[Blender 4.0 RIGIFY] #6-1: Custom Rigs (theory)

[Blender 4.0 RIGIFY] #6-1: Custom Rigs (theory)

CGDive (Blender Rigging Tuts)

10 месяцев назад

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@jaim2
@jaim2 - 17.01.2024 15:03

me: sees "theory" in the title
also me: It's just a theory, a RIGGING Theory!

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@kamius1
@kamius1 - 17.01.2024 16:18

I am delighted to watch another great Tutorial from you. This is very essential to understand the rigging in Blender. Many thanks for your Tutorials.👍

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@jasonwilliams8730
@jasonwilliams8730 - 17.01.2024 23:26

👍

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@tishaXD
@tishaXD - 18.01.2024 05:50

Here's a tip: If you want to make more than one knee for your super.furry_gf, you can use a paw sample and modify it.
I didn't know that you could combine bone samples, I always made the tail bones myself.

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@wasimulkarimniloy
@wasimulkarimniloy - 18.01.2024 16:13

💖💖💖💖💖💖

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@FunTheMental-Studios
@FunTheMental-Studios - 19.01.2024 17:32

Hi. I have a issue with my auto rig pro rig. The arm and legs twist weirdly when I pose them. Can you guide me how can I fix them?

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@CopyCatBlack
@CopyCatBlack - 20.01.2024 07:52

Hi cgdive can you please teach us how you can custom rig layer (ui layout)

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@adityasingh-uz7yr
@adityasingh-uz7yr - 20.01.2024 23:45

Is there a way in which we can add bones to already generated rig or do we have to always create everything in meta-rig and then generate?

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@bilosofie
@bilosofie - 21.01.2024 01:24

the best there is the best there was and the best ever will be .. T ur awesome brother ❤

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@koushikvarun6029
@koushikvarun6029 - 22.01.2024 07:18

Hi bro can you add female rig to game to unreal addon

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@movie_review_hindi_offical
@movie_review_hindi_offical - 27.01.2024 16:44

You should make basic to advance rigging by manual and rigify

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@PithyBikes
@PithyBikes - 31.01.2024 05:51

Love your videos! Thanks so much.

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@PithyBikes
@PithyBikes - 31.01.2024 05:53

Thanks!

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@williamtolliver749
@williamtolliver749 - 12.03.2024 23:23

I believe the naming conventions come from programming language.
Super refers to parenting and hierarchical relationship. So im guessing it means it will be the root/parent of a chain, or one will be present in that generated set.
I think we all know what "chain" refers to, and "copy" I imagine means it uses script to literally copy some default single bone, with "basic" configuration.

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@soirema
@soirema - 21.03.2024 16:22

you are an angle thank you 🙏🙏

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@lildeadshot2630
@lildeadshot2630 - 23.03.2024 04:10

this helped me out so muchh thank uuu

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@a3dadventure79
@a3dadventure79 - 24.03.2024 19:47

thanks for this. comprehensive and brought a lot more clarity to my rigify skills.

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@nadiacorona2043
@nadiacorona2043 - 25.03.2024 08:37

Why I can't see rig type?):

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@AA-hx8rl
@AA-hx8rl - 26.03.2024 17:29

how about adding the child of constraint to rigify ""before"" I generate the rig ?

don't want to applying child of every time I re-generate the rig

Edit : Thanks for the tutorial very insightful for me who just using base rigify all this time

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@ChilligerHund
@ChilligerHund - 29.03.2024 18:46

Hey which type of bone structure should i be using for a dolphin/ killer whale ?

Is it spine or tail?
I would love to see you do a rig for a dolphin or sorts

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@haruka3203
@haruka3203 - 08.04.2024 03:15

So, what about for hair? I know there's addons like bone wiggle to have them automatically move as you animate, but can you still have them on a rigify meta rig somehow?

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@ZOL6199
@ZOL6199 - 12.05.2024 03:34

What is the convergence option on the Experimental Super Chain? My assumption is that you could connect multiple Super Chains together for more control options. However, no matter how I use it, it doesnt have any useful results. I've tried for 7 hours, please help
Attempting to rig both sides of a scarf

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@aster6000
@aster6000 - 20.06.2024 11:06

I have a pretty unique case where the a character has digitegrade legs, but "human shoes" so it has an extra leg joint. I really like the foot controls you get using rigify. Is there a way to have double kneed legs using Rigify? Or could i Frankenstein something together?

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@alectronco
@alectronco - 17.07.2024 23:54

What can be used for hairs

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@pgpress
@pgpress - 22.07.2024 22:30

Love this course!! Do you have any idea in 4.2 about the error "Generation has thrown an exception: name 'rig_id' is not defined" when you try to generate a rig (for example a spline tentacle)? Thanks!

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@louisecollins9213
@louisecollins9213 - 27.07.2024 03:05

This course is awesome

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@whiskerbiscuit6674
@whiskerbiscuit6674 - 02.08.2024 06:25

I wish I found this site two months ago. I spent two months learning how to rig on another course because I thought Rigify Couldn't be modified. more people need to see this channel

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@Joe_334
@Joe_334 - 16.08.2024 01:18

Thanks, Professor. Just needed the rig types for most of the bones. I really thought manually naming each bone would light up the generate rig button.

Edit: It feels great knowing I can make my characters in gravity sketch, then learn to rig them in blender.

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@tamerxero
@tamerxero - 18.08.2024 09:43

Thanks for the video! I'm having an issue and I hope you can help me. When I try to generate my rig, Blender runs into a script error:
"Generation has thrown an exception: name 'rig_id' is not defined"
Have you ever ran into this issue?

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@sottozen
@sottozen - 14.09.2024 20:31

From time to time, I go back to watch your tutorials on Rigging and Weight Painting... they are a goldmine of information! Thanks a lot!

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@tevii2104
@tevii2104 - 27.09.2024 19:32

can i aplly the rigify DEF bones to my metarig bones to use it as a default pose? i was able to make the resting pose but i dont know how i get the inital metarig bones to have the same transform as the rigify DEF bones

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@RomboutVersluijs
@RomboutVersluijs - 04.10.2024 04:02

I forgot how I can preserve custom bikes added to the rig. I have a rig which from the base is rigidy, but some bones have been added. I guess I just need to add them to a metaeig. But how can I preserve the custom priors. Because those have been added to the generated rig?
This character came without the metarig. I've made a script with which I can automatically create a metarig and it will vind the proportions automatically to the existing generated rig. I did this first manually, which was ofcourse tedious. Then I found a script to add constraints, but again I then need to apply each constraint. So I made a script to that. Then I made another script, which binds the metsrig in edit mode to an existing ge erated rig. Which saves ton of time.

Yet I can't remember what to do with the custom props. I guess perhaps I need to make a custom script. I see a input for that in the advanced settings. Yet can't remember what it is for

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@RomboutVersluijs
@RomboutVersluijs - 04.10.2024 04:28

Ps you noted we can created double joints for limbs. But why not add a paw. That's basically a double joint limb already. Yet I think we are stuck with how it bents. Probably will cause that gimbal issue if you don't have it bent forwards and backwards as it is in the sample

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@yagotav5719
@yagotav5719 - 11.10.2024 20:51

This is AWESOME!

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@isaacalimomen5251
@isaacalimomen5251 - 23.10.2024 14:18

it has been 19 years that I am a 3D artist, And in my experience you are the best tutorial maker I have ever seen, many thanks for your contents.

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@mixchief
@mixchief - 09.11.2024 21:45

Such great informative content you're putting out, Todor. Best explanations ever.

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@yoyoyoyo1826
@yoyoyoyo1826 - 16.11.2024 18:54

Hi my deformer bone for the teeth does show in metarig, but not in the generated rig right after generating? how to make them show up, or do i have to add them manually?

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@Dave-xp3xg
@Dave-xp3xg - 19.11.2024 08:14

you saved my project bro thanx!

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@kompaktkat
@kompaktkat - 19.11.2024 12:36

I can't thank you enough for this tutorial. I swear a lot of tutorials just add a human rig and call it a day. When you're designing a character, one rig type does not fit all. I really like how you explain the rig types and demonstrate them.

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