TimeStamps: 0:00 Final Rigged 3d Model Showcase | Rigify human metaRig 0:42 Finger Bone alignment with Mesh 2:04 Human to Minotaur Bone face structure re-alignment 4:04 Minotaur Bone structure view and face adjustments 6:08 Adding a custom tailbone to Minotaur's Armature 7:25 Minotaur body wireframe view & checking auto weight-painting 7:42 Correcting wrist-bone alignment 8:26 Checking for auto weigh painting Errors 9:22 Error: "Bone Heat Weighting: Failed to find solution for one or more bones" 10:42 Solution 11:20 Use of Data-transfer Modifier and Corrections 12:26 Mouth Part Rigging: Teethes and tongue 14:10 Rigging Cloths using Data transfer & solving problems 16:55 Minotaur Horn weight painting problem-solution 17:26 Correcting weight paint 19:14 Pose and Scene setup 23:44 Subscribe and Next Video
@Purpial2 ай бұрын
This is so cleann!
@jkartz922 ай бұрын
riggify is most underrated one!! yet I prefer FK rigs for tongue and tail and IK, that comes by default
@Rohit-bd8tr2 ай бұрын
bro thank you so much , please upload with voice over
@georgewildman-yi7qc2 ай бұрын
soooooooooooooo good keep up the good work
@kilutica3D2 ай бұрын
@@georgewildman-yi7qc thank you 😊
@georgewildman-yi7qc2 ай бұрын
@@kilutica3D no thank you 😁
@zaid.12712 ай бұрын
This is great! When you made the character how did you do retopo? Thats the one process I hate doing when creating characters.
@kilutica3D2 ай бұрын
@@zaid.1271 There are links in the description, one of them is part of retopology process. If you want to see exactly which process I follow you can see my cat retopology video where I used other blenders built-in tool - bsurfaces 😉
@lucklike2 ай бұрын
Dont mind me asking, but any of you have the problem where eye / teeth doesnt appear as a vertex to selectionate? how do you solve it?
@kilutica3DАй бұрын
Hello! Thanks for your question in the comment section. To rig separate objects like the eyes, upper and lower teeth, and tongue, follow these steps: Select every separate object (e.g., both eyes, teeth, tongue). With your Rig as active selection, press CTRL + P. Instead of choosing "Automatic Weights," select "With Empty Groups." This will create vertex groups corresponding to the rig's bones without assigning any weights. Next, manually assign vertices to the appropriate "DEF" bone vertex group. For example, assign all vertices of the left eyeball to the 'DEF-eye.L' group. Tip for the eyes: Make sure the eyes are separated into individual objects, and their pivots are centered to their respective geometry. Ask again If you don't understand.
@kilutica3DАй бұрын
Oh, mis-understood, sorry. But solution to your Problem is Upgrading face Rig. "Def" vertex groups for eyes not appearing; I had that problem with Ragify in the past.
@FerozAli-hr2wq2 ай бұрын
bro upload normal speed tutorial that beggners can understand easily
@kilutica3DАй бұрын
It might take a bit longer, but I understand. I'll do that for shorter tutorials that focus on specific points rather than covering an entire process.