In this video I go over the features of the Pose Shape Keys addon. This addon is separate from CloudRig, and we use it to author and manage our corrective shape keys.
Download the addon from the Pipeline & Tools page.
There is also a blog post about the add-on here.
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super, works as described.thanks Can you also perhaps make some tutorial about the DriverExpressions to be used, pow( min( 0, var) / -pi*2, 2 )
great (blender * demeter(max rig+shape)
@Walter Volbers I added it to my list of potential things to do, perhaps one day :)
@Demeter Dzadik hey! that would be great, tomorrow?!
@Demeter Dzadik (mouth + open) * mouth * open /2
Interesting, Was initially confused as i didn't realise that the drivers need to be added manually ( except when used in conjunction with cloud rig)
@Demeter Dzadik Thank you for the great tutorial and the awesome addon! I just had an issue where the sculpted shapekey is different in the original mesh than in the generated mesh (storage object), any idea why this could happen? (Note - the shapekey in this case is only applied once, and I disabled subdiv and corrective smooth modifiers in the original mesh).
@benhayoun.othmane Hey there, sounds like a bug! Could you submit a bug report on developer.blender.org and tag me in it (@Mets)?
@Demeter Dzadik Thank you for your reply. I tried to reproduce the bug on other simpler blend files but everythinh it worked as expected (which is great). I am still not sure where the bug that I have is coming from, maybe the new shape key was competing with other bones' deformations (when I played around with the rig, I could somewhat get the shape that I was looking for).
Hello, How would we apply the method using only shape keys and no bones like it was suggested in your original blog post. I have tried myself but I am pretty new to blender. Thank you
@Andrew Elsdon Hey. There's really no difference to how you would have it set up without deforming bones. The existence of deforming bones basically doesn't matter for the system. What you do need is for your shape keys and corrective shape keys to be driven by control bones (as is standard).
@Demeter Dzadik, thank you very much for Cloudrig, and your (hurried) but deeply incisive tutorials. They have helped me port my animation workflow from C4D to Blender, and ditch Blenrig too. Keep up the wonderful work, can't wait for the next Gem from you (Mesh Based Bone Selection, no pressure). The suits at Blender should hang onto you for a while. You damn good! Again, thank you.
@obillofitz Don't tell anyone, but if you get the BoneGizmos addon from the Blender Studio Tools repo on developer.blender.org, and enable it, all the gizmos are set up on Snow. I just wasn't happy enough with the result to advertise it more. It works okay but it needs more testing and iteration in future.
@Demeter Dzadik Cross my heart, no telling.
An aside. I suspect that most folks who followed the entire Youtube series on rigging, have subscribed to Studio are DIY/ indie artists. I am an Animator myself, hunting down the Cloudrig infinity stone. It would be much appreciated if there were Talk-throughs on the thinking behind Drivers/ Expressions/ Custom Properties especially on the mouth rig (Ellie's) here on Studio. You have taught us how to fish, now I want to go sperm whale hunting.
The best thing I got from your series is you approach rigging from a problem-solving perspective, and has helped me appreciate the modular, iterative nature of Cloudrig even more. Please put in more time as your schedule allows into developing Cloudrig.
Otherwise, much love from Kenya (East Africa)!
@obillofitz Thank you for all the kind words and feedback! I definitely see your point, I think at the time I was making these videos and livestreams I just wanted to focus on sharing information about CloudRig or another addon like in this case Pose Shape Keys specifically, but now that that's mostly done, in future content I think I can go a bit more into details on the math side of things; Although truth be told, a lot of the times it's easier to just trial and error a limited set of possibilities than to think through which one will be correct! :D
@Demeter Dzadik that would be more than helpful. i have rigged and animated over 100 figures in softimage in 25years and have some knowledge of how to rig, but i lack the technical/mathematical background. For blender I have found after a long search a tutorial how to embed a correction shape on 2 active shapes, that even helped me in softimage, but it is really hard to find such special things, so again please please please.
Thanks for this awesome demo! I had trouble with it until I added the driver (have not messed with drivers or shape keys much), then it all started to make sense. ( I second the need for a tutorial about the Driver Expressions!! Please.
Hi Demeter. Thank you so much for sharing such wonderful add on together with cloud rig.
Hi, I have question regarding drivers. Is it possible to use custom properties to drive a bone in cloud rig? I went through the documentation but it seems that it has not been covered in details. What I am trying to do is add a sine rotation on a bone and use it through a custom property. I have named the bone Properties_Character_Vibration and created a driver on rotaion X channel. But when I try to generate rig, it fails. Am I missing something from the doucmentaion or some perticular name prefix? Thanks :)
@Utkarsh Agnihotri Hey, sounds like this should work, what is the error you're getting? A driver simply being present on the metarig definitely shouldn't cause the rig generation to fail, so if that's the case, this might be a simple code mistake. Also try using latest Blender with latest CloudRig if you haven't already.
@Demeter Dzadik Hi, Thanks for the response. I am using latest cloud rig version. For testing, I connected rotation x axis of Forearm.L to Head x axis rotation to replicate the error. I am getting the following message: Python: Traceback (most recent call last): File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\generation\cloud_generator.py", line 1059, in execute rig = self.generate_rig(context, metarig) File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\generation\cloud_generator.py", line 1115, in generate_rig raise exc File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\generation\cloud_generator.py", line 1094, in generate_rig generator.generate(context) File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\generation\cloud_generator.py", line 900, in generate self.invoke_configure_bones() File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\generation\cloud_generator.py", line 623, in invoke_configure_bones bi.write_pose_data(pose_bone) File "C:\Users\Utkarsh\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\rigify\CloudRig_3_0_3_1\rig_features\bone.py", line 521, in write_pose_data make_driver(armature, target_id=armature, **driver_info) File "C:\Program Files\Blender Foundation\Blender 3.2\3.2\scripts\addons\rigify\utils\mechanism.py", line 265, in make_driver drv = fcu.driver AttributeError: 'list' object has no attribute 'driver'
@Utkarsh Agnihotri Hey, this should be fixed as of some time ago.
Is there a place to report bugs with the addon yet? It hides the shape keys tab on curve objects.
@Bloopert Thanks, I've put this on my TODO. You could also make a report on developer.blender.org and tag me in it, if you want to make sure I don't forget!
This addon is a real godsend! I hope to high heaven that this addon (either by you or preferably some of addon devs) maintain this addon for eternity! This has completely transformed my workflow. If noone else maintains this addon, I'll gladly try my hand at keeping this alive in case any bpy breaking changes affect its functionality.
Thanks so much!
@Mark Jackson I'm still using this for the current project, so it's being maintained for now and I would say for the foreseeable future, since it transformed my workflow too! :D
I'm noticing that my shape isn't correct when I overwrite the shape key, some verts don't match the pose key.
@Adam Temple Hey there, This comes down to what types of deformation are currently supported by Blender's "CrazySpace implementation (ie. what types of deformations have an inverse calculation implemented, so you can sculpt on top of the existing deformation and get predictable results). The main thing I know of that isn't currently supported, is bendy bone curvature.
@Demeter Dzadik hi, is this pose key is alternative of creating a pose library of hands and faces...what point do you have in this... what is diff if I talk about getting setup with the pose library or these pose keys as shape keys...?
@Anmol Krishna Hey, this addon is unrelated from Pose Library, and has to do with rigging and deformations.
@Demeter Dzadik yes!! my question was as we can use pose library I mean to create library of different expressions and use them when animating and in the same way can use these pose shape keys right...? or what workflow the film production follows when animating to be more efficient during animating like in cloud rig we didn't have that hand folding or closing finger bones ...so we needed to make that at once and can be used during animation when needed...hope you got my quiery...?
@Anmol Krishna Oh, yes, we do use the Pose Library extensively, including for those example use cases of creating hand poses. The Sprite Fright and Charge rigs come with their pose libraries! But again, just want to be clear, that the Pose Library add-on is totally unrelated to the Pose Shape Keys add-on.
@Demeter Dzadik yes!! THANKS a lot.
Is there a place to report bugs with this addon? seems the shape keys tab disappears in blender 3.4 when the addon is activated :(
@derek henry Hey there, this should already be fixed if you download the latest version from the source repository. (You have to download the entire blender-studio-tools repo)
@Demeter Dzadik as you told, make a pose with local orientation so why is this one also when animating the character needed to be in local orientation or global, or is this orientation matter or can make in trouble at some point in the future...?
@Anmol Krishna Not sure I understand... Your gizmo orientation just determines what space you're manipulating transforms relative to, in a given moment. Global means you're rotating/moving/scaling on axes aligned with the world. Local means you're moving stuff in the orientation space of whatever you have selected. But I don't think that's what you're asking...?
yes..I got. THANKS.