Риг авто в блендер

Риг авто в блендер

To upgrade from Lite to Full version, enter the coupon code below when purchasing:

What is Auto-Rig Pro?

Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx export, with presets for Unity and Unreal Engine. First developed as my own in-house rigging tool, i’ve released it a few years ago and it expanded quickly thanks to great support from the community!

Want to try first? Download Mike, free character rig here.

Getting Started with Auto-Rig Pro:

Rig fast with the Smart feature

For humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers. The result remains editable.

Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog. ).

Based on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Check the product documentation and the youtube channel for more informations.

Built for performances, allowing fast animation playback.

Important note about skinning: If possible, use water-tight geometry for best auto-skinning results. Knowing the bases of Blender’s skinning tools, weight painting, to fine tweak the bones influences is recommended. Read the doc for more informations.

If you encounter any bugs please report it. Updates are free and will remain free. Also make sure to read the FAQ and the documentation to solve common issues.

Customize the rig definition in a few clicks: fingers, wings, toes, spine bones, multiple neck bones, tail, breasts, ears and much more. Duplicate or remove limbs to rig spiders, centaurs. or whatever!

Video tutorial, rig a centaur with the multi-limb feature: Centaur Rig

Wings limb for advanced feathers rig:

Spline IK limb to rig ropes, tentacles, IK spine.

Advanced Spline IK

3 bones IK for quadrupedal creatures:

Fingers IK-FK:

Intuitive tool to edit the bone shapes, with automatic mirror:

Customizable UI: fully editable layout, buttons positions, colors, background pictures. The picker panel dynamically updates, so you can select any bone from the separate panel easily.

Remap

It support IK feet, hands for accurate motion tracking, and an interactive offset tool to remap to different characters proportions.

Game Engine Export

Auto-Rig Pro allows export to FBX format via a dedicated module, to proven engines such as Unity or Unreal Engine.

2 export types: Universal to export the skeleton of any creatures, and Humanoid for bipeds only, with options for easy retargetting and root motion.

Note: Glb/Gltf export is not yet embedded with Auto-Rig Pro, but the Cascadeur to Game Engines addon supports it!

Bring your poses to the next level!

The secondary controllers offer a unique control over the pose. Located all along the limbs, they’re dedicated to fine pose sculpting, cartoon effects, bending, stretching, etc. Three deformations mode in option: Twist (exportable to Fbx and bendy-bones based for best compatibility), Additive (exportable to FBX), Bendy-Bones (Blender only).

Just use them instead of corrective shape keys, or as a complement. Below a typical leg bent before and after tweaking the secondary controllers.

Corrective shape keys can be created easily with a dedicated tool supporting IK-FK bone chains:

Rig Layers

Tell Me More!

Extensive list of what the addon has to offer:

Users Cases:

Auto-Rig Pro is actively used in the film and video-game industry, a few examples:

Usurpator: Video-game (Unreal Engine)

Julie Jamrock: TV serie (in progress)

Updates:

Make sure to uninstall the current addon before installing the new one and restart blender.

New/improved:
Versioning: Blender 3.0 support! And still backward-compatible with Blender 2.8x, 2.9x versions.
Rig: Feet and arms Z axis now points upward by default, which is more conventional. Warning, clicking «Match to Rig» will lead to wrong arms rotation when used with old rigs, enable «Old Arms Alignment» in the «Legacy» panel to fix it, or click «Update Armature» to correct old axes.
Rig: Support for generating multiple Auto-Rig Pro armatures in the same file
Rig: New «Soft IK» setting for legs, to avoid the typical knee pop when the leg is switching from straight to flexed pose.
Note, this leads to slightly stretched bones in order to soften the IK pop, then this setting remains optional (Limb Options)
Rig: New bind setting «Selected Bones Only» to bind only to selected bones
Rig: The bind setting «Exclude Selected Verts» was changed to «Selected Vertices Only», leading to the opposite and more intuitive behavior
Rig: The utility to convert Quaternions Euler rotations can now bake only existing keyframes instead of all frames, selected or all bones, and supports all Euler orders

Rig: The rig functions (snap IK-FK and others) are now based on bone selection, instead of active bone. This means bones can now be selected with box selection for example
Rig: «Apply Pose as Rest Pose» now shows a warning if some instanced meshes are found (multiple users), since they’re not compliant with it
Rig: Armatures object transforms (location, rotation) are now unlocked by default
Rig: Bones added as new limbs or limbs options, are now positioned properly when the armature object is translated or rotated.

Smart: Support for multiple armatures in the same file

Export: Support of NLA as a global animation track instead of exporting each action separately
Export: For Unreal-Humanoid export, the IK Hand Gun animation is now supported

Remap: Full refactor of the remap features for better performances/easier usage
— New «Preserve» mode when clicking «Redefine Rest Pose».
When enabled, the actual rest pose of the source armature remains untouched. It only takes a snapshot of the newly defined pose, and use it to offset the bones transforms when retargetting.
If disabled (the old way) the actual rest pose is modified, and the animation is re-baked, based on the new rest pose
— Freezing armatures object transforms is now optional, retargetting should work even with non-zeroed out objects coordinates (rotation different from 0, scale different from 1).
A new «Show Freeze Warnings» button has been added to hide or show freeze warning prompts
— Location/IK/Root remapping is now faster, the pre-baking phase is no more necessary
— When redefining the rest pose, the rest of the menu is now hidden (it was wonfusing and prone to error to have all other buttons still visible)
Remap: Custom presets can now be exported in the built-in list presets, for quick export-import

Fixed:
Rig: Harmless update issue when snapping IK-FK arms
Rig: The «Align Skulls» setting was displayed incorrectly at the bottom of the row
Rig: «Apply Pose as Rest Pose» crashing with hidden collections
Rig: The 0-1-Reset shape keys drivers buttons were greyed out
Rig: Ensures bones from duplicated limbs have correct color group
Rig: The «Stretch Length» value of the FK bone was by mistake linked to the IK bone (silly)
Export: The armature was not exported if it was selected but not active, while «Only Selected Objects» is enabled
Export: Error when a bone was marked as custom bone, but already part of the base rig. It’s now bypassed.
Export: The ear bones weights were transferred to the head weight, while it’s no more necessary
Smart: Bug with the toes detection if the character had feet below the ground
Remap: The «Add IK Cns» setting was not saved in preset

Источник

v7.0 for Blender 3.0 (but also 2.83 and 2.9x)

This release is an upgrade for Blender 3.0.
This version is backward compatible with Blender 2.83 and 2.9x
Sorry, no new feature.

Changelog:

Known issues:

Assets

Rigacar v6.0 for Blender 2.83

New release for Blender 2.83. This release does not provide any new features: it’s all about bug fixes and improving existing features.

Rigacar v6.0 is 100% backward compatible with previous releases of this addon. If you have already generated armatures with a previous version, you can upgrade to version 6.0.

Changelog:

Known issues:

Assets

Rigacar v5.0 for Blender 2.80

Rigacar v5.0 is only for Blender 2.80.
Download: rigacar.v5.0.zip

For Blender 2.7x, you have to use Rigacar v4.0.

Changelog

Known issues:

Assets

Rigacar v4.1 only for Blender 2.80

Blender 2.7x: download rigacar-4.0.zip
Blender 2.80 beta: download rigacar-b2.80v4.1.zip

Rigacar v4.1 is only for Blender 2.80. Please update Blender 2.80 to the latest build.
For Blender 2.7x, you have to use 4.0.

Please remember Blender 2.80 is still in beta. Rigacar needs Blender’s animation baker to generate animation. This feature is constantly broken and fixed by developers. So you could get unexpected errors when generating animation for wheels and steering depending on which Blender 2.80 build you are using.

Changelog

Known issues:

Known issues for Blender 2.80:

Assets

Rigacar v4.0 now on Blender 2.7x and Blender 2.80 beta

Blender 2.7x: download rigacar-4.0.zip
Blender 2.80 beta: download rigacar-b2.80v4.0.zip

Rigacar v4 is fully backward compatible with Rigacar v3. Nevertheless, if you can,
I strongly recommend you to remove previous generated rigs and recreate them because
I fixed several issues for the newly generated rigs.

Changes from videotutorials

If you have already watched or if you have planned to watch my series of videotutorials
about Rigacar, please be aware these videos were made for Rigacar v3. Below is
a list of topics explained in the videos which are no more relevant:

Источник

Blender IK rig, советы?

Нашел более быстрый способ делать хороший Ik rig, но я колеблюсь, как бы он не оказался только на видео таким отличным.

Если кто пользовался этим аддоном, напишите стоит ли оно того?
Или же есть другие неплохие способы делать IK rig для персонажей. Если что я смотрел обучения от Royal Skies LLC, но мне не понравилось, то что он делает не каждой модели подойдет.

он стоит целых пять долларов это совершенно не подъемная сумма забудь

А ты уже просто не можешь жить без того, чтобы на других бочку собственного говна вылить.

че
Через плечо родная)
Мало кого из пользователей blender можно о чём-то спросить.
Ведут себя как недотроги, вроде всё «знают» но отказываются отвечать.
Нужно обладать особыми навыками чтобы добыть нужную информацию, иначе пиши пропало. То же и здесь, раз нечего сказать, могла бы просто пойти мимо.
Я понимаю что ты в интернете, но можно же немного сдерживать себя и не нести чушь.

тебя серьезно порвало из за дурацкой шутки? чел ты

Потому что любой совет идет во вред, бьет по источнику дохода, поэтому совета можно ждать только от тех кто на этих советах имеет доход, или тех кто относительно недавно въехал в индустрию.

Сурово но правдиво.

Ну в чём-то она права. 5 долларов не такая уж большая сумма для плагина. Это даже не 5 долларов в месяц по подписке,
и не 50$ за decal machine и тому подобные крупные плагины.

Да, но в видео была речь о 2.8, а это нужно понимать что в версии 2.9 может и не сработать. Ведь он ничего не сказал о новой версии.
А я, понимаешь, не хочу спонсировать подобных деятелей.

Да брось. 2.8 \2.9 это не такая пбольшая разница как 2.79 \ 2.8. К тому же это похоже на просто QOL плагин который массово выполняет уже имеющиеся в программе операции. Просто напиши в теме на blender artist или самому автору.

Уже бросил, в 2.8 отображается. а в 2.9 нет.
Видимо ему элементарно лень матушка помешала написать что в 2.9 не будет работать. Собаке в сраку только 5 баксов потратил.
Я понимаю что посоветуют переводить все плагины и настройки в 2.8, но он мне не нравится, в 2.9 удобней.

бочку собственного говна
можно и чужого

А Rigify чем не устраивает?

с ним много мороки, у меня столько времени нет.

значит анимация не твое

rigify не работает.

Почему? Что консоль пишет?

Я накладываю на основной скелет, дополнительный ну тот что встроен в блендере. Затем разделяю на слои и когда нажимаю применить rigify он не срабатывает. Может я что-то не так делаю, там же не только скрипты но еще и координаты вводить нужно(

Не знаю на счет слоев, но у меня регифай не работал в 2х случаях:
1) у меня были дырки в меше (Перевернутые фейсы)
2) пересечение геометрии
Он должен тебе сообщение снизу выкидывать вроде оранжевое.
Может я что-то не так делаю, там же не только скрипты но еще и координаты вводить нужно
Чего? Скелет на модель повесил, кнопку нажал риг готов, потом просто заперентить с автоматическими весами надо.

Спасибо за ответ, ну смотри, первый раз я ложил rigify на обычный скелет, я вот сделал риг персонажа Klonoa, используя своё построение костей. Применил ригифи, появилась стрелка внизу, а кости продублировались. Ошибка значит.

Уже начал делать более правильно, наложил поверх скелет который загружается с блендера, его кости не переименовывал, сделал ригифи и снова неудача.
у меня были дырки в меше (Перевернутые фейсы)
Нет я посмотрел исключено.

пересечение геометрии

Здесь не понял, как именно это может быть небольшой пример?

Здесь не понял, как именно это может быть небольшой пример?
Пересечение фейсов внутри одного меша. На картинке грубый пример, как правило там какое нибудь микроскопическое пересечение рядом стоячих вертсев, отлавливать такое тот еще геморой

Источник

Риг авто в блендер

Videos of Auto Rig Blender 2.90

Car-Rig Pro 2.1 How to rig a car? (Blender 2.90)

Car-Rig Pro 2.1 How to rig a car? (Blender 2.90)

YouTube · 9:08 · 14,000+ views

Nov 12, 2020 · #Car_Rig_Pro #Boat_Rig_Pro #Helico_Rig_Pro #Drone_Rig_pro #Blender_2_90Good news, Car-Rig Pro 2.1 has been released. This new version is …

Sep 07, 2020 · If you’re looking for a fast, easy, and less technical way to rig your characters in blender, today we would explore a quick and useful process that would ge.

Nov 17, 2020 · Radiant Rig XL 5.0 is the latest version of Radiant Rig. This script requires Blender 2.90. You must have Rigify installed and activated in order to use this addon. Radiant Rig automatically creates a human meta-rig sized to fit the selected figure. This script works best with figures with tight clothing.

AutoRig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx export, with presets for Unity and Unreal Engine. First developed as my own in-house rigging tool, i’ve released it a few years ago and it expanded quickly thanks to …

2.90 — blender.org

Aug 31, 2020 · Building on the success of the 2.8x series, Blender 2.90 continues to polish the user experience, introducing improvements to EEVEE, Cycles, sculpt, VR, animation, modeling, UV editing and so much more. Released August 31st, 2020

Jan 27, 2020 · Auto-Rig Pro. Auto-Rig Pro is an advanced automatic rig setup for Blender. This Github version is free and limited. It only supports the basic rig features for a trial: the full version includes an automatic bone placement solver, disable/duplicate limbs, game engine export to Fbx, motion capture retargetting.

Mar 02, 2020 · #blender #Rigging #CharacterCreator3I will show you how quick and easy it is to rig a character using the blender addon Auto Rig pro. If you wanted a free wa.

Jun 17, 2020 · There are two versions available for download: 3.40 for Blender 2.79; 3.51 for Blender 2.8x; What is AutoRig Pro? AutoRig Pro is an all-in-one solution to rig characters, retarget animations, and provide Fbx export for Unity and Unreal Engine.First developed as my own in-house rigging tool, i’ve released it a few years ago and many new features have been …

Blender Auto-Rig Pro – 3.58.20 | CG Persia

Источник

Риг авто в блендер

To upgrade from Lite to Full version, enter the coupon code below when purchasing:

What is Auto-Rig Pro?

Auto-Rig Pro is an addon for Blender to rig characters, retarget animations, and provide Fbx export, with presets for Unity and Unreal Engine. First developed as my own in-house rigging tool, i’ve released it a few years ago and it expanded quickly thanks to great support from the community!

Want to try first? Download Mike, free character rig here.

Getting Started with Auto-Rig Pro:

Rig fast with the Smart feature

For humanoid characters, the Smart feature can automatically place the bones to speed up the process, after adding the green markers. The result remains editable.

Non-humanoid characters can also be rigged without the Smart feature, manually (horse, dog. ).

Based on a non-destructive workflow, the final rig remains easily editable anytime after its generation. Check the product documentation and the youtube channel for more informations.

Built for performances, allowing fast animation playback.

Important note about skinning: If possible, use water-tight geometry for best auto-skinning results. Knowing the bases of Blender’s skinning tools, weight painting, to fine tweak the bones influences is recommended. Read the doc for more informations.

If you encounter any bugs please report it. Updates are free and will remain free. Also make sure to read the FAQ and the documentation to solve common issues.

Customize the rig definition in a few clicks: fingers, wings, toes, spine bones, multiple neck bones, tail, breasts, ears and much more. Duplicate or remove limbs to rig spiders, centaurs. or whatever!

Video tutorial, rig a centaur with the multi-limb feature: Centaur Rig

Wings limb for advanced feathers rig:

Spline IK limb to rig ropes, tentacles, IK spine.

Advanced Spline IK

3 bones IK for quadrupedal creatures:

Fingers IK-FK:

Intuitive tool to edit the bone shapes, with automatic mirror:

Customizable UI: fully editable layout, buttons positions, colors, background pictures. The picker panel dynamically updates, so you can select any bone from the separate panel easily.

Remap

It support IK feet, hands for accurate motion tracking, and an interactive offset tool to remap to different characters proportions.

Game Engine Export

Auto-Rig Pro allows export to FBX format via a dedicated module, to proven engines such as Unity or Unreal Engine.

2 export types: Universal to export the skeleton of any creatures, and Humanoid for bipeds only, with options for easy retargetting and root motion.

Note: Glb/Gltf export is not yet embedded with Auto-Rig Pro, but the Cascadeur to Game Engines addon supports it!

Bring your poses to the next level!

The secondary controllers offer a unique control over the pose. Located all along the limbs, they’re dedicated to fine pose sculpting, cartoon effects, bending, stretching, etc. Three deformations mode in option: Twist (exportable to Fbx and bendy-bones based for best compatibility), Additive (exportable to FBX), Bendy-Bones (Blender only).

Just use them instead of corrective shape keys, or as a complement. Below a typical leg bent before and after tweaking the secondary controllers.

Corrective shape keys can be created easily with a dedicated tool supporting IK-FK bone chains:

Rig Layers

Tell Me More!

Extensive list of what the addon has to offer:

Users Cases:

Auto-Rig Pro is actively used in the film and video-game industry, a few examples:

Usurpator: Video-game (Unreal Engine)

Julie Jamrock: TV serie (in progress)

Updates:

Make sure to uninstall the current addon before installing the new one and restart blender.

New/improved:
Versioning: Blender 3.0 support! And still backward-compatible with Blender 2.8x, 2.9x versions.
Rig: Feet and arms Z axis now points upward by default, which is more conventional. Warning, clicking «Match to Rig» will lead to wrong arms rotation when used with old rigs, enable «Old Arms Alignment» in the «Legacy» panel to fix it, or click «Update Armature» to correct old axes.
Rig: Support for generating multiple Auto-Rig Pro armatures in the same file
Rig: New «Soft IK» setting for legs, to avoid the typical knee pop when the leg is switching from straight to flexed pose.
Note, this leads to slightly stretched bones in order to soften the IK pop, then this setting remains optional (Limb Options)
Rig: New bind setting «Selected Bones Only» to bind only to selected bones
Rig: The bind setting «Exclude Selected Verts» was changed to «Selected Vertices Only», leading to the opposite and more intuitive behavior
Rig: The utility to convert Quaternions Euler rotations can now bake only existing keyframes instead of all frames, selected or all bones, and supports all Euler orders

Rig: The rig functions (snap IK-FK and others) are now based on bone selection, instead of active bone. This means bones can now be selected with box selection for example
Rig: «Apply Pose as Rest Pose» now shows a warning if some instanced meshes are found (multiple users), since they’re not compliant with it
Rig: Armatures object transforms (location, rotation) are now unlocked by default
Rig: Bones added as new limbs or limbs options, are now positioned properly when the armature object is translated or rotated.

Smart: Support for multiple armatures in the same file

Export: Support of NLA as a global animation track instead of exporting each action separately
Export: For Unreal-Humanoid export, the IK Hand Gun animation is now supported

Remap: Full refactor of the remap features for better performances/easier usage
— New «Preserve» mode when clicking «Redefine Rest Pose».
When enabled, the actual rest pose of the source armature remains untouched. It only takes a snapshot of the newly defined pose, and use it to offset the bones transforms when retargetting.
If disabled (the old way) the actual rest pose is modified, and the animation is re-baked, based on the new rest pose
— Freezing armatures object transforms is now optional, retargetting should work even with non-zeroed out objects coordinates (rotation different from 0, scale different from 1).
A new «Show Freeze Warnings» button has been added to hide or show freeze warning prompts
— Location/IK/Root remapping is now faster, the pre-baking phase is no more necessary
— When redefining the rest pose, the rest of the menu is now hidden (it was wonfusing and prone to error to have all other buttons still visible)
Remap: Custom presets can now be exported in the built-in list presets, for quick export-import

Fixed:
Rig: Harmless update issue when snapping IK-FK arms
Rig: The «Align Skulls» setting was displayed incorrectly at the bottom of the row
Rig: «Apply Pose as Rest Pose» crashing with hidden collections
Rig: The 0-1-Reset shape keys drivers buttons were greyed out
Rig: Ensures bones from duplicated limbs have correct color group
Rig: The «Stretch Length» value of the FK bone was by mistake linked to the IK bone (silly)
Export: The armature was not exported if it was selected but not active, while «Only Selected Objects» is enabled
Export: Error when a bone was marked as custom bone, but already part of the base rig. It’s now bypassed.
Export: The ear bones weights were transferred to the head weight, while it’s no more necessary
Smart: Bug with the toes detection if the character had feet below the ground
Remap: The «Add IK Cns» setting was not saved in preset

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