Rigging with the Blender Studio tools

  Рет қаралды 27,271

Blender

Blender

Күн бұрын

Пікірлер: 37
@Open3DLab
@Open3DLab 2 жыл бұрын
This Demeter guy is a real one.
@krysidian
@krysidian Жыл бұрын
Indeed he is!
@DManimations1
@DManimations1 2 жыл бұрын
He would make an awesome rapper with this skill of speaking in literal lightspeed
@sageforce9306
@sageforce9306 2 жыл бұрын
Blender has decided to go super nova. Love it
@olliveraira6122
@olliveraira6122 4 ай бұрын
Im only 6 minutes in and Im already like: THIS IS MAGIC
@3dyem
@3dyem 2 жыл бұрын
That's a great job 👍🏻❤️
@IrocZIV
@IrocZIV 2 жыл бұрын
Nice to see different workflows. I hope in the future videos like this can be recorded/uploaded in higher resolution so we can better read text and such.
@tandityo.t
@tandityo.t 2 жыл бұрын
Very nice session from Demeter, some of the parts I can use it to speed up my weight painting process. Even though I already installed the addon before I didn't know how to use it lol
@pxy-gnomes9781
@pxy-gnomes9781 2 жыл бұрын
I really like this workflow proposition of, progressively, Generating more and more of the (Genarated) Rig as the Meta-Rig gets developed. I'm still learning some basics on Rigify Addon, so I find the presentation very inspiring. ¡Thank you! Also, this for me is sort of an introduction to that Rigify Addon's Feature Set: *Cloud Rig* ; currently, I just know a bit of another Feature Set: Experimental Rigs by Alexander Gavrilov.
@deanjohnson7973
@deanjohnson7973 2 жыл бұрын
do you know what hot key he is using to keep regenerating the rig?
@oddy3079
@oddy3079 2 жыл бұрын
@@deanjohnson7973 Shift+T
@VFXBlend_yt
@VFXBlend_yt 2 жыл бұрын
32:47 Yes, it is possible to copy all the values at once by pressing CTRL + ALT + C. And you can paste it by pressing CTRL + ALT + V
@--_-__
@--_-__ 2 жыл бұрын
Super weird that is a thing. I will never use it but it is interesting to know it a thing. Weirder that there is no key binding for that, so I have no idea how anyone is expected to know it. ctrl alt v is not a thing. The list gets copied, and regular pasting pastes it. Adding alt doesn't paste anything.
@VFXBlend_yt
@VFXBlend_yt 2 жыл бұрын
@@--_-__ It is helpful for python users in the blender. I'm the one.
@--_-__
@--_-__ 2 жыл бұрын
​@@VFXBlend_yt I do a lot of blender python. There is no more scenarios wherein I would need to copy a list from Blender ui. If I needed to copy a list of values as they are, I would be automating it to text, because I would need it for a lot of items. But I don't see why you didn't tell me just now, that "ctrl alt v pastes the list, back into the blender UI". (I used it in console-text, where he wanted the values). Like copying the transforms from one item/property to another item/property. THIS...I still will likely never use. This month, I was removing some Delta Transforms, to send them back to the object transforms, and I copied each value manually. Would've been great to know back then but I don't plan on needing to do something tedious like that again.
@VFXBlend_yt
@VFXBlend_yt 2 жыл бұрын
@@--_-__ It also helps in modeling, whenever I need to place retopo mesh to dyntopo one, I use this for both location and rotation.
@user-ul5wq3kv4p
@user-ul5wq3kv4p 2 жыл бұрын
Is Easy Weight compatible with the new blender 3.3.1 LTS ?
@BobbyJ529
@BobbyJ529 2 жыл бұрын
dat muh boi!
@punjabiart398
@punjabiart398 Жыл бұрын
Sir how to setup easy weight paint addon no video on KZbin I allready set add keys in keymap not working Plz how to setup addon correctly
@vannyyorn
@vannyyorn Жыл бұрын
nice
@SanOcelotl
@SanOcelotl Жыл бұрын
Why would you use cloudrig over the base rigify? its basically the same workflow, and imo rigify has more than enough presets to make your rigs, annyone that is experienced with both can answer that?
@Tybiti
@Tybiti Жыл бұрын
The toggle edit widget operation doesn't appear anywhere. Even when searching for it in keymaps ☹️
@BraanFlakes08
@BraanFlakes08 9 ай бұрын
damn i just found this but im on 4.0, to bad this hasent been updated to work with that yet
@pxy-gnomes9781
@pxy-gnomes9781 2 жыл бұрын
Hi; if possible, I have a question; actually two questions: *1)* ¿Which is the Operator that is being use for Generating the Rig over and over again from the Meta-Rig? I know Rigify Addon's Button to Generate Rig has both functions: Generate Rig and Re-Generate Rig (with adjustments on the Advanced settings just below that Button); maybe something special is required for this worfklow. *2)* ¿Don't the Weights from the Deform Bones get lost in each of those (Re-)Generating Rig Operations? This is also something a bit obscure to me at the present time. ¡Thanks!
@--_-__
@--_-__ 2 жыл бұрын
TLDL version: No, the weights don't get lost. Weights are stored like [blender file] > [object mode item] > [Mesh Vertices] > [Vertex] > [Weight Groups] > [Weight Group ID# / Weight value] and Weight groups as [blender file] > [object mode item] > [Weight groups] (Note: internally it was recently moved into the mesh, next to the vertices/etc) The Weight Group ID# is automatically updated when moving around their order, so I can't imagine a scenario wherein the weights will be displaced to for example a different bone. On the other hand, the weights in relation to the bones are only changed to be in sync with the deformation bone's name. That is, 1) you have an armature modifier pointing to a rig, 2) a bone in that rig has the name of the weight group, 3) that bone has deformation enabled. When those 3 conditions are met, Blender will automatically sync the weight group's name to the bone until the bone is either deleted/removed or not using deformation. That is to say, the only possible way to "unintentionally" lose weights via code, is to have the code do stupid things in the right wrong order, like maybe first rename the old bones, then delete them and add the new bones, giving them the old names without first running their names to what the old bones were renamed to beforehand. In this case, Blender would truly treat the current bones as new because they in fact are new and Blender was never told otherwise. And EVEN then, the weights would still be in the mesh, they would just be unused.
@pxy-gnomes9781
@pxy-gnomes9781 2 жыл бұрын
​@@--_-__ Thank you for this in-depth explanation. I understand the Weight Painting Vertex Groups are indeed tied to their respective Bones, so it makes complete sense they don't get 'lost' in (Re-)Generate Rig Operations in relation to that Parented Mesh Object, unless something root-deeper is done, like the Bones themselves are Deleted or their Names are changed. I remember the behavior of "Orphan" Vertex Groups, so even in a certain case of negative scenario, there would be some kind of backup to the Workflow. I'll be looking into reproducing those ideas; ¡thanks again!
@kiprotichtony7561
@kiprotichtony7561 Жыл бұрын
Every time I try to add cloud rig my blender breaks and none of the meta rigs appear ,using blender 3.4
@Zenzuke
@Zenzuke 2 жыл бұрын
First video where the 0.5x playback is actually needed.
@jamesjack9171
@jamesjack9171 Жыл бұрын
❤...
@pxy-gnomes9781
@pxy-gnomes9781 2 жыл бұрын
For 16:02, I've learned that this behavior in rooted in Blender, but it only shows when Displaying B-Bone Type, and when Bendy Bone Segments' count is more than 1; most importantly: it seems to happen whenever the XZ Axes orientations of Parented Connected Bones are inverted or not matching. Disconnected (Offset Parenting) Bones, however, won't suffer the Segments' twisting: they will avoid the twisting. So, on that case, apparently the Shin Bone has a different XZ Axes orientation than the Foot Bone, that is also having a different XZ Axes orientation from the Foot Toe Bone; and all those Bones are Parented Connected in the FK Chain. In principle, it shouldn't affect the Deformations on the 3D Animation, well, maybe unless the Bendy Bone Deformation feature are set to occur within that currently twisted Bendy Bone Segments; otherwise (even though it is a is rooted condition), it doesn't affect the Rig, being just a Displaying feature of B-Bone Type (for Bones with multiple Segments), that show when Parented Connected Bones which contain different (I guess we might say also Unaligned) XZ Axes orientation are existing in the Rig. So, if not really 'using' those Bendy Bone Segments for those Bones, I guess it shouldn't affect the 3D Animation, whether it is being Displayed (B-Bone Type) or not.
@a.n.gavrilov
@a.n.gavrilov 2 жыл бұрын
The rest twist does matter, because when total twist reaches 180 degrees due to posing it flips to the opposite sign. In the worst case if the rest twist is already 180 degrees, smallest changes can cause the limb to suddenly twist 360 degrees for no reason.
@USBEN.
@USBEN. 2 жыл бұрын
The layer system needs to change, i need LABELS!
@Faheecho
@Faheecho Жыл бұрын
:)
@neail5466
@neail5466 2 жыл бұрын
Rigger is a separate job title....what have I done with my life?😣
@nhhsnghomun6966
@nhhsnghomun6966 2 жыл бұрын
The
@abdelkarimkeraressi1418
@abdelkarimkeraressi1418 Жыл бұрын
i dont know why he is wasting his. time click on rigify generate and you have full body and its can b customizble . he did not said why he use cloudrig .
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