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!
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
also there are no bone finger
@jacob harmer It should be on one of the bone layers.
hey sory but i cant seen to get any assets on the shelf and i dont know how to turn his head
@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.
@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.
How do I download this?
@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.
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!
@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.
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
@Abdul Fahim Hey, after linking and overriding, just save and reload the file, and the rig UI should appear!
@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
@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?
@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.
@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.
@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
cool
wow
Would love to see something like the BlenRig Picker on the characters with the CloudRig. Any chance of this happening?
@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.
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.
@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.
@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?
@Michael Vaughan Hm, no. But are you sure that topology and UVs of the source and target mesh are matching exactly?
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 ?
@Gokulnat You can either link or append the poses separately, or add the source file to your asset library paths in your user preferences.
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?
@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!
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.
@B3dtest This sounds like an issue with Blender itself, you should report it on developer.blender.org! :)
I'm curious, what specifically requires 3.5 for the character? Some new upcoming feature with geonodes or rigging or something else?
@Lee Dempsey Also curious about this - would be helpful to understand the feature progression being used in these characters!
@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.
@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
@Lee Dempsey I believe we're using some new GeoNode nodes, yes.
how do you move the head?
@Landon Mayhan Try the other rig layers.
@Demeter Dzadik I can't seem to find how to move the head?
@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.)
@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.
@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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