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Re-targeting the body
Re-targeting the face
Baking the rig
The mesh deform cage
Refining cage deformation
Adding shapekeys to the cage
Weight painting the hands
Weight painting the face
Rigging extra objects
Understanding facial actions
Finishing facial actions
Vincent Timelapse 01
Vincent Timelapse 02
May 24th, 2016
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Hi Hjalti, I face an issue, I downloaded the asset from blender cloud "Dog from spring movie" It's highly rigged and when I move any rig controller it moves so slow like we are playing some HQ game on 2 FPS and when after the animation I play the time like I only have 5-7 fps. Please tell me where is the issue.
My PC configuration is:
Intel i5-9400 9th Gen
Nvidia GTX 1660
Where I'm lacking?
Which processor or GPU you use for 24fps
*@Aman Sharma* I was never able to get 24fps, usually only 16fps at most, and that's with using simplify (max subdivisions set to 0 and max child particles set to 0.0). Try using the simplify and see if that helps.
hahah nice, that you talk about selection sets, I prepared a blog post on Selection Sets for tomorrow!, I can't believe no-one had ever talked about them before!, but it seems you're using an other version of them, is it newer, or custom?
@Luciano Muñoz: the demonstration computer I was using actually had an older blender installed (with the old version of Selection Sets) but I didn't realized until I was already recording so I just kept going :) ...the newer version has more option (added by Ines) and it totally deserves all the attention it can get!
@Hjalti Hjalmarsson: Yeah i realized that when i got to the point you did ! haahha, yeah i was talking to her about improving it a bit more, maybe you can help me, in the blogpost I proposed a few little improvements that might make it even faster for animation , so if you can give it a read maybe we can come up with a full proposal for that =)
@Hjalti Hjalmarsson: I am having trouble finding the selection sets in the the Armature panel. Is it called by a different name in the newer version?
@Joseph Young: It's an addon that should be there, if you go to the addons and search for "selection" you should see it :)
@Hjalti Hjalmarsson: I see it now. Thanks for the videos, always great to hear your thoughts about workflow and animation.
Ha, nice douchebag pose - thank you Hjalti! :) Very entertaining and informative video. I'd love to see more such commentary videos from you. As I'm currently working as a rigger, it's always interesting to hear about the thought process of animators, their process and workflow preferences.
As you know, it's the small things that add up to make the greatest difference.
Keep it up! :)
@Chris Offner: thanks Chris! :) if enough cloud subscribers are interested I can totally make more of these kind of videos!
@Hjalti Hjalmarsson: I'm interested for sure and would love to see more tutorials about animation like walks, runs, flights... . For some reason your "Quadruped Walk Cycle" video is still broken for me (the audio stops matching the video at some point).
@Philipp Rapp: hmmm weird, I just played it and scrubbed through the entire video and it never seem to break for me :/ ...I'll mention this to the cloud guys here, see if it works for them
@Hjalti Hjalmarsson: Maybe I'm just imagining things but it's really hard to follow along for some reason. You could use a webcam again in your next tutorial , so I can confirm that there is no audio video gab (like in this one).
Oh and it might help when you use the transform panel to type in values (things get easier to follow along when you can see every step) - I know thats annoying for someone with lots of experience but it can really help some people I believe.
@Philipp Rapp: yup I'm still learning this "tutorial-making" thing, will keep that in mind! :)
One quick question about the way the torso works in IK.. I haven't used blenrig before, so is the current behavior the way you expect ik to work? On previous rigs I've made and used, the ik spine works in a way where the "handles" on the spine scale appropriately as you adjust the spine, and it's quite useful..
is that something that's possible to have set up for blenrig, or is it limited to this type of interaction?
@Jason Schleifer: hey Jason! :) hmmm interesting question, I usually just prefer using the FK and then the "cartoon" bones to adjust the torso if extremes are needed but I'll get Juan Pablo to check out this question and he can hopefully give you a better answer!
@Hjalti Hjalmarsson: awesome, thanks! I find for cartoony animation, it's so nice to just worry about hips & torso.. then stretch and compress and go bonkers with whatever shapes you want!
Yay! Thank you again for a nice video and good tips.
I know the video wasn't about this, but I would have liked to see a sketched pose first, with line of action, weights, power center... and maybe choosing a pose beforehand would make you happier! Another suggestion is to use Grease Pencil to sketch over the pose and talk about all this stuff.
Hey, doing this on a livestream could be fun and more interactive. I know how it feels to talk to the camera, all alone, and it doesn't even blink back to you. It would also allow you to react to comments or questions about a specific moment.
Anyway, thank you!
@Pablo López Soriano: Hey Pablo! :) yeah totally, this video was supposed to be made "fast" and with no particular end goal in mind, but that also led to some moments where tips&tricks emerged. I know that it sounds cool to have an interactive version but I've seen those and they'd easily be at least 4 times the length because you keep being distracted from the "main goal" you're trying to work on. So maybe just make a Q&A video where I'd answer questions with quick demonstrations that are totally dependent on the questions? That actually might be very interesting, if enough cloud subscribers ask for it it will totally happen. :)
@Hjalti Hjalmarsson: asking!
@Hjalti Hjalmarsson: Definitely asking too. This would be awesome!
@Hjalti Hjalmarsson: Yeah that would be cool and practical. Q&A where you could jump into any .blend file to illustrate the explanation. Give it a thought! :)
Another quick question.. can you save these selection sets externally so you don't have to re-create them all the time each time you do a shot with the character?
In my old animation software (proprietary), I used to have sets for blocking, for finessing, for hand animation, for secondary action.. etc. Then I'd copy those between characters and was able to quickly start working on any shot by simply loading those sets as I needed them.
@Jason Schleifer: No, no you cant, but you can create them in your original rig and they are linked to the animation files (if you're linking your rigs for animation), although that has to be done before linking the rig.
@Luciano Muñoz: We're working with @julienduroure ... "We" might be too much, HE, is working on a new Bone Quick selection panel, with all of these goodness, like importing/exporting, selecting quickly with one click, updating inherited sets, and more, i'm just giving him feedback =).
@Luciano Muñoz: That's what I was thinking I'd have to do. Great for consistency for a rig, but a bit of a bummer if you have multiple animators working on a show with different animation styles, or different styles per type of shot.
Ah well, we can make it work. :)
@Jason Schleifer: that's what we're working on fixing with julien, where not only you can have a default set of sets, but also you can create your own in each file if you wish, and move it around to other files =), but it isn't available yet.
@Luciano Muñoz: I think I literally just broke my face from smiling so big. :)
@Jason Schleifer: i'm glad, it's actually much much better!
thanks for the video, it's a pleasure to watch and to participate in animators thouhgts. I would really appreciate more of this kind of videos.
Which bones do I select to move the character while leaving the root bone in place? With Rigify, I select the rig's feet, torso, and arms in order to move the character while leaving the root bone at center.
Master_torso would be the walk cycle strafing bone, like the hips bone in other rigs. Then, in Ik you have sole_ctrl_L and R for the feet and hand_ik_ctrl_L and R for the hands
@Juan Pablo Bouza: Which bones would I select when I am using my arms in FK?
The issue I am having is that when I move the rig away from the master bone, the shoulder and upper arm bones get pulled very far back and distort the rig.
Oh yes, that's a bug I have already fixed, but I have to publish the update. For now, if you work with FK and HINGE, go to the BlenRIg Rigging panel under Blender's Armature panel, and there go to Body Settings, Automated movement, and there set all the shoulder parameters to 0.
Otherwise, turn off the HINGE property of the arms. Or wait for my update, hopefully this week or the next one :)
Sorry for the inconvenience!
@Juan Pablo Bouza: Oh OK. Thank you for the quick response!
Hello! Awesome demonstration, I've really enjoyed it!
Question: would you recommend the Blenrig for a hyper realistic character?
@Nicolas D'Amore: BlenRIg is intended for any kind of character, yes.
Great video! It was really useful. I've always found it quite hard to give my characters a natural resting pose, one that doesn't look too stiff. I guess a correct weight distribution on the legs does a big part of the trick. Thanks for the demonstration!
Hello, great tutorial! Thanks for the information. I'm wondering how to do lip syncing with this rigg? Making poses for A, E, FFvv shapes etc?
@jimatmeijs: I have had limited success with this. If you download the lipsinc & blinker plug-in described at https://morevnaproject.org/2015/11/11/automatic-lipsync-animation-in-blender/, you can create poses (not shapes!) that you label as phonemes as generated by Papagayo, and then it works -- sorta. It takes a long time to generate the lip sinc, and in my case only about a third of the keyframes were generated for a short audio at 24 fps, and that was it. So something is buggy somewhere, at least when running Blender on a Mac, or I am missing something hat is not obvious to me.
@larry.ede: Thanks for replying!
I built my character with the Blenrig5, but the 'HingArm' function is not working for my character hands when I try to freeze them.
@allan vinicius carvalho silva: Hey Allan, try giving a shoutout to Juan Pablo :) he's the creator of Blenrig5
@Hjalti Hjalmarsson: Ops! Tks.
I just can't seem to get both arm and leg's FK to work, does anyone having the same issue?
Made it. Great fun :)
Hello Hjalti . i really enjoy your animations . they are verry alive awsome work! i would love to try this addon I am trying to folow this tutorial but im stuck at the part where i try to aply the blen rig , ctrl alt p . It doesnt work for me. nothing happen. Can you please help. Thanks!
*@maniakdesign* Hey there. I suspect that you might be using Blender 2.8 which doesn't have that shortcut anymore so either you assign that as your shortcut or you just go to the top of the viewport and open up "Object", go into "Relations" and select "Make Proxy"
*@Hjalti Hjalmarsson* Its working , thankyou verry much for your time .
i really apreciate.
If you move him on the x axis in pose mode, his wrists get holes in them. I can't solve this :(
*@Andy Rumble* I just had a look with Andy and it looks like a simple weight paint problem. He is looking into it and will re-upload a new version soon! :)
Aaaaand it should already be fixed now in the latest version! :)
Hello Hjalti! Thanks a lot for the awesome tutorial. But what if I want to rotate sole around toe? What bone or may be set of bones should I use? Shift sole pivot point? Or there is another way?
*@reg2* Hey there! I just got my computer wiped so I can't access anything right now but from memory there should be a pivot foot bone (that kind of looks like a green 3 dimensional plus sign) that you can move to the desired location and then you just animate the rotation of it. Most often I just fake it by putting the 3d cursor into the desired location and rotate the bone around that. It's a cheap workaround but it gets the job done in a hurry and doesn't involve adding more bones to the mix.
*@Hjalti Hjalmarsson* Thanks for reply Hjalti. I suggested our riggers to position this pivot foot bone on the toe. Thereby two ways to rotate are obtained: toe and sole.
please subtitles or English captions because i am hearing impared
Hi Hjalti! (This may also be a question for Juan Pablo) In this video, you move around the Toon Eyes controls and they work, but in Juan Pablo's tutorials I don't remember having to do any weight painting with them, and in my rig they don't move any other bones or effect the face at all. Am I missing a step?
EDIT: Juan Pablo answered this question at BlenderArtists.org.
For some reason I cannot get Vincent elbows to move. The Arms are set to IK. I can highlight the elbow points but they just won’t move. They don’t even move when I move the arms. How can I fix this?
Hi... I’ve searched a lot but cannot get any definitive word info on this. An Vincent work with bvh files (motion capture) or fbx files? I’ve downloaded a few bvh files but cannot seem to get it to work with Vincent. How can you use motion capture with Vincent?
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