Avoiding Common Beginner Mistakes in Blender’s Rigify

Фильм және анимация

There are a number of options to create a rig in order to animate your character, from manually building one to using various 'automated' addons.
One of the most used addons is Rigify, which is installed with Blender by default. While it does make rigging much easier, there is still a fairly set workflow to follow.
From the Blenderartists forum, I see a number of beginner mistakes often repeated. So in this short video I show a few of the most common ones and how to avoid them.
CHAPTERS
---------------------
00:00 Opening
00:27 Intro
00:38 Don't Parent the Metarig
01:32 Never Delete the Metarig
02:26 Always Apply Scale
03:09 Moving Disconnected Bones
03:49 Outro
Mesh from Blender Human Base Meshes: www.blender.org/download/demo...

Пікірлер: 2

  • @cosmicaudio4589
    @cosmicaudio458917 күн бұрын

    If I move and disconnect a bone, I will get an error at rig generation, but how do I rectify that error, because just replacing the bone to its original position does not seem to remove the error if I try to regenerate the rig again.

  • @antgib

    @antgib

    16 күн бұрын

    So a couple of things. If its a couple of bones that aren't normally connected but are sitting directly on top of each other (like the neck bone I show in the video), then you should be able to use Blenders snapping system to exactly snap the head of one bone back onto the tail of the other bone. At which point, it should now work the same as if they where never moved apart. If however, it was a bone chain and you really disconnected/broke apart a bone from that chain, then that is going to be more tricky to fix. Also, not all bones that are just sitting on top of each other, will generate an error if moved apart. Some will, some won't and work just fine (mostly) if pulled apart. So depending on what you have moved, it is possible that the error you are getting, isn't actually due to a bone moved out of place. One trick to see if the issue is what you think it is, is just start a new Blender instance/file, add the metarig and just change the one thing you think is broken to be the same and see if it generates. If it does, then chances are its something else that is wrong. If having more trouble, maybe post on the blenderartists.org forum site with some images or even the actual blend file, which will make it much easier to see what is actually going wrong.

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