Hi, Thanks for these amazing tutorials. I do have a question though. I have followed every step until teeth fix, and came to find out that my seperate objects ( teeth, tongue, eyes)) do not have vertex groups. How do i proceed from here? I have tried to copy the vertex group from my body mesh, but they must have matching indices. Meaning they must be the same, but how can they be the same if they are seperate objects? Hopefully you could help with this error. Thanks again for sharing this knowledge. Keep up with this. You rock!
I congratulate you, very good explanation for newbies like me, I have been able to create the complete skeleton of a wolf that I am making in blender. I thank you very much for this video, keep it up
For those of you having issues with the eyelid controller rotations, just go to item and select roll. It will allow you to edit the rotation of the bone without aggravating auto rig pro too much
"should we not strive to have them at same places as the default dog-reference-rig?" Watch the dog video in the ARP playlist. There I explain my reasoning for how I place the leg bones. ua-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html
HiTodor, Congratulations of very interisting tutorials. They are very precious. You are asking for Ideeas of next courses. Just I think about coordinations of two or more rigs . For instance a pair of dancers or skaters who dance some for example tango with figures or rig of horse and jokey for a galop. you know coordination and synchronization rigs.
@@ABentPaperclip Hmmm, if that is actually true, I would report it as a bug. The panel should be there whenever you have a mesh selected, regardless of any modes.
I can get as far as the bind skin, but when I select bind blender goes to 'not responding'. I left it for a few hours and nothing changed. Was wondering if there is a way to convert the unbound model and rig to maya
I checked and you are right. Could be a bug. Select "c_eye_target.x", go to Bone Constraints and change the Bone field to "head.x". The eye control will fly away, so press Set Inverse on the constraint :) I'll ask the dev, looks like something that needs to be fixed.
Ahhhh I'm still waiting for the advanced tutorial. It would be great to see you work on a character with long hair and something like a coat or long sleeves that need to be rigged.
@@CGDive All kinds of extra bits that droop over the body are troublesome for me so that would be incredibly nice. I'll keep my fingers crossed for a tutorial and I'll tryto figure it out myself in the meantime >.
@@Torirubobbi that's troublesome for most people, even pros. I should say the ARP doesn't have specific tools for clothing etc. So you'll need since understanding of manual rigging.
@@CGDive You got my sub. I'm really looking forward to the bird rig tutorial as well! I'm trying to rig a gryphon, so I need to combine the bird and dog rigs somehow...
auto rig pro for a dinosaur like spinosoraus. you have videos about so many animals and i really appreciate that but dinosaurs are a little different. can there be video on that? keep up the amazing work!!!
@@CGDive if you are planning to do then do rigging on carnivores like t rex, spino, indoraptor, allosaurus in short 2 leg dinosaur with 2 hands not four legged dinos coz they can be similar to elephants or horses. Anyways i am fully excited and honestly you are doing a great job!!! Almost everyone who’s gonna learn rigging in blender is gonna remember the channel cgdive!!!
@@xdozgaming3496 Thanks! :) To be honest, I think people who've seem the videos about Quadrupeds have all the tools necessary to rig a t-rex... It's two legs, a spine, a head, a tail. But I am happy to do a specific video, as it seems to be a popular topic.
Hey! I'm a huge ARP fan, doing some tutorials myself and still I learned so much from yours. But I'm a bit confused about the leg setup in this video. First, you use the anatomically correct bone setup for the leg. And in the "fix" at the end you are redoing them to the actual bone setup ARP is using? Why even bother and not leave the ARP setup from the beginning?
Yeah, that was a bit confusing, I guess. For the front leg the anatomical set up works better (IMHO) so I did the same for the back leg. But later I realized that the default works better for the back leg :) I think if you watch my Dog video, it's much more streamlined. This one got a bit messy. I will check out your videos :)
I saw that vedio... But you have so many dedicated rig vedio.... And I learnt it from here.... So how about making dedicated animation tutorial..... ; )
auto rig pro is excellent but make a video for exporting the rigged character for future use I rigged a cat and exported but later on importing the character there was so much bones and very messy points it was so dissapointing explain everything in video so that i can use the rigged character on importing it with same control points i get after doing "match to rig" couldn't use the rigged character once I exited I didn't get control points too on importing it later please make a video about exporting rigged quadrupeds for future use in blender I searched a lot about it but didn't find any solution
Hi. Sorry but this is not clear at all :/ Exporting and importing to what? What do you mean by " for future use "? Do you mean appending/linking the character into another Blender scene, maybe?
@@CGDive "importing and exporting means "exporting to pc from blender and importing to blender from pc I mean I rigged a cat, exported it to my pc and I exited the blender ..later on that day i opened the blender thinking I will animate that cat because I have done rigging ..only thing left is animating it so I imported the rigged cat I exported earlier but when I imported the rigged cat into blender there was so many extra bones all messed up completely ..and I don't know what is wrong .."future use" means using the same character in different projects in blender I mean I can animate the character with the same rigging in any time right? my Main point is simple I exported the character with Armature but on importing it later, I got the many multiple bones..so teach us how to export to pc in fbx format or any other format . it is basic thing but i don't know what went wrong
@@pukarkoirala4264 OK, I think you posted on our discord and I explained it there but.. you don't use import/export to exchange Blender data. You just save as a Blend file. After that you can use File > Append to add the rig to another scene. I have a video about that. ua-cam.com/video/nYNo1HuDtr8/v-deo.html
Hi, Thanks for these amazing tutorials. I do have a question though. I have followed every step until teeth fix, and came to find out that my seperate objects ( teeth, tongue, eyes)) do not have vertex groups. How do i proceed from here? I have tried to copy the vertex group from my body mesh, but they must have matching indices. Meaning they must be the same, but how can they be the same if they are seperate objects? Hopefully you could help with this error.
Thanks again for sharing this knowledge. Keep up with this. You rock!
I congratulate you, very good explanation for newbies like me, I have been able to create the complete skeleton of a wolf that I am making in blender. I thank you very much for this video, keep it up
Nice, congrats and glad my video was part of the process!
For those of you having issues with the eyelid controller rotations, just go to item and select roll. It will allow you to edit the rotation of the bone without aggravating auto rig pro too much
Thanks man i was stuck at facial rig before now problem is solved. Thank you for the great tutorial.
You're welcome!
Very helpful, learned a lot from you.
Thank you so much, your tutorials are really really helpful. Almost feels like a steal that they are for free..
Feel free to pay for my stuff on gumroad :P
Another great tutorail, Thank you so much
Very good video! When it comes to placement of the leg-bones, should we not strive to have them at same places as the default dog-reference-rig?
"should we not strive to have them at same places as the default dog-reference-rig?"
Watch the dog video in the ARP playlist. There I explain my reasoning for how I place the leg bones.
ua-cam.com/play/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq.html
@@CGDive I have watched it now. Now I understand bette, thanks!
@@valleybrook Awesome!
What a Very good Model!! I wanna know how to make fox's fur texture.... i have willingness to but Texture Tutorial
The model is from sketchfab sketchfab.com/3d-models/fox-215b317cabfa42c48fad08d8b9a8fb8d
Just finished this one to, very helpful! By the way whats the name of the addon to show the mouse commands on the right bottom of the screen?
Awesome! The a addon is Screencast keys. :)
HiTodor, Congratulations of very interisting tutorials. They are very precious. You are asking for Ideeas of next courses. Just I think about coordinations of two or more rigs . For instance a pair of dancers or skaters who dance some for example tango with figures or rig of horse and jokey for a galop. you know coordination and synchronization rigs.
Good idea, thanks!
How would you make a sitting pose with a rig like that, when the back bone box is lowering down the entire model insteand just the back part?
Move multiple controls?
Great 👍 Auto rig pro is very usefull and easy to use.
how do you get the list of bone weights shown at 21:38 while you're working on the teeth? looks very useful and isn't built-in to blender
Of course it is built-in. Just go to the Properties tab that looks like a Triangle (Data Properties) and look for Vertex Groups.
oh interesting, that panel only shows up for me if im in "tweak" mode, doesn't appear if you are in box select. learn something new every day!
@@ABentPaperclip Hmmm, if that is actually true, I would report it as a bug. The panel should be there whenever you have a mesh selected, regardless of any modes.
Thank you so much. Could you please make a video for rig Bee which will be very useful and thank you again
Yeah, insects could be an interesting subject. I'll consider it!
OK, thank you
Is there any way that I could rig the body part and then add the facial part later?
Cuz I just watched your Horse rigging video, and I turned off the facial part...
Sure, you can. You will have to add the weights for the face later.
Excellent tutorial, Todor. I notice the Fox model is heavily triangulated at Sketchfab, whereas yours is quads.. did you do anything to convert it?
If you select all polygons and press alt+j, it de-triangulates the model. It's not perfect, but pretty good.
@@CGDive Yet ANOTHER blender feature I never knew about! Thanks. 😀 Thats gonna save some time!
I can get as far as the bind skin, but when I select bind blender goes to 'not responding'. I left it for a few hours and nothing changed. Was wondering if there is a way to convert the unbound model and rig to maya
No idea about converting to maya. Unless your model is crazy heavy, not responding issue should be fixable.
@@CGDive My model is quite heavy, but less than 100k since its meant to be quite detailed.
any clue why the eye target is not following the head controller like it does on the human rig?!
I checked and you are right. Could be a bug. Select "c_eye_target.x", go to Bone Constraints and change the Bone field to "head.x". The eye control will fly away, so press Set Inverse on the constraint :)
I'll ask the dev, looks like something that needs to be fixed.
Ahhhh I'm still waiting for the advanced tutorial. It would be great to see you work on a character with long hair and something like a coat or long sleeves that need to be rigged.
That's quite particular but a nice idea. I'll consider it but it's not something I can do soon.
@@CGDive All kinds of extra bits that droop over the body are troublesome for me so that would be incredibly nice.
I'll keep my fingers crossed for a tutorial and I'll tryto figure it out myself in the meantime >.
@@Torirubobbi that's troublesome for most people, even pros. I should say the ARP doesn't have specific tools for clothing etc. So you'll need since understanding of manual rigging.
This series has been fantastic. Glad I bought the course. Can you do one on ARP's bird rig?
Yep, that's planted along with other chapters. Just have patience. :)
@@CGDive Yes, I too would love one on the bird rig - which terrifies me!
@@TheJackFoley 🐦
@@CGDive You got my sub. I'm really looking forward to the bird rig tutorial as well! I'm trying to rig a gryphon, so I need to combine the bird and dog rigs somehow...
auto rig pro for a dinosaur like spinosoraus. you have videos about so many animals and i really appreciate that but dinosaurs are a little different. can there be video on that? keep up the amazing work!!!
Good idea. Will consider it for sure, although don't expect it tomorrow :P
@@CGDive it would be interesting to rig a dinosaur I can’t waitt!!!!
@@xdozgaming3496 what kind of dinosaur do you have in mind by the way? Even in the strict sense there are quite a few varieties of dino :)
@@CGDive if you are planning to do then do rigging on carnivores like t rex, spino, indoraptor, allosaurus in short 2 leg dinosaur with 2 hands not four legged dinos coz they can be similar to elephants or horses. Anyways i am fully excited and honestly you are doing a great job!!! Almost everyone who’s gonna learn rigging in blender is gonna remember the channel cgdive!!!
@@xdozgaming3496 Thanks! :)
To be honest, I think people who've seem the videos about Quadrupeds have all the tools necessary to rig a t-rex... It's two legs, a spine, a head, a tail. But I am happy to do a specific video, as it seems to be a popular topic.
Will this work with spiders, scorpions, flying creatures, etc.? I can place and name bones myself, but rigging is such a pain.
watch the latest video in the series. I showed how to rig a spider quickly.
@@CGDive Thank you. I will.
Amazing 😍
Hey! I'm a huge ARP fan, doing some tutorials myself and still I learned so much from yours. But I'm a bit confused about the leg setup in this video. First, you use the anatomically correct bone setup for the leg. And in the "fix" at the end you are redoing them to the actual bone setup ARP is using? Why even bother and not leave the ARP setup from the beginning?
Yeah, that was a bit confusing, I guess.
For the front leg the anatomical set up works better (IMHO) so I did the same for the back leg. But later I realized that the default works better for the back leg :)
I think if you watch my Dog video, it's much more streamlined. This one got a bit messy.
I will check out your videos :)
@@CGDive Ah, that makes so much sense. Thank you for the reply!
Bro...
Please make a animation tutorial as well...
Animation with arp?
I saw that vedio...
But you have so many dedicated rig vedio.... And I learnt it from here....
So how about making dedicated animation tutorial..... ; )
Please
@@masterpo1465 I am not a great animator :P I may do some but don't expect it tomorrow (or next month for that matter :D)
Ох, как я этого ждал! Спасибо кстати за туториалы, очень помогли)
auto rig pro is excellent
but make a video for exporting the rigged character for future use
I rigged a cat and exported but later on importing the character there was so much bones and very messy points
it was so dissapointing
explain everything in video so that i can use the rigged character on importing it with same control points i get after doing "match to rig"
couldn't use the rigged character once I exited
I didn't get control points too on importing it later
please make a video about exporting rigged quadrupeds for future use in blender
I searched a lot about it but didn't find any solution
Hi. Sorry but this is not clear at all :/
Exporting and importing to what? What do you mean by " for future use "?
Do you mean appending/linking the character into another Blender scene, maybe?
@@CGDive "importing and exporting means "exporting to pc from blender and importing to blender from pc
I mean I rigged a cat, exported it to my pc and I exited the blender ..later on that day i opened the blender thinking I will animate that cat because I have done rigging ..only thing left is animating it so I imported the rigged cat I exported earlier but when I imported the rigged cat into blender there was so many extra bones all messed up completely ..and I don't know what is wrong .."future use" means using the same character in different projects in blender
I mean I can animate the character with the same rigging in any time right?
my Main point is simple I exported the character with Armature but on importing it later, I got the many multiple bones..so teach us how to export to pc in fbx format or any other format . it is basic thing but i don't know what went wrong
@@pukarkoirala4264 OK, I think you posted on our discord and I explained it there but.. you don't use import/export to exchange Blender data. You just save as a Blend file. After that you can use File > Append to add the rig to another scene. I have a video about that.
ua-cam.com/video/nYNo1HuDtr8/v-deo.html