Hi! Here’s the first 100% usable version of BlenRig 6!
We’ll be waiting for your feedback to improve things.
In the scene where you have your character just add the BlenRig 6 rig. With the rig selected go to the BlenRig 6 Tab and then to the Rigging Assistant tab, start with the guides in order
Wow! I wasn´t expecting this to be released outside of Blender cloud, but I will sign up for the cloud anyway next month for the tutorials, and to support Blender development in general (supporting through dev fund already). Can´t wait to try this for my project! Muchas gracias por la generosidad, Juan Pablo! Trabajo buen hecho
Well, the current biped preset is aimed for film production, not games. Nevertheless, right now we are doing some tests with Theory Animation for taking Ray & Clovis into an app, and exporting the deformation bones woks well. The only drawback with this procedure is that we depend on animation being done inside of Blender. In time I may do another rig preset that lets you export thing to game engines in a better way, but I have to admit that I still don’t have much knowledge in what it technically required for doing that. I’ve heard that rigify is somehow compatible, so if someone could point me to some documentation on how rigify does it, I could start thinking on doing it myself too
Why is this rig so nuts? Any points on why this version is different/better than Blenrig 4? i downloaded the rig but havent had a chance to experiment yet.
mmm… GUI, rig picker, crazy facial rig, rig proven to work for feature films, more and better controls… BlenRig 4 was ok, but throughout these years I’ve had the chance to work in really important projects and with people who gave a lot of feedback, so, things have improved quite a bit. I could say that BlenRig 4 was not entirely for professional use, but this one really is.
Indy_logic, yes, there is a pdf guide in the Blender Cloud, but it is cloud exclusive material. Right now I’m starting to do some video tutorials for it too. I guess that at some point all these things will be released for free, but not any time soon, cause we need people to support the cloud
In fact the further development of BlenRig inside the Cloud depends on how many new subscribers BlenRig can get, so I personally need this kind of support too!
If there’s anyone who really can’t afford subscribing, just contact me in private and we’ll see what we can do about it :), but really, the more subscribers the Cloud gets, the more projects like BlenRig will be able to be developed and funded in there.
I would like to clarify a bit of how rigify is and is not compatible.
I will take unity as an example game engine on here. Because nowadays we have an option to export only deform bones when using .FBX so it means that almost any rig can be used inside unity’s mecanim. But why the rigify is not really that compatible is that some of Rigify’s (at least in pitchiboys rig) deform bones are childs of rigify’s MCH- bones so Blender will also export those bones which we do not need and are useless and clutter the rig in unity.
If you want to make a Unity compatible rig in BlenRig then the rig deforming bones should be like this:
HIPS - spine - chest - shoulders - arm - forearm - hand - (fingers)
HIPS - spine - chest - neck - head - (child of head: Eye and Jaw)
HIPS - thigh - shin - foot - toe
and fingers for example:
Thumb: thumb.01 - thumb.02 - thumb.03
Index: f_index.01 - f_index.02 - f_index.03
Middle: f_middle.01 - f_middle.02 - f_middle.03
Ring: f_ring.01 - f_ring.02 - f_ring.03
Pinky: f_pinky.01- f_pinky.02 - f_pinky.03
These names are just of course examples. The hierarchy is the important one, not the names. Of course there should be side separators (_L, _R) so unity will know how to automatically make a mecanim avatar in unity.
I can attest to the power of blenrig already, and it keeps getting better and better, JP! Love the facial controls in it, but the rest of the full rig is crazy powerful as well
jpbouza- Thanks a ton for the response. I also really dug the model you built with Blenrig 4. Outstanding model. I’ve used and re-used that mesh a thousand times as a base. fantastic hands and feet, and use of a cage deformer.