![Yami 3D](/img/default-banner.jpg)
- 6
- 169 491
Yami 3D
United Kingdom
Registrace 23. 05. 2023
Daniel O'Reilly - Rigging Showreel
Showcase of my most up to date rigging and tools development work.
Email: DanielLouisOR@gmail.com
Email: DanielLouisOR@gmail.com
zhlédnutí: 1 270
Video
Weight Painting Complete Guide!! (Blender 3D)
zhlédnutí 11KPřed 6 měsíci
A complete guide to all things weight painting. Includes theory and a live demonstration which is a little bit of a mess as its my first time working and recording at the same time. Hopefully you get something out of it and if not maybe you'll prefer my other videos. Maybe you hate all my videos. That's fine. Next up we're gonna be covering IK FK switches. Follow me on twitter: DLO_...
Making The Controls Follow the Face!! (BLENDER)
zhlédnutí 1,7KPřed rokem
Who would've thought that this would have been the hardest video for me to make. I must have recorded this video over 5 times because either stuff wasn't working or I simply had come up with a better method. Follow me on twitter: DLO_Art Business email: daniellouisor@gmail.com Music: 'taro swirl' and 'honey jam' by massobeats Model: www.cgtrader.com/3d-models/character/fantasy-chara...
Blender - Advanced Lips Rig! (IN 5 MINUTES!!!)
zhlédnutí 9KPřed rokem
A flexible lip rig demonstrating one of the core concepts of facial rigging: splitting up shape keys. This concept is going to come up in many other areas. Follow me on twitter: DLO_Art Business email: daniellouisor@gmail.com Music: 'taro swirl' and 'honey jam' by massobeats Model: www.cgtrader.com/3d-models/character/fantasy-character/frankenstein-monster-cartoon-character-base-434...
Upgrade Your Rig With COMBO SHAPES (Blender)
zhlédnutí 17KPřed rokem
Second video going more into facial rigging concepts. This is a very powerful concept in face rigging however I rarely see it talked about in tutorials. Follow me on twitter: DLO_Art Business email: daniellouisor@gmail.com Once again please hire me I'm so poor Music: honey jam by massobeats
Weight Painting Is EASY!! (Blender 3D)
zhlédnutí 129KPřed rokem
First video of hopefully many covering different aspects of rigging. I plan to cover some more advanced topics in the future such as facial rigging. Follow me on twitter: DLO_Art Business email: daniellouisor@gmail.com Please hire me I'm so poor
Thanks man it helped a lot 🎉
Hello I have followed your tutorial and everything works well. But I would like to add one more delta shape key to the same object. When I try to repeat the same procedure again, I do not get another hape key in the outliner. In other words, i don't get one moe thing that you called "Shapekey_get". And when I click "add driver" for the new delta shape, in the "drivers" tab of the "drivers" editor I see message: Driven property > *old delta shapekey name* > Value (*new delta shapekey name*) Is it possible to have multiple delta shapekeys on the same object? If yes, how can it be done? Thank you
Yes you should be able to add multiple combo shape keys. The shape key under the mesh in the outliner is just the reference to all of the shape keys on a given mesh. Its needed as the data path for the shape key driver is relative to the master shape key under the mesh. It should work if you just copy and paste the driver and change the data paths to be your other shapes
Hello I have followed your tutorial and everything works well. But I would like to add one more delta shape key to the same object. When I try to repeat the same procedure again, I do not get another hape key in the outliner. In other words, i don't get one moe thing that you called "Shapekey_get". And when I click "add driver" for the new delta shape, in the "drivers" tab of the "drivers" editor I see message: Driven property > *old delta shapekey name* > Value (*new delta shapekey name*) Is it possible to have multiple delta shapekeys on the same object? If yes, how can it be done? Thank you
i never use pose and paint after i use. finally i understood. thank you
Bro explaining to fast and is showing it to fast yet i was able to understand it
this video really isn't that clear im sorry...
@@Alexb-Art it’s chill dw people are normally way meaner hahah. Lmk if you have any questions
USELESS
❤
This helped alot thank you.
Thanks bro ❤️
super helpful tutorial! im not new to blender but weight painting is something i still struggle with and these kind of techniques are what really help me out
what?
?
@@Yami_3D i was confused bro , you skipped lots of info like how do you even get those dots with the weight painter
@@sixtyfivewatts65idk bro did you try googling it?
@@Yami_3D its better on youtube , i found the solution from an indian guy
🗿
thank you
No one's gonna talk about wtf this image was in 4:24
Very easy! Don't show any used shortcut! I don't understand nothing
Glad you enjoyed 😁
0:29 jaja
Could you please make a indepth video about the weight paint of the face/mouth? This goes way to quickly to follow along😭 im using the addon Face It but the weights really fucked up, im trying to fix it but no luck so far
I have another tutorial on rigging the lips. I don’t use faceit personally I don’t think any of the auto riggers do a very good job when it comes to face rigging. I find they mostly distract from the most important part of face rigging which is creating appealing shapes.
After watching about a hundred videos on youtube, Finally I found this one. And after trying and error pause and runs a hundred times, step by step when watching this video (and the other of your video about weight painting for dress and character). Now I understand the process step by step and it works very easy! Thank you so much. You safe my life! Tip: I ticked the "Front Faces Only" under Tool > Advanced This make my weight painting easier.
Hi @Yami 3D : Blur tool is not working for me when parented with empty groups. Could you help me plssss?
At 6:51, how do you change the draw and blur brushes that fast?
Click to draw, shift click to smooth in blender 4.0 onwards
As a beginner, these concepts are hard to grasp but I’m on my third time watching and I think I’m finally starting to understand. Thank you for the tips!
Dude, i didnt know about normalize weights.Thank you so much, "normalize all" helped me to make good weights!
bruh i started w a bad comm on the other vid, i see you posted this vid to correct it so i respond to my first comm and change my mind, and now i see you do the "i record myself for ten minutes saying HUEM every 2 SECONDS and not editing anything at all" like wtf, stop playing with us and just do a legit tuto if you want to do vids idk ??
💔
@@_Washing_Machine_ i'm 12 bc i don't like when vids are botched ? i was mad bc of the double emotional shift, usually i would not care and just take the help so yeah the editing is really bad, tho the tuto himself is good
@@Yami_3D sorry I should have said it nicer I searched for a super long time to finally come across your first video into this one, I got sick of it, you're good
@@_Washing_Machine_ what ? and i swear it's not that hard buddy u will get it dw for me it was the Floatharr tutorial that helped me a looot, now i know what i do
next time make it a short buddy, it's really not a tutorial at this point
just saw that u did a longer one after this one got views, that's cool, thx buddy
I'm just trying but for instance - can my bone be outside the body of model? Like I'm composing stuff for mo-cap and this is not human body. Can I still bound bones to model via weight painting?
I'm not sure about your specific use case, but you can theoretically place your bones anywhere. Weight painting is just a way of parenting vertices to bones, what you then use it for is up to you
I would like to have seen the results.
@@Clover501 I showed the result at the end?
@@Yami_3D oh my bad, I just thought that you were going to show the whole rig moving in an animation at the end, but it turns out that you just moved the left shoulder and the stuff attached, thanks for the video!😅
@@Clover501no worries I’m terrible at animation so you definitely wouldn’t wanna see that! 😂
Ayo! Thanks for the weight painting tutorial! I'm in the middle of rigging a character's face and figured that it would be good to research weight painting while I took a break. I'm glad I found you and your videos! I think they'll help me out, especially with the mouth. (Also, I thought I was tripping when I saw the sus imagery show up for a split sec. Even better, the majority of the comments don't say anything about it, which added to the delusion I felt. Anyway, that shit is hilarious!🤣 Keep doing it!)
Great tutorial!...quick question i am new doing this...what about the right side of the weights? should i repeat the same process or there is an automatic way to mirror without affect something?
@@AntonioPetitDesign imo the best way to mirror vertex weights is to duplicate your mesh, delete the right side, then add a mirror modifier and transfer the weights to your original. This method means if your topology is asymmetrical it still mirrors. There are other methods but that’s the one I default to.
0:29 what
I said “the jacket process is exactly the same”
this is literally impossible to follow
What don't you understand?
anybody else see the goku and vegeta kissing image on her belly??? 0:29
man, this comment section is full of superiority complexes, huh? saying "omg its SOOO basic, just do this!" to beginners expressing confusion is about as helpful as spitting on a house fire.
I get it man but like I answer most questions within a day. The general “I don’t get it” comments can be frustrating as I dont know what it is they don’t get
hey Yami no easy weight paint :)
i have a problem if anyone can tell me why this is. i have a root bone in my rig, and as i continue weight painting the rest of the bonest, the root bone seem to stop affecting parts of my mesh, like they just stay in position as i move the root around
Sounds like the other bones aren’t parented to the root?
@@Yami_3D they are, im thinking It must not have automatically normalized the weight because i started with automatic weights, which worked fine for the root initially, but then for some other bones i painted the parts of the mesh to 0 and those were the parts that broke
Yeah no, I'll be honest you didn't make this any easier if anything, I heard a bunch of stuff I haven't heard before and just got more confused... Lol I hate weight paint and people who are good at it tend to make everyone look very dumb by trying to make tutorials that just do the opposite of the title. Like this one.
What don’t you understand? What do you find difficult about weight painting?
Masterclass in how to not lose your mind in Blender
who else! saw goku making out!
Hello, I would like to ask about clothing with a hollow center like a short shawl. I used the nearest vertex in the data transfer to absorb the existing weight of the body and perform weight transfer. However, after application, all my small shawls were deformed to the middle. This is why? It really bothered me for a long time. I tried redoing the model and changing versions to no avail.
Hard to say without seeing the file but sounds like stray weights to me. Try removing different vertex groups to narrow down the problem bone. Techniques like automatic weights and transferring weights aren't always reliable so being able to manually weight paint from scratch is an important skill to have.
What are you selecting at 5:17? What am I "setting parent to", and what does "with empty groups" mean?
Parenting a mesh to an armature adds an armature modifier to your mesh. Empty groups means that blender doesn't automatically assign any vertex weights. If this all sounds new then I'd recommend finding a more beginner friendly tutorial
make more video please
iM SRY your can Lock the Bones your Weighting so it doesnt affect other Bones???
Yes
I have a issue with my model, i used automatic weight and my model has a vest and has weight paint on the inside of it where i can’t take it off
Thank you. FYI, you can use Blender functionality to 'PaintThrough', you don't need the addon for that. BrushSettings>Advanced, check front faces only, and BrushSettings>Falloff click Projected.
Can you make a new tutorial blender focused on eye and mouth custom rig without using key-shape?
I've been watching your blender videos I can see youre very experienced rigger transitioning, any chance we can get in touch ?
Yeah of course feel free to email me! daniellouisor@gmail.com
Looks great! It was all in Maya...yet you have a Blender Logo for your picture. 🤔
Check the other videos on my channel lol
Awesome work man !
Thankyou. it's very helpful
Super nice. I never knew how to weight paint in Blender. Its such a useful thing to know too. Cause sometimes I do 2D animations with basically planes with verts. (Think scuffed live2D as idea) In theory, its very possible to do simple animations just for fun but it was extremely frustrating when every tutorial just uses automatic weights. Which is possible with 2D planes, but you'd have to have a perfectly aligned axis (X, Y or Z) and hope it works. (And have huge spacing between the planes) This ignores all the pain points and is way simplier in general.
new Question... I've created several mouth rig's now, but when I try to apply the same method to the eyes, the shape keys stop having influence and I cant seem to understand why!
Not sure exactly what your issue is? I’d need to know more about your approach before I could say
@Yami_3D Being away from the situation, What I did was I finnished putting drivers for the bones on a mouth, But then started trying to make vertex groups for the eyes. But when I start making shape keys for Said eyes, the shape does not activate, and the vertex's refuse to move a whole lot like they are bound to something already. I wonder if my mistake was creating a whole bunch of drivers before moving on to the eyes? But I'm at work now, so this will be hard. Also, is there another place where I can go to ask you these relevant questions? Your CZcams is great, but I would at least like to know if you have another method of contact that you would prefer before I depend on your comments box 😅
Yeah try deleting the drivers and activate the shape keys on their own. Should allow you to break down where the issue is. I’ve never tried this method with the eyes with so I can’t say for certain how it would work but in theory it should be fine. Also feel free to email me: daniellouisor@gmail.com
Right here 2:15 how did we turn vertex groups into shape keys here? I don't understand!
Its not turning vertex groups into shape keys, its using the vertex group as a mask for the shape key. Essentially the shape key tells each vertex to move a certain amount in a direction. The vertex group has a per vertex weight value. Applying the vertex group to the shape key multiplies the distance moved by the vertex weight. So if your shape key moves your mesh 5 units up but your vertex group has a weight of 0.5 the shape key will now only move 2.5 units up. This setup uses this to split larger shape keys into smaller shapes that when all active add up to the full shape.
@@Yami_3D O_O I figured it out! I'm happy with self!!!!
@@eternaldarkbringlad it’s working out for you!