Blender Rigify Face rig - add Eyes & Teeth Deform bones.
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- čas přidán 12. 09. 2024
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This is a quick tip video on how to generate Deform bones for Eyes and Teeth when working with the Rigify face rig.
For some reason, the default face rig does not create DEF bones for these face elements. Thus Rigify users are forced to use workarounds like parenting the eyes and teeth directly to one of the ORG bones. This can be confusing. You may also need Deform bones if you intend to export the animated character to another application, such as a game engine.
I hope this is useful!
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Always a great tutorial!
I am a solo developer and finished my first game with Unity.
I released my game trailer this week.
I will release my game next month.
This year I'm going to learn animation, so I can create my own animations in my second game.
Your channel is the best and will help me a lot.
Thank you very much!
@@CGDive Thank you! Have a great night!
hello bruh did you released you game can you say the name??
I'm going to start creating my own game with 2D animation cinematics with some 3D elements
I have no clue how you figured this out, but I did what you said and it worked! 😅 Hopefully I'll catch on to all of this stuff soon. There's so much to learn!!!
man! no more headache anymore, perfect information that i needed, This should be make default as a metarig
The face and hand bones with fingers are in the human metarig by default when you have rigify enabled.
@@talonstride I mean the deform bone for Eye and Teeth deform setup should be default
@@tinkerboi yes probably.
The reason why it is not a "default" rigging weight option is because finessing SPECIFIC vertices and weights for such "conflicting shooting heat-rays" (I am not kidding that's what they are called) to do proper weights, would result in faulty controls for the face. That's why the facial rig does it for the big areas with "distant" bones, but tongue can conflict with teeth bones and chin, teeth can conflict with nose controls and lower jaw, etc..etc...
So it's best to leave this to the user's own judgement by doing the method above.
I even create a separate group for tongue, teeth_hi, teeth_lo, tongue, and then do auto weights on tongue, and vertex assignment on teeth and eyes.
Will definitely be useful when I need a more detailed rig, thanks for this, you're awesome man!
the last method worked like a charm. thanks
GREAT tutorial! Very thorough explanation. Think I can get away with just 'parent eye to bone' for now. Bit shy of weight painting atm and no need to export to game platforms.
thank you so much for this tutorail after crating game rig using rigify rig there is an issue of eyes and teeth so i am stuck finally i have found this tutorial and its solve my big big problem thanks
Thank you so much. I was frustrated because this process didn't work, but it helped a lot. great!!
Incredibly helpful!! Thank you so much!
Glad it was helpful!
Thanks man. This was exactly what I wanted and now everything works fine. You are a life saver.
Better remove groups for tongue, eyes and teeth from main mesh after parenting with automatic weights
Yeah, weight clean up. A topic for another video :D
Awesome explanation.
this was immensely helpful I appreciate your work greatly!
You're very welcome!
Life-saving tutorial, thank you so much 🖤
Happy to help!
There are so many ways, thank you for sharing.
Thx
Always a useful tutorial channel.
This is so well explained! Thank you so much!
Superrrrrrrrrrrrr you are my teacher
Awesome content! Keep it coming.
By the way, you can create the inside of the mouth connected to the face itself with the right edge loop count especially the teeth, gums and tongue. Im talking about the gums and tongue connected to the inside of the mouth. It was demonstrated by Darrin Lile.
Yeah, a high quality mesh may be modeled like that.
I wish i'd seen this video earlier. I saved the eyes for last for some reason, and now Im gonna have to delete my generated rig and start all over weight painting everything. several days of work lost T-T friggin rigify rig
did you know you are a life saver?
haha people are saying this with surprising regularity in the comments. Careful, I may start to believe it :P
Thanks for watching!
you really help me thank you
thanx dude!
Thank You So much man It help A lot🤩🤩👏
Thanks a lot ;)
I wonder why separate bones of the upper and lower teeth were added at all, if the teeth of humanoids do not move separately from the skull and it is more logical to simply paint their weights to the bones of the head and jaw, respectively.
This is most like meant for cartoony characters where you may need to move the teeth to get weird expressions.
nice tutorial
Glad you liked it!
Hi CG Dive, although I'm already a subscriber, I came to your channel again upon someone's recommendation :) I have trouble rigging my oval eyes that I applied lattices to. Just can't get it to work for animation.
If it would be alright for you, could you maybe make a video about how to rig oval and kinda flat eyes (also with eyelids - like with spheres over the eye rather than having eyelids as part of the face) with lattice and how to connect it properly to the body's or head's armature so the animation works properly.
Rigging was not a problem until I combined it with the body for animation. During one method after combining, the eyes would stay where they are but the body would move. In another method before even combining the rig with the body for animation, the eyes would not be fixed in their position while moving them but they were kind of moving away from the eye sockets. Problems after problems :)
I hope you make a tutorial about this in the next few days if you can find the time :)
No chance for the next days lol
Usually takes me a week+ to make a good tutorial.
This topic is on my list but it's not coming soon.
Have you seen this?
czcams.com/video/hHDkD9UVYVE/video.html
@@CGDive Np at all, whenever you have time, would be great! And thanks a lot for the reply 🙂
Yup, seen that one but most of them just do the eyes only without applying them to a face. A full tutorial with rigging and connecting to the head would be really nice. Still looking around but will be looking forward to your tutorial🙂 Once again, thank you🤗
Holy crap dude, you are the BEST! I was importing a rigify rig to Unreal and the eyes and teeth were always broken. However, I have a different problem: I don't have the metarig anymore, and there were a lot of changes to the character rig since its creation. Is it still possible to add these deform bones, without using the metarig and re-generating rigify rig?
Yeah, you could add these eye and teeth bones in the generated rig as DEF bones (on layer 29). Then parent them to the respective ORG bones for eyes and teeth (layer 31). This SHOULD work although I haven't tested it.
UPDATE : in blender 3.1 rigify has a upgrade for face rig. I think this problem is solved. I checked the old and new version (upgrade button click) I saw the theet and eye bone added to the rig after generate rigging.
I have videos about the improved face in Blender 3.
czcams.com/video/wVISTf93uTA/video.html
Thank you so much for all your blender rigify series, you have saved me so much work and time. Quick question: is there any way I could just use the eye and mouth parts without breaking the entire rig for a cartoon-like character (egg shaped eyes, no nose)? I watched the frankenstein rig tutorial and the rigify face rig one and want to grab just the eyes and mouth without breaking the rig, any advice?
You can't delete parts of the face rig. What your could do is generate the whole thing but only use the eye and mouth bones in the weight paint process. If you want to use auto weights, you could turn off the deform option for all bones you don't need (def bones are on layer 29). Just some ideas, and honestly I'm not sure how well this will work. Give it a try.
Hi. blender gave an error message : "bone heat weighting: failed to find solution for one or more bones" how can I solve this. bones didnt parent to mesh. but eyes works good. like your technique.
Bone heat error is very common but there is no single solution. If your face object consists of many separate parts, try separating them into individual meshes, them try automatic weights again.
@@CGDive okay thanks I will try it
Quick question. I'm modeling a character w/ one eye, no nose and no body (like Mike Wazowski), in order for the me to use rigify's face rig, would I just have to adjust one of the eye sockets and position the mouth and just hide all the other controllers AFTER parenting the mesh to the rig. I got an error message when I deleted the armatures
I wouldn't recommend this face rig for non-human faces. It just won't work well. You should try rigging it manually.
@@CGDive ah I see, that’s a shame cause so I really like the controllers it creates. So I’m able to use non-rigify armatures within the same metarig that uses rigify armatures? Or I gotta do the whole body and face manually no rigify at all? I feel like I might just end up using shape keys, I’ve been stuck on this for weeks.
@@KrimsonKloud Are you familiar with the raw_copy rig type? If yes, you can create your face rig inside the meta rig along with the other building blocks that rigify provides. You have to be aware of the naming conventions for raw_copy. E.g. Deform bones must be named DEF- etc. I show how to use it in my advanced course and I will make a video about raw_copy eventually,
@@CGDive yes I was playing around with that rig type, I had no idea what it was doing though, but I’ll plug the DEF name in and see how that goes, thx!
@@KrimsonKloud Bones with DEF- prefix will become Deforming and will be on layer 29.
MCH- - mechanism bones on layer 30, can't be used by the animator.
ORG- a bit advanced but they go to layer 31 and are meant to connect to other rig types. Not absolutely necessary.
Bones without prefix - stay on the same layer as in the meta rig and become rig controls for the animator.
;D
is there a way to do this after I applied weights to my generated rig?
Add new Def teeth bones later?
Sure, you can add bones. You have to either re-parent with automatic weights after that or if you want to keep the existing weights unchanged, use Empty Weights. Then manually assign or paint the newly added bones.
hi, thank you for the best tutorials. can you make a video for rig a character with coat and hair by rigifty?
sorry for my bad english
Hi, thanks. A lot of people want to know about rigging clothes so it's definitely on my mind.
Hey CGDive, have you experimented with Facebuilder form kentools? I'm interested to use their auto-generated blend shapes on my own model. Do you know if that is possible?
Cheers, MM.
I tried Facebuilder a bit, it's cool.
"use their auto-generated blend shapes on my own model"
Doesn't sound like something that can be done easily. Unless you shrink wrap their model onto yours so that it looks like yours :) Also there is an addon that transfers attributes between unrelated meshes. It's a paid addon and I am not sure if it's what you're looking for. Do your own research :)
blendermarket.com/products/transfer-vertex-order/?ref=356
@@CGDive Yeah man, thanks for the reply. I'm about to try mesh data transfer and shapekeytransferblender addons today. Fingers crossed.
There's one thing I'm not clear on, after watching hours of videos on this stuff, and that is, what drives/triggers the blendshapes to activate if I'm using streamed live mocap for my avatar? Or are blend shapes only for post editing recorded mocap?
@@Paulinhox88 as far as I understand you have to hook the shapekeys of the mocap to the same shapekeys of the final character. But I'm not sure, just exploring face mocap myself.
@@CGDive I managed to get ShapekeyTransfer to work and now im adding drivers as per this tutorial czcams.com/video/Nh1WB5dIZ0w/video.html
@@Paulinhox88 Nice, that's a good video!
Is it safe to press upgrade face rig after this in blender 4.0?
NO, your PC will explode! :D
I am kidding. It's safe in general, I just don't know you mean by "after that".
When i try to move the eyebrows the head part moves down!! Please help me with this. What should i do to fix it?
I can't imagine the problem. If you send me the file, I could try to find the issue.
check your vertex groups weight paint, also make sure you didn't do any weird parenting
I use it now the teeth and the eyes are generated too but the teeth i can't use them
Can you share more details? I have no idea what the problem could be based on what you said.
@@CGDive no im saying the teeth rig and eyes rig are generated now
@@amvchannels3458 Ah, so there is no problem? :)
What's better for games, a full face rig or shape keys? also, is there a way to convert bone deformations to shape keys?
There is no right answer but from what I know shape keys in a game engine have bigger performance hit than bone deformations. So if you could use a bone rig, go for it!
@@CGDive really? there are so many bones for the face like 100 + one would think some morph targets would be less expensive
@@God0fTime That's what I've heard although I haven't tested the assumption, to be honest. Basically, bones are cheap to calculate (or so the theory goes).
Sure, there may be a threshold for the number of bones where a bone-based solution will become more expensive. It has to be tested on a case-by-case basis.
@@CGDive Interesting take, I wonder why unreal chose the blend shapes for their live link face tracking then. It's possible they optimized their engine for it as the iphone ar kit hardware is more easily accessible.
how do you add upper teeth and lover teeth
Can you be more specific? Everything is shown in the video...
Is there a way to do this after you generated the rig?
Yeah, you can just mark some of the eye bones as Deforming. (for example the ORG-eye bones)
@@CGDive you blessed my soul
I was tearing my hair out yesterday trying to join the face parts I didn't understand the theory of it props to this video
My eyes won’t move :( (I followed the first step)
Call your doctor immediately! :D
Then follow the rest of the steps. :P
this is obsolete.
Not if you still use an older version of Blender. And trust me, people do use old versions.
Oh man, learn the rules before you brake the rules.