Auto-rig is European teacher, that can be strict at times, but overall pretty loyal to you. Yes, you have to pay for his time. Rigify is Asian martial arts sensei. He wont consider your weaknesses, wont prize you, he is harsh and rough. Heck he can even break your bones. *wink wink* But you can come to him at any time having only your clothes on and tell - "teach me sensei", and depending on your willingness to learn, he will.
@CGDive2 жыл бұрын
ahahahah :D Pinned!
@Leon58412 ай бұрын
😅
@jorisvanlaar2 жыл бұрын
I worked with both and prefer Auto-Rig Pro because: - It's actively being developed (in contrary to Rigify) - More robust - Better user experience - Additional tools (retargeting etc) - Active and helpful support by the developer
@CGDive2 жыл бұрын
That's how I see it too. Although I have to say the Rigify also saw some nice improvements in 2.9x and 3.x series.
@dmitrypavlov70962 жыл бұрын
I've found most powerfull tool to customize rigify rigs is ability to edit final rig with post-generation script, where you can customize almost any feature, tweak bones settings, add new constraints to generated bones etc. I even managed to add some ragdoll feature to rigify rig, once your system is set up, you can easily transfer your metarig to almost any character to different proportions and all your features will smoothly be transfered to new rig.
@CGDive2 жыл бұрын
Good points. That's why I thought Rigify wins in the customization category.
@MarcV_IndieGameDev2 жыл бұрын
Would love a tutorial on how to pre-set constraints on bones that generate to finished rig. I know how to constrain bones like arm to shoulder (when move arm up, shoulder rotates a little) but that's after the fact. I have to do all the constraining every time I click "Generate Rig" I want to define it before the fact, if you know what I mean.
@dmitrypavlov70962 жыл бұрын
@@MarcV_IndieGameDev you can add constraints via python script it's not hard. Also you can relink constrains targeting to generated bones if you paste name of the target bone in constraint name after "@" symbol. Like "Copy Rotation@shoulder.l"
@MarcV_IndieGameDev2 жыл бұрын
@@dmitrypavlov7096 I'm a newb :D - I'll look about for a video of what you are talking about. Least I have some more information now.
@dmitrypavlov70962 жыл бұрын
@@MarcV_IndieGameDev don't worry I am newb too, I just got answers on my questions on blenderartists. There is very friendly community especially for newbs like us. :)
@GamerReality Жыл бұрын
As a game designer simply wanting to rig a character, this was a helpful comparison video that saved me time!
@CGDive Жыл бұрын
Awesome!
@thiago5906 Жыл бұрын
Rigify > autorig if you leave laziness and study/read the manual. custom rigs can be made without any problems and saved as blocks to use in other projects if you really know how to use rigify.
@angelstudio3d124 Жыл бұрын
I like Rigify, ARP is for lazy people
@fnafgamer24695 ай бұрын
As an ARP user, here’s some things I’d like to touch on from experience. ARP has worse errors than Rigify in my opinion. I’ve had problems where the arms and legs (in IK mode) would for no reason stop working. I found out how to fix it, but not what causes it. This happened with all the characters I’ve made so far. I even had a bug report where the left arm on one of my characters broke when appended to 4.0 but not in 3.6. It just seems to do this randomly and idk why. I fixed it by going on the ‘nostr’ bones and deleting the driver on the IK constraint. The bone colors for ARP characters also seem to broke in 4.0. The left side of the rig (with the orange colored bones) would for some reason be invisible until you select them (outside of the the ones with bone shapes). The bones would thankfully go back to normal after you change the colors or turn bone colors off. I think this bug is fixed now thankfully. There’s a feature that’s really making me tempted to switch to Rigify since ARP doesn’t have h this is feature. It’s the stretch for the hips. ARP doesn’t have this feature as of now and it surprises me that we don’t yet. I think it is possible to add it yourself, but it’s very complicated and could probably break the rig. Here’s a video that shows what I’m talking about. cdn.discordapp.com/attachments/692479212933873735/1259912669755080748/2024-07-08_12-38-22.mp4?ex=6695519c&is=6694001c&hm=5476347883b3cef6414e611a291f71155202fb65d823ff0ddd5643d5d83becf2& Overall ARP is a great rigging tool, but it’s missing one feature that could be a game changer for the addon, and I really hope to see the stretchy hips feature someday.
@CGDive5 ай бұрын
Yeah, I agree. The spine is more flexible in Rigify :)
@stivosaurus2 жыл бұрын
The video we have all been waiting for! Thanks for doing the comparison.
@richie69612 жыл бұрын
Thank you for this comparison! I really needed this to decide which one im going to use for the work pipeline :3
@CGDive2 жыл бұрын
And your winner is? :)
@richie69612 жыл бұрын
So far i like working with ARP more since it simplifies the rig generation way more than rigify (at least for biped and humanoid, i haven't tried the others rig types. Your video helped me notice that if i want to have faster workflow like for Exporting to UE, retargeting the animation from iClone, i can utilize ARP instead of having headache doing the TGT rig XD
@henkkok94372 жыл бұрын
Thank you, quite a useful exploration. From my own experience rigging 10+ characters for feature film with rigify and 7 characters for episodic content, I prefered working with autorig pro. Both tools get the job done. To me, clear error messages, proper support, and extended workflow tools for mocap, retargeting weigh in very heavily in favor of autorig pro. At least in 2022 this holds true for me. That said, who knows what the future holds…
@CGDive2 жыл бұрын
Thanks for sharing you experience! Support is another point which I wanted to include but I had to finalize the video for various reasons. So it didn't make it into the video. It would have given even greater advantage to ARP :)
@forestlong12 жыл бұрын
I would like to give you a theme for the video. In Blender, there is almost no rig of long-skirted clothes. Skirts, raincoats, aprons. What is the problem with Blender? A full-fledged Rig of such clothes is almost 99% replaced by a simulation. But in Maya this is not a problem, and in Blender I saw only one single video on rigging a skirt by Pierrick Picot, and then he voiced only half of the problem.
@azure82472 жыл бұрын
Just add several bone chains and weight paint them to the clothes? I dont see how this can be automated unless the software has a way of figuring out the shape of your modeled clothes. In rigify you can use the tentacle bone type for this and it would work quite well if you do a good job weight painting.
@forestlong12 жыл бұрын
@@azure8247 Yes, but what to do next with all this? How to animate procedurally? Is there a way to add automation through dynamics? In Maya the fabric reacts to the deflection of the legs, but in Blender I do not see such a lesson. Rather, there is only one author, Arthur Shapiro (kzbin.info/www/bejne/hH7MaWp5mKlnqbc), and this is a rather cumbersome construction.
@MihailBurduja2 жыл бұрын
Watch Pierrick Picaut's video on rigging skirts on characters (Skirt and dress Rigging in Blender from 6th June, 2022).
@infotoons2122 жыл бұрын
I use both of them. I like ARP for the face out-of-the-box (although the new superface for Rigify in 3.0 and up is pretty good now that you can generate more bones for the lips) but I seemed to get better results for the body out of Rigify. ARP is hands-down the fastest if you're just setting up a model for a one-time-use. I'll generally have my models rigged in ARP, Rigify and Mixamo. Sometimes a combination of mixamo and rigify's superface thanks to information from a certain KZbinr going by the handle CGDive.
@CGDive2 жыл бұрын
I've heard that name before 🤔
@doublea23182 жыл бұрын
As an avid rigify user, I don't think there will ever be a point where I'd switch to ARP. I understand that it does much to increase it's usability especially for beginner/intermediate users, but I could never leave behind the amount of customization available to me with rigify. The modularity and way in which rig types interact makes for very quick prototyping, if there is a type lacking in functionality or completely missing this can be rectified by adding a feature set written by someone else or myself, and I can run post generation scripts for finishing touches. While ARP aims to be a paid, efficient, and easy to use rigging tool, rigify leans more towards being an open source platform used for rig generation. My only gripe with it being that they should maybe put a little bit more effort in documenting and explaining of both the types already there and the underlying python libraries used during generation. The skin and face types added with 3.0 are also quite powerful and super fun to work with (and despite being out for a while now I've not yet found anyone on KZbin with a good comprehensive video about them 🙂)
@CGDive2 жыл бұрын
I agree with you on pretty much all points. :)
@engelbrecht7772 жыл бұрын
I read ARP rigs can be exported really well to Unity or Unreal... is it true? and whats the situation regarding Rigify on this?
@CGDive2 жыл бұрын
@@engelbrecht777 yes it has dedicated export tools. Many people swear by them. I'll need to do more tests and then I'll make a video about it.
@engelbrecht7772 жыл бұрын
@@CGDive That would be really interesting, thank you!
@forestlong12 жыл бұрын
Well, ARPro also has a lot of vague bugs and developers don't always respond adequately to bug reports. I have already encountered this. For example, last year they never gave me a clear answer why the poles of the knees did not stand up straight by default. They were very indignant at my request on Twitter. The automatic nature of AutorigPro limits the freedom to edit a rig. Everything is done through the internal menus and modules of this addon, which is not very convenient. For a very long time I could not figure out how the clenching into a fist is done, because the description of this procedure was not complete. I stopped using ARP and continued to study Rigify. Which gave me a deeper understanding of how the rig works.
@UnknownGuest220 Жыл бұрын
It seems the devoplers don't care about bugs they only cared about the money
@scardario2 жыл бұрын
I used to love rigify, I still think it's really great if you don't need to export your work. The exported rigify armature is a mess, while ARP is super clean, specially if you want to use it in a game engine. As an additional point, I think is important to point out that ARP team is constantly fixing bugs and adding features, while rigify has been more or less in the same state for some time now, which is so sad, there's so much potential in there.
@CGDive2 жыл бұрын
Agreed! If people are looking for Rigify solutions for game engines, they can check out our Game rig Tools addon. It's not as streamlined as ARP but it can be helpful. Also Rigify seems to be getting nice gradual improvements lately.
@davi3789 Жыл бұрын
@@CGDivefor games, before exporting I bake the animation and the mesh is only parented to the DEF prefix bones of rigify, which is the main skeleton.
@onkelfurunkel406511 ай бұрын
I tried ARP and I must say that I'm slightly frustrated. Don't get me wrong, there are some awesome features (the face options like lips roll and sticky lips - retargeting - skinning tools - animation parameters and more) But to me, the way bones are organized (and some of the naming conventions) feels messy. Also, the fact that some deform bones are displayed as custom shapes can be hard to work with when weightpainting. And there's not enough distinction between the FK and IK bones in terms of shapes and colors, compared to Rigify. About the armatures presets (human, dog, etc): for a preset, I feel the layers should be more organized. By that I mean having separated layers for the torso, legs, arms, etc, ready to go. The only layer separation we get are the main / secondary collections. And same goes for the actual rig ui layers, that I have to set up myself, by selecting the controllers I want and assigning them to a ui layer. Meanwhile, Rigify's presets have an actual ui ready to go, with proper separation of the body parts. Something else that I find annoying is that by default, all the controllers are set to Euler XYZ instead of Quaternion (wether it's a preset character or custom limbs). This might be a personnal preference, but Quaternion avoids gimbal lock, and should be favored for most controllers in a rig (again, Rigify does it right).Thankfully, there is a Rotation Mode Convertor that allows to change selected controllers to Quaternion or Euler, but it would be nice if I could choose that before generating the rig. And now the most frustrating part, custom limbs. If you want a simple customization (like a character with 3 arms or 2 heads), it should be fine. But when trying to create a more complex custom rig, you will reach the limit of the addon very quickly. Because the predefined behavior of those custom limbs doesn't let you parent them to any limb you want, and results in an error if you try to do so. When looking at ARP's documentation, there seems to be a workaround, but I have to say that the explanation is quite vague. From what I understand, it involves parenting the controllers after generating the rig, which is not ideal (I'll have to try that out again to be sure). Also, you can't even rename ARP's bones, otherwise you will get an error when trying to generate the rig (meanwhile in Rigify you can rename bones without a problem). This feels inconsistent because there are some very specific limb types that you CAN rename (like the kilt limb), but not the rest. At least there's an option to rename the armature. Apart from that, you can add your own custom bones, and even mark them as "deform" bones when exporting to FBX/GLTF, which is nice. But when adding custom bones, ARP can't turn them into reference bones, meaning they just stay as regular Blender bones (no limb options). Adding a custom bone is pretty much like "basic.super_copy" / "basic.raw_copy" bones in Rigify, except that in Rigify it's a much cleaner setup. Because it's still considered as a Rigify bone, and you can change the bone type whenever you want. Meanwhile in ARP, you're stuck with the bone you created, that you can't convert to a "ref bone" (equivalent of a "metarig" bone). So in the end, I think that ARP is a powerful and useful tool, with really cool settings for animation and other features mentionned in the beginning of my comment. It has an advantage for game engines export, and if you just need a basic Biped or Quadruped, or a simple custom armature, it should be perfectly fine. But if you need a more complex custom rig, with more clarity in the bones hierarchy, Rigify is much more flexible. I haven't tried CGDive's game tool addon yet, but if it allows me to properly export custom Rigify rigs to FBX/GLTF, that would be fantastic. Also the fact that Rigify is free, comes with Blender and allows for an easy workflow in collaborative projects is a big plus.
@beatrizduarte51262 ай бұрын
I am quite new to rigging and wanted to learn the basics. However, my IKs and poles in the rigs were a mess, so I got ARP. Now, I’ve reached a point where I can’t add bones dedicated to physics for the hair and certain types of cloth. I can’t find anything that allows me to use them together, so I guess I’ll have to switch to Rigify.
@Sy_xxwhiterose2 жыл бұрын
In experience in asset production, Rigify works better if you want to add extra custom bones, custom face rigs and the like. It's the same speed of set up when you get fluent with it. It also lets you save the custom rig types easier than ARP. And, Rigify is universal. I've had issues if rigs not working when other users don't have arp. I also used ARP, but I found that its lacking in tutorials and help when it comes to bug fixes. A lot of errors (weird finger targeting) had no help readily available. I also felt like the documentation is a bit awkward with customisation, but that's just me. Both are good, but I'll stay with Rigify for now.
@BBAMEG6 ай бұрын
I would mostly be rigging animals (mostly dinosaur type creatures) and would like to dd custom constraints, jiggly flesh and bouncy tails and possibly muscle movement, things like that. Which one of these would be easier to add these types of things to after the rigging process is done? Keep in mind, I'm just starting in Blender, though have some experience in Cinema 4D. Thanks!
@deepelements9 ай бұрын
As a 3d artist for me Autorig pro is the best rigging system I've ever used and it's so easy. I can spend more time and art now :)
@CGDive9 ай бұрын
Awesome!
@retromograph38933 ай бұрын
Hey man, thanks for all the great tuts! One suggestion: please rename the tuts which are part of a playlist so that the number of the video (in terms of the playlist sequence) is at the beginning of the title. So, as an example, not "Rigging Tutorials - hands - #7", but "#7 - Rigging Tutorials - hands". Because KZbin messes up the order and also when you look at a playlist, often you can't see the number of each video because youtube doesn't show the full title. So it's hard to know which video to watch if you want to watch in sequence! Thanks!
@arrowmoviez2 жыл бұрын
I thing both are great as far you are pro level
@ayoadeabobarin5222 жыл бұрын
Please i want to know how to customize bones in autorig pro
@znighttrung2 жыл бұрын
There is a way to get the metarig back, duplicate the armature delete all bones except for 'ORG' bone in the ORG layer then delete the rig_id properties under Armature Object Data, you get your meta rig back. I think this is a fair compare for anyone don't into code scripting much, normal quick easy, but for users can they will see how powerful flexible Rigify workflow can get with custom rig types and adjusting your generated rig with post process script.
@znighttrung2 жыл бұрын
But i'm not sure why Cloudrig improvement don't really merge into Rigify normally since it already as Blender Studio addon/rig feature sets.
@CGDive2 жыл бұрын
I'll have to test that. If it's so simple, I wonder why rigify doesn't include a script for that.
@HardworkVsTalent_YSB2 жыл бұрын
So much information but unfortunately I am still undecided on which is the better rig. I think this decision will be easier after I have used both rigs thoroughly and see which makes my work easier and faster.
@CGDive2 жыл бұрын
Yeah, I can't say which rig is better. As you can see, the rig sections are more or less equal. It's largely a matter of taste. So yes, it's best to try both.
@HardworkVsTalent_YSB2 жыл бұрын
Thanks for the response and the great 👍
@HardworkVsTalent_YSB2 жыл бұрын
Kindly pin my comments, it'll be of great help to my channel. Thanks a lot in anticipation 😊 .
@ped-away-g13962 жыл бұрын
after using rigify for a while, I'm considering making rigs from scratch myself now. rigify is great if you're doing cartoony animations. but when you start doing physically realistic animations, you realize rigify just doesn't provide much intuitive controls (it lacks torso IK, for example) and it's very difficult to modify the rig to suit your needs as it is such a riddled mess that seems to be hardcoded to do certain things in certain ways and not any other.
@CGDive2 жыл бұрын
Thanks for your input. I'm not sure what you call a torso IK but I think rigify does have an IK spine.
@ped-away-g13962 жыл бұрын
@@CGDive it's not IK, it's bendy bone and it's all over the rig. the whole rig is like a rubber band. and by torso IK, I mean the spine from the chest down to the waist is controlled by IK constraint. you grab it, it moves and it is constrained and not move past its length. rigify rig doesn't do that, it just stretches wherever you move it, like I said, the whole rig is a rubber band, not very useful for realistic type of animation.
@CGDive2 жыл бұрын
@@ped-away-g1396 got it. Yeah, that's true.
@petertremblay37252 жыл бұрын
Just for the FBX export ARP is worth believe me!
@graythistle2 жыл бұрын
I like auto-rig pro because it exports more effortlessly to Unity but I often find myself missing rigify features. As soon as I was working on animation again rather than a game workflow I switched back to rigify.
@CGDive2 жыл бұрын
What features do you miss?
@graythistle2 жыл бұрын
@@CGDive The toe & heel controls and spine adjustment controls. One of the biggest problems is how rotation is set up for ik hand controls in auto-rig. In auto-rig, if you want to rotate the hand, say in a motion where a character starts with the palm facing the ground, then the palm facing up, it's really hard to get it to tween properly. Usually the hand will completely rotate 360 degrees from one position to another, which is obviously a bug. Same with foot ik. Rigify doesn't have this problem with any joints.
@CGDive2 жыл бұрын
@@graythistle Thanks, I'll make a note to test this and possible address it. Just a reminder that if you think something is "obviously a bug", you should report it to the dev so that it can be fixed. He may even know a workaround.
@br11bronc342 ай бұрын
Hi, I received this addon as a gift and I want to learn how to use it well. I would like to be able to generate the squash that the riggify rigg generates in the extremities (arms leg heads), but I still can't find a video of yours where I can see how to do it. Is it possible for ARP to generate a rigg that allows to stretch the arms like riggify does? thanks for your videos, your channel is a luxury for all artists
@CGDive2 ай бұрын
Yeah, sure. Select your Auto-Rig Pro hand, go to N panel > Tool and set Auto Stretch to 1.0. That's all :)
@br11bronc34Ай бұрын
@@CGDive oh, this option does not appear. My addon is not well installed or maybe my rigg is not well configured. Thank you very much
@tcatking976111 ай бұрын
idk man I think this battle was rigged...
@CGDive11 ай бұрын
ahahaha rigged but fair!
@Shakhz3d Жыл бұрын
I'm animating with AUTO RIG PRO but rewind, ctrl+z doesn't work, why?
@CGDive Жыл бұрын
no idea, it sounds like a blender problem but I can't say for sure. You can try to run it by the Auto-Rig Pro developer.
@tiltedelf61052 жыл бұрын
thanks for the comparison. great video
@Animotions012 жыл бұрын
I have/use both. However I use the rigify option that is part of the Diffeomorphic import addon for Daz genesis characters. it is free and with the free EXPY kit plugin I can retarget my massive Mixamo hoard to my Daz figures. Also I can import MOHO files for audio based lip sync to rigified Daz figures There is also a Free iclone pipeline tool that rigifies imported Icone Characters , again with import of Iclone body and facial animation based on the iclone native shape keys. I have videos covering all of these options on my channel ARP does have many more advanced options but I wish there were more support for automated Facial lipsynch that we have with Daz and Iclone figures converted to rigify . Right now I only use ARP for non speaking Characters.
@ugu8963 Жыл бұрын
I am in the process of evaluating some blender rigging solutions for a game, and your videos are a blessing. I think I'm pretty much done with the evaluation of the combo rigify+gamerig tools and, well, the export part is still really clunky despite your best efforts. This separation of the control rig and the game rig seems like a design flaw for a non-power user like myself. If ARP is more straight-forward on this front, I think it may be enough for me to consider switching for it. Oh, BTW, what about those space-switching capabilities on rigify ? Did I miss them ? I don't see anything like it.
@CGDive Жыл бұрын
Not sure what you mean about space switching. I'm probably just blanking right now 🙂
@hotsauce7124 Жыл бұрын
Hello, does AutoRig, generate bones in the face to export to UE5? ; like eyelid bones, cheek bones, brow bones, and lip bones? I see spline controls in the AutoRig face, but I do not see bones in the face to export to UE5.
@CGDive Жыл бұрын
I haven't tested expert much yet.
@DanielPartzsch2 жыл бұрын
I'm really looking forward to your next video. If you have to rig a realistic human character is it preferred to use rigify or autorig pro for that? Or is there also another option that gives you good results and is easy to use? Free or paid doesn't matter. Thank you.
@CGDive2 жыл бұрын
It's a matter of personal taste imho. Both will do the job.
@Elyakim_binenstock2 жыл бұрын
When will u release the course, after the rigify course I Blume this will be mind blowing
@CGDive2 жыл бұрын
This is the course. I'm releasing one video per week. Next week I'll release the first tutorial
@Elyakim_binenstock2 жыл бұрын
@@CGDive oh thank u 🙏
@BobbyJ5292 жыл бұрын
will the discussion on the advanced features be in future videos after Aug or are they already integrated in the videos currently on the gumroad course?
@CGDive2 жыл бұрын
No advanced features will come later.
@zackrobat2 жыл бұрын
Thanks for another wonderful video!!! Actually I would really love to hear your thoughts on BlenRig, which I believe is in active development and is amazing, at least it was the last time I looked. I've often wondered why it doesn't seem to get more attention in the blender world. As "the rigging guy" :-), you are the obvious person to give a real answer to that question.
@CGDive2 жыл бұрын
I definitely want to make videos on other auto riggers such as Jim Kroovy's tools and Blenrig. The problem with Blenrig is that it's hard to use, I think. I haven't tried it at all tbh
@zackrobat2 жыл бұрын
@@CGDive O please consider trying BlenRig! It's true that it's hard, but it is very worthy -- especially considering that there are so few actual choices in this domain. And although after BlenRig5 I thought development had completely stopped, I looked again recently and discovered that it's not at all the case, there is very active development going on in that project.
@CGDive2 жыл бұрын
@@zackrobat will do!
@mikealbert7282 жыл бұрын
Thanks for the comparison. What do you think about the Mixamo rig add-on vs these two?
@CGDive2 жыл бұрын
Mixamo addon is actually a simplified version of ARP. It's made by the ARP developer. But it's very limited compared to the full arp or rigify so personally it doesn't make sense to compare them.
@mikealbert7282 жыл бұрын
@@CGDive Didn't know that. Thanks
@novanvfx Жыл бұрын
sir can u plz make a tutorial how to rig any robot like transformer or any other type plz
@thsuperelite2 жыл бұрын
thanks for the detailed information. I wanted to ask if it is possible to use rigify rig types with my custom rigged characters...? I use a rig called MHX and i've got a custom rigify type that makes spline IK like tentacles rig easily without much hassle. so i was thinking if using rigify with custom armatures possible ?
@CGDive2 жыл бұрын
With good understanding of your base rig, it should be possible. You have to make all bones and controls in your base rig a raw_copy type. Then add and parent the tentacles. Then generate. Good luck. 🤞
@ahmetomercicek5848 Жыл бұрын
I modeled the character ( humanoid ) with blender . I then equipped it with rigify. I made an animation and now I want to export it. When I tried, only the model that does not move comes out. How should I do the export? Can you help me please ?
@CGDive Жыл бұрын
No sorry I can't. I don't know what you are trying to export, for what purpose etc. I have videos on exporting to Unreal, Unity or Godot. Please search my channel. :)
@shivangipriya41532 жыл бұрын
You mentioned that Auto rog is for cartoony workflow .. How ??? can explain to me pls
@CGDive2 жыл бұрын
Where did I mention that? :) If you point to the exact time in this video or another where I said that, I'll try to clarify what I meant.
@shivangipriya41532 жыл бұрын
in Time 00.05 thank you
@CGDive2 жыл бұрын
@@shivangipriya4153 No idea what "00.05" is.
@shivangipriya41532 жыл бұрын
Sorry for any inconvenience
@philipprapp93562 жыл бұрын
Auto -rig Pro is the best plugin I have ever bought for Blender. Highly recommend.
@madeeasy71489 ай бұрын
You can't really use it for characters without legs which is a bit annoying. I want to animate a ball with loads of spikes, but you can't create a new bone, only got a list of preset bones 😢
@CGDive9 ай бұрын
You can rig many things once you know how to use Auto-Rig Pro or Rigify. Watch my tutorials on each one if you are interested. I cannot guarantee you will be able to rig your specific "ball with loads of spikes" but you definitely can rig things without legs.
@shivangipriya41532 жыл бұрын
Is there add on can change between Auto rig and Rigify?
@CGDive2 жыл бұрын
I don't think so.
@shivangipriya41532 жыл бұрын
Ok thank you
@kobi26432 жыл бұрын
Hey, I constantly getting glued lips together with auto rig pro. I really don't want to fix it manually with weights because in all other tutorials mouth can freely opens, but mine constantly glued, what can cause the problem ?
@CGDive2 жыл бұрын
It's most likely because you use Voxelized skinning. You have to use Heat Maps for the face. In the next tutorial I'll show exactly how to do it. Coming one week after this one :)
@kobi26432 жыл бұрын
@@CGDive Thanks, but heat maps gave the same "glued" result but with some differences
@CGDive2 жыл бұрын
@@kobi2643 that's weird, it works for me every time.
@kobi26432 жыл бұрын
@@CGDive my mesh consist of separate parts (arms, body, legs, head) and for some reason now with heat maps it skin everything except head
@kobi26432 жыл бұрын
@@CGDive sorry its me again. I get it to work somehow, but I tried repeat all the steps few times, and I'm really confused sometime they are glued sometimes they are not. Also even when I bind everything the lips are glued then I just click bind again and its fixes it but sometimes its not, what may cause the problem ?
@Dude_Slick Жыл бұрын
ARP actually wins by more than that because points for being free are settling points. The only real reason to compare the two is to determine if the advantages are worth the 40 bucks. I for one am glad I spent the money. So yes! It's worth it.
@thefooltouchstone35692 жыл бұрын
Wonderful breakdown, thank you! =D
@onewayroad3765 Жыл бұрын
Is autorig pro can rig skirt bones?
@CGDive Жыл бұрын
sure!
@hemlocktea6643 Жыл бұрын
Rigify got broken by cloud rig. Won't make armatures anymore Will auto rig pro work around the problem for me and let me quickly make rigs for characters?
@CGDive Жыл бұрын
Sorry but I don't understand what you mean by "Rigify got broken by cloud rig." Auto-Rig Pro will allow you to make rigs for characters but you have to know at leas the basics of how to use it. Please watch the other videos in this series. kzbin.info/aero/PLdcL5aF8ZcJuHJFQgb4altQWs-RCKA7Bq
@hemlocktea6643 Жыл бұрын
@@CGDive cloud rig helps do special things with rigify in blender. But it's not compatible anymore,and so rigify literally won't open won't add on. I can't seem to fix it so I'm looking for a potential alternative to it
@CGDive Жыл бұрын
@@hemlocktea6643 I know what Cloud Rig is. It may be broken in the current version of Blender although looking at the releases page it should work with all blender versions up to 3.4 at this point. So you may just need to download the current version gitlab.com/blender/CloudRig/-/releases But other than that Auto-Rig Pro is a viable option.
@blenderblender7922 жыл бұрын
I asked for a refund of Auto-Rig Pro, All my characters have tails. When you generate a rig with ARP it includes the tail to calculate the center of the body. So the spine base is between the legs and the middle of the tail, the author of ARP had no solution. Whereas Rigify just follows the metarig. Rigify wins.
@CGDive2 жыл бұрын
I actually don't fully understand the problem but nice to know that you got a refund.
@blenderblender7922 жыл бұрын
@@CGDive The way the auto rig works, to place bones it needs to find the centerpoint of the mesh. It calculates around the bone to figure the center where the spine goes. If it tries to find the center for the spine bone of a character it will include the tail mesh and that messes up finding the centerpoint.
@kloa42192 жыл бұрын
you can add the tail manually as a cc bone so that it would work
@blenderblender7922 жыл бұрын
@@kloa4219 It's not that simple, deleting a tail and leaving a hole caused the autorig to start acting weird. What did work, using Mixamo which uses a similar auto rigging system, is to collapse the tail by scale. Use shape keys to bring the tail back once rigged.
@trafficface2 жыл бұрын
The video I always wanted
@CGDive2 жыл бұрын
Haha, in the full intro I was saying stinting like "the video you've all been waiting for" but I edited it out
@trafficface2 жыл бұрын
@@CGDive have faith in your self, you would not have thought it should have been in the intro without good reason, as it goes, this kind of this VS that format in 3D software is enormously useful
@CGDive2 жыл бұрын
@@trafficface thanks. It's just that I wanted to make the intro as snappy add possible, that's all. :)
@rosewurkz Жыл бұрын
Thanks super helpful 👍☺️
@knipsdings Жыл бұрын
ich würde ein addon lieber kaufen (wenn man die grundlagen verstanden hat) was einfach zu bedienen ist und über eine guten doku verfügt, als ein kostenloses addon mit wenig doku. danke fürs zeigen. 👍😉🇩🇪
@julzlovesmusics Жыл бұрын
Rigify>>>
@angelstudio3d124 Жыл бұрын
ARP you have to move all fingers, Rigify you have a single control to move all fingers
@CGDive Жыл бұрын
hm? Not sure what you mean to be honest :)
@blahbluestudios69582 жыл бұрын
Auto rig pro is the way to go for professional workflow period!
@tastypepper250510 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
@CGDive5 күн бұрын
What is "elbow acceleration"? And is the proxy (linking?) problem a problem with Auto-Rig Pro or a base Blender issue?
@geffeniz2 жыл бұрын
Good work
@arunachalpradesh3992 жыл бұрын
can you make a paid course of auto rig pro by putting some effort , its documentation is very advance for a beginner,
@CGDive2 жыл бұрын
This series will be made with the same care as a paid course. You can also pay to support the project but it's optional. (see the video description for a link)
@arunachalpradesh3992 жыл бұрын
@@CGDive yeah but only few videos, only the main is about retargetting. but there is not much about auto rig pro in playlist.
@kloa42192 жыл бұрын
rigify gives me great results but it is a pain for me to export rigs to other game engines. auto rig pro does it right off the bat
@ahmetomercicek5848 Жыл бұрын
I modeled the character ( humanoid ) with blender . I then equipped it with rigify. I made an animation and now I want to export it. When I tried, only the model that does not move comes out. How should I do the export? Can you help me please ?
@sushantchhabra3522 жыл бұрын
Few points is missing in auto rig as per my opinion 1.Finger curls. 2.knee pop up attributes in legs. 3.Legs attributes like toe roll, foot roll, ankle roll. 4.Missing in sub global control in main control.
@chaosordeal294 Жыл бұрын
"settle down"
@CGDive Жыл бұрын
:P
@KevinnnnnCR10 ай бұрын
rigify can control his nose, Auto-rig can't do it
@CGDive10 ай бұрын
LOL!
@mrnevermind2 жыл бұрын
❤
@sqwert6542 жыл бұрын
Don't know why I have never tried auto rigs, usually rig 6 8 leg creatures using B bones for controls
@Huguillon2 жыл бұрын
Auto Rig Pro is NOT Free... that's all I need to know. By the way: "Why 23700+ people buy Auto Rig Pro"... dude, do you know how many user have Blender??? that nunmber buying must be the 2% of Blender's users
@btn2372 жыл бұрын
9:35
@CGDive2 жыл бұрын
I don't know if it's 2% of blender users. What I do know is that it's one of the most popular add-ons on the blender market. And the total number of purchases is impressive to me.
@naux59412 жыл бұрын
ARP is better.but ARP‘s ikfk switch is so bad
@CGDive2 жыл бұрын
What's bad about it?
@naux59412 жыл бұрын
@@CGDive Press the Snap ik-fk button, it can't add keyframes to the bones of the arms and legs(or an unexpected pose), I need to select the bones of the arms and legs and add keyframes again, otherwise these bones will change the current pose. Or is it wrong to do so?
@naux59412 жыл бұрын
@@CGDive Personally, for game animation, the ideal plug-in should be similar to 3dsmax's CS. The closest plugin for blender should be Mr Mannequins by Jim Kroovy, but it's a bit complicated and has a lot of bugs and hasn't been updated for a long time