Hey everyone, if you're looking for a general overview of rigging nodes check out this video here: czcams.com/video/1PRAAw-1jGk/video.html In this video, I talk about what they are and what they are not. I also discuss if you should use them in your project. Rigging nodes do not replace traditional rigging, they are a tool for automating rig building and creation.
I guess a potential God Tier benefit to this idea could be: Combining this rig workflow to geometry nodes (geonodes integrated with pose mode and the NLA), it might be possible to scatter base mesh character instances in the background with walk cycle actions attached to the node rig. So one might be able to have a geonode city bustling with people and cars using instance on points? So a type of herd, swarm, or logistic mocap, LOL! That would be some wacky stuff for sure!
Thanks so much for introducing me to this addon! And sorry for the off-topic question of the video, but how did you get this kind of display/shading in Blender? A quick search for the video on your channel, did not give me answers, unfortunately
hey, if you check out the example files you can find the settings - also here is an image showing the matcap I used in the viewport: www.levelpixellevel.com/uploads/1/1/7/8/117873610/displaysettings_orig.png www.levelpixellevel.com/uploads/1/1/7/8/117873610/displaysettings2_orig.png
It looks promising but I would need to see how it’s better than using traditional rigging. From what I saw it looks like rigging a character would be a nightmare! The example you gave could have been made much more efficiently the traditional way...But I may just be misunderstanding it’s benefits.
Yeah, for rigging something simple it is better to use the traditional tool. This is more of a production tool for creating modules, and reusable nodes. It allows you to create systems that can be shared and updated across many rigs.
The add on file is not working anymore. "ImportError: cannot import name 'NodeSocketInterface' from 'bpy.types' (unknown location)". Any ideas? I am very much intereseted in this approach and would appreciate any input. Thanks for the effort for making a video about it anyways. Cheers.
hey there ! thank u for ur video, please i don't know why each time i try to install the addon, blender tells me that it's not able to read it, can u help me pls, thank u
hi trying to follow along in 3.1 with build 0.11.1 of the rigging nodes addon, most of these nodes demonstrated in the video are removed or changed, one being edit bone groups node, is there any updated info on how to use this plugin?
Hey, yes, this is a tool for production. If you're rigging something simple, or a single character for a project, rigging nodes are not useful. But if you are building 30 character rigs for a TV show and you want the same mechanics across the rigs, rigging nodes become more useful. I go into detail here: czcams.com/video/1PRAAw-1jGk/video.html
Hey everyone, if you're looking for a general overview of rigging nodes check out this video here: czcams.com/video/1PRAAw-1jGk/video.html
In this video, I talk about what they are and what they are not. I also discuss if you should use them in your project.
Rigging nodes do not replace traditional rigging, they are a tool for automating rig building and creation.
Awesome dude, I hope you will do a complete tutorial for rigging on how to use it to rig an entire character in the near future
This seems extremely useful. Thanks for highlighting this, seems much more akin to the type of rigging I'm used to.
I guess a potential God Tier benefit to this idea could be:
Combining this rig workflow to geometry nodes (geonodes integrated with pose mode and the NLA), it might be possible to scatter base mesh character instances in the background with walk cycle actions attached to the node rig.
So one might be able to have a geonode city bustling with people and cars using instance on points?
So a type of herd, swarm, or logistic mocap, LOL!
That would be some wacky stuff for sure!
wowww this is intriguing! but i think the old way for my purposes is enough for my most tasks
I had no idea this existed! Thanks for the video!
Whoa, this is going to get juicy.
This is helpful! Will there be a video about the set up driver node? A video about that will help me alot!
That is a good idea, I'll see if I can add this to my drivers playlist.
Lol and I thought that traditional rigging was harder :c
Thanks so much for introducing me to this addon!
And sorry for the off-topic question of the video, but how did you get this kind of display/shading in Blender?
A quick search for the video on your channel, did not give me answers, unfortunately
hey, if you check out the example files you can find the settings - also here is an image showing the matcap I used in the viewport: www.levelpixellevel.com/uploads/1/1/7/8/117873610/displaysettings_orig.png
www.levelpixellevel.com/uploads/1/1/7/8/117873610/displaysettings2_orig.png
😀👍🏼👍🏼
It looks promising but I would need to see how it’s better than using traditional rigging. From what I saw it looks like rigging a character would be a nightmare! The example you gave could have been made much more efficiently the traditional way...But I may just be misunderstanding it’s benefits.
Yeah, for rigging something simple it is better to use the traditional tool. This is more of a production tool for creating modules, and reusable nodes. It allows you to create systems that can be shared and updated across many rigs.
@@LevelPixelLevel definitely sounds intriguing. I’d have to see some use cases in a more complex setup to understand the benefits better.
The add on file is not working anymore. "ImportError: cannot import name 'NodeSocketInterface' from 'bpy.types' (unknown location)". Any ideas? I am very much intereseted in this approach and would appreciate any input. Thanks for the effort for making a video about it anyways.
Cheers.
hey there ! thank u for ur video, please i don't know why each time i try to install the addon, blender tells me that it's not able to read it, can u help me pls, thank u
hi trying to follow along in 3.1 with build 0.11.1 of the rigging nodes addon, most of these nodes demonstrated in the video are removed or changed, one being edit bone groups node, is there any updated info on how to use this plugin?
When they gonna integrate with rigify add-on ?
Good question, I think first will be to add this to the main build one day, or add this workflow to everything nodes.
That would be so cool..
No offense, I want to know what advantages this has compared to traditional rig workflow
Hey, yes, this is a tool for production. If you're rigging something simple, or a single character for a project, rigging nodes are not useful. But if you are building 30 character rigs for a TV show and you want the same mechanics across the rigs, rigging nodes become more useful. I go into detail here: czcams.com/video/1PRAAw-1jGk/video.html
@@LevelPixelLevel Thanks!will it bring viewport performance improvements? If you want to pose many character .
HI!, where can i find edit bone groups? 2:57 , seems in 0.11 release version there is no edit bone groups anymore ;(
i think they renamed it 'handle bone groups'