The rigging portion of my character modelling tutorial series is done! It took a ton of effort to make, so ofc I'm going to share it everywhere lol
For beginners to learn how to build a character in Blender

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The rigging portion of my character modelling tutorial series is done! It took a ton of effort to make, so ofc I'm going to share it everywhere lol
For beginners to learn how to build a character in Blender
AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHH
why...
does this not work!?????!!!!
👟A jolly little jog! 🏴☠️
Gave my little pirate dude a simple run #Animation!
My first time using #Rigify for both rigging and animation, but works pretty well, did a custom Rigify rig to really understand how to apply it!
Very intuitive and great for a simple control rig!
#b3d #blender3d #gamedev
Out of curiosity, based on your latest update post: How do you use Python when using Blender? :0
I know Blender's foundation is Python and users are free to modify the software as they see fit. So... how do you tinker in Blender and for what reason?
I've made a few Python scripts for Python in my time, but currently I use them for two big areas: curves and Rigify.
Curves are what they sound like, bendy wiggly objects that are good for things like tentacles and vines. I use them for the characters' antennae and eyebrows, since the mesh I use for the bodies would easily crumple weirdly on such elastic movement. They're perfect for that!
Unfortunately, rigging curves--that is, adding them to the character's skeleton--is a very lengthy process. Every point has to be added by hand with a modifier, and if you change the rig (skeleton) *at all,* it has to be done over from scratch. All over again. So, I wrote some functions to take care of that for me whenever I change the rig.
The second thing I use it for is an add-on called Rigify. Rigify makes it simple to make very dynamic, expressive rigs, and is perfect for the human and mantis characters! (Not so great for spiders, sadly.) Unfortunately, Rigify has some shortcomings, especially when it comes to using custom bones. If you just want to use a regular bone, without any of Rigify's fancy add-ons, you have to manually enable it when you generate a Rigify rig.
And, well, you have to generate a Rigify rig from your "metarig" every single time you want to make any changes to your rig. At all. So, I wrote a function to enable all my custom bones for me after generation. However, this brings us to the next problem.
I like to be able to "sculpt" with my rigs. Make the head bigger, tweak the angles on the legs, alter the shapes of things, things like that. Then, I can apply the changes to the mesh and the rig. ...Except, I can't, if Rigify only lets me make changes to the *metarig,* which is not the rig that affects the mesh.
But, recently, I *finally* got it going so I can transfer the generated rig's pose back to the metarig!! HAH!
So, yes. That's what I use Python for.
The last few months (maybe more than just a few), I've spent on retopologizing the sculpture (see https://www.tumblr.com/reignofsiderians/738040995179085824/wip-of-my-new-3d-project-statistical-average?source=share ) and then rigging.
The previous model had only a basic rig while this model has a much more advanced rig with finger and claw controllers. I've also made a custom detailed face rig, in addition to some shapekeys. I also managed to get the flank-skin and chest to deform well in the more extreme positions.
Blender Horse Rigify Add-On improvements.
hey rigify if you could stop turning my models into eldritch abominations that’d be great
face rig - added bones to rigify