I started as a Maya artist about 20 years ago working on it for about 6 years, I did a LOT of work on it, from technical to artistic stuff, I learned it inside and out. Then 3Ds Max for over 10 years I also did a gigantic amount of work with it. And then a mix of many more applications including C4D, UNREAL engine, and others for the last 6-7 years (I know, the math doesn't seem to work here). Always mixing all of them depending on the projects. I never stopped loving Maya though, and I never liked C4D for many years, UNTIL TODAY when I watched this video. I couldn't believe how much it has advanced, in every way. The rigging process is as good as Maya's. I'll continue watching the rest of the rigging videos, I am sure I'll get all the info that I need to rig the characters and objects that I am rigging right now. Thank you for sharing all this information. My thoughts have drastically changed about C4D. What a great piece of software.
Hi Javier, thanks for your note. It is interesting to read your experience. Cinema 4D has long been justifiably known as an incredible tool for motion graphics, however its world class rigging tools have been overlooked. Many of them have existed for quite some time (some are more recent). One of the reasons I was inclined to make this series was to demonstrate how powerful the rigging toolset is. I am glad it has succeeded in your case. Cheers, Joe.
What a time to be alive. We've got top quality content, given by professionals, set in different days, 2 hours long each and for free. This is ike a workshop's worth of content and it is free! This baffles me so much. Thank you very much for this. This is gold.
This was like breath of fresh air . Joe Herman is a amazing teacher. It’s almost like he remembers being a beginner and can sympathize with new comers. He’s teaching in such a simple manner , it’s elegant.
great thanks for all the trainings, I met you yesterday at the Motion Capture Workflows training. Amazing material and knowledge, now I don't have to sleep anymore, one after another to be mastered. Thanks again for your time and commitment. Greetings from Philippines.
A+ Thank you for producing these training videos. I've watched many but at this point I want to say Ellie and Jonas are top notch trainers. And Joe in this series does a great job.
As someone who has recently moved to R25 and wants to develop and expand my knowledge with character work I found this first part great. Can't wait to watch the rest :)
I had the same "undo bug" at the 47 min mark as I was following along because I had made the animation along with you. Still not sure why it happened but I guess the lesson is not to start adding animation frames until you're done rigging!
the condensed answer is that when you create a key frame it is recoding PSR data for the object. If the object is out on its own, the PSR is global PSR. If the object is the child of a null or another object, the PSR is in reference to the parent. When he created the null after recoding the keyframe, it changed the PSR of that keyframe from global to in reference of the parent. so it moved the bone to the correct PSR in reference to the null. When he hit CTRL z it was resetting the item based on the recorded PSR.
Really nice! I was precisely trying to make a robot animation, and I was worried about how to move it because I was just using parenting to move his parts, this is really useful
This is really useful stuff. I already made the default figure editable and made a waving animation with all the upper joints moving subtly to make it look more natural. I just need to figure out how to make the hips sway independently as well.
@@Joeherman Just figured out how to sway the hips and keep the feet in place. Really awesome using IK tags for each leg chain and moving the goals out of the entire chain and a child of the null that parents the entire figure. I can't believe how easy this is to learn from just this one video.
Does Cinema 4d have file referencing? Maya has file referencing which is useful for characters. The idea is to make a character in one file and then reference it in a separate scene file. That way trigger can work on the character rig file and update it while the animator is working on the animation. That way when the animator finds a limitation or bug, they can just have the rigger update it, and then they will continue in their scene when it is done without having to start over by re-importing the character rig.
I wrote a paragraph about why I think Joe is not a very good presenter but instead of posting that I'd just like to thank you guys for the effort of making this video.
First of all, thank you Maxon and Joe for all this info :) Now, I'm having this issue I was hoping you could help me with, I watched the other parts to see if I could find an answer there but without much luck. The thing is: I want to correct some skinning, and to do so it's really helpful to have the character in certain poses, so I animated the bones going into said poses. However I can only see those poses when I'm in object mode, as soon as I go into vertex mode, to select vertexes and use the Weight Manager commands, the mesh goes back to the original pose (ignoring the bones), and I can't see which vertexes I want to correct... Does this make sense? I've seen videos of other people do this, so I'm guessing it's some hidden setting I'm not seeing... Or maybe I'm imagining things heh... Either way, thanks again!
Hello Joao. Thank you for your nice comment and apologies for the delay in getting back to you. This can easily be done with one of the deformers called the "correction" deformer. Look it up and you will find that it does exactly what you are asking. Cheers, Joe.
@@Joeherman Hello Joe, no problem, and thank you for replying! In the meantime I found the solution to my problem. In case anyone runs into this aswell: In the viewport definitions (Shift+V), there's a "Deformed Editing" checkbox that allows you to go into point/edges/polygon view and maintain your character animated/posed :) Either way, I'll also be checking the solution you propose Joe. Thank you!
Anyone had problems with the constraint tag, say the lamp shade eventually getting out of centre and rotated?After replaying the animation a few times my lamp head was pointing backwards!!
Thank you so much! Still i am trying to use this to create a folding door with 5 Segments. HOW do i tell my joints, that they have to stay on a certain line. Protection tag gets overwritten. I even tried the "shake your booty method" but after sliding them together the right bone-chain starts to rotate. How would you aproach this? Thanks in advance and thank you for those videos.
Hi. It is a fair question. However, there are lots of uses for nulls in rigs besides that. That is only a small use of the null. You can use them to control complex motion, for organizational reasons, and other things. Nulls are important in rigs.
Thank you Joe for this amazing Intro. Looking forward for more. Thank you Elly to be in the background and bringing our questions. Here my very first Rigg ua-cam.com/video/nX81VuNbVHg/v-deo.html
There would be significant differences in length if you just cut the ahh, that..that..so…; all those LA accent extra package that pairs nicely with a live class. And not waste people’s valuable time. You’re a billion dollars company Maxon don’t cheap out on your efforts competing with blender and its community support and tutorials.
I started as a Maya artist about 20 years ago working on it for about 6 years, I did a LOT of work on it, from technical to artistic stuff, I learned it inside and out. Then 3Ds Max for over 10 years I also did a gigantic amount of work with it. And then a mix of many more applications including C4D, UNREAL engine, and others for the last 6-7 years (I know, the math doesn't seem to work here). Always mixing all of them depending on the projects. I never stopped loving Maya though, and I never liked C4D for many years, UNTIL TODAY when I watched this video. I couldn't believe how much it has advanced, in every way. The rigging process is as good as Maya's. I'll continue watching the rest of the rigging videos, I am sure I'll get all the info that I need to rig the characters and objects that I am rigging right now.
Thank you for sharing all this information. My thoughts have drastically changed about C4D. What a great piece of software.
Hi Javier, thanks for your note. It is interesting to read your experience. Cinema 4D has long been justifiably known as an incredible tool for motion graphics, however its world class rigging tools have been overlooked. Many of them have existed for quite some time (some are more recent). One of the reasons I was inclined to make this series was to demonstrate how powerful the rigging toolset is. I am glad it has succeeded in your case. Cheers, Joe.
What a time to be alive. We've got top quality content, given by professionals, set in different days, 2 hours long each and for free.
This is ike a workshop's worth of content and it is free! This baffles me so much.
Thank you very much for this. This is gold.
Thank you Marcelo, it is very kind of you to say so 😊
I used to do rigging in Maya 15 years ago and have never seen a detailed walk-through like this. Love this one-of-a-kind training from the Maxon team.
Thank you! I appreciate that.
Screaming because I wasted 4 years and got student loans learning nothing in uni, when I could have taken this detailed course for free online 😭
Hahaha! Too funny. Thank you!
Best ever rigging tutorial for beginners
Thank you!
This was like breath of fresh air . Joe Herman is a amazing teacher. It’s almost like he remembers being a beginner and can sympathize with new comers. He’s teaching in such a simple manner , it’s elegant.
Thank you for your wonderful comment! I really appreciate it! :)
I love how you lean into the camera. It reminds me of Vince Vaughn in the movie "The Internship" NOW WERE RIGGING, WHAT!!!!
Seriously good job!
Haha! A most interesting comment. Cheers!
I cannot attend these sessions but am grateful for the opportunity to view them later and learn. THANK YOU SO MUCH!
You're welcome! Cheers.
This is the seminar I've been waiting for. So clearly explained. Thank you.
You're welcome. Cheers!
great thanks for all the trainings, I met you yesterday at the Motion Capture Workflows training. Amazing material and knowledge, now I don't have to sleep anymore, one after another to be mastered. Thanks again for your time and commitment. Greetings from Philippines.
You're welcome and thank you very much for your kind comments. However, sleep sometimes helps. Cheers!
when you named the controller CON+, you remind me of softimage-xsi, RIP
thank you very much for this tutorial! so useful!
Haha, you're welcome!
A+ Thank you for producing these training videos. I've watched many but at this point I want to say Ellie and Jonas are top notch trainers. And Joe in this series does a great job.
Thank you for your comment
thank you so much for this high quality video Maxon training team!😃
You’re welcome!
Thanks guys for these hands on with Maxon (intro to rigging). Appreciate! Nelson from Zimbabwe !!!
Hi Nelson, Thank you for watching and your comment! It's great that it goes around the world. Cheers for now. - Joe.
Incredible content coming from Maxon. Hats off to you team for putting some really helpful learning out there for all to inspire.
Thank you very much! I really appreciate that! 🙏🏻
As someone who has recently moved to R25 and wants to develop and expand my knowledge with character work I found this first part great. Can't wait to watch the rest :)
Thank you for saying so!
I´m loving this workshop! Great work, I´m learning and understand better some aspects of rigging. Thank you, Elly and Joe!!
Your welcome! Glad you are liking it! Cheers.
Thank you so much! The best tute I've ever seen)))
Thank you, that is quite an accomplishment!
wooow wooow and wooow what a class tnx tnx Maxon Training Team
i love it tnx again
I always wanted to get into rigging. So I'll use this video to finally get started with that topic. Thank you for uploading this!
You're welcome, and welcome to the wonderful world of rigging!
Really you are life saver i love your class Thanks for your efferts Maxon team
Joe Herman really you are awesome thanks elli to bring him for this beautiful session. ❤
Great initiative, thank you!
You’re welcome and thank you for your comment!
Interesting webinar. It's understandable and easy to perceive, and everything works out. Thanks! I am waiting for the next webinars.
Thank you! Look forward to seeing you on the next one. -Joe.
Learnt so much from this, thank you.
You’re welcome!
GReat!! Looking forward to be a rig master with this webinar!!
Hope it helped!
This was a really great workshop, thanks Joe :)
Thanks! Glad you enjoyed it!
Thank you, Elly and Joe! I learned a lot! Great tutorial!
You're welcome! Welcome to the rigging club. Thanks for your comment.
¡Muy interesante! Muchas gracias por compartir.
Gracias
Great Work Joe Herman can't wait for the next part, I really needed to learn this.
Thank you! See you on the next one. Cheers. - Joe.
I had the same "undo bug" at the 47 min mark as I was following along because I had made the animation along with you. Still not sure why it happened but I guess the lesson is not to start adding animation frames until you're done rigging!
the condensed answer is that when you create a key frame it is recoding PSR data for the object. If the object is out on its own, the PSR is global PSR. If the object is the child of a null or another object, the PSR is in reference to the parent. When he created the null after recoding the keyframe, it changed the PSR of that keyframe from global to in reference of the parent. so it moved the bone to the correct PSR in reference to the null. When he hit CTRL z it was resetting the item based on the recorded PSR.
受益匪浅呀~非常感谢~这就去看第二期
Thank you ! this is very cool !
Awesome work, happy to see this topic covered, and great to see you in the Apple presentation Elly.
Also Need thinking particles webinar
Really nice!
I was precisely trying to make a robot animation, and I was worried about how to move it because I was just using parenting to move his parts, this is really useful
Thank you! Parenting is great for robots and things like that. glad to hear.
I had given up on painting weights, it's was tiresome work back then, getting back into the game and hope it's going to be interesting.
it's great thing
Definitely a weakness of mine, thanks!!
You're welcome. Hope it helps!
Very well explained much appreciated.
Thank you!
absolutely great and helpful series, thank you😉
You're welcome! Cheers,
Hello. It's a nice tutorial. It is very difficult to master ready-made rigging tools without knowing the basic bone system and its functioning.
Thank you. Yes, I agree.
This is really useful stuff. I already made the default figure editable and made a waving animation with all the upper joints moving subtly to make it look more natural. I just need to figure out how to make the hips sway independently as well.
Cool!
@@Joeherman Just figured out how to sway the hips and keep the feet in place. Really awesome using IK tags for each leg chain and moving the goals out of the entire chain and a child of the null that parents the entire figure. I can't believe how easy this is to learn from just this one video.
@@ssjenforcer191191191 Thank you! Sounds great. It seems like you are on your way to becoming a rigging champ! If you post something, let us know.
truly amazing work. Thank you.
Thanks!
OMG, up and down arrows to select up and down the object manager. how many years and I've never tried that
thank you so much for this.
You're welcome!
Does Cinema 4d have file referencing? Maya has file referencing which is useful for characters. The idea is to make a character in one file and then reference it in a separate scene file. That way trigger can work on the character rig file and update it while the animator is working on the animation. That way when the animator finds a limitation or bug, they can just have the rigger update it, and then they will continue in their scene when it is done without having to start over by re-importing the character rig.
Yes. That is a good question, and it is an important part of the rigging process. In cinema 4D, They are called X-Refs.
@@Joeherman okay thanks
Very nice. I hope you make worksop for character animation as well.
Sounds like a good idea!
I wrote a paragraph about why I think Joe is not a very good presenter but instead of posting that I'd just like to thank you guys for the effort of making this video.
Really well explained!
Thank you! - Joe.
Fantastic and helpful video!
Thanks from Joe.
I can't keep up with all these trainings! 🙃🤪
TIP: To put a joint into a NULL you just need to press "Alt + G" that will group everything selected.
Thank you!
First of all, thank you Maxon and Joe for all this info :)
Now, I'm having this issue I was hoping you could help me with, I watched the other parts to see if I could find an answer there but without much luck.
The thing is: I want to correct some skinning, and to do so it's really helpful to have the character in certain poses, so I animated the bones going into said poses. However I can only see those poses when I'm in object mode, as soon as I go into vertex mode, to select vertexes and use the Weight Manager commands, the mesh goes back to the original pose (ignoring the bones), and I can't see which vertexes I want to correct... Does this make sense?
I've seen videos of other people do this, so I'm guessing it's some hidden setting I'm not seeing... Or maybe I'm imagining things heh...
Either way, thanks again!
Hello Joao. Thank you for your nice comment and apologies for the delay in getting back to you. This can easily be done with one of the deformers called the "correction" deformer. Look it up and you will find that it does exactly what you are asking. Cheers, Joe.
@@Joeherman Hello Joe, no problem, and thank you for replying!
In the meantime I found the solution to my problem. In case anyone runs into this aswell: In the viewport definitions (Shift+V), there's a "Deformed Editing" checkbox that allows you to go into point/edges/polygon view and maintain your character animated/posed :)
Either way, I'll also be checking the solution you propose Joe.
Thank you!
Is it not easier to just use the axis center tool to change the null center point to the same as the parent? I guess that's just preference?
Yes, that is a good way too.
this is cool, if you could do one of these for uv mapping in r24 plus it would be awesome too
Thank you, good idea!
Thank you! I have a question. Do you know why Goal (lamp head) move but not rotate it? Only I can move the position but not rotating
Anyone had problems with the constraint tag, say the lamp shade eventually getting out of centre and rotated?After replaying the animation a few times my lamp head was pointing backwards!!
minimum price for the software is $100, but i tNice tutorialnk the best edition for ho producers is the $200 version. TNice tutorials is not cheap.
Thank you so much! Still i am trying to use this to create a folding door with 5 Segments. HOW do i tell my joints, that they have to stay on a certain line.
Protection tag gets overwritten. I even tried the "shake your booty method" but after sliding them together the right bone-chain starts to rotate.
How would you aproach this?
Thanks in advance and thank you for those videos.
Are you creating poles? In some cases poles can create problems and it’s better to not have them.
@@McRibs i tryed without them. Didn't help.
The downloads are blocked by bitly
Why do you need to do that tedious process with the null to hide the bone on the base? Why don’t they just have an option to “hide bones”?
Hi. It is a fair question. However, there are lots of uses for nulls in rigs besides that. That is only a small use of the null. You can use them to control complex motion, for organizational reasons, and other things. Nulls are important in rigs.
@@Joeherman yes fair enough but ''hide bones'' option would be nice
@@bsways Yes, I agree. :)
he is so fcng slow omg... like he is immortal
hey , file is not openning can anyone share it again
Thank you Joe for this amazing Intro. Looking forward for more. Thank you Elly to be in the background and bringing our questions. Here my very first Rigg ua-cam.com/video/nX81VuNbVHg/v-deo.html
I love it! That’s great that you tried it by yourself. Extra credit for sure 👍 and I think I will show it in next class. Thank you for sharing!
Can't download the Files due to Bitly blocking the link. Please put up a new link!
I will alert Ms. Wade tomorrow. Thank you for your message. J.
There would be significant differences in length if you just cut the ahh, that..that..so…; all those LA accent extra package that pairs nicely with a live class. And not waste people’s valuable time. You’re a billion dollars company Maxon don’t cheap out on your efforts competing with blender and its community support and tutorials.
How are earth the project file link was banned by bitly
I have no idea but I will alert Ms. Wade tomorrow about the situation.
he could'nt teach good. I did'nt understand. please help me