Hello, how can we make the bones stretch ? And not pulling the rest of the bones like this 2:18
@mck3D6 күн бұрын
the chain rig had this feature by default, I'm pretty sure it has that in the limb options but I'm not recalling right now, and my trial is over right now, but you can try using tail bones, and I think you can add more limb in the newer versions of auto rig pro, the normal limbs like arms have stretch bones. if you couldn't find the fix please let me know, I'll check that for you
@jeanpaullecastor48773 күн бұрын
@@mck3D Ok thanks, because I would really want that the bones are almost not parented at all. Like stretch it on the Y axis
@mck3D2 күн бұрын
Yeah, please test that, in the custom rigging, we create another set of bones for that specific function in order to have both parented and non-parented bones, but you need to find that in the addon, there should be an option.
@jeanpaullecastor48772 күн бұрын
@@mck3D Ok 👍
@ANUBASS7 күн бұрын
good tutorial terrible plugin, creates random nonsensical duplicate bones allover the limbs and still just adds the final rig wherever it wants despite perfectly matching it to the body then I don't even get the option to bind the rig to the body like you did it just resets back to the add rig/face part of the process when finished
@mck3D6 күн бұрын
Thanks and all of what you've said is True, if you are into the rigging, I highly recommend you start custom rigging, no addon or tool can replace a good custom rig yet, it seems hard at first but it's not. best wishes for you
@ANUBASS6 күн бұрын
@@mck3D yeah thanks for the tip I will be learning eventually but atm its daunting and i'm still on the process of learning to model my characters first some of my issues where probably due to the model I used or an older/incompatible version of plugin as I do believe it worked much better last time I tried
@mck3D2 күн бұрын
the best practice for learning the rigging is to use an already rigged character, then delete the skeleton and the rig and start from scratch, this way you know that you put all the model failures out of the way when you are comfortable with the rigging fundamentals, you can start using your own models, that way you learn how to create models for the rigging. it's just a suggestion though, everyone's learning path is different, and do what you think gonna teach you best. cheers
@Max_Cypher8 күн бұрын
"as you can see ARP automatically changed everything to FK" This is important to note... save your file before doing this as it can break your IK set ups and bone layers. Great add-on... but is not perfect IMO. It has erased some of my IKs more than once, and even breaks the switch, and moves things to different layers. (Granted they are more complex rigs and animations than what is shown here, but it can happen)
@mck3D6 күн бұрын
Thanks for mentioning it, I didn't face that before because I didn't use them on my custom rigs, but wow I didn't know that, thanks for mentioning, I'll pin your comment for others to see. cheers
@Flashtoonjr8 күн бұрын
number 3 is definitely me :)
@mck3D6 күн бұрын
I hope it helped you too :) we all had these problems, and I have personal collection of failures in my backpack :)) maybe I make another video too, but thanks for the comment.
@mikesnapper90018 күн бұрын
Thank you, short and to the point, it fixed the exact issues i had with remaping the animations. You saved me like two hours of trial and error.
@mck3D6 күн бұрын
Thank you for your comment, and I'm glad it helped you, that was exactly my goal in mind, best wishes for you.
@tastypepper250512 күн бұрын
guys Auto rig pro still not fix the elbow acceleration bug and when using proxy, if u accidentally hide the bone it will not show up if u Ctrl Z, actually this bug exist 10 years and still not fixed amazing
@tokyospliff14 күн бұрын
Hey man, are you interested in a small paid job? I have a mermaid model I made with Daz3d that I need rigged in Blender?
@mck3D10 күн бұрын
Hey hey, thank you for your generous offer, I'm so occupied right now that the first thing I want is to continue making videos if I had a spare time. But this addon can make a pretty good Daz rig inside Blender, you just need to recheck the weight paints, you may already be familiar with it: github.com/daz3d/DazToBlender
@kewldrawerings15 күн бұрын
Amazing! Wonderful! Thank you for your quick and precise explanations!
@mck3D10 күн бұрын
I'm genuinely glad that it helped you. cheers
@robertcaudill327218 күн бұрын
my eye's didn't rig lol
@mck3D10 күн бұрын
Eyes are a little bit tricky to rig with auto riggings, but eyes are so easy to fix, just select the eyes and the eyes rig like when you want to rig the whole body, then press ctrl+p and instead of automatic weight paints select object, because the whole eyes object moves with the rig, we actually don't need to weight paint them. but remember to rig them separately to each eye rig
@LuizFernando-wl9jt19 күн бұрын
THANK YOU!!!!!!!
@mck3D10 күн бұрын
you're so welcome
@loveblowsbad24 күн бұрын
This guy! This guy with the solution. Thank you sir. First most common thing.
@mck3D10 күн бұрын
My pleasure, I'm glad that it helped you fix your problem
@loveblowsbad10 күн бұрын
@@mck3D Blender tutorials are a nightmare man. Seems like 100s of people with the same solution that didn't work for every problem. I'm not even sure how to fix it.
@mck3D9 күн бұрын
I understand you, that's the tough part, there a ton of information out there but finding what you need can be frustrating, so whenever you have a problem try asking in Blender communities or in the comments ( if you can't find the solution within minutes of searching online) and I will be happy to help you if I have the answer, so just jump in the comments section and ask your question.
@loveblowsbad9 күн бұрын
@@mck3D Thanks, keep up the good work!
@mck3D6 күн бұрын
Thanks mate, you too <3
@lau-ju3ck29 күн бұрын
im kind of a beginner and this was ultra helpful for rigging a model, thanks a MILLION!
@mck3D10 күн бұрын
I'm so glad that it helped you, don't hesitate to ask your questions here, I'll be active again, wish you a great journey ahead
@MachineAgainstTheRageMusicАй бұрын
When I click 'bind', my skeleton stays in tmode and my mesh goes to the normal stance
@mck3D10 күн бұрын
I'm not sure what the problem is, can't recall this ever happening to me, but a lot of times, auto rigging addons have some weird bugs, you can just delete the rig and try fresh.
@renderinginprogressАй бұрын
tried this, doesnt work for me. exact simple model, but the arms from the t pose stay locked so the whole body does a weird movement, cant get the hands to unlock
@mck3D10 күн бұрын
I know it's been a long time, and maybe you've already fixed your problem, but the problem may happen due to the IK FK difference, make sure that that put your target model into IK or FK depending on the source skeleton.
@renderinginprogress6 күн бұрын
@@mck3D yep that was it, took me a few hours to find out but got there, but its good that you wrote this just in case people have the same problem and come searching! thanks mate
@mck3D6 күн бұрын
I'm glad you fixed it, and thanks for your reply, yes having it can help others. cheers
@artgoatАй бұрын
I love how you show the things that can go wrong to explain WHY you do things the way you do!
@mck3D10 күн бұрын
Thanks a ton, was inactive for a time, but comments like this give me energy. thanks again
@arradu5132Ай бұрын
and the hair?
@mck3D10 күн бұрын
you can rig the hair with a chain or tail rig depending on the hair, you should add them in the ARP options.
@strikehunter3706Ай бұрын
I still couldn't did the rig Right After i re done it two times. My Pinky Finger isn‘t there at the Upgrade Version of the rig? Why is it Happening?
@mck3D10 күн бұрын
Do you mean your skeleton does not have a pinky finger? or you pinky finger doesn't move with the rig?
@gautamsinghyadav3826Ай бұрын
on 2.37 we see its not work in video this is same problem with me on leg rig after rig generated
@mck3D6 күн бұрын
It's working in the 02:37 in the video, but if you explain to me your exact problem we can fix that easily, does you knee bend the wrong way?
@Marie-id5obАй бұрын
Too complicated for me
@mck3D10 күн бұрын
It's really easy, you just need to do it a few times.
@SammyStrap2 ай бұрын
I love you.
@mck3D10 күн бұрын
Thanks a ton, the same <3
@notjoka87812 ай бұрын
ho do you craete armature from this rig and export it?
@mck3D10 күн бұрын
your question is too general, a lot of times you can just export the rig as FBX, but if you are targeting industry-level animation you can't use exported FBX rigs, but also in that workflow, the rigging is done in the same application that the animations are going to be done. Another thing is that rigs in each specific program have features that only work with the same program. You can also only check the armature in the FBX export options. But here I assume you want this Blender rig to move to another Blender project, you can add this skeleton as a link or append to your other project, but remember you can't move the rig(with weight paints) you can just move the skeleton and then re-weight paint your new model. weight painting and rigging happen in the vertices of each model so it can't be transferred if the vertex count and position are different.
@stan.corston2 ай бұрын
Thanks man! Doesn't it also come with an animation library?
@mck3D10 күн бұрын
Not sure about it, If it does, it's something in the newer versions.
@zebra33322 ай бұрын
thank you for saving my life, now i understand!!
@mck3D10 күн бұрын
My pleasure, yeah in 3D these things are the headaches xD
@OlegJohny2 ай бұрын
If I could I would leave two likes
@mck3D10 күн бұрын
You've already did more than you had to, thank you <3
@plautus-jc8be2 ай бұрын
all unnecessary problems caused by the unintelligent and unintuitive program that doesnt understand 2 ffeet are not the same foot. Same with the revolver issue
@mck3D10 күн бұрын
Hahaha, but still these are a great start as long as they don't mess the whole thing, but I never use them for my face riggings, you mentioned two separate feet, imagine what they do to the face xD
@Light595832 ай бұрын
Thanks buddy awesome tut!
@mck3D2 ай бұрын
You're welcome, and thank you <3
@BuzzKirill3D2 ай бұрын
Thanks!
@mck3D2 ай бұрын
Welcome!
@baadboy.1062 ай бұрын
Thanks 🙏
@mck3D2 ай бұрын
You’re welcome 😊
@soumyadeepdas86382 ай бұрын
whem im gonna retarget animation from my cutom video to a king kong model from cg tader (already rigged) using rokoko blender plugin, it results some weired stretches. How to fix it?????
@mck3D2 ай бұрын
Sorry for late answer but it's probably due to IK, FK switch, or the rest pose
@soumyadeepdas86382 ай бұрын
@@mck3D I changed rest pose to t pose but ut giving same problem so what's the solution?
@zansbian2 ай бұрын
Hey I looked through the comments but still can't seem to move my model, I've redone the rigging 3 times now but still am getting the bone connection error. I even boxed each body part instead of individually clicking them. Could I plz get some help?
@mck3D2 ай бұрын
Sorry for late reply, I hope it can still help you. -Make sure your model is lower than 75,000 polygons. -make sure bones are not outside the body -check if you model already has an armature modifier, if it does, remove it before the process
@socksandsandalsstudios3 ай бұрын
Can you also do this by just selecting vertices if your model is one whole mesh?
@mck3D2 ай бұрын
Yes you can assign the weight to any single vertex or a group of them, you can select different UV parts by moving your mouse over one vertex and pressing L
@repeekyraidcero3 ай бұрын
Shame you cant autosnap to humanoid volume center Having to move and place each boneset is so tedious
@mck3D2 ай бұрын
True
@Comaxwolf23 ай бұрын
Followed it perfectly and the rig is not moving the model. But moving the root moves the model. Also whenever I try to do the eyes, they get closer together, move outside of the head, and stretch taller. What am I doing wrong?
@mck3D2 ай бұрын
About the eyes most of the time it's not your fault, just make sure that each eye bone has 100% influence on the respective eye and 0% on the other one in weight painting. About your character not moving, make sure to check these: - your character has 75,000 polygons or less - you bones are inside the model not outside - you don't have an armature modifier before the process
@hattori34123 ай бұрын
It work but mine didn't merge properly but yes the rest work pretty well thanks
@mck3D2 ай бұрын
You're welcome
@hattori34122 ай бұрын
@@mck3D I just need practice that’s all I need but your videos helped my progress pretty good,keep it up
@米아침햇살米3 ай бұрын
Thanks for uploading helpful videos, but how can I paint when I can't see the paint or can't choose each bones?
@mck3D2 ай бұрын
I hope it's not too late to answer, you can select your rig then shift select your model and go to weight paint mode there by pressing ctrl + click you can select each bone and see the paint, or you can just simply go to weight painting of your model and in vertex groups select each bone
@米아침햇살米2 ай бұрын
@@mck3D It’s helpful plenty! Thx for replying.
@3dbydiamond3 ай бұрын
i dont see the autimatoc weight option
@repeekyraidcero3 ай бұрын
Its there on right click you select rig then mesh Make sure everything is placed properly in the center of each mesh part or it will be a disaster 🙈
@mck3D2 ай бұрын
You select the skeleton and model in wrong order, first select model then shift select the skeleton
@sendienemt3 ай бұрын
Very nice and to the point! Im sure ill find some other ways now to make mistakes but you gave me some great pointers!
@mck3D2 ай бұрын
Thank you, make sure to send me your mistakes, we can fix them too
@demhendor4 ай бұрын
Glory to UKRAINE 💛💛💙💙
@mck3D2 ай бұрын
Best wishes for you guys ❤️
@EiSandarKyaw-og7sc4 ай бұрын
I found rokoko add on installion error. My installation is done but not showing option. How can i solve it?
@mck3D2 ай бұрын
Try older versions of blender, the rokoko addon is not very up to date
@Kartell-hp3gi4 ай бұрын
schreib doch nicht auf deutsch wenn du englisch redest amk
@TheWatchers_Tv4 ай бұрын
THankk yooooooooooooo uuuuu
@mck3D2 ай бұрын
You're most welcome
@mlo519874 ай бұрын
youre going so fast lol, I can't really keep up
@mck3D2 ай бұрын
Lol sorry, I know it's so late to reply but ask anything if you have problems in the proccess
@x_mochizuki4 ай бұрын
thank you very much! it was pretty easy to understand thanks to you ^^
@mck3D4 ай бұрын
You're very welcome, I'm glad it was helpful to you.
@anthonychacha5654 ай бұрын
Hey MCK thanks for the tutorial. I recently started learning Blender and I have reached a point of rigging my armature. I like your YT tutorials because you explain very well even for beginners. I am using Riggify in blender 2.79 but I got an issue, not sure if its an issue though. My rig has a lot of attached connections coming from an orange dot at the center of the cursor that is at the X/Y going to the rest of different parts of the rigged mesh. What's your opinion on this?
@mck3D4 ай бұрын
You're very welcome, I'm glad you liked them, sorry for the late replay, I'm not sure about 2.79 as I don't remember the workflow, did you try to hide the layers of the rig? maybe you've activated some hidden layers.
@anthonychacha5654 ай бұрын
@@mck3D Am good thanks, the important thing is you got the message. I'll try to hide the layers and see how it works. Thanks.
@anthonychacha5653 ай бұрын
@@mck3D Hey your idea worked, thanks. But I got another issue when trying to move some parts of the rig like the hands and legs, the mesh of the hands and the legs are stretching. What could be the issue?
@Spittoon4 ай бұрын
Can both characters work with autorig? Because when I finished 1 character then 2 character but when I bind, it, the 2 character is fine but 1 character mess up. How do i solve this problem without get error.
@mck3D4 ай бұрын
Hey, sorry for the late replay, I don't know a way that you can rig two different characters in the same project, my suggestion is to create two different Blender projects (scenes) then rig each character in each one of them, then for animations create a third project and either append both characters to the new project or link them, this way you can use them both.
@troyfaure43154 ай бұрын
i clicked generate rig but it never shown me the boxes
@mck3D4 ай бұрын
Did you apply transforms of the skeleton before clicking on the generated rig? if not select the skeleton and press CTRL + A, apply all transforms.
@RichellyItalo5 ай бұрын
Thank you man!
@mck3D5 ай бұрын
You're welcome, thank you for watching.
@denberz7115 ай бұрын
the only problem I got is that its hella laggy. I got a rtx 4070 and a cracked cpu and the mesh is like 10k triangles and yet its like 2 fps in pose mode. Any help?
@mck3D5 ай бұрын
in the viewport shading, put the shading on the solid mode, and in the solid mode expand by clicking the little arrow, then select "Material" in order to see the model in material mode, any type of shading or rendering will slow down your movement.
@ProMontreal2 ай бұрын
The reason why you mesh could be lagging is to do with its poly count being too high. The higher the poly count, the more its struggles to respond in real time. A work around for this is selecting your mesh and clicking shift D move it but don’t let go of the mouse bottom, then click esc. It’ll snap it to its original location. Next you want to remesh your new mesh with the remesh modifier. Ideally you want to rename this newer mesh to lower poly so you know the difference. Go to your modifiers and click on remesh. You want there to be enough poly count so it’s roughly matches your original mesh. Once you’ve found a desired look, apply the modifier. You then want to disconnect all previous parenting you did with the rig prior to this. By selecting everything and clicking alt p and clearing the parents. Make sure that you remove all vertex groups as well. This is located in the object data properties tab. The one that looks like a triangle. To remove them all quicker click on the down darker arrow that is located in the middle of the other buttons and select deleted all groups. You then want to parent your lower poly mesh with your rig by selecting the rig by selecting the mesh, shift clicking on the rig, ctrl p: automatic weights. You then want to click on your original mesh and shift click the rig. Click ctrl P and set the parent to with empty groups. You then want to click on your original mesh, shift click on the lower polly mesh and click weight paint. You then click on weights, transfer weights, you want to change vertex mapping to nearest face interpolated, and then change source layers to by name. And if it was followed correctly the mesh should snap into place without any issues occurring.
@meowmeowstar195 ай бұрын
thanks so much for the video, but there is another problem that i never get to solve: now my mesh moves with the control rig, but the armature doesn't!! so when the control rig moves, only the mesh moves, the armature stays the same position.. pleasseee can you tell me how to solve this problem as well? i see that in your video, the armature is not parented with the rig or the mesh either
@mck3D5 ай бұрын
sorry for the late reply, in automatic weight painting the skeleton presented to you at first is just to define the placement of the bones and after generating the rig you're gonna have under layer IK FK rig that is hidden by default, another thing is that when you move your IK rig, you FK rig stays in place, you can move you FK rig by switching to FK rig.
@meowmeowstar195 ай бұрын
@@mck3D omg thanks so much !!!! didnt expect you to reply back !!! thats so nice of you!! thankss again for helping out! really appreciate it!
@mck3D5 ай бұрын
@@meowmeowstar19 Of course I do, if you ever had problems like this, just leave a comment I will reply back, and usually not as long as the last one ^_^ cheers