❖Blender 4.1 Release Notes❖ developer.blender.org/docs/release_notes/4.1/animation_rigging/ ❖Attribution❖ Venom Character used in the Thumbnail by @xpea16 xpea.gumroad.com/
Just wanted to say that your channel is absolutely one of the best 3D channels on CZcams. Not only are you incredibly knowledgeable, but you also teach it very efficiently. Thank you very much for your work.
Apart from the fact that I hate it when my historical shortcuts like "I" get changed to "K" :) this was really an amazing video, very detailed and full of valuable information. Thank you!
20:24 there is actually a change functionally! Now with that menu it switches exactly to the new value on the next keyframe, it removes some annoyance of it cycling through or changing in the middle of two keyframes if set to constant
I think the motion path from the camera view is so that you can get nice curves when you want to animate "to camera" (meaning, you adjust the animation so that it looks right from the camera view even if from another perspective it is incorrect...i think it's kind of a short cut in animating, like, hey man, it looks on camera so let's just go with it).
Bones with Scale? Scale was baked before AFAIK. There are certain issues with Scale baking that still persist but these are the same in all 3D software.
@@CGDive I mean for exporting into game engines. When exporting bones with stretching animation, like the spine and etc, it doesn't show the bone being stretch but instead affects the skin mesh
@@JohnnyTai86 Yes, this problem is still not solved by default, unfortunately. Scale was baked even before 4.1, it's just that there are issues with the process due to the complex math of squash/stretch.
Hi CGDive. Could you please make a video about the guidelines for modifying a rigify rig after it has already been generated? For example, it would be nice to know which bones can have constraints or other systems added to them after the rig has already been generated, and how to do that also, and which should not. Thanks!
Can you please do a video on corrective shape keys ? I haven't come across a single youtube video which explained that process properly detailed. Thank you
Could you create a new FaceIt tutorial specifically for designing anime-style characters in the latest version? Many people are curious about integrating VRoid characters with FaceIt, and the workflow for using anime characters with FaceIt is actually quite different.
i just discovered that when you hover on the N panel and hold cntl and scroll will jump between addons .. this was in blender before and it was just scroll ..
I searched a lot and didn't find anything about it. When we generate Rigify, in the IK hand controller there is an IK Parent option so that we can change the parentage of this controller, in it we have the options "None, Root, Torso, Hips, Chest, Head, Shoulder". But how do I add more options to these?
Hi, I'm a newbie, learning with your tutorials. I love them! I've a query, How can I hold or grab an object with Rigify Tentacle rig? Thanks in advance!!
Can you make a video on Rigify's "Relink Constraints" bone option? Im attempting to make a bone for a shapekey driver, and Im confused on why the final rig doesnt utilize the limit location
How can I get viewports back in every single workspace window? Why was this even changed by default? I literally cannot work with new blender interface. Edit: It was one of my addons that I reimported from the older version of blender. It somehow messed up the top menu bar.
@@CGDive I basically loaded my settings from previous version of blender and one addon, that is not compatible with the newer version, bugged my interface. It has nothing to do with blender itself.
@@Bleghspread Loading previous settings is a nice feature but I avoid it because small problems pile up when you do that over and over. And you end up with problems like yours. I am not sure how you can solve it. My recommendation is to reset to defaults and recreate your workspace.
Rigify comes with Blender and there is no need to update anything. Whatever is available in the Blender version you are using is what you get, and that's it :)
@@CGDive I don't mean current tools are bad, I am using them with no problem, but I guess he was looking for it being more similar to other software such as maya.
❖Blender 4.1 Release Notes❖
developer.blender.org/docs/release_notes/4.1/animation_rigging/
❖Attribution❖
Venom Character used in the Thumbnail by @xpea16
xpea.gumroad.com/
Just wanted to say that your channel is absolutely one of the best 3D channels on CZcams. Not only are you incredibly knowledgeable, but you also teach it very efficiently. Thank you very much for your work.
Hey thanks for the positive words! I am gald you think so :)
Apart from the fact that I hate it when my historical shortcuts like "I" get changed to "K" :) this was really an amazing video, very detailed and full of valuable information. Thank you!
you know u can change it again right
20:24 there is actually a change functionally! Now with that menu it switches exactly to the new value on the next keyframe, it removes some annoyance of it cycling through or changing in the middle of two keyframes if set to constant
ah, nice!
I think the motion path from the camera view is so that you can get nice curves when you want to animate "to camera" (meaning, you adjust the animation so that it looks right from the camera view even if from another perspective it is incorrect...i think it's kind of a short cut in animating, like, hey man, it looks on camera so let's just go with it).
Yeah, I kind of get it but I lacked the experience to give a meaningful example.
@@CGDiveWe can dream, my friend...we can dream.
Bone collections should be selectable and movable in multiple instances. Moving one by one is torture.
ah wow that buttons sorting is so nice! thanks for explaining it I was a bit lost when I opened blender 4.1 and didn't see any buttons in the toolbar.
omg, they finally added baking bones with scale. FOR YEARS WE'VE BEEN ASKING FOR THIS
Bones with Scale? Scale was baked before AFAIK. There are certain issues with Scale baking that still persist but these are the same in all 3D software.
@@CGDive I mean for exporting into game engines. When exporting bones with stretching animation, like the spine and etc, it doesn't show the bone being stretch but instead affects the skin mesh
@@CGDive I remember a video you did that regarding exporting stretchy bones that we need to get a plugin, Game Rig plugin I think
@@JohnnyTai86 Yes, this problem is still not solved by default, unfortunately. Scale was baked even before 4.1, it's just that there are issues with the process due to the complex math of squash/stretch.
@@CGDive so do we still need to use Game Rig plugin to export squash/stretch bones?
Thank you!
You're welcome!
Very useful!
Thank you so much. :)
T .. missed you man .. always nice to see your notification ❤
Same here, man. Always watching your animations!
thanks brother.. trying to get there at some point you know .. but great video as always .. keep diving ..
@@bilosofie haha, will do!
@@CGDive ❤️
Hi CGDive. Could you please make a video about the guidelines for modifying a rigify rig after it has already been generated? For example, it would be nice to know which bones can have constraints or other systems added to them after the rig has already been generated, and how to do that also, and which should not. Thanks!
5:37 - FINALLY! B-bone bakes!!!
THank you
Thanks for the heads up on the update.
You bet
Can you please do a video on corrective shape keys ? I haven't come across a single youtube video which explained that process properly detailed. Thank you
Could you create a new FaceIt tutorial specifically for designing anime-style characters in the latest version? Many people are curious about integrating VRoid characters with FaceIt, and the workflow for using anime characters with FaceIt is actually quite different.
Yes, that is planned.
you can use proportional editing in the graph editor.. i never knew that awesomeness excists ...
Yeah, Blender has these consistencies throughout the interface that are quite cool!
@@CGDive Please make a Rope Rig tutorial with auto rig pro and how to stretch the bones
i just discovered that when you hover on the N panel and hold cntl and scroll will jump between addons .. this was in blender before and it was just scroll ..
thankyou todor
I searched a lot and didn't find anything about it. When we generate Rigify, in the IK hand controller there is an IK Parent option so that we can change the parentage of this controller, in it we have the options "None, Root, Torso, Hips, Chest, Head, Shoulder". But how do I add more options to these?
Love that video, wich venom rig you used on thumbnail
Oh! It's a rig by xpea. Thanks for reminding me, I should give credit in the Description
xpea.gumroad.com/
Hi, I'm a newbie, learning with your tutorials. I love them! I've a query, How can I hold or grab an object with Rigify Tentacle rig? Thanks in advance!!
You may be able to use this czcams.com/video/zjfQ7My3KVI/video.html
@@CGDive Thank you very much! Looking forward to more great tutorials from you!
hey cgdive will you cover all the bone constraints rigging in the future? or did you already talked about it before? :D
It's a good idea. Haven't done that yet.
Great thank you!!
Can you make a video on Rigify's "Relink Constraints" bone option?
Im attempting to make a bone for a shapekey driver, and Im confused on why the final rig doesnt utilize the limit location
Thanks!
👍
otimoooooo 10000000000
obrigadooooo
you are not using auto rig pro anymore?
How did you infer that?
How can I get viewports back in every single workspace window? Why was this even changed by default? I literally cannot work with new blender interface.
Edit: It was one of my addons that I reimported from the older version of blender. It somehow messed up the top menu bar.
I am not sure what you mean.
@@CGDive I basically loaded my settings from previous version of blender and one addon, that is not compatible with the newer version, bugged my interface. It has nothing to do with blender itself.
@@Bleghspread Loading previous settings is a nice feature but I avoid it because small problems pile up when you do that over and over. And you end up with problems like yours. I am not sure how you can solve it. My recommendation is to reset to defaults and recreate your workspace.
Great
좋은 정보공유 감사합니다
how do i update my rigify? i have 2 blender, 3.4.1 and 4.0, i keep using them both
Rigify comes with Blender and there is no need to update anything. Whatever is available in the Blender version you are using is what you get, and that's it :)
Unless you have 2 for a reason, best to uninstall the old version when you update and have the new version import your settings.
They made ainmation editor more comfortable or need to wait for 4.2?
Not sure what you mean exactly.
@@CGDive I thought they made all features earlier.
Probably need to wait til 2025 when blender releases new animation 2025 features
@@fkdump wait for what? There are improvements coming but it's not like the current tools are bad :)
@@CGDive I don't mean current tools are bad, I am using them with no problem, but I guess he was looking for it being more similar to other software such as maya.
I can't get free characters ?
What is this about?
rigfy in boring, annoying, auto rig pro is the best
haha let the auto-rigging fight begin! :D