Blender Rigify - Fingers bend the wrong way (FIXED)

  Рет қаралды 56,117

CGDive (Blender Rigging Tuts)

CGDive (Blender Rigging Tuts)

Күн бұрын

Пікірлер: 128
@delko000
@delko000 2 жыл бұрын
note to self: arrange the bones so they have a natural curvature before generating rig
@CGDive
@CGDive 2 жыл бұрын
Very important. I'll pin your comment 😊
@wheany
@wheany 2 жыл бұрын
If you're building a rig from scratch, without using rigify OR if you're using the manual bending axis "trick", then a useful tool is the "recalculate roll" (Shift-N) action. Recalculate roll will match all the selected bones' roll so their X and Z axes point in the same direction along the bone chain. Usually you want to select all the other bones first, then the root of the finger last, so that it's the active bone, then press Shift-N and then select "Active bone". If you select one of the other options, it will do its best to make the local Z-axis of each bone point into the direction you chose.
@CGDive
@CGDive 2 жыл бұрын
That's great info 👍 I should have included it so I'm pinning the comment :)
@Huguillon
@Huguillon 2 жыл бұрын
So, that was the use of that long control in every finger... Amazing video, I was "fixing" it rolling the bone's fingers in the end result and not always work fine for me... this solution is great
@CGDive
@CGDive 2 жыл бұрын
Nice!
@cjrinfra8890
@cjrinfra8890 2 жыл бұрын
wow fantastic brother. i am strugling this problem 2 days. now its clear.... tnq very much
@jordandaniel8704
@jordandaniel8704 2 ай бұрын
Thank you for posting this! it was a huge help I couldn't find any other resources explaining this issue
@CGDive
@CGDive 2 ай бұрын
Glad it helped!
@guilhermecordeiro5456
@guilhermecordeiro5456 2 жыл бұрын
Did not know the scalling cand bend, thanks for the "tips" , saved my life !
@dark-flame-master
@dark-flame-master 2 жыл бұрын
Great tutorial. Not the first time fighting and spending time with that issue. Now it is much clear with your tutorial. Thanks!
@jhonysteak5512
@jhonysteak5512 Жыл бұрын
I had forgotten the essentials, thank you for the fingers, it helped me a lot and I didn't know this detail, well, here we go, I subscribe, I share and I start viewing all your videos .
@CGDive
@CGDive Жыл бұрын
Haha, thanks!
@halfblue2678
@halfblue2678 Жыл бұрын
You saved me again, man. I kinda have a very bad/difficult/annoying situation this time around, but this video gave me an idea on how to fix it. My reference was not a very good one so I have to do a lot of adjustment
@CGDive
@CGDive Жыл бұрын
Glad I could help!
@KillAllCommies2
@KillAllCommies2 Ай бұрын
Saved by CGDive once again
@CGDive
@CGDive Ай бұрын
Nice!
@philippelepilote7946
@philippelepilote7946 2 жыл бұрын
A crystal clear explanation at last, thank you so much !
@RandyRiley
@RandyRiley 10 ай бұрын
Thank you for the video. It got my fingers back rotating in the right direction. Took a lot of tweaking but taking the fingers and setting the x-scale like you did @8:17 fixed the wrong curl angle.(Bounding Box Center and by Normal) scale in the X in my case to 0.
@CGDive
@CGDive 10 ай бұрын
Nice!
@eyeprops5422
@eyeprops5422 2 жыл бұрын
Fun fact. What I have learned about human fingers that a realistic human finger is basically two equal blender bones with the last blender bone being split into two equal blender bones. I always made my human finger joints the same size. lol
@CGDive
@CGDive 2 жыл бұрын
Nice tip! The most common mistake related to fingers that I can think of is placing the "root" of the finger at the crease that you see when looking at the palm of the hand. It's actually deeper into the hand and it's easier to place when looking at the back of the hand.
@eyeprops5422
@eyeprops5422 2 жыл бұрын
@@CGDive Exactly. used to make that mistake too and my fists would end up looking unrealistic. lol. Another crucial placement is the thumb. The thumb geometry shouldn't extrude out the side of the hand but the bottom.
@CGDive
@CGDive 2 жыл бұрын
​@@eyeprops5422 I think we have some really solid tips in this little discussion. I am going to pit it. :)
@eyeprops5422
@eyeprops5422 2 жыл бұрын
@@CGDive cool thanks
@TheRojo387
@TheRojo387 2 жыл бұрын
Actually they have the golden ratio between one another.
@davidffortesmeireles5328
@davidffortesmeireles5328 2 жыл бұрын
great tuto ! great great!
@sebabatsolethabo6864
@sebabatsolethabo6864 Жыл бұрын
thank you very much mr cgdive
@VitusPolikarpusSM
@VitusPolikarpusSM 2 жыл бұрын
Thanks for this tutorial, very useful for beginners like me
@cgdtb
@cgdtb 10 ай бұрын
Thank youuuu! It was a headache for me, now it has gone.
@CGDive
@CGDive 10 ай бұрын
Awesome, that's what I like to hear!
@MrMcgee-me6bu
@MrMcgee-me6bu 2 жыл бұрын
this is a life savor!
@FeRReTNS
@FeRReTNS 2 жыл бұрын
This is brilliant, fingers are such a pain in the butt. ( Insert your Elden Ring joke here )
@VentelHD
@VentelHD 2 жыл бұрын
Great tutorial! I often had a similar problem with the knees when the base character had his legs slightly oriented to the left and right.
@xpea16
@xpea16 Жыл бұрын
Thanks for tutorial :)
@munkmade
@munkmade 2 жыл бұрын
awesome stuff, didnt really think about some of these tips and definitely have dealt with the issues, thanks! keep these coming alot of useful info, subscribed!
@bme4285
@bme4285 5 ай бұрын
Great video. Very helpful
@CGDive
@CGDive 5 ай бұрын
Awesome, glad it helped!
@wycoturmoil
@wycoturmoil 8 ай бұрын
Thanks this helped immensely!
@mikerusby
@mikerusby 11 ай бұрын
works perfect, thanks. it's great that you can edit the metarig and regenerate without losing the skinweighting now :) I am really suprised that was the solution, thought it was some kind of non unform scaling or similar
@CGDive
@CGDive 11 ай бұрын
Regeneration always worked that way, actually. Scaling?
@mikerusby
@mikerusby 11 ай бұрын
@@CGDive really?, maybe I am just getting confused with something lese, but anyway it works fine
@Jin-ww7jn
@Jin-ww7jn 11 ай бұрын
Thanks again. I forgot. So I came back. 😆
@sabaparveen6424
@sabaparveen6424 2 жыл бұрын
Thanks you so much
@nerliYaleks
@nerliYaleks 2 жыл бұрын
amazing tutorials!!! do the rigify course come with extra lessons than the videos you uploaded in youtube?
@CGDive
@CGDive 2 жыл бұрын
Excuse my French, but there is a shit-load of additional content in the full course. :D Manual - covers all features one by one. And there are two step-by-step rigging sessions - Dragon and two-headed Ogre.
@theodoralossitaire5836
@theodoralossitaire5836 Жыл бұрын
Awesome !!
@Jin-ww7jn
@Jin-ww7jn Жыл бұрын
Thank You.
@CGDive
@CGDive Жыл бұрын
Welcome!
@convex9345
@convex9345 8 ай бұрын
Hi, I have a question for you. Since after applying the generating the rig from the metarig, we are hiding the metarig. Now we can unable deform bones from the generated rig in order to give weight painting. I am changing bone roll in edit mode but it is not updating in the pose mode(using deform bones in the generated rig). How can I replicate the bone roll of edit mode in pose mode. Thanks
@alexandrepv
@alexandrepv Жыл бұрын
That thumbnail made me wince haha
@CGDive
@CGDive Жыл бұрын
LOL
@remcee2
@remcee2 Жыл бұрын
0:50 "Kinda shaped"? It actually looks awesome!
@neillholley5061
@neillholley5061 Жыл бұрын
Thanks for this video. I'm brand new to trying to rig my avatar. Question- I've already generated my rig from my meta rig.. I'm going through another YT tutorial by TomCAT and i'm 2 hours into the rigging tutorial and now we're getting to the finger rigging part, but i've found that i didn't bend my thumb enough when posing the meta rig. Soooooo.... what do i do? Do i have to start all the way back at the beginning of the meta rig posing again? Or how can i adjust/update the thumb bones in the rig i made from the meta rig? It looks like your video solutions are just dealing with the meta rig, right? Thanks
@Pruegelkram
@Pruegelkram 5 ай бұрын
Make a "bend knee" with the leg bones and DO NOT angle your legs a bit sideways, this will rotate your rigify leg bones as well noticable by the thigh custom shape arrows pointing outwards slightly! If the arrows on the rigs thighs do not face directly forward, the legs are screwed and the knees will not bend correctly.
@LOSFOUFOUP
@LOSFOUFOUP 21 күн бұрын
8:55 S + X + 0 is the shortcut to align the bones in the X axis. Juuuuuust in case someone is like me and keep forgetting useful shortcuts. Also edit: oh my god my fingers finally bend the right way!
@CGDive
@CGDive 21 күн бұрын
Nice!
@CopyCatBlack
@CopyCatBlack 2 жыл бұрын
ThankYou sir
@richardduska1558
@richardduska1558 2 жыл бұрын
Excelent video on the topic. But I wanna ask something about the rig. I'm trying to do 2 things right now. 1 understanding how to bend the knuckle bone since that one dose not bend with the rest of the finger and how to prevent streaching on my model(like when I pull my characters leg down the Z axes it gets all streach armstrongy)
@CGDive
@CGDive 2 жыл бұрын
Hi. Just rotate that widget you scaled, that rotates the finger. To prevent stretching, each arm on the generated rig has a stretch setting.
@nguyenphucnguyen6072
@nguyenphucnguyen6072 10 ай бұрын
Video is great. btw i have question. in 0:01 i see a curvature propertie in Item tab, but dunno what to do with it. Is there any way rigify have auto slider or controller to pose a fist hand, i cannot find it. thnk.
@CGDive
@CGDive 10 ай бұрын
Curvature makes the bending of the fingers soft for cartoonly effects. Pose the hand? As in quick hand poses? Fist, pointing with index, etc.? If that is what you mean, then no but you can create the poses yourself and save them in the Pose Library.
@Digitalforces
@Digitalforces 2 жыл бұрын
Hi, a really good tutorial - thank you! But: What about the thumb? My thumb is always the problem. The bones are very twisted on the thumb, what should be considered?
@CGDive
@CGDive 2 жыл бұрын
I can't say without looking at your character. My best guess is that you don't align the thumb bones correctly and don't give them the correct initial "bending".
@lionciomorcilla3045
@lionciomorcilla3045 4 ай бұрын
THANKS A LOT!
@CGDive
@CGDive 4 ай бұрын
No worries!
@shibadog8914
@shibadog8914 10 ай бұрын
thank you
@teropiispala2576
@teropiispala2576 Жыл бұрын
Good video, I wasn't expected that finger curvature have effect on direction. I had a huge struggle with fingers in one model. However, there must be some bugs, at least in 3.4, since I used generated meta rig with just small adjustments and half if the fingers bent sideways. All fingers were in bent position and bone direction correct. Same problem happens when I generate rig from completely untouched autogenerated metarig. I was able to get my model working only by fixing bone roll in generated main rig. It's not supposed to be like that. Seems so clear bug for me and I wonder if it's somehow related to my system. Maybe metric units, localization or something. Locale can mess things up since it change the decimal separator and can cause simple parsers to fail.
@CGDive
@CGDive Жыл бұрын
No idea about bugs, you should try to submit a bug report.
@bachutiemphim
@bachutiemphim 2 жыл бұрын
Can you advise us of your PC built? Thanks
@CGDive
@CGDive 2 жыл бұрын
I can't advise anything but I can tell you that my PC is kinda old. My GPU is 1060 for example 😆
@kenalpha3
@kenalpha3 2 жыл бұрын
Ty. Can you please help with Auto Rig Pro fingers, and direct me if you made a vid on this? 7:52 I tried this for ARP. But it didnt to fix my problem: 1) Blender 3 (eventually for UE4.27) > Character is in T pose. 2) I used ARP to generate a rig, worked. Also applied Weight paint. 3) Then I imported a Mixamo animation, and retargeted. (Mostly works.) 4) Test 1: But the fingers are rotated/bent wrong (when animated). I havent seen any tutorial that explains what Lucky meant by this or how to do it: “Note that the fingers X axis is pointing up, while the Z axis is pointing up for Auto-Rig Pro fingers, this 90 rotation difference should be kept when rotating bones.” [lucky3d fr/auto-rig-pro/doc/faq.html#fingers-rotation-in-unreal] (And I dont understand which +Axis Mixamo needs -- because ARP should be doing this.) 5) Test 2: I Exported my Weight Painted character from Step #3 (Rig should have the Mixamo Skeleton naming) > and uploaded onto Mixamo (it wasnt rejected which means my skel is a Mixamo Skel, but was already Weight Painted in Blender - because I do not want to use Mix's retarget window). But the preview again shows the fingers rotated/bent wrong. So I believe there is something wrong with the +Axis of the fingers generated by ARP. This does not make sense if it was a bug, why hasnt he corrected it, or why doesnt retarget from a Mixamo rig - copy the bone rotations/+Axis to match? So please advise, ty. I searched a week before asking you. Or from step #5, am I choosing the incorrect ARP Export settings for Mixamo? (I chose Unity tab, Universal. And Mixamo moved every bone correct except fingers.)
@CGDive
@CGDive 2 жыл бұрын
Hey, sorry but I am on vacation and the question is a bit too complex to answer off the top of my head. You could email me and I may be able to look into in a couple of weeks.
@ckat609
@ckat609 2 жыл бұрын
thank you for this... it was very helpful. Can you also explain to us how to deal with non almond-shaped eyes? I've been trying to close circular and egg-shaped eyes for a while and, for the life of me, I can't. I'm not talking about the eyelid following the surface of the eye. The issue is with the bones in the corners of the eyes in rigify. I've noticed they either don't move or only the middle two bones move or they squash/stretch, causing some funky deformations as they close.
@CGDive
@CGDive 2 жыл бұрын
It's on my list but I won't work on this soon. If you share your file, I may (or may not :D) be able to suggest somethign.
@jaswei
@jaswei Жыл бұрын
Hi! So for my model I am able to move/close the fingers and thumb via scaling (Control-s) however, when I do this on the thumb it begins shrinking after a certian point (As if it were shriveling up into nothing). Do you have any ideas on what might be causing this or a way to fix this?
@CGDive
@CGDive Жыл бұрын
No, nothing comes to mind. Make sure you only have the big widget selected and set Pivot to Individual Origins.
@jaswei
@jaswei Жыл бұрын
@@CGDive I'm not sure what the big widget is (Is it the square you use to control the thumb/finger?) but I tried setting the pivot to individual origins, it resulted in the same outcome. My limbs are also stretchy, like if I pull my arm away from the body the shoulder stretches. Could that be what is causing the issue? I think the stretching has to do with weight painting though
@alexvasquez7559
@alexvasquez7559 2 жыл бұрын
So, you must redo rigify after any changes in the rig? Can you fix the alignment after rigify?
@CGDive
@CGDive 2 жыл бұрын
What does "after Rigify" mean? :) You can fix the alignment at any point as long as you still have the metarig. Edit the meta-rig and press Generate/Re-generate
@alexvasquez7559
@alexvasquez7559 2 жыл бұрын
@@CGDive I meant after I generated the rig, the fingers curled on the wrong axis. I undid the rig and aligned the fingers but 2 fingers still have this issue, which I’m trying to resolve. Any suggestions on aligning finger bone correctly?
@CGDive
@CGDive 2 жыл бұрын
@@alexvasquez7559 my best suggestions are in the this video :)
@poochyboi
@poochyboi Жыл бұрын
i have a problem with my hands now, but im wondering...can i just modify the weights of the hand instead of applying to the whole body? only asking because ive already done touch up to other parts of the area and if i apply automatic weights to the whole rig, everything ive done up to that point is reset.
@CGDive
@CGDive Жыл бұрын
I think watching this will answer your questions. Let me know is it doesn't kzbin.info/www/bejne/bYinc6SOiaZ-esk
@l3a3n31
@l3a3n31 10 ай бұрын
im new to blender and i tried to move and rotate the squares ath the end of the fingers, when I do so, the mesh kind of smudges.. like I have assigned incorrect weight to the mesh, but it doesn't seem t be the case. so.. the problem is that I'm not scaling em? is that all?
@CGDive
@CGDive 10 ай бұрын
I am not sure what "smudges" means in this context. "the problem is that I'm not scaling em? is that all?" Also not sure what you mean by that. Did you try scaling them? It's a bit of a guess but it could be inverted normals. Check this video at the time I shared. kzbin.info/www/bejne/qWTRaoijnpd9qpo Also watch the entire video as I tried to cover a lot of common mesh problems :)
@pawpotsRS
@pawpotsRS Жыл бұрын
is the axes from the finger can also affect the outcome of the generated rig?
@CGDive
@CGDive Жыл бұрын
Watch the video to find out 😉
@johndoe-is2fw
@johndoe-is2fw Жыл бұрын
In Pose Set Rigtype (limb.super_finger) for first finger.01, not palm Curve Fingers Gen Rig if fingers bend wrong: 10:00
@BawonoSA173
@BawonoSA173 2 жыл бұрын
Is there a way to make toe bones for the foot in metarig? I made a model with toes on his feet, and I wanted to add movements for the toes
@CGDive
@CGDive 2 жыл бұрын
You could add super_finger to the toes. Did you try that?
@BawonoSA173
@BawonoSA173 2 жыл бұрын
@@CGDive I have not How, though? What I've Done instead is Copy+Paste the hand fingers' bones to the feet, parent them to foot bone, then rearrange them. It didn't work when I generate rig though, but at least I tried So, how do I add super_finger bones to the armature
@CGDive
@CGDive 2 жыл бұрын
@@BawonoSA173 watch my rigify playlist to learn about setting rig types etc. :) Especially part 5 and 6 kzbin.info/aero/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@Andy-bo1rs
@Andy-bo1rs Жыл бұрын
hi , can ypu explain please , how to remove meta rig ..thanks
@CGDive
@CGDive Жыл бұрын
Remove it? You can just delete it after you generate the rig but I'd recommend that you keep it. It allows you to re-generate your rig an make changes.
@kattodoggo3868
@kattodoggo3868 2 жыл бұрын
dammn i noticed it after ataching mesh. I dont see regenerate rig button anymore. Is it still possible to modify the rig after attaching a mesh?
@CGDive
@CGDive 2 жыл бұрын
The generated rig button is on the metarig. It has nothing to do with meshes.
@deusmortemdesigner5682
@deusmortemdesigner5682 Жыл бұрын
@@CGDive Hello friend, thanks for the tutorials. Something strange happens to me. The generate rig button appears but it is not activated, what would be the reason and the solution in advance, thanks for the answer, greetings from Mexico
@davxdthd8123
@davxdthd8123 Жыл бұрын
Where can I get a free 3d model of a realistic hand?
@CGDive
@CGDive Жыл бұрын
The one I used for the thumbanial is here: sketchfab.com/3d-models/hand-a43c9c9059b24e2aa4af08d1a76f0916
@Kyrieru
@Kyrieru 2 жыл бұрын
I've run into a problem where not all fingers generate (only the middle finger does) Anybody have any idea why that happens? It generates just fine if I use a raw rigify armature.
@CGDive
@CGDive 2 жыл бұрын
Do you know how to set rig types? There problem most likely has to do with this bug kzbin.info/www/bejne/jJSqfmRqm8Zpe5I You have to set the rigs that were lost again.
@Kyrieru
@Kyrieru 2 жыл бұрын
@@CGDive Thanks for the response! No I don't, but I'm sure that's probably the problem since I did delete the hand and undo it at one point. Edit: Watched the video, thanks for the help!
@shriyanshgupta7340
@shriyanshgupta7340 2 жыл бұрын
please make a video in How to make Head Streachy Rig
@CGDive
@CGDive 2 жыл бұрын
With Rigify? Can you show an example of what you want to achieve.
@shriyanshgupta7340
@shriyanshgupta7340 2 жыл бұрын
@@CGDive I Have a rig but in head bone I not have streachy control to streach or squash .
@Mbg-tech
@Mbg-tech 2 жыл бұрын
I can not edit my metarig to correct the incorrect bending once I generated the rig
@CGDive
@CGDive 2 жыл бұрын
Why can't you? You just go to edit mode and edit :)
@Shbeeve
@Shbeeve Жыл бұрын
bruh so thats what those things are for, i thought it was to align the fingers and im just discovering this mid animation, I literally wanna die
@jhonysteak5512
@jhonysteak5512 Жыл бұрын
I'm going to have nightmares if this continues, I have all the possible and imaginable errors when I try to apply my rig. I just tried your trick for the fingers suddenly I had another error and blender to crash right after and I forgot to save. :(.
@jhonysteak5512
@jhonysteak5512 Жыл бұрын
Talk about error for bone weighting, to pass it just do a rescal of the armature in X with me model then ctrl a + all transforms if it can help someone, if it can help.
@jhonysteak5512
@jhonysteak5512 Жыл бұрын
In any case thank you for the fingers, I still have to find why the teeth do not move.
@pepsidragon1
@pepsidragon1 2 жыл бұрын
for fucks sake! you can bend by scaling!!!!???
@CGDive
@CGDive 2 жыл бұрын
lol yeah :)
@Dabbl1ng
@Dabbl1ng 2 жыл бұрын
!!!
@bangzoel-g6q
@bangzoel-g6q 23 күн бұрын
I used it wrongly, thanks
@CGDive
@CGDive 22 күн бұрын
Glad it was useful :)
@dmitrypavlov7096
@dmitrypavlov7096 2 жыл бұрын
Best way is don't use rigify fingers at all. Build your own fingers rig.
@CGDive
@CGDive 2 жыл бұрын
:)
@majestic8274
@majestic8274 2 жыл бұрын
Do you just use regular bones? How do you do it?
@CGDive
@CGDive 2 жыл бұрын
@@majestic8274 yeah, you can create anything from standard bones. Rigify just uses complex scripts to automatically create rigs. The same can be done manually but it takes more time. On the other hand, you have more freedom to make the rig exactly as you want it to be.
@majestic8274
@majestic8274 2 жыл бұрын
@@CGDive Another question. Whenever I make a normal human rig from scratch with the samples, the widgets are never color coordianted like the meta rig and I've tried to add color to them but I never figured it out. is there something I'm missing?
@CGDive
@CGDive 2 жыл бұрын
@@majestic8274 From this playlist watch 7-1, 7-2, 7-3 :) kzbin.info/aero/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@00smash69
@00smash69 Жыл бұрын
This is the worst you must add very small bones between every normal bone to make the mesh deform better like real hands joint
@CGDive
@CGDive Жыл бұрын
not sure what you mean :)
@00smash69
@00smash69 Жыл бұрын
@@CGDive here is the link bro kzbin.info/www/bejne/j3eugIWrm9Kmgq8
@CGDive
@CGDive Жыл бұрын
@@00smash69 I don't think that's a must, personally :)
@aliakdogan9426
@aliakdogan9426 2 ай бұрын
thank you
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