brother thank you so so much i will do a great thing with your free gumroad mouth and eay project i can't afford it but i will for ever thank you for the help keep up the good work brother thank you❤
Not sure if you ever found it, but in weight paint mode in the tool section under symmetry if you check the box that says mirror vertices you should be able to mirror them. This only works if blender recognizes your naming convention as right and left denoted with 'L' or 'R', 'LEFT' or 'RIGHT' respectively.
Check out Part 2 here: czcams.com/video/3_e-O_uCUL0/video.html This one is a longer video, do you like the longer format? Or do you prefer videos that are more to the point?
Uh both? Just depends. BUT... we hate idle chatter, annoying music, trying to be constantly funny and entertaining or full of one's self. I don't see those as issues for you, but there are several Blender CZcams Blender experts that even though they have large # of subscribers, are insufferable to watch. Cadence is (besides technically accurate) is very important... you have to remember most watching are not experts. But to your question there is nothing worse than watching a 45 minute video that could have been done in 12 minutes and vica versa. Northing worse than a video that is a speed drill. With that said... :) how come my line is pencil thin and your's has thickness? I looked high and low and don't see that adjust met.
@@graphguy Thank you for your response and your feedback, I'll keep this in mind as I move forward. I do like to go in-depth into subjects, I also like making shorter videos as well. I think I'll try to vary them as I go forward. As for your question, check out the radius option at the top of the screen: www.levelpixellevel.com/uploads/1/1/7/8/117873610/screen-shot-2020-01-25-at-7-08-57-pm_orig.png You can also adjust this globally with the thickness scale: www.levelpixellevel.com/uploads/1/1/7/8/117873610/screen-shot-2020-01-25-at-7-09-51-pm_orig.png Let me know if that fixed things on your end!
@@LevelPixelLevel Ah it was the radius setting. You have 8 and I had 25 and it was still thin. I had to bump up to 250 to get something of thickness equal to yours, so I guess it is the fact I am a 3440 resolution monitor.
Thanks a lot ! This tutorial inspired me to simplify the process and create a simpler mouth rig and added rigify support. I managed also to make a simple body / face rig with no lattices. I uploaded tutorials to share all the steps involved in making them.
This is exactly what I needed, thank you for this! I was struggling to put a mouth that appeared 2D on my 3D cartoonized character without modifiers that would break if I looked away.
Personally 20" or so fine - shorter tutorials can be useful, but sometimes it is nice to watch a longer version to get a better idea of how something hangs together - either way your work is appreciated :-)
Is at this point, as you watch these animation and rigging videos, when you realize why Animated movies are so expensive and why studios have a lot of animators working on 1 single character.
For sure! Good call! And rigging is very complicated on more ambitious projects. The better the rig (even if it is complicated) the easier it is for the animators.
I'm using version 2.83.0 release version and I've found some interesting things. At 10:36 using CTL-ALT-S in pose mode with the armature selected does nothing (which I've reported). Also, box-selecting the armature in pose mode and then setting the B-Bone segments to 10 only divides the primary selected bone, not all of them. So I am having to select each bone and then setting the segments. The display size can be changed manually under the individual bone Bendy Bones settings 'Display Size X' and 'Display Size Z' values.
what did you end up doing for the scaling issue. Im at 12:50 and I could scale the bones a before, but now it doesnt. not sure what changed. Also same problem with the Bbone segments having to be adjusted one by one
@@ryanhale3518 Were you able to select the armature and increase all the B-Bone segments at once? I wasn't sure if there was some setting I had wrong or if I was using the selection tool incorrectly, though my settings appear to match those on his screen.
@@Zednoughtcom Hey everybody, to adjust the b-bone segments for all selected bones you have to hold the ALT key down first, then click on the number input and set a new value.
Will you be revisiting this guide at some point for Blender 4.0? Its been easy to follow but the keybind changes and layout tweaks Blender did are throwing me off somewhat. Other than that, amazing work.
Old video, dunno if you'll still see this (or, indeed, are even still here...) Seems useful, though I'd be trying this on a full-mesh lip rather than mere cartoony lines. Do you think this technique would work if I hid everything BUT the vertices/edges specifically around the mouth opening and weight-painted the rest kinda like your did in your eyelids tutorial?
Yeah, you can use a similar method, and if you select parts of the mesh in edit mode, then switch to weight paint mode it will isolate these pieces (if you switch to vertex paint in weight paint mode) docs.blender.org/manual/en/2.91/sculpt_paint/brush/introduction.html#bpy-types-mesh-use-paint-mask
What version of Blender were you using for this tutorial? I tried doing the scale, z, 0 on the circle and it did not work like yours. Found it kind of weird that mine was acting like that. (I was on 2.80)
I was using 2.81a - try the scale trick in a clean file with just a cube in edit mode. Select everything and hit: S - then Z then 0 then try hitting enter.
Sorry for the irrelevant comment (just want to see if you can beat StackExchange for a helpful answer), though I did encounter it while following this and your bone-rig eye tutorial: I rigged a number of bones before mass-renaming (and re-parenting) a lot of my model's original bones. Do you know how I can rename the old vertex groups (when the bone list still included X, X.001, X.002, etc Subdivided bones) without losing my weight painting? Thanks!
You can rename vertex groups and keep the weight painting information. If you match the bone and the vertex group naming up and there is an armature modifier, the rig will move that group when activated.
Hello! Thank you so much for this method! It’s only a pity that I didn’t manage to make a character instance with Eyes made according to your lesson. Let's say I made a 3D Teaspoon with the eyes of Grease Pensil. When trying to propagate a character using an instance, the Eyes bug and disappear when you change the angle of the Camera. Although this does not happen if the character is propagated by copying ... It's a pity ... It's a shame ... Sincerely, Alexander.
amazing work! While working with multiple grease pencil objects as opposed to just one, do you offset the layers a little bit or how do you manage the depth order of individual objects?
Okay, so for this yes, I just push them a bit in Y when I have to. Although lately, I've been testing layer amounts between two GP objects, meaning if I add on the fourth layer on one object it will be above drawing in the second layer of another. I'm still playing around with this though, so I'm not sure if it is a solid workflow.
I got knocked out at around the 10 min mark- my weights are all screwed up with the wrong vertices on my GP object.. the circle won't scale x to zero properly either
once ive changed the roll my bones locations are locked, i can only change rotation and scale in pose mode except for the first two unless i disconnect all of them. any idea what i did wrong or how to get around that?
Yes, your bones are still connected: czcams.com/video/sBoDol4xQqg/video.html Try selecting your bones in edit mode, doing alt+p and choosing disconnect.
brother thank you so so much i will do a great thing with your free gumroad mouth and eay project i can't afford it but i will for ever thank you for the help keep up the good work brother thank you❤
Not sure if you ever found it, but in weight paint mode in the tool section under symmetry if you check the box that says mirror vertices you should be able to mirror them. This only works if blender recognizes your naming convention as right and left denoted with 'L' or 'R', 'LEFT' or 'RIGHT' respectively.
Check out Part 2 here: czcams.com/video/3_e-O_uCUL0/video.html
This one is a longer video, do you like the longer format? Or do you prefer videos that are more to the point?
Uh both?
Just depends.
BUT... we hate idle chatter, annoying music, trying to be constantly funny and entertaining or full of one's self.
I don't see those as issues for you, but there are several Blender CZcams Blender experts that even though they have large # of subscribers, are insufferable to watch.
Cadence is (besides technically accurate) is very important... you have to remember most watching are not experts.
But to your question there is nothing worse than watching a 45 minute video that could have been done in 12 minutes and vica versa. Northing worse than a video that is a speed drill.
With that said... :) how come my line is pencil thin and your's has thickness? I looked high and low and don't see that adjust met.
@@graphguy Thank you for your response and your feedback, I'll keep this in mind as I move forward. I do like to go in-depth into subjects, I also like making shorter videos as well. I think I'll try to vary them as I go forward.
As for your question, check out the radius option at the top of the screen:
www.levelpixellevel.com/uploads/1/1/7/8/117873610/screen-shot-2020-01-25-at-7-08-57-pm_orig.png
You can also adjust this globally with the thickness scale:
www.levelpixellevel.com/uploads/1/1/7/8/117873610/screen-shot-2020-01-25-at-7-09-51-pm_orig.png
Let me know if that fixed things on your end!
Level Pixel Level xie xie!
@@LevelPixelLevel Ah it was the radius setting. You have 8 and I had 25 and it was still thin. I had to bump up to 250 to get something of thickness equal to yours, so I guess it is the fact I am a 3440 resolution monitor.
This is very helpful for my future lego project in blender but it is not beginner friendly. It is more of for an intermediate user, like me.
Thanks a lot ! This tutorial inspired me to simplify the process and create a simpler mouth rig and added rigify support. I managed also to make a simple body / face rig with no lattices. I uploaded tutorials to share all the steps involved in making them.
I saw some of your tutorials 👀
This is exactly what I needed, thank you for this! I was struggling to put a mouth that appeared 2D on my 3D cartoonized character without modifiers that would break if I looked away.
How did you apply it on 3d
Personally 20" or so fine - shorter tutorials can be useful, but sometimes it is nice to watch a longer version to get a better idea of how something hangs together - either way your work is appreciated :-)
Thanks! I'll even try to change it up from week to week. From short 3 minute videos to 15 - 20 minute detailed updates!
@@LevelPixelLevel I look forward to your next tutorials - whatever their length!
Awesome video!
Is at this point, as you watch these animation and rigging videos, when you realize why Animated movies are so expensive and why studios have a lot of animators working on 1 single character.
For sure! Good call! And rigging is very complicated on more ambitious projects. The better the rig (even if it is complicated) the easier it is for the animators.
Thanks! This is what i need🤣
I'm using version 2.83.0 release version and I've found some interesting things. At 10:36 using CTL-ALT-S in pose mode with the armature selected does nothing (which I've reported). Also, box-selecting the armature in pose mode and then setting the B-Bone segments to 10 only divides the primary selected bone, not all of them. So I am having to select each bone and then setting the segments. The display size can be changed manually under the individual bone Bendy Bones settings 'Display Size X' and 'Display Size Z' values.
what did you end up doing for the scaling issue. Im at 12:50 and I could scale the bones a before, but now it doesnt. not sure what changed. Also same problem with the Bbone segments having to be adjusted one by one
never mind, saved and re-started blender and it worked again.
@@ryanhale3518 Were you able to select the armature and increase all the B-Bone segments at once? I wasn't sure if there was some setting I had wrong or if I was using the selection tool incorrectly, though my settings appear to match those on his screen.
@@Zednoughtcom Hey everybody, to adjust the b-bone segments for all selected bones you have to hold the ALT key down first, then click on the number input and set a new value.
20 minutes is still pretty short. Thanks for the share. With 'mirroring', you may be able to 'symmetrize'. Not sure if available in GP or not
Thank you! Yeah, I've been looking for that option, hopefully they will add something like that in the future!
very gooood
yes I think around 20min is enough for a longer tutorial.
Thanks! I'll try to keep them around that length, I'll also try to change it up a bit, 20 minutes one week, then 3 or 4 the next.
awesome
I know right
Will you be revisiting this guide at some point for Blender 4.0? Its been easy to follow but the keybind changes and layout tweaks Blender did are throwing me off somewhat. Other than that, amazing work.
Old video, dunno if you'll still see this (or, indeed, are even still here...)
Seems useful, though I'd be trying this on a full-mesh lip rather than mere cartoony lines. Do you think this technique would work if I hid everything BUT the vertices/edges specifically around the mouth opening and weight-painted the rest kinda like your did in your eyelids tutorial?
Yeah, you can use a similar method, and if you select parts of the mesh in edit mode, then switch to weight paint mode it will isolate these pieces (if you switch to vertex paint in weight paint mode) docs.blender.org/manual/en/2.91/sculpt_paint/brush/introduction.html#bpy-types-mesh-use-paint-mask
What version of Blender were you using for this tutorial? I tried doing the scale, z, 0 on the circle and it did not work like yours. Found it kind of weird that mine was acting like that. (I was on 2.80)
I was using 2.81a - try the scale trick in a clean file with just a cube in edit mode. Select everything and hit: S - then Z then 0 then try hitting enter.
Sorry for the irrelevant comment (just want to see if you can beat StackExchange for a helpful answer), though I did encounter it while following this and your bone-rig eye tutorial:
I rigged a number of bones before mass-renaming (and re-parenting) a lot of my model's original bones. Do you know how I can rename the old vertex groups (when the bone list still included X, X.001, X.002, etc Subdivided bones) without losing my weight painting? Thanks!
You can rename vertex groups and keep the weight painting information. If you match the bone and the vertex group naming up and there is an armature modifier, the rig will move that group when activated.
Hmm, I swear I lost that midway (since you gotta rename the bone before the VG or vice versa), but maybe I'll try that again. Thanks!
How get that environment... I mean how did you get that gredient window... It's pretty good and easy on eye to work...
Here you go :) blender.stackexchange.com/questions/164502/how-do-i-change-the-background-color-in-blender-2-8-2-81-viewport
how do you turn on x-ray mode? (This mouth rig is so good)
forget it I got it
I'm just adding this here is other people have the same question: czcams.com/video/4H_HLGGxoto/video.html
This video explains it really well.
When you move things around to see how the rig works, how do you quickly come back to the initial state?
I select everything and hit alt+g for position and alt+r for rotation to zero things out (alt+s for scale) - use option on a mac key board.
You can Just right click
Hello! Thank you so much for this method! It’s only a pity that I didn’t manage to make a character instance with Eyes made according to your lesson. Let's say I made a 3D Teaspoon with the eyes of Grease Pensil. When trying to propagate a character using an instance, the Eyes bug and disappear when you change the angle of the Camera. Although this does not happen if the character is propagated by copying ... It's a pity ... It's a shame ... Sincerely, Alexander.
Try making a new view, I think I had a similar problem. I switched to the modelling viewport or made a new layout viewport to fix this issue.
amazing work! While working with multiple grease pencil objects as opposed to just one, do you offset the layers a little bit or how do you manage the depth order of individual objects?
Okay, so for this yes, I just push them a bit in Y when I have to.
Although lately, I've been testing layer amounts between two GP objects, meaning if I add on the fourth layer on one object it will be above drawing in the second layer of another.
I'm still playing around with this though, so I'm not sure if it is a solid workflow.
How do you scale the line. Please I really don’t you
I got knocked out at around the 10 min mark- my weights are all screwed up with the wrong vertices on my GP object.. the circle won't scale x to zero properly either
3:48 when i turn on x-axis mirror and i try to move one the other one disappears
once ive changed the roll my bones locations are locked, i can only change rotation and scale in pose mode except for the first two unless i disconnect all of them. any idea what i did wrong or how to get around that?
Yes, your bones are still connected: czcams.com/video/sBoDol4xQqg/video.html
Try selecting your bones in edit mode, doing alt+p and choosing disconnect.
0:26
If i try to draw, nothing happens
Why?
how come my corners are round?
How do you scale the line. Please I really don’t you
Try alt s with the points selected? Do you mean the radius? docs.blender.org/manual/en/latest/grease_pencil/modes/edit/tools.html
Thanks so much for replying I really didn’t think you wouldn’t think and amazing tutorial