JC from Big Buck Bunny, also known as 'The Rabbit', or simply Bunny! His original rig by Nathan Vegdahl has been updated to work in Blender 2.7x by Wayne Dixon and Hjalti Hjalmarsson. All materials now render in Blender Internal (legacy) as well as Cycles (supported).
Original Rig by Nathan Vegdahl, updated by Wayne Dixon
Press 'N' in the Viewport to access the rig UI under the tab 'Misc'. However, due to a built-in safety in Blender, this appears only if you saved and reloaded your newly created file first (the rig UI script is linked in with the character, but not immediately registered).
Hi there, I'm a newb. What steps do I take to use this within 3.1.2? Object > Relations > doesn't appear to have "Make Proxy" as an option.
Hi! I am new here. Should I be downloading a new version of the blend rig in order to use all blender clouds rigs for its full potential? or it's only for vincent rig?? Edit: And am I free to upload my playblast on social media and forums which I'll be animating with these rigs??
@Abdul Fahim hey! Blenrig is only used in a specific set of files (and in those cases, the version should be mentioned in the description, if it's missing just poke us!) This particular rig does not use Blenrig as an example.
And yes feel free to share your creations with the world! (all you have to do is attribute Blender Cloud when you post, like "Big Buck Bunny rig by Blender Cloud")
Thanks for updating all of these models. Is there any documentation/training on why the steps "instance collections" and turning the object into a proxy are needed? I imagine it is some type of linking to help speed up performance and keep the original model preserved by linking it. I know collections are a new thing in 2.8. When I see other blend files on the internet, I am never sure what to import/link or how to reference a model while animating.
@Scott Petrovic Whenever you're working with a character, you definitely want it to be linked in and not appended. This is the most straightforward way to go. You can animate the character in a bunch of files and keep the library seperate, update and change as you need.
E.g. if we release a fixed version of the character, you'd only have to swap out the char file and your animation should use the new rig.
This workflow hasnt really changed, before you would just link in the groups and proxify them. This is going to be changed into the new Library Overrides system. But for now this is the best way to work with linked characters.
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