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I’ve watched sooooo much 4.0 content but im terrified of upgrading for some reason 😂 im scared to leave 3.6. It’s the most stable version I’ve used in the last 4 years of using blender. I don’t wanna let it go. I can’t be the only one 😅
Same, I installed 4.0 used it for 10 mins then reverted back to 3.. most add-ons I'm fully reliant on for navigation aren't working on it and I hate how the new principled is organized also agx, I don't see the appeal tbh
You are not alone If you are a character animator using the ARP, Faceit & animation layers addons with 3.6LTS you have ZERO reasons to upgrade to 4.0. I will wait to see what they do in 2025 with the animation system overhaul. Hopefully we get usable Dynamic cloth & hair
Exactly! I'm currently studying animation a lot. I loved the 'Action Commander' addon presented in the last review video, and I wanted to use it in Blender 4.0, but all my projects are based on Auto-Rig Pro and Faceit and with this new Bone Collections system, my rigs are not they work in 4.0, I'm not going to waste time redoing them again in Blender 4.0... so I'll stay on 3.6 until there's a solution.
Going to try this tutorial. In have like four characters that make up for each of the digi evolution stages of a digimon OC from Rookie to Mega. Two stages are like a bipedel anthro wolf like characters. The others are humanoid. All of them were made in Gravity Sketch, and can be brought over to Blender by OBJ files...
I just wanted to say, thank you so much for putting up these extremely informative tutorials. I did purchase your video guide on how you did the dragon and I would love to see more unique rigs like that as well as the ones you showcased here!
@@michaelbendavid777 hello michaelbendavidd777, Ha ha. I'm trying to learn how to use Rigify. I'm grateful for CGDive and all the tutorials. I hope everything is going well for you.
This was a great tutorial! Thanks for sharing. Have you planned on making an updated version with the skin and face types to build a face from scratch?
When i upgrade super facerig it gives me error. RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs [] Incorrect armature for type 'skin_jaw' And when i add custom ears to my char like in this tutorial it won't let me because superface has ears already when i delete that it gives me no ears error. I tried to generate rig first then deleted bones and re-generate also gives me error. No matter what i do i couldn't generate properly.
Did you watch the whole series, especially the Chapter 4 Complex Human? Everything you need to avoid such errors is in these videos if you watch carefully.
@@CGDive I did watch but found kinda a solution from your old video. (Duplicated eyes and teeth bones and gave it super.copy group) It works somewhat now i think it needs manual weight painting. I'll re watch human video for that.
Very nice tutorial! But how about adding extra bones in Blender 4.1, for example how can I add hairs bones to rigify? I need just make parent hair bones to head and regenerate rig? Or I need use only Samples bones? For example tails sample bones as hairs and connect it to head and regenerate rig? I just little bit confused :( Thank you if you give me answer!
Hi, I'm rigging an octopus who will need to hold items with its tentacles (as if using a hand). I was thinking of adding finger bones at the end of the tentacle bones on the two front tentacles (the ones that will hold the items), and parenting them to the closest tentacle bones. Do you think this will work, or should I just add extra bones to the tentacle spline to give it the necessary flexibility? Thank you.
I have a question for custom rigs. What if you purchased an already-made-rig or downloaded a humanoid 3D model that's already rigged and want to apply rigify on it, but the hierarchy of some bones aren't correct, however it's already very accurately rigged and you don't want to delete it just to re-rig it for rigify.
I kind of have as an advanced paid course :) (may be released for free over time this year :P ) academy.cgdive.com/courses/advanced-rigify-ogre-rigging-blender
Hi! I love your videos! Could you make a video about the problem that is happening with the new Bone Collections system. For example: The Rigs we created using Auto-Rig Pro, in versions of Blender 3.0, do not work correctly in Blender 4.0, much less apply Mixamo animations. It gives a huge error, due to them not finding the correct layers, due to the Blender 4.0 update. There are a lot of people looking for a video like this, for these answers, but there aren't any yet!
Yeah, just add as many connected bones to the chain as you need. Do not alter the first bone because it has the "rig type". So the most straightforward way to do it would be to extrude more bones from the end of the spine. Or maybe subdivide the last spine bone. Don't forget to check your parenting when you are done, e.g. the head may need to be reparented to the new last bone of the spine.
Great video as always and great courses. I'd like to ask a question. How you approach a character with let say an arm with more then 2 joint (elbow, wrist). I had a char with a limb chain shoulder-> arm-> arm2->forearm->forearm2-forearm(n)-> hand.So it is not a separete arm but the same with more bones. I tried with the rig type, limb.superlimb, but i get errors and cannot chain more then a simple limb type arm-forearm-hand. I wanted to use the limb type for the ik fk feature
Hi. How is that arms supposed to behave? This sounds like something quite particular so Rigify may not have a solution for it. It is difficult to cover every case with an auto-rigger.
@@CGDive I try to give you more detail. I have a "Machine/bot/humanoid" character (for a game /unity 3d). One of his arm is kinda like a chain (imagine doc octopus, but with fewer chains/piece). A human arm is usually : - Shoulder->arm->forearm-hand This character had 3 piece of arm and 2 for forearm, so: - Shoulder->arm->arm2->arm3->forearm->forearm2->hand. In you course you mentioned that rigify is pretty modular and i thought it was something possible to do. I wanted to have rigify because i wanted the fk/ik switch(+widget), and i didnt want to do it by myself and i could not spend hours on a detailed custom rig. At the end i just did a custom rig, really fast custom rig and switch for ik/fk, not optimal but was still working. It was a bit a pain to animate. So i was just curious it it was possible, or maybe i missed something from your course. I want to add couple more things to give you more context. I could have used a bendybone or tentacle something, but i need to be able to move this in an ik style, (from hand) and then at some point with the pivot point on shoulder i needed to rotate the full arm on like a helicopter blade. Hope that make sense. I have a video of the animation, in case you wanna dive deeper into this but cannot discolse here only in private.like discord or something (kinda nda)
@@jaspermori NAh, Rigify is customizable but not that customizable :) It gives you quick access to common rigs with some customization options (again, stuff that people need more or less often). Yours is quite specific so a custom rig will probably be best. Tentacle is probably the closest what you are looking for.
@@CGDive Ok i just played 30 minutes with rigify, i think i found a solution to override the 3 bone chain from the arm, it is pretty dumb and make no sense but it is kinda working XD, i need to test this so see it was just luck
hi, do you know how to add a new slot in rig layer? I know you can add the new slot in metarig and hit the re-generate rig but I've modified the rig with new bones and the new bones disappear after regenarate the rig. Any thoughts?
Is there a way to have one spine bone in a human type rig? I get this error message that says: Rigify Error: Bone 'spine' : Input to rig type must be a chain of 3 or more bones.
BONUS CONTENT
❖Get FREE file downloads and Bonus chapters here:
academy.cgdive.com/courses/rigify-basics
❖Or Subscribe and get all of my paid courses for $5.99/Month!
You have the best rig tutorials on YT, dude. Thank you very much for that. You explain everything you do, it helps a lot!
Thank you!
Nice, thanks man!
I don't know why but working with this exact model is just awesome. It behaves so well and always looking good in the end. Thank you so much
Thank you too!
Thank you for this course
You are welcome!
I’ve watched sooooo much 4.0 content but im terrified of upgrading for some reason 😂 im scared to leave 3.6. It’s the most stable version I’ve used in the last 4 years of using blender. I don’t wanna let it go. I can’t be the only one 😅
Same, I installed 4.0 used it for 10 mins then reverted back to 3.. most add-ons I'm fully reliant on for navigation aren't working on it and I hate how the new principled is organized also agx, I don't see the appeal tbh
You are not alone
If you are a character animator using the ARP, Faceit & animation layers addons with 3.6LTS
you have ZERO reasons to upgrade to 4.0.
I will wait to see what they do in 2025 with the animation system overhaul.
Hopefully we get usable Dynamic cloth & hair
Well, when you make the jump, the tuts are here :)
You're not wrong, I had to do extra work when I had to revert back to 3.5 when 4.0screw me over
Exactly! I'm currently studying animation a lot. I loved the 'Action Commander' addon presented in the last review video, and I wanted to use it in Blender 4.0, but all my projects are based on Auto-Rig Pro and Faceit and with this new Bone Collections system, my rigs are not they work in 4.0, I'm not going to waste time redoing them again in Blender 4.0... so I'll stay on 3.6 until there's a solution.
Going to try this tutorial. In have like four characters that make up for each of the digi evolution stages of a digimon OC from Rookie to Mega. Two stages are like a bipedel anthro wolf like characters. The others are humanoid. All of them were made in Gravity Sketch, and can be brought over to Blender by OBJ files...
I just wanted to say, thank you so much for putting up these extremely informative tutorials. I did purchase your video guide on how you did the dragon and I would love to see more unique rigs like that as well as the ones you showcased here!
v comprehensive, and a great chance to practice putting together a custom rig! thanks for taking the time and care!!
Glad you liked it!
Bro I love you
Thank you
yo coco wasup lol...
@@michaelbendavid777 hello michaelbendavidd777, Ha ha. I'm trying to learn how to use Rigify. I'm grateful for CGDive and all the tutorials. I hope everything is going well for you.
This was a great tutorial! Thanks for sharing. Have you planned on making an updated version with the skin and face types to build a face from scratch?
A course about that is ready. I will announce it next week!
@@CGDive That's great to hear! Thanks a lot for the quick reply! :D
👍
excellent tutorials!
You explain everything very well! Thank you very much!!
Glad you think so!
So great to make any kind of character animatable :)
When i upgrade super facerig it gives me error.
RIGIFY ERROR: Bone 'jaw_master': Mouth corner counts differ: ['lip_end.B.L.001'] vs []
Incorrect armature for type 'skin_jaw'
And when i add custom ears to my char like in this tutorial it won't let me because superface has ears already when i delete that it gives me no ears error.
I tried to generate rig first then deleted bones and re-generate also gives me error. No matter what i do i couldn't generate properly.
Did you watch the whole series, especially the Chapter 4 Complex Human? Everything you need to avoid such errors is in these videos if you watch carefully.
@@CGDive I did watch but found kinda a solution from your old video. (Duplicated eyes and teeth bones and gave it super.copy group)
It works somewhat now i think it needs manual weight painting. I'll re watch human video for that.
Great tutorial as usual Todor.
Thank you!
2:51
CGDive: It's just like the default cube, you usually end up deleting it.
Default Cube: 😢
lol
Very nice tutorial! But how about adding extra bones in Blender 4.1, for example how can I add hairs bones to rigify? I need just make parent hair bones to head and regenerate rig? Or I need use only Samples bones? For example tails sample bones as hairs and connect it to head and regenerate rig? I just little bit confused :( Thank you if you give me answer!
Hi,
I'm rigging an octopus who will need to hold items with its tentacles (as if using a hand). I was thinking of adding finger bones at the end of the tentacle bones on the two front tentacles (the ones that will hold the items), and parenting them to the closest tentacle bones. Do you think this will work, or should I just add extra bones to the tentacle spline to give it the necessary flexibility?
Thank you.
Amazing!!!
I have a question for custom rigs.
What if you purchased an already-made-rig or downloaded a humanoid 3D model that's already rigged and want to apply rigify on it, but the hierarchy of some bones aren't correct, however it's already very accurately rigged and you don't want to delete it just to re-rig it for rigify.
Can you make a tutorial for rigging Fat characters?
I kind of have as an advanced paid course :) (may be released for free over time this year :P )
academy.cgdive.com/courses/advanced-rigify-ogre-rigging-blender
Hi! I love your videos! Could you make a video about the problem that is happening with the new Bone Collections system. For example: The Rigs we created using Auto-Rig Pro, in versions of Blender 3.0, do not work correctly in Blender 4.0, much less apply Mixamo animations. It gives a huge error, due to them not finding the correct layers, due to the Blender 4.0 update. There are a lot of people looking for a video like this, for these answers, but there aren't any yet!
I am not sure what that problem is. You may want to ask the Auto-Rig Pro developer about that. You should be able to update old rigs to 4.0.
I was having the same issue with ARP in 4.0. I have to do it long way and use rigify.
When you add a spine, is there a way to set the amount of bones you want in the spine?
Yeah, just add as many connected bones to the chain as you need. Do not alter the first bone because it has the "rig type". So the most straightforward way to do it would be to extrude more bones from the end of the spine. Or maybe subdivide the last spine bone. Don't forget to check your parenting when you are done, e.g. the head may need to be reparented to the new last bone of the spine.
@@CGDive Thank you.
Great video I need this to animate some custom stuff onto my model
Great video as always and great courses. I'd like to ask a question. How you approach a character with let say an arm with more then 2 joint (elbow, wrist). I had a char with a limb chain shoulder-> arm-> arm2->forearm->forearm2-forearm(n)-> hand.So it is not a separete arm but the same with more bones. I tried with the rig type, limb.superlimb, but i get errors and cannot chain more then a simple limb type arm-forearm-hand. I wanted to use the limb type for the ik fk feature
Hi. How is that arms supposed to behave? This sounds like something quite particular so Rigify may not have a solution for it. It is difficult to cover every case with an auto-rigger.
@@CGDive I try to give you more detail.
I have a "Machine/bot/humanoid" character (for a game /unity 3d).
One of his arm is kinda like a chain (imagine doc octopus, but with fewer chains/piece). A human arm is usually :
- Shoulder->arm->forearm-hand
This character had 3 piece of arm and 2 for forearm, so:
- Shoulder->arm->arm2->arm3->forearm->forearm2->hand.
In you course you mentioned that rigify is pretty modular and i thought it was something possible to do. I wanted to have rigify because i wanted the fk/ik switch(+widget), and i didnt want to do it by myself and i could not spend hours on a detailed custom rig.
At the end i just did a custom rig, really fast custom rig and switch for ik/fk, not optimal but was still working. It was a bit a pain to animate.
So i was just curious it it was possible, or maybe i missed something from your course.
I want to add couple more things to give you more context.
I could have used a bendybone or tentacle something, but i need to be able to move this in an ik style, (from hand) and then at some point with the pivot point on shoulder i needed to rotate the full arm on like a helicopter blade. Hope that make sense. I have a video of the animation, in case you wanna dive deeper into this but cannot discolse here only in private.like discord or something (kinda nda)
@@jaspermori NAh, Rigify is customizable but not that customizable :) It gives you quick access to common rigs with some customization options (again, stuff that people need more or less often). Yours is quite specific so a custom rig will probably be best. Tentacle is probably the closest what you are looking for.
@@CGDive Yeah i see, well thank you :)
@@CGDive Ok i just played 30 minutes with rigify, i think i found a solution to override the 3 bone chain from the arm, it is pretty dumb and make no sense but it is kinda working XD, i need to test this so see it was just luck
Are the pelvis bones required for the current rig?
The two pelvis bones that go to the left and to the right? No, they are optional!
hi, do you know how to add a new slot in rig layer? I know you can add the new slot in metarig and hit the re-generate rig but I've modified the rig with new bones and the new bones disappear after regenarate the rig. Any thoughts?
Yes, I do :D
czcams.com/video/vzvB2u-o5ms/video.html
How do I add a squash and stretch controller and a bend system to the character's head for cartoon animations? Is this in your course?
It's not :)
This is a more advanced topic. I will try to cover it in future intermediate/advanced courses.
bro I don't have bone samples in rigify addon ,how to I get this
Switch to Edit Mode.
Is there a way to have one spine bone in a human type rig? I get this error message that says: Rigify Error: Bone 'spine' : Input to rig type must be a chain of 3 or more bones.
No, as the error message tells you the spine has to be at least 3 bones (any number higher than that is OK). You can just use a super_copy instead.
@@CGDive thank you
Somebody, please, tell me why is my character elbow back to front?
Make sure the elbow is bent slightly in the correct direction (towards the elbow) in the metarig.
Man, why is my character elbow back to the front?
I accidentally click ignored the rig ui py script warning, now I cannot access riggify menu 😅
Reload your file and click load this time :)
🤩
🥰🥰🥰🥰🥰 sir
In the title, you wrote 'theory' instead of 'practice,' otherwise great explanation.
Oh, nice. Thanks a bunch for the heads-up! (fixed!)
Translet to Hindi
Sounds like an order lol