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Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
Procedural Shading Fundamentals
Stylized Character Workflow

Training types
Course Documentation Production Lesson Workshop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Wing It!
2023
Charge
2022
Sprite Fright
2021
Spring
2019
Project Highlights
Project DogWalk
Interactive
Gold
Showcase
BCON24 Identity
Showcase
Fighting with Grease Pencil
Article
Characters

Einar

Download (553.0 MB)
License CC-BY
Report Problem
Demeter Dzadik
Demeter Dzadik Publisher
  • Free
  • Blender 3.5
  • Charge
  • License: CC-BY
  • 14 Dec 2022

Einar is an Icelandic tinkerer who created his own home, clothes, and even his robotic left arm, out of scavenged scrap materials. He is the protagonist of the open movie Charge, and the Studio's first attempt at creating a realistic character. And now, he's all yours!

This character requires at least Blender 3.5, and WILL NOT WORK on lower versions!

Notes on how to use the character

  1. Put your 3D cursor in the Origin of your scene. Choose File > Link and browse the character file
  2. Go to the Collections and select CH-einar. Make sure "Instance Collections" is enabled. Press Enter.
  3. The Collection should appear instanced in the Viewport. Select it.
  4. Choose Object > Library Override > Make.

If you have run into any problems, let us know in the comments below.

The character is free to use, provided that the you respect the CC-BY license and include the credit: Einar Rig (CC-BY) Blender Foundation | studio.blender.org

Join to leave a comment.

44 comments
jacob harmer
jacob harmer
Aug. 7th, 2024

also there are no bone finger

Demeter Dzadik
Demeter Dzadik
Aug. 23rd, 2024

@jacob harmer It should be on one of the bone layers.

jacob harmer
jacob harmer
Aug. 7th, 2024

hey sory but i cant seen to get any assets on the shelf and i dont know how to turn his head

Demeter Dzadik
Demeter Dzadik
Aug. 23rd, 2024

@jacob harmer Hey, for now I would recommend not to use the character in 4.0, since the character wasn't set up with bone collections, since they didn't exist at the time. And a similar deal with the asset shelf, although I would kinda expect that one to just work.

[deleted]
[deleted]
May 25th, 2024
[deleted]
Demeter Dzadik
Demeter Dzadik
May 29th, 2024

@Xavier Alvarado Hey, I don't think bringing the character to UE would be any easier than any other character. You'd have to set up a rig and materials compatible with UE.

Osher Frank
Osher Frank
April 26th, 2024

How do I download this?

Demeter Dzadik
Demeter Dzadik
May 22nd, 2024

@Osher Frank Heya, sorry for the late reply. To the bottom-right of the image, there's a three-dot button, and the Download is hiding under there. Maybe it should be made a bit more visible.

Kinnu Singh
Kinnu Singh
July 27th, 2023

Hi! Thank you for providing this! I've been playing around with it as a learning tool and I made an animation where the character's neck turns to look around, but I'm having issues exporting the rig. From what I understand, bendy bones are not exportable, but the Einar's neck bone is a bendy bone.  The neck ends up being misshapen when using only exportable deform bones. Do you know how I can make the rig and the bendy bones exportable to a .glb or .fbx format without running into any issues with the mesh being misshapen? Thanks!

Demeter Dzadik
Demeter Dzadik
Aug. 2nd, 2023

@Kinnu Singh This is essentially not possible, sorry... Either a file transfer format would need to have a concept of bendy bones (as well as the target software) or the character needs to be rigged in a way that doesn't rely on bendy bones.

Abdul Fahim
Abdul Fahim
June 10th, 2023

Hi, I am trying  to figure out the animation workflow here, I have experience in maya and I did some research but I still not able to figure out the proper workflow of linking characters and animating it. I linked the character and override it so I can animate it but I am not able to change the ik to fk or change my stretch preference how do I do that? If I open the source file of the rig there I have the option to do those all in cloud rig but I couldn't find cloud rig in the linked file. I don't know if I make sense . Can anybody please help me with  this? I am stuck

Demeter Dzadik
Demeter Dzadik
June 20th, 2023

@Abdul Fahim Hey, after linking and overriding, just save and reload the file, and the rig UI should appear!

Abdul Fahim
Abdul Fahim
June 24th, 2023

@Demeter Dzadik  thanks that worked, but I have a new issue with the rig now not sure what I am doing wrong, having some issue with the controllers this particular controller (ACT-cheek_Lower.L) I am not able to key it, every frame you hit key it end up having a random values for locations and rotations and also not able to reset MSTR-spine torso with auto keying I have been trying to figure this thing out for 2 days please help me is this a rig issue or something else. I really need somebody's please I am not able to attach any photo to this comment

Demeter Dzadik
Demeter Dzadik
July 3rd, 2023

@Abdul Fahim I suspect your keying set might be set to visual keying, and maybe that bone has some non-locking constraints? Visual keying only works on bones that have either no constraints, or constraints that completely prevent transformations, like Copy Transforms. As for not being able to reset the spine master bone though, I'm not too sure, that sounds very strange. Maybe you turned auto-keying off, then you try to reset it, but previously existing keyframes move it back to where it was as soon as you change to another frame?

Abdul Fahim
Abdul Fahim
July 5th, 2023

@Demeter Dzadik  Thanks for taking time and responding to my doubts but I am keying loc roc and scale, my auto key is on all the time even if its off I do key hitting I. I am pretty sure there is something strange happening with the rig because Agent rig from Agent 327 just works fine.

Demeter Dzadik
Demeter Dzadik
July 6th, 2023

@Abdul Fahim Hmm, maybe so, but I can't reproduce anything weird on my end. If the issue persists, I'd suggest opening an issue on projects.blender.org, with repro steps, .blend file and ideally video.

Abdul Fahim
Abdul Fahim
July 8th, 2023

@Demeter Dzadik  the rig is good with the new blender its just that something wrong with the blender version I had 3.51 I guess thank you for your help

Blake Calicoat
Blake Calicoat
June 4th, 2023

cool

Blake Calicoat
Blake Calicoat
June 4th, 2023

wow

John H
John H
May 15th, 2023

Would love to see something like the BlenRig Picker on the characters with the CloudRig. Any chance of this happening?

Demeter Dzadik
Demeter Dzadik
May 15th, 2023

@John H This would really have to be a native Blender feature to be useful and pleasant, imo. But I'd rather see a system for allowing animatos to click on the mesh to manipulate bones, and I think that's more likely to become a reality sometime in the future.

Michael Vaughan
Michael Vaughan
April 28th, 2023

Awesome work, it's great to be able to looks through this file. Did you use Blender to bake the displacement maps? I have found it difficult to bake accurate disp maps, do you have any suggestions? Particularly around the eyelids, I find it doesn't displace like a vector displacement map.

Simon Thommes
Simon Thommes
May 2nd, 2023

@Michael VaughanYes, that was all done within Blender. However, not everything with the out-of-the-box tools. Julien wrote extensively about the whole workflow in this training how we overcame some of the issues. For baking accurate maps we took some help using geometry nodes for example.

Michael Vaughan
Michael Vaughan
May 6th, 2023

@Simon Thommes Thank you, this is super helpful. With the vector version of the GN, did you ever get half the mesh of random faces that bake with a plain vector gradient, but the other half bakes correctly?

Simon Thommes
Simon Thommes
May 8th, 2023

@Michael Vaughan Hm, no. But are you sure that topology and UVs of the source and target mesh are matching exactly?

Gokulnat
Gokulnat
April 12th, 2023

Hi i am getting the library poses if i open the rig file . but i am not seeing any library poes when i link the character . any step am i missing ?

Demeter Dzadik
Demeter Dzadik
April 13th, 2023

@Gokulnat You can either link or append the poses separately, or add the source file to your asset library paths in your user preferences.

Wayne Batchelor
Wayne Batchelor
Feb. 23rd, 2023

The hair shader is incredibly complex. I've been trying to break it down to see the thinking behind the process. Did you record the creation of this and the thinking behind it?

Simon Thommes
Simon Thommes
March 6th, 2023

@Wayne Batchelor I don't have a breakdown anywhere unfortunately. A lot of the complexity just comes from layering different effects. The principled hair shader only works in Eevee, so we had do make a custom alternative that works with our rendering/lighting conditions. Other than that it's mostly about making a natural color map that adds randomness and variation along the hair curves based on a painted image texture. And then adding dirt and blood on top, in line with the distress stage. I hope that clears things up a bit!

B3dtest
B3dtest
Jan. 18th, 2023

Just a little thing I noticed recently after opening the file using 3.5 alpha The rig just breaks. I tried it with earlier experimental version of 3.5 and it kind of works again. Just want to inform this so maybe the issue could be check.

Demeter Dzadik
Demeter Dzadik
Jan. 20th, 2023

@B3dtest This sounds like an issue with Blender itself, you should report it on developer.blender.org! :)

Lee Dempsey
Lee Dempsey
Dec. 19th, 2022

I'm curious, what specifically requires 3.5 for the character? Some new upcoming feature with geonodes or rigging or something else?

Jon
Jon
Dec. 19th, 2022

@Lee Dempsey Also curious about this - would be helpful to understand the feature progression being used in these characters!

Demeter Dzadik
Demeter Dzadik
Dec. 19th, 2022

@Jon Not too sure what you mean by feature progression, but we always use the latest daily Alpha version of Blender during production, so if there's ever any new bleeding edge stuff that we can make use of, we do.

Jon
Jon
Dec. 21st, 2022

@Demeter Dzadik Thanks for the reply. I just didn't realize you used the latest dev versions as a rule vs selecting a version specifically for features you needed. But now that I think about it, that makes sense as the open movies are used to push development forward

Show more replies
Demeter Dzadik
Demeter Dzadik
Dec. 19th, 2022

@Lee Dempsey I believe we're using some new GeoNode nodes, yes.

Landon Mayhan
Landon Mayhan
Dec. 17th, 2022

how do you move the head?

Demeter Dzadik
Demeter Dzadik
Dec. 19th, 2022

@Landon Mayhan Try the other rig layers.

lachie snell
lachie snell
April 5th, 2023

@Demeter Dzadik I can't seem to find how to move the head?

Demeter Dzadik
Demeter Dzadik
April 6th, 2023

@lachie snell Try enabling other bone layers, or pressing Alt+H to unhide bones! (Shouldn't be hidden by default though, but just in case.)

Sander de Regt
Sander de Regt
March 5th, 2023

@Demeter Dzadik I also can't find the way to control the limbs etc. I did try to find the controls,  but I'm very new to the layer system and the only head like controls I could find completely distorted the head,  when I tried rotating them. There are also some controls in the Animation tab onscreen that lets  you show and hide different ones, but I'm not sure how to operate them.

Demeter Dzadik
Demeter Dzadik
March 14th, 2023

@Sander de Regt All the limbs should be set to IK mode when you open the file, and the IK controls are the yellow and green controls on the first layer. You should be able to just grab and move things on that layer for the basic controls that you might expect.

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