literally learning rigging just from your chanel out of 10000 others ther.. really appreciate what you are doing
Awesome! Appreciate the positive comment!
I'm literally learning more from his channel than from the college!
Also when you referred to the "Collar Bones" as "shoulder Bones" it made me understand the placement of the so muyst better. Thank you
Yes! Even tho people often call it "collar" bone, it really simulates the movement of the collar, scapula and some muscle in the shoulder area. Unless you are doing a hyper-realistic complex rig, this placement in the middle of the mesh is ideal imho.
Not too fast, not too slow. Perfect tutorial, got everything working in realtime
This is a wonderfully straightforward and clearly explained series, thank you.
Glad you enjoyed it!
Wonderful content as well. One step at the time. I believe many new users this year will be happy to find this is well presented tutorial and create their own rigs with rigify.
That's so much!
Requesting you for discuss Rig UI both Basic and Pro in your channel as your demonstration is vivid and in depth. Please consider my request as others tutorial are either very superficial or very fast, I could not grasp it. But everybody taking notes on this golden UI for Rigify and Auto Rig Pro.
Yeah, it's almost certain I will make a review!
you're an incredible teacher! thank you
You're accent doesn't sound like that of a native English speaker yet you speak incredibly well, I'm a stickler for grammar and you speak perfectly. No complaints. You have a good library of vocabulary too.
Thanks, mate! I am self-conscious about my English so it's always nice to hear a good word about it :)
It's really good
you are an AMAZINGLY great teacher. thank you so much for these excellent videos.
You're very welcome!
The tutorials I was looking for. Very useful. Thanks, I'll continue to follow you
Thank you!
but on your website, can tutorials use a simultaneous translator, like on UA-cam?
@@marcocecchini2083 I am not sure about that sorry. Which translator do you use?
8:09 when i give re generate rig it gives the same transparent version of armature ... am not getting the same you got those box and Aramark , and circle rig etc ... pls guide me how to do that
Thank you for all the superb content! Your style and teaching techniques are so perfect for the way I learn. It's fast but very thorough and provides both context and back story that many videos don't. You also find ways to show several paths to get the same results all while showing common problems and how to solve them. Just excellent!
I dove into blender rigging and animation since 4.0 and came across your courses. Your new edition of the rigging course for 4.0 was great timing I quickly focused on your content as my main source. However, I find myself struggling with something. Posing the Rigify rig and how to save and manage the poses.
I noticed you added a dedicated posing chapter to your previous course and you also mentioned it being a big oversight originally. Do you plan on refreshing that video chapter in 4.0? or would it be best for us to just watch the old one? I'm really trying hard to not confuse things by watching old videos unless I know you have said it's still good and maybe have indicated what might have changed. I saw you did that with the pose library video and said it was still correct content with a few things added as good-to-know items.
I guess what I'm really asking is what would you suggest we watch for the best content on posing and using a Rigify rig at this time? -Mark
Hi Mark,
Thank you for the positive words and support!
Thanks to your comment, "Posing" is now planned as a bonus chapter, exclusively on Academy. :)
I will try to record and release it in early January 2024. Stay tuned!
However, the old video that you have access to already covers most of what you need to know.
I don't think the interface changes affect that particular video much.
The information in the new one will probably overlap to ~80% with the old one.
So I would recommend just watching the old one now, rather than waiting weeks for the updated video.
If anything is not clear, please ask a question on Academy. I am happy to help and that can also give me ideas for the new video.
Thanks for the video! Could you perhaps make a video for adding extra bones? My character has a ponytail that I'd like to be able to move, but I couldn't for the life of me figure out how to add that to the generated armature.
I already have that as a bonus available for free here academy.cgdive.com/courses/rigify-basics
See the "Bonus - Adding a Jacket" video.
@@CGDive Thank you so much!
I am glad I found this channel
Thanks for the positive comment!
Hey thank you for these videos. They worth me a lot. good luck on your future.
Thanks, you too!
Excelent content, already bought course, i propose next course to be about animation :D, would come in handy after rigging one. Keep up the good work, u have the best courses on youtube as far as i saw. U explain everything from the ground. Thank god for ur work!
Thanks! No plans for animation courses for now. I recommend the ones by P2Design and ToAnimate!
Thank you for giving new video . I waited for a long time for you video .
i have followed your steps but when i use the rigify rig in pose the mesh model just goes all over the place and doesnt follow the rules of the bone rig, and if i use the bone rig to move the mesh in pose it works but if i click regenerate rig the mesh goes crazy
Ikr
it happened to me every single time I tried I even used mixamo and it still did that
thank ytou! my rig works seemingly great! the only problem is that i cant bend my toes ( i want my character to use heels=) i "solved" it by deforming my mesh, but could you help me so i dont have to do deform my mesh? thank you!
Awesome! Do you have a video on rigging an object? Like, say I want to rig and lever to move up and down
I don't. That should be fairly straightforward once you know the basics. What's stopping you? :)
Simple and effective vidéo. I recommend.
12:32 Is there a way to swap between the FK and IK while preserving the position? when you change the slider it transitions between the two, but I felt comfortable adjusting certain aspects in ik and others with fk
Yes, there is
ua-cam.com/play/PLdcL5aF8ZcJvGXczhdPySTZpr9EmmhrMZ.html
@@CGDive thanks
Nice ❤ I have seen some rig controls that deform some part of the mesh how they do it is it useing shape key rigs do you have a video on it how it's done ??
If you use punctuation I may be able to answer :)
@CGDive lol :))))
Nice video ❤.
I have seen some rig controls that deform some parts of the mesh. Like eyes and mouth or even skin
how do they do it ?? I think maybe they useing shape key rigs. I could be wrong. Im not sure how a shape key can have a rig handel control !
do you have a video on this topic ? ( deforming face using rig controls in a realistic wey )
and how do u think it's done ??
@@78amir.j Ah ... I don't have a video about that but it can be done with a simple driver. You give the shapekey value a driver and make it depend on, say, the movement of a bone. E.g. as the bone moves "up", the shapekey value starts going from 0 to 1. It doesn't have to be a bone actually. It can be an empty or anything that can be used in a driver expression. But bones have the advantage that they can belong to the same armature so you can create the whole driver system within the same rig. Hope this makes sense :)
So helpful thanks man
This is awesome! What happens if the rig makes something twisted strangely? My thigh bone on rig is 45 deg inward compared to metarig bone (so when I do the squat move, the knees go inward and pass through each other). I can see the the arrows on the thighs are rotate inward 45 degrees, and I've tried to rotate things and can't find the correct bone/connection to tweak in the rig. Thanks
I tried a number of times - it will create the rig but wont pose it in pose mode - then I noticed a message at the bottom: "bone heat weighting: failed to find solution". Basically the mesh was a bit of a mess - so I cleaned it up by merging overlapping verts and then it all worked fine... but wow this was crazy frustrating!
All about bone heat: ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
Thank you for this video!
Thanks. Very good work. 🎉
Thank you too!
Thanks for your tutorial. But what is new in rigify in Blender 4. I don't see any different in according to previous versions.
Overall, you are correct. Intermediate/Advanced users can just keep using Rigify, business as usual :)
But complete beginners may find it a bit more difficult since smaller and bigger changes have piled up.
The big differences are in the Bone Collections. The last part of the course deals with that.
Great video! But, I have a problem. I'm trying to rig a character with armor and ornaments, but I have no idea what I am doing. Any help?
Help for "I have no idea what I am doing"? That's a tough one, to be honest ;)
Keep going through the course and keep learning Blender basics!
I don't really know why, but my bone gizmo changes axis automatically when I shift to pose mode no matter how hard I try to prevent it.
How to I move the rig in pose mode , what do I click to move the body parts around
Watch this :)
ua-cam.com/video/vKgH5zXIYmM/v-deo.html
I have a quick question, so far when I move the model up off the ground the legs and the hands don't follow the body and it'll stretch until I click on the legs and arms and move the bones next to the body. I'm trying to have the hands and legs follow the body like MMD and Mixamo. For MMD and Mixamo, the bones would still stay put but the legs and hands would still follow and not stretch.
Is there a setting or something that can be changed for me have the legs and hands follow the body? Or is it just completely different with Blender's Rigify?
The automatic weights option is not available for me. Do you know how to fix it?
Yes, pay attention. 😀 Select the mesh, then the character!
I may have a problem when trying to connect the rig to my character. I select the character, shift+click on the rig, control+p and then when I press "With automatic weights" my character moves bigger and laying on the ground. Whan could be the mistake or bug?
Such is the error that I get:
RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.
Incorrect armature for type 'chain_rigs'
spine.004 is always disjointed from spine.003 by default
I think the two problems are noy related.
Regarding the mesh changing position. Your mesh probably has unapplied location/rotation/scale. Select it in object mode > ctrl+A > All Transforms. Parent with automatic weights after that.
As for "bone position is disjoint": the solution is in the video. I am not going to make it easy for you :)
The fact that this only has 64k views is a literal fucking crime.
This video was perfect. I got done in 13 minutes what took me days. You need a medal or something, and you also have a subscriber.
I'm gonna look more for it, but I'll also ask here. Do you have a video on the Meta Rig that has the face? I do want to add expressions to the model that I do have, then move on to the hair armature and then be done with this model finally XD
You do have a video on how to rig hair, correct?
Thanks a bunch!
This is the entire playlist, there is a video on complex human rigging including the face
ua-cam.com/play/PLdcL5aF8ZcJt1GvL-Fcxy-fPgEFG-1fLp.html
There is no specific video on rigging hair. If you watch this course on my "Academy" site (this course is free), there is a bonus chapter on rigging a jacket and in that video I ramble a bit about rigging hair and other stuff. :)
academy.cgdive.com/courses/rigify-basics
@@CGDive Oh, I'm watching all of your stuff for rigging right now as once my character is rigged and ready for Unreal, I can then start making the landscape there and get this game ready. I'll probably be done with the videos come sun up XD.
Also, for hair, I asked ChatGPT about it and it's just making some bones in edit mode at the ends or wherever you want them to move, and then going to pose mode and parenting it to the Head Bone as, "Bone" So, no worries.
Thanks a million again!
Also, I will be giving the website a look over as well.
Very good bro !!
Thanks 🔥
I deleted the heel in my rig 💀💀💀 now i know why i cant use rigify, thank dude.
Glad I could help!
Thank you, just one question, when we cannot obtain correct movement on certain parts of the body, such as for example the junction between the wrist and the hand, what method do you use to correct this?
At the beginning, I use the weight paint but it's really not clean, in general what I do I cut out the handle, (lowerarm) then I apply the weight with a single bone as well as the good name then I add this party with ctrl+p and empty group.
I also tried voxel heat diffuse skinning like in the tutorial with the shoulders but I have never managed to use it correctly, if I do that, I must automatically do a clean up afterwards since it adds weight paint a almost everywhere on the mesh with a value less than 1.
"when we cannot obtain correct movement on certain parts of the body"
The question is too general. Different parts are handled with different techniques and even then there are personal preferences. Some of the common techniques are:
-weight painting
-adding automated bones
-adding automated shape keys
-lattices
-etc.
For the wrist in particular, a common solution is an additional bone that "twists" together with the hand.
hi why bone structrure are not being controlled by rigged button generated and with rig we are being able to strech the mesh deforming the shape ?????
My guess is you expect the generated rig to control the Metarig. That is not how Rigify works. The Metarig just defines the size and proportions of the final rig. It is not meant to deform the character or be animated. The character is bound to the Generated rig.
@@CGDive thanks
hello , i am trying to move the dummy after generating the rig but i can't get it to move
update:
it was for the automatic weights I think ,but now that I put them right the skeleton came off the base ,it came off I don't know why
I am not sure either but it is probably a rookie mistake. I am not trying to offend you, it's a normal part of the process. When I am new to something, I find amazing creative ways to break it. Just take a step back and do what you need to do again. You can try to ask for help on our discord discord.gg/j8SQCjFsXP
why does mine when i press generate rig it makes like a ghost figure of the skeleton instead of the controls
There must be an error associated with that. Something must have gone wrong but I can't say what.
If you start over there is a good chance that it will work out.
Also make sure that your rigs are not hidden when you generate or re-generate.
So the N Panel Tab for Rigify appears when in Edit Mode but disappears when in Pose Mode? I'm used to tabs being always there. Somebody please explain?
At what point of the video did I say that? Give me the time code and I will elaborate.
He is the messiah
thank you
i kinda want to make a fight animation in blender for containment zero, trailer, but i have only small experience with rigging. don't know how that dream is going to fare
You got this! :)
Nice content, ty a lot :)
Amazing!
i do everything then I go to pose mode and the new rig does not move my model?
Probably this:
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
Thank you
IT GIVES ME ERROR bone heat weighting failed to find solution for one or more bones blender
Solution
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
Why ? I have this problem
RIGIFY ERROR: Bone 'spine.004': Cannot connect chain - bone position is disjoint.
Incorrect armature for type 'chain_rigs'
Solution :)
ua-cam.com/video/8xnBc9rpOVU/v-deo.html
@@CGDive Thank you very much, I solved.
Now I can continue to follow your very interesting basic course.
Thanks again.
Help me pls I get this error RIGIFY ERROR: Bone 'jaw_master': Could not find all mouth corners Incorrect armature for type 'skin_jaw' when generate Rig , I can't located where skin_jaw in metarig . Here me out I need to go on edit mode and controle+p to keepoffset right.
Watch the next video in the series. I also have a special video about troubleshooting the face
ua-cam.com/video/hYDzW3RBUqY/v-deo.html
@@CGDive Thanks you I comment wrong video I should ask in chp4.
when I choose the mesh and the rig for the constraint the mesh doesn't move in Pose mode, what could it be?
I am not sure what you mean. Which part of the video is it?
My guess: did you parent with automatic weights but the rig doesn't move the character? Then it could be the Bone Heat Error. Here is a video:
ua-cam.com/video/FuiY0wtxdHQ/v-deo.html
there is no controls showing up for me when i generate the rig
I am not sure. It could be a blender bug which I cover later in the series. I also covered it in a separate video
ua-cam.com/video/VcGM14fa6E0/v-deo.html
My advice for now is to start over!
What should I do.I can't use rigify
Why not?
@@CGDive I don't know. When I click to generate it copy my bone and show text "Generation has thrown an exception: 'bpy_prop_collection[key]: key "ORG-nose" not found' " what should I do?
@@free-man8665 Ok, good, we are getting more specific. :)
Did you delete any of the face bones?
Also did you watch the "Complex Human rigging" video which is the next video in the series?
@@CGDive ok thanks.
@@CGDive I have some questions how to fix fps drop?
thanks all cool, BUT dude, seriously? I canceled 200 iterations because of the spine and placed the dice at a time , and you said about this error at the end. I couldn't immediately describe the solution and problems and so on throughout the video(((
" I canceled 200 iterations because of the spine and placed the dice at a time"
I am not sure what that means.
Do you mean "bone position is disjoint"? If you listened carefully, I said to not disconnect the neck and spine. ;)
Sure I could have made the timing better in retrospect. I can never get the whole tut perfect for everyone, try as I might.
thanks anyway ) I'm a bore)
@@IHudo For the record, I don't think you are a bore :)
mods, snap his bones, thank you
not sure what you mean but lol
it's a reference to a fighting game streamer going by the name "lowtiergod". there's a virial clip of him responding to a mean chatter and asking his chat moderators to ban the chatter by saying, "Mods, crush his skull, thank you". @@CGDive
also, this series of tutorials is quite informative, hits just the right degree of in-depth for me. there are so many superficial blender tutorials, but this series is the best ive seen so far@@CGDive
❤
pls rig face tutorial
next video covers that!
Thank you! And... Happy new year too!🥰🥳🥳@@CGDive
Happy new year! :) @@etc5526
not very good at explaining
Well, you are great at commenting though. Keep it up! 😅
@@CGDive in troll language that means "it's superbly well explained". 😉
@@activemotionpictures haha, I guess you are right.
Fantastic video , thank you very much Sir !!!
Most welcome!