CloudRig: Intro
Let's start actually using CloudRig by figuring out where all the magical buttons are which let you change the behaviours of the rigs that get generated. This is still a high-level overview to drive home some fundamental ideas before I get into excruciating detail about each rig type in the next chapter.
can you tell me, as like using IK for "Leftupper arm..then why with IK handle the rotation of hand why not follow the same....!! or are we really needed to tweak it manually to change the rotation of hand....?
@Anmol Krishna @Demeter Dzadik please answer
hi, 1 week I started learning about rigging by character and got too much confused about like I got aware of rigify and cloud rig but didn't know how to use all the generated rigs' custom shapes..like there are too many rigs are there...and how to control those and get the rig perfect...so in rigify can we delete some generated rigs so which I don't want and any suggestion you wished to give be on rigging a character as not able to find the excellent source from where I should learn all things and get some strong grip..so please help me out.....!!
@Anmol Krishna If you want to get a deep understanding of rigging, you should rig some characters without Rigify and without any add-ons, one bone, one constraint, one bone shape at a time. I would just search for "how to rig in blender" on youtube and watch whatever is the most popular. Not too sure if that answers your question.
Hi... amazing feature! Custom Bone Layer (shit M, and M) doen't seems to work with Blender 3.3.1. Or am I doing something wrong? thx
@Lefox Hey, it should work! Make sure you have the correct version of CloudRig: https://gitlab.com/blender/CloudRig/-/releases/3.2_3.4 And if that's the case, maybe check under Window->Toggle System Console to see if it's spewing any CloudRig or Rigify related errors. If yes, you can report it on CloudRig's GitLab page.
Really cool, i only stumbled upon cloudrig yesterday by chance. I feel like it's somehow hidden away, maybe in the future cloudrig could become a default part of blender, just like rigify
Hi, for some reason, when I regenerate the rig after posing it and applying the rest pose, it still just strikes the default pose. Any thoughts as to what I could be doing wrong?
@Nerses Chorekchyan You need to apply the rest pose on the metarig, not the generated rig. It's the metarig that defines the proportions of the rig, almost no data is preserved from the generated rig, except when mentioned(ie., selection sets, viewport display settings)
@Demeter Dzadik Thank you!
Thank you very much for the training it was great. One issue that I am running into. One the hotkey tab does not seam to be there. As well the hotkeys dont work. I can get past that but the one thing that is stopping me is the rig moves but the bones stay still. I thought it was the slider for the influence but I have tried several different combinations and cant seem to get it to work. Any help would be awesome.
@Tom Green I think the Hotkeys tab was a later addition, so it might only be there in the 3.0/3.1 version, and not in 2.9x. Back then , you had to set up those keybinds yourself. Not sure what you mean by the rig moves but the bones stay still. Perhaps you're trying to pose the Metarig and then not noticing any changes in the generated rig? For that, you would need to run Apply Pose as Rest Pose on your posed metarig.
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