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@Huguillon2 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
@CGDive2 жыл бұрын
Nice!
@wheany2 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.
@CGDive2 жыл бұрын
That's great info 👍 I should have included it so I'm pinning the comment :)
@neil_from_futureАй бұрын
2 years later. Come back here to say Thank you so much!. I try to set the Rigify bone to T-Pose but the roll always feels weird and not the same. And yeah after re-roll with Active View or with Active Bone it fixed the roll and now my finger works again!!!
@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 Жыл бұрын
Haha, thanks!
@cjrinfra88902 жыл бұрын
wow fantastic brother. i am strugling this problem 2 days. now its clear.... tnq very much
@dark-flame-master2 жыл бұрын
Great tutorial. Not the first time fighting and spending time with that issue. Now it is much clear with your tutorial. Thanks!
@guilhermecordeiro54562 жыл бұрын
Did not know the scalling cand bend, thanks for the "tips" , saved my life !
@philippelepilote79462 жыл бұрын
A crystal clear explanation at last, thank you so much !
@jordandaniel87045 ай бұрын
Thank you for posting this! it was a huge help I couldn't find any other resources explaining this issue
@CGDive5 ай бұрын
Glad it helped!
@delko0002 жыл бұрын
note to self: arrange the bones so they have a natural curvature before generating rig
@CGDive2 жыл бұрын
Very important. I'll pin your comment 😊
@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 Жыл бұрын
Glad I could help!
@KillAllCommies23 ай бұрын
Saved by CGDive once again
@CGDive3 ай бұрын
Nice!
@MrMcgee-me6bu2 жыл бұрын
this is a life savor!
@davidffortesmeireles53282 жыл бұрын
great tuto ! great great!
@VentelHD2 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.
@munkmade2 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!
@eyeprops54222 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
@CGDive2 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.
@eyeprops54222 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.
@CGDive2 жыл бұрын
@@eyeprops5422 I think we have some really solid tips in this little discussion. I am going to pit it. :)
@eyeprops54222 жыл бұрын
@@CGDive cool thanks
@TheRojo3872 жыл бұрын
Actually they have the golden ratio between one another.
@RandyRiley Жыл 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 Жыл бұрын
Nice!
@sebabatsolethabo6864 Жыл бұрын
thank you very much mr cgdive
@VitusPolikarpusSM2 жыл бұрын
Thanks for this tutorial, very useful for beginners like me
@wycoturmoil11 ай бұрын
Thanks this helped immensely!
@bme42858 ай бұрын
Great video. Very helpful
@CGDive8 ай бұрын
Awesome, glad it helped!
@FeRReTNS2 жыл бұрын
This is brilliant, fingers are such a pain in the butt. ( Insert your Elden Ring joke here )
@cgdtb Жыл бұрын
Thank youuuu! It was a headache for me, now it has gone.
@CGDive Жыл бұрын
Awesome, that's what I like to hear!
@sabaparveen64242 жыл бұрын
Thanks you so much
@theodoralossitaire5836 Жыл бұрын
Awesome !!
@Jin-ww7jn Жыл бұрын
Thank You.
@CGDive Жыл бұрын
Welcome!
@xpea16 Жыл бұрын
Thanks for tutorial :)
@nilanfuncke Жыл бұрын
0:50 "Kinda shaped"? It actually looks awesome!
@mikerusby Жыл 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 Жыл бұрын
Regeneration always worked that way, actually. Scaling?
@mikerusby Жыл бұрын
@@CGDive really?, maybe I am just getting confused with something lese, but anyway it works fine
@LOSFOUFOUP3 ай 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!
@CGDive3 ай бұрын
Nice!
@nerliYaleks2 жыл бұрын
amazing tutorials!!! do the rigify course come with extra lessons than the videos you uploaded in youtube?
@CGDive2 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.
@shibadog8914 Жыл бұрын
thank you
@CopyCatBlack2 жыл бұрын
ThankYou sir
@Jin-ww7jn Жыл бұрын
Thanks again. I forgot. So I came back. 😆
@lionciomorcilla30456 ай бұрын
THANKS A LOT!
@CGDive6 ай бұрын
No worries!
@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
@nguyenphucnguyen6072 Жыл 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 Жыл 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.
@alexandrepv Жыл бұрын
That thumbnail made me wince haha
@CGDive Жыл бұрын
LOL
@convex934510 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
@richardduska15582 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)
@CGDive2 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.
@kenalpha32 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.)
@CGDive2 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.
@Pruegelkram7 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.
@Digitalforces2 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?
@CGDive2 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".
@ckat6092 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.
@CGDive2 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.
@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
@alexvasquez75592 жыл бұрын
So, you must redo rigify after any changes in the rig? Can you fix the alignment after rigify?
@CGDive2 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
@alexvasquez75592 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?
@CGDive2 жыл бұрын
@@alexvasquez7559 my best suggestions are in the this video :)
@pawpotsRS Жыл бұрын
is the axes from the finger can also affect the outcome of the generated rig?
@CGDive Жыл бұрын
Watch the video to find out 😉
@BawonoSA1732 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
@CGDive2 жыл бұрын
You could add super_finger to the toes. Did you try that?
@BawonoSA1732 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
@CGDive2 жыл бұрын
@@BawonoSA173 watch my rigify playlist to learn about setting rig types etc. :) Especially part 5 and 6 kzbin.info/aero/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@bachutiemphim2 жыл бұрын
Can you advise us of your PC built? Thanks
@CGDive2 жыл бұрын
I can't advise anything but I can tell you that my PC is kinda old. My GPU is 1060 for example 😆
@poochyboi2 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.
@CGDive2 жыл бұрын
I think watching this will answer your questions. Let me know is it doesn't kzbin.info/www/bejne/bYinc6SOiaZ-esk
@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 Жыл бұрын
No idea about bugs, you should try to submit a bug report.
@davxdthd8123 Жыл бұрын
Where can I get a free 3d model of a realistic hand?
@CGDive Жыл бұрын
The one I used for the thumbanial is here: sketchfab.com/3d-models/hand-a43c9c9059b24e2aa4af08d1a76f0916
@shriyanshgupta73402 жыл бұрын
please make a video in How to make Head Streachy Rig
@CGDive2 жыл бұрын
With Rigify? Can you show an example of what you want to achieve.
@shriyanshgupta73402 жыл бұрын
@@CGDive I Have a rig but in head bone I not have streachy control to streach or squash .
@jaswei2 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?
@CGDive2 жыл бұрын
No, nothing comes to mind. Make sure you only have the big widget selected and set Pivot to Individual Origins.
@jaswei2 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
@Andy-bo1rs Жыл бұрын
hi , can ypu explain please , how to remove meta rig ..thanks
@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.
@l3a3n31 Жыл 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 Жыл 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 :)
@kattodoggo38682 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?
@CGDive2 жыл бұрын
The generated rig button is on the metarig. It has nothing to do with meshes.
@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
@aselamadushanka24222 ай бұрын
💙💙💙
@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
@Mbg-tech2 жыл бұрын
I can not edit my metarig to correct the incorrect bending once I generated the rig
@CGDive2 жыл бұрын
Why can't you? You just go to edit mode and edit :)
@Kyrieru2 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.
@CGDive2 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.
@Kyrieru2 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!
@jhonysteak5512 Жыл бұрын
In any case thank you for the fingers, I still have to find why the teeth do not move.
@pepsidragon12 жыл бұрын
for fucks sake! you can bend by scaling!!!!???
@CGDive2 жыл бұрын
lol yeah :)
@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 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.
@bangzoel-g6q3 ай бұрын
I used it wrongly, thanks
@CGDive3 ай бұрын
Glad it was useful :)
@Dabbl1ng2 жыл бұрын
!!!
@dmitrypavlov70962 жыл бұрын
Best way is don't use rigify fingers at all. Build your own fingers rig.
@CGDive2 жыл бұрын
:)
@majestic82742 жыл бұрын
Do you just use regular bones? How do you do it?
@CGDive2 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.
@majestic82742 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?
@CGDive2 жыл бұрын
@@majestic8274 From this playlist watch 7-1, 7-2, 7-3 :) kzbin.info/aero/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@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 Жыл бұрын
not sure what you mean :)
@00smash69 Жыл бұрын
@@CGDive here is the link bro kzbin.info/www/bejne/j3eugIWrm9Kmgq8
@CGDive Жыл бұрын
@@00smash69 I don't think that's a must, personally :)