2.78 has introduced some very exciting updates to the Rigify addon. The Pitchipoy rigs now have IK and FK snapping! In addition, there are now quadruped rigging options! These additions are HUGE!
Пікірлер: 32
@HappyDogRanchProductions8 жыл бұрын
This guy is awesome! He has a great tutorial on Rigify. He has tips, tricks and information you can't find anywhere on KZbin. Tell everyone you can to check out his tutorials on rigging so he will be encouraged to keep doing them. No pressure DanPro lol but ya please keep them up.
@RomboutVersluijs6 жыл бұрын
which guy?
@edsa06018 жыл бұрын
Dan, you are providing a wonderful service and this update for v2.78 is deeply appreciated. I will go through it with care.
@sashibhusan57213 жыл бұрын
Sir your works are really great !! it has helped me clear my doubts about rigging in blender, but if you make videos about rigging with the present version of blender then all of us will be really grateful :)
@djdavidj7 жыл бұрын
Thank you for your free information! I use simple rigs for low poly characters in Unity and your channel helps me. Thank you.
@davidmonteiro68228 жыл бұрын
Great Tutorials as always! It would be awesome to see how you would set up something like a crab or spider with Rigify.
@modernator6 жыл бұрын
I don't know why, but my Rigify in 2.78c was quite different. I have an issue that tweak bones doesn't worked and I finally figured out that using 2.79 or higher solved this problem. Rigify in my 2.78c is a something like "legacy" version and there's no option to turn on/off means that it's just old version and it is same as "legacy mode" in 2.79 Rigify.
@DanProCG6 жыл бұрын
Prior to 2.79, Rigify had two options for arms and legs, Original and Pitchipoy versions. Both rig types worked differently. The reason the tweak bones may not seem to work is the original arm or leg rig by Nathan Vegdahl did not have the option to rotate the tweak bones. They are location controls only. The Pitchipoy version allowed the tweaks to control the y rotation of the deformation bones as well as being location controls. (The rig in the video is using the pitchipoy rig types.) 2.79 made the Pitchipoy rig types the default and deleted the Original versions. Enabling "legacy" makes Rigify work like it did prior to the purge in 2.79 (which I personally prefer) when we had a choice on which rig types to use. Hope that helps.
@ehabcharek7 жыл бұрын
how do you get the rig presets to chose the quadruped rig? all I have under "Rigify Buttons" is the generate button
@DanProCG7 жыл бұрын
Add the sample (pitchipoy_super_rearpaw) to the metarig in edit mode.
@RomboutVersluijs6 жыл бұрын
I tried the rig and i got one question, hoping you know the answer. In the old rig the fingers had the scaling tool, where when scaled it would stretch or claw the fingers. I dont see that no more in this new version. Hsa it been taken out?
@RomboutVersluijs6 жыл бұрын
Well i should have done some searching first. Seems the rigify type was set to super.tentacles... I prefer the other one because its much easier to setup. Not sure why the base is setup with the tentacles though
@DanProCG6 жыл бұрын
The pitchipoy metarig has had the fingers set to tentacle by default for as long as I can remember. I'm not sure why, and I agree, the other two choices are better. (finger and super_finger) It's easy enough to change before generating, so it's not a huge problem. Good luck!
@RomboutVersluijs6 жыл бұрын
DanPro I hardly have used the add-on, think 3rd time orso. But after checking that list ND using different settings I understand it just a bit more. I thought those rig types where to add them direct in the scene as examples orso. Now need to check by that other finger setting, see what that does. It quite nice that we re-generate without to much hustle. That script is so powerful
@vivektyagi68488 жыл бұрын
Is there a way to rig the Face of a Quadruped as well with the new setup of 2.78 ?
@DanProCG8 жыл бұрын
I have not done this (yet), but yes, I believe the facial rig could be used on a dog, cow, deer, etc.... type of face. Positioning the bones correctly, before generation, would be the key here.
@vivektyagi68488 жыл бұрын
I will try it out. Meanwhile I will also look forward to your taking it up whenever you find time. Thanks for the response.
@edsa06018 жыл бұрын
I have just quickly read through the tutorial but the big question is WHERE DO I GET TO INSTALL YOUR RIG?? I'd be most grateful if you could direct me to the location
@DanProCG8 жыл бұрын
You may want to look into the first few tutorials in this series. Rigify is an addon that must be enabled in User Preferences. It also relies on python scripting and that must be enabled as well. Good luck!
@timothyfeldman54307 жыл бұрын
This might seem stupid but I can't get my rig to clench it's fist. On the legacy version it had wigets that made it easy to clench the fist but I'm having trouble now.
@DanProCG7 жыл бұрын
For some silly reason the default metarig uses the tentacle rig type on the fingers. If you select the first bone on each finger on the metarig (bone closest to the palm), then change the rig type to super_finger, (found under bone properties>Rigify rig types) you should get something closer to the original rig. (After generating a new rig.) Scaling the control will bend the last two bones in each finger. Good luck!
@timothyfeldman54307 жыл бұрын
I found the super_finger type but I'm not sure if I need to do something to apply it or if I just need to select it. So far it doesn't seem to be working.
@DanProCG7 жыл бұрын
You need to select it for each finger (and thumb for each hand), then generate a new rig. (I would delete the old rig first.) Good luck!
@timothyfeldman54307 жыл бұрын
When I select limbs.Super_finger, It does not seem to do anything to the individual bones. When I select another bone, limbs.Super_finger is still selected. Am I looking in the wrong place? I'm currently looking under the rigify buttons in edit mode. I was not able to find anything called rigify rig types. If that is the problem then could you provide more specific directions on how to locate the rigify rig types tab? Thanks for the help!
@DanProCG7 жыл бұрын
Go to blenderartists.org and post a thread in the Animation and Rigging Support forums. I will be able to help you there. I can post screenshots of where to look and a step by step process to fix the issue. If you are a new member, you will be under moderation for the first ten posts, so do not be alarmed if your post does not show up immediately. Good luck!
@jeffrihasan42077 жыл бұрын
cool
@s1gnal_7 жыл бұрын
It's too bad that it's still a big hassle to make the rig compatible with standard rigs like Unity's Mecanim.
@Toebiscuit7 жыл бұрын
building Mecanim rigs in Blender is amazingly easy and simple. You can find tutes here on YT.
@s1gnal_7 жыл бұрын
I still find that making a proper, easy-to-use rig requires quite a bit of knowledge and experience in rigging that I would personally rather use on modelling, sculpting and texturing. Then again, that's a personal preference. I'm sure there are many people who wouldn't mind getting a bit technical. :)
@AdamEarleArtist8 жыл бұрын
Hey mate great work, But I have to ask where did you download the "Pitchi Poy Rig" because the Git hub hasn't been updated in 4 years. Can you provide a link to the latest version? Here is the link to the Github github.com/pitchipoy/rigify A link to the studios webpage: pitchipoy.tv/
@DanProCG8 жыл бұрын
You do not have to do anything other then enabling the Rigify addon in User Preferences. The add menu for armatures will give you two convenience items, Human Metarig and Pitchipoy Human Metarig. You can also create your own metarig by adding a single bone armature and adding sample types to that armature in edit mode or changing the rig type for bones in Pose mode. I cover this in the first tutorial of the rigify series and throughout the course.
@AdamEarleArtist8 жыл бұрын
So it's packaged up with blender now. That os awesome. Thanks mate.