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@Danny_NOwl Жыл бұрын
wow, this is my cat! 😄 one of my old works, I almost forgot about him. Happy to see him here :D
@CGDive Жыл бұрын
Oh cool. He's cute haha Thanks for making it available for download!
@TechnobabylonАй бұрын
The best explanation I've had, straightforward and going from the regular rigify skeleton
@CGDiveАй бұрын
Nice!
@activemotionpictures Жыл бұрын
10:00 - Mind blown. Awesome! this was the confusing part for me. Thank you for showing how to correctly pose the ORIGINAL rig for the Retargeted rig.
@CGDive Жыл бұрын
Oh nice, glad it was useful. Yeah, this is essential. Fixing stuff after the retargeting is much more difficult.
@sh5l345 Жыл бұрын
Cleaning the mo-caps and combining them is what I was waiting for ..thanks for telling you are getting into that
@dissonanceparadiddle Жыл бұрын
This channel is a gold mine
@CGDive Жыл бұрын
thanks! :)
@CGSparrow Жыл бұрын
More straightforward and easier than the previous ones, although the previous ones is more detailed.
@silly_goob Жыл бұрын
Tysm for making such a detailed series of rigging tutorials! I don't know how long it would've taken me to figure out all of this stuff on my own
@CGDive Жыл бұрын
You're very welcome! Thanks for the nice comment :D
@nathanielthe3rd3545 ай бұрын
You have officially saved me by making this video thank you :) Btw one thing, you wouldn't happen to know how make ur character not deform like crazy once retargeting has finished loading by any chance?
@33rdframe Жыл бұрын
bro, you are an absolute legend!
@CGDive Жыл бұрын
haha, thanks! :)
@33rdframe Жыл бұрын
@@CGDive have you used this with the ai video from rokoko? I'm getting pretty good results with this method you taught us, but there still seems to be some goodness to the rig. I am using accurig to rig and then rokoko ai video for the animation. Literally Zero guides online about this workflow. Maybe there is a better workflow?
@CreativeHubFxАй бұрын
hey i have rigges robot model..i tried this but some parts of my robot going wrong location..only head chest and foot stays in correct position..my rigging is perfect no mistake..what could be the solution?
@zackrobat Жыл бұрын
Thanks for another great video!
@ScorgeRudess Жыл бұрын
This is GOD content
@radertoons5526 Жыл бұрын
When i retarget, the body moves well, but the face of the character stretches all over the place... please is there a fix for this
@CGDive Жыл бұрын
I am sure there is but you have to find the issue first. It sounds like something isn't parented correctly.
@user-ri9wt5xi6d Жыл бұрын
This was amazing, thank you
@CGDive Жыл бұрын
Glad you enjoyed it!
@williampare-jobin5679 Жыл бұрын
Hey! Thank you for the great tuto! Quick question, will this work even if I have used the riggify rig with the face bones? Since the animation that you're retargeting from seems to not have any facial animation... Also, did you use an animation from Mixamo, and if no, will it works if I use Mixamo anim? :) Thanks again for all the good info! Very appreciated!
@CGDive Жыл бұрын
Hi. Yeah, it will work even if you have a face rig. Or fingers as I said in the video. Any attachments are fine as long as the base is the same. The mocap in the video was mixamo. Any mocap data can be used. The process is the same :)
@xiaobingb17125 ай бұрын
hello, I retarget mixamo animation to my custom rigify character whith rokoko addons in blender. the number of my character's spine are less. After I've done the retarget, my character always has his head down. Any help or suggestion would be appreciated.
@RDD87z Жыл бұрын
Thank you for sharing this.
@CGDive Жыл бұрын
Thanks for watching :)
@zenbox6820 Жыл бұрын
I dont know why but my spine_fk.001 bone(which should control lower body) is controlling upper body. My rigify was converted from daz armature rig so, maybe that played a role.
@CGDive Жыл бұрын
Yes, this can be changed from the Rigify settings. DAZ probably sets it up like that. However, in the default Rigify preset the bahaviour is as shown in the video. :)
@randydims47667 ай бұрын
Bravo ! Thank you. I want to do the same thing with the fingers
@randydims47667 ай бұрын
I fix it, it's work, thank you again.
@CGDive7 ай бұрын
nice!
@yuchen3297 Жыл бұрын
adorkable and cute cat though😂
@CGDive Жыл бұрын
haha, it's a model I got from sketchfab. The link should be in the description!
@zenbox6820 Жыл бұрын
Hi CG Dive!
@CGDive Жыл бұрын
Hey, What's up?
@atique2545 Жыл бұрын
Excellent tutorial but I tried retargeting the rig exported from Rokoko Studio to my rigify rig and it didn't work. My rigify rig just goes haywire. I tried almost 20 times and finally on the verge of giving up.
@CGDive Жыл бұрын
Sounds like you're asking for help but you're not even giving me a straw to grasp at even if I wanted to help. For now all I can say is, sorry to hear it didn't work.
@atique2545 Жыл бұрын
@@CGDive Sorry but the problem is so specific I am not sure we can communicate properly through chat. Thanks for replying fast though. I am a big fan of yours.
@CGDive Жыл бұрын
@@atique2545 if you are on discord, you can ask on our server discord.gg/YFH5HUv
@atique2545 Жыл бұрын
@@CGDive thanks a lot. just joined from this link. hopefully i'll get the solution
@atique2545 Жыл бұрын
Hi CGdive, I think the retargeting breaks if Rigify skeleton is scaled from 1 before the retargeting operation. Can you kindly check and if the error is reproduced, can you come up with a solution? Thanks! In a big project, we always have to scale the armature according to project needs and it can be a big problem and the retargeting fails due to scaling.
@THEVOL6 ай бұрын
Do you know if it's possible to save the bone list as a template so that you don't have to choose the bones everytime for similar rigs?
@CGDive6 ай бұрын
Yeah, see the buttons under Custom Naming Scheme. How they work is a bit quirky but that is what you are looking for.
@GhoulSoulToll Жыл бұрын
Awesome tutorial, Quick question though. After retargeting my animation my model ended up having some issues with polygons where it expanded out some verts around the character creating a weird distortion. I though maybe it had something to do with the vertex groups but no clue on a solution?
@drissimohamed1920Ай бұрын
i got a mesh deformation , any ideas?
@henotelpatriota40266 ай бұрын
Have you tried retargeting with rigify while having a facial rig? Because it gives me an error
@CGDive6 ай бұрын
A face rig shouldn't affect the retargeting process at all.
@user-vg5od8jp5j Жыл бұрын
Please explain the structure of the lion's bones ❤
Great video, but did not work for me. I created my project on Blender 3.6, then when i tried to go back to 3.3 or 3.4 to fix de python error, old blender can't even open up the file correctly. Rigify does not even work properly
@CGDive10 ай бұрын
The Rokoko addon should be updated by now and there should be no need to go back to a previous version.
@dwaynemarkbrown2433 Жыл бұрын
I'm using Blender 3.5 and I imported a rig into Blender using FBX and I have watched every video and nothing is working for me to make the bones that are sticking out to disappear and the bones wont attach to the mesh.
@CGDive Жыл бұрын
Bones that are sticking out? No idea what you mean, sorry. :)
@llYuki0okami Жыл бұрын
1:30 Mrrrraaauuuu... to that retargeted animation combining thing, iam not shure how pros do this, but i used addon animaide that can change choosen animation like this; in second animation select root bone of your armature, click AnimOffset button (this addon make this button avaible) change location of your root bone so this animation will fits to previous one, click AnimOffset button again. Now your second animation will be located at this location. Then in NLA blend those two animations a little so they do not just suddenly jump one into another
@CGDive Жыл бұрын
Yeah, there are a couple of ways to do it. Good to know it can be done with Animaide. It sounds like an awesome addon although I haven't tried it yet. Can't wait to give it a go!
@llYuki0okami Жыл бұрын
@@CGDive this is not just for root bone, you can change whole position, its like graph editor but in 3d view, as i remember there was bugs when you operate on NLA action strip, before it has to be set at 0 time (begin) of the animation but they fixed this, later I found action strip cant have any modifications or blendings while you change it with animaide otherways armature go all mess, iam not shure if they fixed this one.
@CGDive Жыл бұрын
@@llYuki0okami Yeah, I'll definitely give a try soon. Thanks for the info!
@llYuki0okami Жыл бұрын
is there a way to save bone list? every time i doing new retargeting my bone list reset and i need to choose bones again. Save CustomNamingSchemes seems do nothing
@CGDive Жыл бұрын
I also found the preset to be a bit unintuitive and unreliable.
@villaindota4700 Жыл бұрын
i have problem after retarget the target model will be destroyed and i cant see it in scene whats problem?
@CGDive Жыл бұрын
I can't say for sure, sorry.
@PCgmesforever9 ай бұрын
Awesome tutorial as always. What is rokoko addon retarget automatic bone pairing based on ? Does naming help if say I am retargeting from self made armature ?
@CGDive9 ай бұрын
Hi. I don't know how rokoko finds bone pairs so it's hit and miss. I just accept that I will have to do some manual pairing. Exporting a preset can be useful if you plan to use your custom rig often.
@ivannzohad Жыл бұрын
Great video, it work so good for my character. One doubt about targeting bones, now there are new bones from the reference to target: *RightLegRoll, RIghtUpLegRoll, RightArmRoll and RighForeArmRoll*. Are the targets of those bones the "tweak" bones? For example, For RightArmRoll upper_arm_tweak.R, for RightForeArmRoll forearm_tweak.L Thank you very much for this helpful videos.
@CGDive Жыл бұрын
I can't be sure unless I see the exact source rig you are using but I think you can ignore those roll bones.
@ivannzohad Жыл бұрын
@@CGDive OK thank you very much it does work good withouth using them
@user-ss6vw8hi8w4 ай бұрын
Hello, I would like to ask if this plug-in can retarget the linked files. I retarget the linked files but failed. I don’t know if there is a solution. If I can get your advice, thank you very much.
@CGDive4 ай бұрын
I am not sure, I haven't tested that extensively.
@FedTalk Жыл бұрын
Woww. can you share the map profile from Rokoko. we wont have to map each bone next time , and thank for this amazing job buddy.
@CGDive Жыл бұрын
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder. toshicg.gumroad.com/l/cgdive_free
@creativemaster4cgi194 Жыл бұрын
@@CGDive thanks for this amazing tutorial
@anficyon Жыл бұрын
the rokoko FBX aniamtion it was export with the Mixamo profile for names of the bones?
@CGDive Жыл бұрын
There is no Rokoko FBX in this video.
@anficyon Жыл бұрын
@@CGDive then is a aniamtion file from mixamo ? i said for the names of the bones
@CGDive Жыл бұрын
@@anficyon Yes, it's a mixamo anim.
@anficyon Жыл бұрын
@@CGDive ok, thanks for the answer and the awesome videos
@macitseferi1843 Жыл бұрын
Does the cat only have a control curve instead of a rig or did I miss something?
@CGDive Жыл бұрын
No idea what you mean by "control curve".
@macitseferi1843 Жыл бұрын
@@CGDive i mean I couldn't see the normal rig like the one on the left
@CGDive Жыл бұрын
@@macitseferi1843 The deformation bones are hidden on one of the rig layers. Are you a Maya user?
@macitseferi1843 Жыл бұрын
@@CGDive yes im .but I moved my character to blender and now I want to continue here. I'm trying to learn
@CGDive Жыл бұрын
@@macitseferi1843 I see. Well, the rig on the cat is Rigify which is Blender's official auto-rigger. I have a bunch of tutorials about it if you are interested in learning how it works. kzfaq.info/sun/PLdcL5aF8ZcJv68SSdwxip33M7snakl6Dx
@user-ti4bm4md5y Жыл бұрын
retargeting with this method but with plask armature will do ok, right?
@CGDive Жыл бұрын
The source rig can be anything. Just make sure to get a proper rest pose out of plask. Plask used to have a problem with that.
@user-ti4bm4md5y Жыл бұрын
@@CGDive got it!
@ragingpoop8658 Жыл бұрын
Is there a way to retarget shape key animations to rigify?
@CGDive Жыл бұрын
don't think so, at least not anything straightforward.
@ragingpoop8658 Жыл бұрын
@@CGDive I found out you can bake shape keys animations to the control rig of faceit instead. It feels a bit too complicated though.
@Tsero0v0 Жыл бұрын
Any chance we can get the custom naming schemes file so we don't need to enter all the names ourselves and use yours :D?
@CGDive Жыл бұрын
Actually yes but I am not sure how well they work. Get this free product and when you get access to the files, find "Rokoko_presets" under the AccuRig & Mixamo folder. toshicg.gumroad.com/l/cgdive_free
@Tsero0v0 Жыл бұрын
@@CGDive Thanks alot~ Love your videos
@Crazist Жыл бұрын
What is the recommend configuration to rendor
@CGDive Жыл бұрын
What is Rendor?
@Crazist Жыл бұрын
@@CGDive Rendoring Video of animations and vfx in blender
@Crazist Жыл бұрын
@@CGDive I mean, recommend configuration for smooth running in blender
@CGDive Жыл бұрын
@@Crazist I don't know of such a recommended configuration, sorry :)
@TsubasaArt Жыл бұрын
Why does your rig have "toe_fk" and "toe_ik" bones 🤨?
@CGDive Жыл бұрын
That was introduced in Rigify around Blender 3. Watch this (the bug I mentioned there is already fixed in newer versions of Blender) kzfaq.info/get/bejne/fp5gdM19vM2pc40.html
@TsubasaArt Жыл бұрын
@@CGDive Thank you, you´re right you mentioned it, i missed that part on the video as well as the part were you say is necesary to set the hands and foots to FK mode, it would be a good idea to remark this step as it´s crucial to retarget correctly because i was getting a wrong retarget even with all the bones being renamed correctly, i was missing the FK Slide step but after I realized it, that fixed the retarget for me.
@hariesh.d246 Жыл бұрын
How to update rokoko addon 😢😣
@CGDive Жыл бұрын
There is an updated built in the addon. If it doesn't work you should get in touch with Rokoko!
@Caio_Raphael7 ай бұрын
This video absolutely makes the 'Retargeting using Rokoko (COMPLETE guide) - Blender 2.8, 2.9, 3.0' obsolete. Please delete the other video or mark it as obsolete.
@CGDive7 ай бұрын
No, it doesn't. The other video is foundational one showing a lot of important techniques. Glad you like this one.
@macitseferi1843 Жыл бұрын
Here you added it to the end of the list to use ik but in the video below you made it child with fk. Which way should I choose for the best result ? kzfaq.info/get/bejne/hN-omMVlndO5lqc.html
@CGDive Жыл бұрын
both work but I think the method in this video is the most straightforward one.
@macitseferi1843 Жыл бұрын
@@CGDive you mean with cat video ?
@CGDive Жыл бұрын
@@macitseferi1843 yeah.
@macitseferi1843 Жыл бұрын
@@CGDive thanks
@SteveHaiman8 ай бұрын
Thank you for this awesome tutorial. I used this in my most recent animation (kzfaq.info/get/bejne/jJaSqK2U0Nq5p3U.htmlsi=r5DAZ0b8_ZQzjY0u) . I brought in a character that I created in Reallusion Character Creator 3 using their Blender plugin telling the plugin to import the character with a rigify rig. I then imported a mixamo walk cycle, and used Rokoko to retarget the CC3 character rig. Worked perfectly.
@CGDive8 ай бұрын
Great animation, Steve. Thanks for sharing! And I am glad you could use some of my techniques in your workflow Great job combining a bunch of them to achieve exactly what you were looking for.
@groggmayles258 Жыл бұрын
Hi, I have a strange problem with the mod. Now I talked to one good person who made fix addon guides. However, when trying to port anything to UE4 "even a simple cube" I got the following error: Python: Traceback (most recent call last): File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 221, in run_function_remotely return remote_function(*args) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1116, in __call__ return self.__send(self.__name, args) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1456, in __request response = self.__transport.request( File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1160, in request return self.single_request(host, handler, request_body, verbose) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1176, in single_request return self.parse_response(resp) File "C:\Program Files\Blender Foundation\Blender 2.93\2.93\python\lib\xmlrpc\client.py", line 1348, in parse_response return u.close() File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\client.py", line 55, in close raise exception(exception_message) Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData' During handling of the above exception, another exception occurred: Traceback (most recent call last): File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 71, in modal raise error File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\operators.py", line 61, in modal function(*args, **kwargs) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset UnrealRemoteCalls.import_asset(file_path, asset_data, property_data) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 248, in wrapper return rpc_factory.run_function_remotely(function, args) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies pc\factory.py", line 226, in run_function_remotely raise exception.__class__(stack_trace).with_traceback(call_traceback) File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\core\ingest.py", line 25, in import_asset UnrealRemoteCalls.import_asset(file_path, asset_data, property_data) Exception: FbxStaticMeshImportData: Failed to find property 'build_nanite' for attribute 'build_nanite' on 'FbxStaticMeshImportData' File "C:\Users\Tom\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\send2ue\dependencies\unreal.py", line 1122 location: :-1 If you want to get in touch, here's my discord: Tom.Grogmayles#2507 Thanks in advance :D
@CGDive Жыл бұрын
No idea, sorry. (not even what you're trying to do)
@groggmayles258 Жыл бұрын
@@CGDive Hello twice, never mind, I fixed the mod :) As I understand it, the fact is that I downloaded a new version of the mod on the old UE4, and because of this, this incomprehensible error was issued. So the solution to this problem: switch to UE5, or just download the old version of the mod for UE4. Good luck :)
@crethyinez3885 Жыл бұрын
what is the efficent way to create rig with rigify animate it and export the unity which steps i should follow
@CGDive Жыл бұрын
The steps a little too many to list in a comment but I have videos on exporting "Generic" characters from Blender to Unity kzfaq.info/sun/PLdcL5aF8ZcJtDzChFfO9smj6M_EDoJ2uM
@henotelpatriota40266 ай бұрын
Have you tried retargeting with rigify while having a facial rig? Because it gives me an error
@CGDive6 ай бұрын
Having a face rig should not affect the retargeting process.