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Characters

Einar

Einar v1
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Demeter Dzadik
Demeter Dzadik Publisher
info License: CC-BY Blender 3.5 movie Charge 14th 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! Grab it here!

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 © Blender Foundation | studio.blender.org

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23 comments

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.

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.

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.)

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! :)

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.

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.

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!

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?

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