Anyone in 3.0 and beyond - you link the collection as usual, then you select the rig > Object > Relations > Make Library override A linked rig doesn't have an edit function. To my understanding you go back into its original file to make changes, then those changes apply to any files that link it. You need to select the rig, then Ctrl > Tab to go into the pose mode for animation
@FlippedNormals4 жыл бұрын
Loving your tutorials Luciano!
@lucianomunoz4 жыл бұрын
😲 Im honoured by every comment, but you guys just made me feel like i reached the next level! 🥰🥰🥰
@Karthikcharan_ks4 жыл бұрын
@@lucianomunoz does it links textures too....?
@chukwudie.o8884 жыл бұрын
This is really cool not just for only Maya animators using blender, but also for blender users planning on learning animation
@lucianomunoz4 жыл бұрын
Totally!,
@ValuStudios4 жыл бұрын
I use Lightwave and it was useful for me too. Great job and congratulations for the first 1K 🤩👏🏽👏🏽👏🏽
@lucianomunoz4 жыл бұрын
NICE i'm glad, i know nothing about lightwave ! :), thank you for the congratulations it's all about you guys!
@aleph-tav4 жыл бұрын
Thanks for this!!!! This part of Blender has always been black magic to me :)
@lucianomunoz4 жыл бұрын
I'm here to help!
@willthemalkav4 жыл бұрын
keep up the good work! and congrats on the 1K!!
@lucianomunoz4 жыл бұрын
Aw thanks Cesar!!
@jkartz924 жыл бұрын
I personally feel linking in blender is to be improved a lot, so as referencing in maya. What's your take on it? Also, say the source linked file is moved to a new directory, how do you reconnect the rig? what about linking multiple rigs ?
@lucianomunoz4 жыл бұрын
SK Works i agree and its in the works, its been in the works for a while now and should have been here already, but other projects took priority over that and it makes sense they´ve been a improving blender in basically every possible way, but this is what we got until the other way is ready. There is a way to reconnect them if you change your outliner to “blender file” at the bottom you’ll find the linked file location which you can write manually, otherwise in file > external data there is a “find missing files”option that should be helpful too. Linking multiple rigs, is the same as one right now, the issue is you cant link the same rig from the same file multiple way it is now (with the new way you’ll be able to do that too). Hope this helps.
@timingx74213 жыл бұрын
thanks for sharing this approach, I've been looking for it for a long time
@lucianomunoz3 жыл бұрын
There is a new approach with Library Overrides also
@timingx74213 жыл бұрын
@@lucianomunoz thanks a bunch, I'll check it. your channel is great, I think I should go through all the videos of it
@carlosedubarreto4 жыл бұрын
There is something very interesting in your tutorials... It makes me want to do some animation. Really. You are very good at it, make things so simple. I already chaged my keymaps (from the other 2 videos, Mirror poses and Effective Keyframming) Now everything looks clearer. Thanks a loooooooooooooot!! You gotta a new subscriber. 😉 I'm anxious to see what will come next.
@lucianomunoz4 жыл бұрын
thank you for your nice words and vote of confidence, the next video will take a little bit longer to happen as my pc is in the doctor, but as soon as it comes back I'll be on it making up for lost time :)
@carlosedubarreto4 жыл бұрын
@@lucianomunoz Oh damn. If you were my neighbor, I would totally lend you my notebook. Because, you not only do great videos, but you also look like an awesome human being. I see you on twitter from time to time and I can notice that. Hope you pc can recover fast. 😊
@Huguillon3 жыл бұрын
"Skinny Peter" I see what you did there
@lucianomunoz3 жыл бұрын
heheheh
@no-one37953 жыл бұрын
Nice tutorial. Really helpful. Now I finally know how to link my rigs.
@lucianomunoz3 жыл бұрын
Glad to hear!
@guksack3 жыл бұрын
AMAZING, thank you for this. Nice and simply put. Perfect.
@lucianomunoz3 жыл бұрын
Your awesome!
@scottlee384 жыл бұрын
Thank you for this! i just started animated and need this!
@lucianomunoz4 жыл бұрын
Will do a better one soon.!
@paolol42674 жыл бұрын
Thank you very much for sharing this very clear and easy to understand tutorial. I'm really looking forward to more videos like this as I'm currently using Maya but would definitively like to be able to use Blender for animating as well and have not found much specific online.
@lucianomunoz4 жыл бұрын
It's your lucky day, I'm about to record one exactly on that RIGHT NOW. for releasing soon, stay tuned.
Luciano, all your tutorials are simply fantastic. Thanks a lot! I have one question for you : For a 3D feature film having the quality of Agent 327, could you please compare what can be done by Blenrig versus Rigify and which one is easier to use ?
@lucianomunoz4 жыл бұрын
Hey MarieFrance etLuc!, thank you very much for the nice coment. To be fair, and having used the agent rigs a long time ago for a personal piece vimeo.com/226993548. I believe rigify and blenrig really arent comparable . The only place where you could say that blenrig has something to win against rigify is that the facial rig is a bit more powerful, but with that extra power comes also a lot of pai (thousands of useless controllers to the point that many seem to do the same as others just slightly different, hard to use because of all these controllers, and all of this topped by a slow rig which makes animating even a more time consuming process). RIGIFY is faster to setup (initial setup can take as low as 5 minutes when you get the hang of it, and I know because I've done a live presentation of this), has proper space switching, ik/fk snapping and rotation order switching tools for it that work flawlessly which are Imperative for a film production, and also rigify is Modular, so its not only meant to rig a human/bipedal character but you can rig insects, animals, and whatever basically with it, whether blenrig is only meant for human bipedal symmetrical characters, the only caveat really in rigify is the facial rig, but I'm pretty sure it can be solved by creating a facial rig manually even by putting together a diverse mix of different rigtypes that come with rigify. Hope this answers your questions, I'd love to hear if you're asking about this because you have a project in mind and what not, and if any more questions arise, surely drop me a line over here, I'd be happy to answer :)
@tommywright3 жыл бұрын
Make sure to use "In Front" to draw the proxy rig over the top of the Linked rig. Took me forever to figure out why the rig was "disappearing" there. :P
@lucianomunoz3 жыл бұрын
Yeah that's true, but even better is to leave the armature off in the original file
@1000jj3 жыл бұрын
thank you!
@tommywright3 жыл бұрын
@@lucianomunoz Yes! otherwise you will be fighting with selection.. this is better honestly.. or make sure the original is not "in front".
@catherinechen16593 жыл бұрын
@@tommywright @#LollypopMan How do I leave the armature off in the original file? Been stuck on this for a while
@curvedair38303 жыл бұрын
OMG it took me forever as well. Thank you for pointing that out!
@MrMcgee-me6bu2 жыл бұрын
This still works with 3.0, they just change "make proxy..." with "Make Library Override"
@lucianomunoz2 жыл бұрын
Yeah, but I think you should stop using it at this point, now just make library override should work much better.
@chaymation24 жыл бұрын
So I can create a master file for my textured and rigged character - link it to my animation scene files, and then if I adjust the model, update the mesh or add a new controller to the rig it will update automatically in all my animation scenes? This is just was I was looking for, thank you!
@lucianomunoz4 жыл бұрын
yes, exactly that !
@rafaguerreiro3 жыл бұрын
Saving my life once again! Thanx
@lucianomunoz3 жыл бұрын
Glad to hear that!
@harisnanda2 жыл бұрын
hey paman! thanks for the tutorial. big help! cheer
@lucianomunoz2 жыл бұрын
Glad you like it!
@charlesalexanderable3 жыл бұрын
1:00 I think you could leave the character and rig in the original collection and just add them to the new one, because collections are like sets rather than like folders, so the same object can exist in multiple collections.
@lucianomunoz3 жыл бұрын
it took me long to figure out, but that's exactly what i do these days ;) thank you!
@LandofAnimation2 жыл бұрын
Thank you for sharing! Very useful!
@lucianomunoz2 жыл бұрын
Glad you enjoyed it!
@kremosakhaz4 жыл бұрын
Great and useful tips, keep 'em coming!
@lucianomunoz4 жыл бұрын
thank you nico!!!
@hongtoon113 жыл бұрын
Thank you so much for your work!
@lucianomunoz3 жыл бұрын
Thank you for being here!
@ArmaniusArt3 жыл бұрын
Hi. I try to make some rigs (not your rigs) proxy and library override them and animate them. But on the other computer after I relocate the rig, all the controllers doesn't work as it should. It seems like all the constrains get deleted or something like that. Also all the XYZ Eulers become Quartenion WXYZ. Do you know how to solve that problem? None of my blender friends use proxies. All of them animate as it is but I don't like that as Maya animator. I don't know how ho solve that problem. Also you can try to put your rig to other folder and open the scene and relocate the rig. Do you have the same issues?
@lucianomunoz3 жыл бұрын
Hey, whate version of blender are you on?
@ArmaniusArt3 жыл бұрын
@@lucianomunoz 2.91.2 version
@ArmaniusArt3 жыл бұрын
@@lucianomunoz sorry, it works if I use make library override. Sorry for disturbing
@MrMelikesongs4 жыл бұрын
This just saved my life, tysm
@lucianomunoz4 жыл бұрын
I'm glad to be able to help!, I got coming soon an update video on that very topic!
@mortasm14 жыл бұрын
Perfect timing!!
@lucianomunoz4 жыл бұрын
sweet!
@juantopo674 жыл бұрын
Thank! Very useful video.
@lucianomunoz4 жыл бұрын
thank you my friend
@--_-__4 жыл бұрын
I forget how it's done in 2.7x or if it was automatic but you're not supposed to see your rig in a linked/instanced object. Reason is when you click it, you get a mixed selection between the non-animatable empty-instance and the animatable proxy-rig. What I do is in the link-collection, create a rigs collection and disable it from viewport (the monitor) . This way, when you link/append, the rig(s) is hidden by default until you proxy them, and you don't have to double click to select the right item (or disable selection of the empty-meshes). To have it visible in the source file, I link the rig outside of the link-collection.
@lucianomunoz4 жыл бұрын
hey, thank's, yes, I decided to not show that method yet as it felt it to be rather convoluted for something that should be so simple, and since with "lock object modes on" (default) there isn't issues with selection , but I definitely prefer it the way you explained it, basically that's the best way now. Though to be completely honest I'm hoping the "overrides" way is usable soon so we can actually do it properly. Cheers for the great tip!
@Dolvid4 жыл бұрын
Thanks nana. I was looking for a solution to this issue. When I try to select a custom shape for a controller it wouldn't highlight. Turns out that was because the shape was duplicated by the instanced object. I turned off visibility of the rig collection in the original file and now I can see my highlighted bone shape.
@--_-__4 жыл бұрын
@@Dolvid lol you're welcome but I never thought anyone would read my name as Nana. It says Not Applicable/Not Available/etc.....because I couldn't use a blank name :D
@Dolvid4 жыл бұрын
@@--_-__ I knew it was something like that I was just being lazy :)
@marcbernatalladacasanovas66114 жыл бұрын
Useful video, thanks! Will you do another one when the proxy system gets updated in Blender?
@lucianomunoz4 жыл бұрын
Thank you, yeah totally, I'm keeping my eyes open for when that happens
@MrGravicaper3 жыл бұрын
Hello! I did everything as in your video. Blender version 2.93. I got the proxy rigify rig loaded. But in pose mode I can't highlight controllers. They are grayed out. No filters to limit the selection are on. If I load the rig through APPEND instead of LINK, the rig works. If I use the rig which I made from scratch without rigify, it works with LINK. Do you have any thoughts on this problem?
@panchoruizvalenzuela4 жыл бұрын
Once again great video
@lucianomunoz4 жыл бұрын
thank you francisco !, I'm glad these videos are helping the community!
@SuperElon4 жыл бұрын
thats what i need. nice!
@lucianomunoz4 жыл бұрын
A new video about this very topic is coming soon!
@SuperElon4 жыл бұрын
@@lucianomunoz sound cool. you solved my question and actually i can optimize projects
@John-uk2ms4 жыл бұрын
can you show an example of mid-animation, getting a rig/model update?
@lucianomunoz4 жыл бұрын
that's a good idea, i wonder how different should be the update be to make a difference that seems comparable to what happens in production, I'll figure something out, but sure! writing on my list
@MUHIL3 жыл бұрын
Hola Luciano, Buenos dias! Could you make a video about drivers in blender? Like deforming muscles only if a bone rotates past a certain degree and how to use it with an IK rig. I'm only able to deform FK and If cases are pretty confusing. Tenía la misma problema en maya también.
@lucianomunoz3 жыл бұрын
Yes I can, great suggestion!
@Fierying3 жыл бұрын
Still researching and navigating Blender so I couldn't test, have a question: If lets say the rig has an update where one of the bones has been rename, will that affect the animation of the linked rig? Thank you so much for this informative video, happy to know this feature exist!
@lucianomunoz3 жыл бұрын
yes because the curves (keys, animation data) is connected to the controls/bones via naming. So if you change the name of the head to head1 blender wont find the controller the animation is supposed to be attached to. good thing is that the animation stays in the scene unless you manually delete it, so you can copy paste it back
@mrbluepencil_3 ай бұрын
Great simple video! Do you know if this still applies for Blender 4.0?
@lucianomunoz3 ай бұрын
no, now you use library overrides
@mrbluepencil_3 ай бұрын
@@lucianomunoz Thanks Luciano!
@mladennikolic9963 жыл бұрын
Hi. Thank you for all of your tutorials I'm learning so much! I have a question if you don't mind.. When I have a rigged character with multiple clothing sets. How do I turn their visibility since I can not see the hierarchy any more in the referenced scene. Thanks in advance.
@lucianomunoz3 жыл бұрын
in the original rig file, create a custom property in one of the controls like the root control, and drive the visibility of the clothes with that property it's fairly easy, and that property will transfer to the linked rig :)
@mladennikolic9963 жыл бұрын
@@lucianomunoz I menaged to link it with library overrides but yes it’s better to do it your way. Thank you!
@stephaniebuschhorn55853 жыл бұрын
Hi, love your tutorials! I can't seem to find the folder structure with the blend file to link the certain collection
@stephaniebuschhorn55853 жыл бұрын
oop spoke too soon! Found it! Thank you so much for your videos truly lifesavers!!
@lucianomunoz3 жыл бұрын
Hey Steph, I'm glad you like them. Are you using the link / append menus? it wont work if you go "file> open" only with link/append... and you just select the ".blend" file and open or double click it and it'll show you that folder structure.
@jamestroici7323 жыл бұрын
So this seems to work except I've noticed if I add a new object to my character model (I'm adding a rigged wire to a diver model) the new object does not update in the library override. I noticed when I add new bones to the rig, it will update no problem, but if I introduce new curves or objects in the source file the library override won't update that... That seems like a pretty important feature to not have. Am I missing something or is this current big limitation with blender is that linked rigged characters won't update when new objects or curves are added into its linked collection?
@lucianomunoz3 жыл бұрын
it must be possible, but you know, its blender so they make it not friendly xD
@amixofgeekcontent2 жыл бұрын
Thanks for the tutorial! So it's 2 years later. Does anyone know if Blender revamped linking already? Because sometimes, a LOT of action animations are missing in the new blend file when I link a character.
@lucianomunoz2 жыл бұрын
Yeah in the current 3.2+ the proxy workflow doesnt exist anymore
@MiguelPartosa4 жыл бұрын
Cool info, thanks. I have a question tho, how do I link 2 of the same rigs and change their materials or something? Is that possible with linking or should I just append the armature?
@lucianomunoz4 жыл бұрын
Hey !, As far as I've heard that is now possible (wasnt possible in 2.79), I haven't tested it myself, but I will for a project I'm doing and will definitively come back to you to show you how, stay tuned.
@MiguelPartosa4 жыл бұрын
@@lucianomunoz Thank you so much!
@SPKRX3 жыл бұрын
I'm trying to play around with the new Rain rig and Importing it in a project. This way works however I can't get the rig properties pannel to show up in the new project any idea how to fix this?
@lucianomunoz3 жыл бұрын
You need to load the rig_uy.py in the script editor :)
@TwinkleB124 жыл бұрын
Thank you so much for this tutorial... As I am a migrant from MAYA ... I am searching for light linking that we do in MAYA and lit selected objects for particular light... Is there anything like that in blender? It will be helpfull if it can be done in blender also 😀
@lucianomunoz4 жыл бұрын
Hey @Twinkle B, i'm sorry to say but as far as I understand (im no lighter), light linking is in the works but currently doesn't exist in blender per se, you can get away with it separating your scene in layers and combining in blenders compositor if that can be considered a work around.
@TwinkleB124 жыл бұрын
@@lucianomunoz Thanks for quick reply... As light linking is not available in blender then I'll pass that technique for now, and as you said separating animation layers... I'll try that... 👍 Thanks again 😊
@TwinkleB124 жыл бұрын
I have one more issue... When I link the object, everything explained here goes fine... But I have made a few shape keys in original file, those seems to be inactive in this linked file... Please provide some solution for it!
@lucianomunoz4 жыл бұрын
@@TwinkleB12 Oh yeah, totally, great question, indeed. For shapekeys to work , you need to either create properties in a bone and drive them from those, or drive them with a bone transform, just directly in the geo doesnt work and for all that matters, that wouldnt be a recommended workflow anyways, because you need to hut for the shapekeys in geometries and their animation wont be stored in the bone's amature action, so you want to take the time to put them somewhere in the armature so the animation is stored in that action datablock. I hope that clears it up. best, L
@TwinkleB124 жыл бұрын
@@lucianomunoz Thank you once again for a quick reply... And as you said, I'll do that... 😊👍
@TheThUnDeRbOlT9994 жыл бұрын
AMAZING Tutorial, I had a Question. When I Link my character and also make a proxy of the rig, I can select the rig controls in the pose mode, but they don't highlight or show their bone group colours, they only show up in black colour, any solutions?
@lucianomunoz4 жыл бұрын
Uhm im not sure, sounds like you did everything right, does the rig work as expected in the rig file?
@oddlybigbear4 жыл бұрын
This is a little late, but I had the same issue. In the original rig scene, I had "In Front" check on. This was making the black linked rigged show up in front of my proxy rig. If you turn that off in the original rig scene, that should get rid of the black rig issue. You can turn "In front" back on in your new scene so you don't lose that functionality.
@Veronicatastic4 жыл бұрын
@@oddlybigbear I'm having the same issue but that didn't work for me :/ I have "In Front" checked off in the original file but I'm seeing essentially double the rigging (one that highlights and moves when I select it and one that's black that doesn't move)
@oddlybigbear4 жыл бұрын
@@Veronicatastic Hm. So, I don't know if this is just a weird blender bug, or if this was how it's intended to work, but I can get around this problem by just hiding the linked armature collection in the outliner, leaving the proxy armature visible. It's an extra step that I don't think you're supposed to have to take, but it fixes the weirdness.
@thffkfltm Жыл бұрын
I do not have Make Proxy option. Even though I selected the object. What do I do?
@lucianomunoz Жыл бұрын
in the new blender versions this is deprecated :)
@alexchazavi82444 жыл бұрын
Luciano, thank you so much for all your videos, they are amazing!!! I wanna ask, there is a way to use the snap ik/fk from riggify on a custom rig? or how can I make a system like that without any scripting knowlegde?
@lucianomunoz4 жыл бұрын
Hey Alejandro, thank you for the nice comments!. So no, there isn't a way to use the snap IK/FK from RIGIFY into your own rigs unless you dig into the code and adapt it. making a system that will do the snap without any code definitely isn't something i think is possible at this point, but depending on how complex your rig is, there are alternatives. If you IK/FK arm is just the IK where you turn on and off the the IK constrain, then something can be done there. Julien duroure, started creating a generig IK/FK snap addon which is a bit old and I dont know if it works in 2.8 at all: github.com/julienduroure/AutoSnap If I come up with an other sort of solution, I'll definitelly make a video about it!
@alexchazavi82444 жыл бұрын
@@lucianomunoz i think that I need to start learning python, for sure haha thanks for your quickly reply :)
@lucianomunoz4 жыл бұрын
@@alexchazavi8244 well if you're a rigger definitelly, I keep on avoiding because i want to get better at animating.
@ciliaana33894 жыл бұрын
I have a problem. I did that but the shape key of the character aren't editable in any way. I can't use the shape key at all and all my facial expression are from the shape key.
@lucianomunoz4 жыл бұрын
Yes, shapekeys arent supposed to be managed from the shapekeys panel, so you want to connect them to custom properties or to bone's transforms with drivers, then they will appear in the linked file (this is obviously a limitation of the old proxy system, but a new system is getting in place where you'll be able to do things much more easily and directly)
@ciliaana33894 жыл бұрын
@@lucianomunoz Oh, what is this system ? When will we be able to use it ?
@OtakuBrawler3 жыл бұрын
My model disappears when I link it in a scene. Is there a way to fix it, or is there something I need to do extra since I'm using a auto-rig pro armature?
@lucianomunoz3 жыл бұрын
you probably turned off one of the visibility properties in the outliner in the original file?
@rumin85634 жыл бұрын
Nice Dude, been looking for ages how to do this, thank you 1 question: if the rigger has made an update, how do you update rig in animation scene file?
@lucianomunoz4 жыл бұрын
you dont, next time you pick the anim file, it will be updated, otherwise you need to manually replace it (its not hard, i'll make a quick video on that !)
@rumin85634 жыл бұрын
@@lucianomunoz much appreciated, look forward to it.
@lucianomunoz4 жыл бұрын
@@rumin8563 I'm here to help my friend!
@conanedojawa35283 жыл бұрын
i have probllem with colore of layer rig . when i linking charecture and rig i miss a colore of rig in pose mode . plz help me
@lucianomunoz3 жыл бұрын
oh that's weird
@abheetrajput3 жыл бұрын
Hey! what if I want to edit the mesh of my character too. I don't want to link that character/rig to the original file. I just want to have a duplicate of my original character and rig to a different blend file(Just like we append assets). I haven't found any solution to this problem. Kindly help. Also, normal appending of character and rig doesn't work.
@lucianomunoz8 ай бұрын
yeah append is the way to go
@mohsen8d1433 жыл бұрын
very nice video but i have problem . i cant use modifire on my objects anymore . just rig i can use. sorry for my bad english
@lucianomunoz3 жыл бұрын
no worries, your English is good, no with this way of linking characters you cant add modifiers to the object, if you use this "new" mode of linking you can: kzbin.info/www/bejne/laekp61jjqibsKc
@ShwakyStudios4 жыл бұрын
How are the animation keying set in Blender compared to ones Maya!?
@lucianomunoz4 жыл бұрын
terrible, but I just don't use them, the problem with blender's keying set is they're very time consuming to create, not easy to share between files, and switching between one or an other takes time just because they're so hidden. So i end up talking about selection sets (kind of like the selection sets from animbot, just the blender way)
@CODAC6662 жыл бұрын
I dont have make proxy button :c
@dylanloo98563 жыл бұрын
Is it not possible to import a working rig into another blender file through appending? Does it only work by linking?
@lucianomunoz3 жыл бұрын
both work, the appending will just bring a copy of the data, linking will keep the connection to the original file and depend on it.
@MegaMario00074 жыл бұрын
Is it also possible to import NLE actions and link them to use in your animations? Like creating some base actions for that rig, and them link them
@lucianomunoz4 жыл бұрын
I believe so, but i haven't done it !
@animation_walk3 жыл бұрын
thanks a lot sir
@lucianomunoz3 жыл бұрын
Most welcome
@SergeyBel3 жыл бұрын
I just cannot get it working...the colors are broken in the linked file; no idea why?
@lucianomunoz3 жыл бұрын
Uhm send me a picture :)
@SergeyBel3 жыл бұрын
@@lucianomunoz thx ☺️ I sent you email, and I found the solution, I sent you solution too
@perigonart4234 жыл бұрын
Heya, is it possible to export a linked character rig to an FBX?
@lucianomunoz4 жыл бұрын
I remember yes, havent tried in years tho
@fellipeoliveira3d2 жыл бұрын
when i import a character as a link it is not coming with the pose library. How do I import the pose library too?
@foxvicrot3457 Жыл бұрын
After I added the rig via link to the new blender file, I can’t do motion paths
@lucianomunoz Жыл бұрын
Yeah in the newest blender versions motion paths are broken in linked rigs.
@lei.1.63 жыл бұрын
Hey Luciano, I'm wondering : After I linked my character and animated it in a different scene, how do I export that animation as fbx ?
@lucianomunoz3 жыл бұрын
Cant you select it all and export?, if you can't you should report a bug :)
@lei.1.63 жыл бұрын
@@lucianomunoz I think I got it to work, I thought for some reason it would need a different workflow with a linked character :) Great !
@vendeurpro3 жыл бұрын
I tried to export it as fbx to unreal, didn't work.. so I exported an alembic file.. do you still have this issue?
@sh4dow2a4 жыл бұрын
Hey Luciano I'm hitting a wall around here with the links and proxy x_x I use the link to reference my rig character in the scene, I personally choose to import them in two collections, mesh and rig, because if I don't I still see the bones and it's too distracting for me to work with. My probleme is when I'm done I'd like to be able to send my file to a render farm, so packing up all into my .blend, and instance the links. for some reasons it works with the mesh but not with the rig. Do you know how I can fix that ? I think it does not works because I can't edit once I do "make instance real". So maybe I'm wrong and it does 'import', but still I can't edit the imports in my scene, and it can be a problem when I want to, for instance, change the origin of my object
@lucianomunoz4 жыл бұрын
Sorry I havent replied, I just havent been able to look into it!, did you manage to solve it?
@sh4dow2a4 жыл бұрын
@@lucianomunoz Hey, no problem. Well, I found an alternative to my problem. I re-imported in solid the whole mesh and rig to the scene, then gave it the action with the origin I've made with the reference. Then, once transfered, I replaced the origin to where it should have been. Though maybe this problem is corrected in 2.9
@SuperSebatube4 жыл бұрын
cool stuff! man
@lucianomunoz4 жыл бұрын
Thanks man!
@klajdimyftari46914 жыл бұрын
What is the empty plain axes used for?
@lucianomunoz4 жыл бұрын
What empty plain axes?
@klajdimyftari46914 жыл бұрын
@@lucianomunoz The one you change the size to, at 3:10, after making the proxy. Do you know what is its purpose?
@lucianomunoz4 жыл бұрын
VAST oh yeah the linked objects have that as well, and you cant get rid of it, so i scale it to get it out of the way
@abdelkarimkeraressi14184 жыл бұрын
i have an issue can you lpease tell hyow to edit his node editor : like color ex... i cant edit that even if im click on that make it local . ty
@lucianomunoz4 жыл бұрын
With that system you can't at all, you need to wait till you can use the new overrides system.
@aleph-tav4 жыл бұрын
When do you append the rig and if they have scripts to run how do you run the scripts when linking and or appending?
@lucianomunoz4 жыл бұрын
the ones from rigify do, there is a hack to do it, as far as I remember it was something like adding a custom prop to a bone, and making that custom prop call the script via drivers, that will make it come with the file when linking. hacky but it works.
@tyennille3 жыл бұрын
i thereanu updated one for when over rides dropped?
@lucianomunoz3 жыл бұрын
no idea whatchatalkingaboutmate
@uhuhhuuhu3 жыл бұрын
Hi. how to export to Unity linking the characters?
@lucianomunoz3 жыл бұрын
I think you need to bring the character separated to unity and then bring in only the actions from the blender file :D
@cgcentral8533 жыл бұрын
Can do this for animated rig
@lucianomunoz3 жыл бұрын
that's the whole idea :)
@michaelocallaghan3025 Жыл бұрын
Hi. great tut. Im having an issue though, if I link the character in and then animate, if the original file changes then when the file that links to it updates but seems to loose all keyframes. has anyone else had that issue / know what im talking about?
@lucianomunoz Жыл бұрын
as long as you dont change the bone names nor the rigs name you shouldnt be losing anim
@papolone2 жыл бұрын
So is this system been revamped on 3.0 or not yet?
@lucianomunoz2 жыл бұрын
yeah
@papolone2 жыл бұрын
@@lucianomunoz Sounds good! What they changes?
@lucianomunoz4 ай бұрын
its a way more flexible system!
@TommyZambo3 жыл бұрын
If I lose the link how can I relink the rig? I can't find this option T_T
@lucianomunoz3 жыл бұрын
its a bit of a hassle, i should maybe make a video about that.
@TommyZambo3 жыл бұрын
@@lucianomunoz it would be awesome Luciano = )
@corr21432 жыл бұрын
He has a video for an updated version of this. Considering blender LTS is moving to 3.3 this month, watch his updated tutorial! kzbin.info/www/bejne/laekp61jjqibsKc
@lucianomunoz2 жыл бұрын
Thank you for that !
@Karthikcharan_ks4 жыл бұрын
Does it link textures too.....?
@lucianomunoz4 жыл бұрын
It should
@Skyerzen3 жыл бұрын
You forgot to tell everyone that if you change the master file, things break.
@lucianomunoz3 жыл бұрын
well if that happens you're doing it wrong, the whole point is that you can change the master file so the changes propagates to the linked scenes :)
@Skyerzen3 жыл бұрын
@@lucianomunoz some things propagate, but constraints don't
@Skyerzen3 жыл бұрын
@@lucianomunoz After doing a lot of research I found out that indeed proxies break constraints. The worst part is that when you later attempt to make the proxy local, all constraints made locally will be broken.
@Skyerzen3 жыл бұрын
@@lucianomunoz I've been doing some R&D with Library Overrides! They are somewhat buggy but they are more robust, and easier to work. hit me up if you want more info.
@NCHEstudio4 жыл бұрын
en español hombre!
@lucianomunoz4 жыл бұрын
ayudame a llegar a los 10k antes del 2021 y empiezo con espanyol.
@neveridle2 ай бұрын
How does this work today?
@lucianomunoz2 ай бұрын
With library overrides, I have a video about it that is a bit old still works kzbin.info/www/bejne/laekp61jjqibsKc
@dkeys864 жыл бұрын
Why is there so many steps tho lol
@lucianomunoz4 жыл бұрын
Because it is an old systen, but it does have a big advantage from maya's system which is that you can have your original file with lights and all the look dev stuff and extras but still only link what you want to your anim file, I think that's gold
@dkeys864 жыл бұрын
@@lucianomunoz oh ok that does make sense I see how it can be useful. Thanks !
@bluepearl48064 жыл бұрын
Your videos seem great but I don't understand what your words are.bwould you please pronounce the words more clearly🙏 thank you
@lucianomunoz4 жыл бұрын
oh i'm sorry that my english is so bad :( 😭, okay maybe i'll just stop making videos completely if people cant understand them.
@bluepearl48064 жыл бұрын
@@lucianomunoz no no your videos are great please do not be sad!! You explain very important subject!! May be just you could pronounce them a bit slower with higher volume of voice that is it. You are very sympathetic and humorous and very intellectual. Thank you very much for all those good videos you made!!!