#rigify
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👟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
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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.
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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.
#3D#Blender#Siderian#3D model#rigging#Rigify#Big cat#FelisGlacialis#Artists on Tumblr#CGI#Retopology#Demo v2#Mu v2#Average Siderian
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She's rigged! Sort of! This image brought to you by some heavy lifting courtesy of the viewport denoiser.
I'd say she's about half way done with rigging. I'm running into some significant challenges with this model, namely the wings and her spines. Thankfully I solved the wing issue (in fact, I'll probably record a video about that later because I'm pretty pleased with the movement) but her spines and fins continue to elude me. I've tried using a data transfer modifier, geometry nodes, even putting bones on each spine but I'm having a heck of a time getting things to compress and stretch properly:
Unfortunately, the solution is probably decapitation; I modeled an S-curve into her neck and it's giving me a lot of grief. If I model her with a straight neck, it will clean up a lot of deformation issues and make it much easier to distribute those spikes and fins. I'll straighten her tail while I'm at it for the same benefits. Unfortunately, this will force me to re-do UV mapping which in turn means re-doing her paint job... But hey, I learned a good lesson! Don't bake shapes into your model that you want to change...
#avira#digital art#artist on tumblr#blender#character design#creature design#dragon#dragoness#rigging#rigify
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got my grabby hands on Mr. Puzzles official model
SMG4 better follow my demands or else i'll not me held responsible for the evil that will be unleashed /ref
Model - official SMG4 Mr Puzzles model
Port from gmod - by do76 on Sketchfab
#im not sorry#gave him bisexual lights on second one cause i can#Also after port to blender whole rig looked like it was brushed to the wrong side#so i had to do it all with rigify again#and hands are... still very bad... dont look at them--#i wanna do my own model too - in low poly style#fanart#mr puzzles#smg4 mr puzzles#mr. puzzles#smg4 puzzlevision#mr puzzles smg4#puzzlevision#mr puzzles fanart#prosto cup of art
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learning blender
#how do i even tag this#3d#ika musume#used rigify after trying to learn to make a rig from scratch and after an entire night i went Yep im still bad at rigging and gave up#not too fond of the animation tools so far i still prefer maya on that
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low quality test animations of both day and night mode of the chimera form of my oc
#IT TOOK ME SO SO LONG TO GET THIS FUCKERS FACE RIGGED#EVERYBODY AND THEIR MOMMA IS LIKE USE AUTOMATIC 🤓WEIGHTS ITS FASTER🤓#BITCH I ALWAYS END UP DOING EVERYTHING MANUALLY#rigify is cool but it can also suck my nonexistent dick#i need to update the body texture the resolution is terrible#ignore the self clipping wings i already fixed that#my art#art#artwork#artists on tumblr#digital art#3d art#3d model#3d modeling#3d#blender#blender3d#3d artwork#chimera#monsters#mythical creatures#creature design#monster art#orginal character#orginal art#my oc art#oc#oc art#fantasy#fantasy art
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whatever is going on anymore with this model
#not posting this on art blog because. yeah#trying to understand rigging#gotta to be honest. im fighting for my life in here#rigify isnt working for me as it should and i cant fix it. i keep getting errors. tutorials mostly arent helping. i still dont understand#whats going on#but at least i. uh. made it work somehow. she now has much more organic movements#and i dont have to keyframe bones individually#so win for me i guess?
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I am this 🤏 close to just redoing the entire rig with the rigify plugin, purely so the wrists don't break all the time
it makes so many bones tho...
and does the fingers weird...
and I might have to redo some other stuff that obviously isn't covered by it
and I don't really want an FK rig, but I could just turn those ones off...
hmmmmmghbutit'ssomucheasierthough...
and I'd get a better, more detailed face....
hhmmmmgh...
#for the record i'd probably be done with this rig by now if i had before#i have the face in a state where it's good enough(mostly from copying what rigify does with it lol)#it's just the damn wrists crumpling whenever i turn them even to a reasonable degree#or maybe it's not idk i'll test some stuff out tomorrow and see if rigify has the same issue and it's a me problem lmao
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Video
youtube
Zenles Zone Zero shader - Ellen Joe in Blender 4 1
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Doodles of Stanley from last night.
#my art#stanley#oc#I’m trying to make a vr chat model of him#trying to remember how to rig also#rigify updated and I don’t know where anything is.
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we got him. ignore the jet set chair in the back but his model is simply named 'SK_male_01' and there are two of him within the games files. had to go find his textures myself and reapply them ( 'T_Shared_Char_Juniper_ALB_01' ) and now we have him. the man himself.
ill admit im very new to blender myself despite having a good few hours on it already, so i had to learn the entire texturing process just to give him a little bit of color. applied some textures and pulled up his mask file 'SM_Intro_ENV_JuniperMask' (could NOT find the texture for that if it did have one so i just shoved some color on there)
^ freak
in hindsight i probably shouldn't have given the mask some reflection because it stands out a little too much, but regardless hes real. gave him a little bit of hair too because bald juniper was beginning to be uncomfortable to stare at for. around 3 hours
now here's the part that i couldn't entirely comprehend. be it my shitty blender knowledge or just the model not being very good with the program/being made very weirdly, rigify did not want to connect the bones with the model and i ended up wasting 45 minutes on giving juniper a skeleton he didnt even want. what an asshole
Has anyone tried porting or somehow has their hands on any of the models from any ieytd game? if i was patient enough id try making my own but i want to ask first.
#if anyone wants to try their hand and making this model.... Moveable. let me know because ive got the file with colored & masked juniper.#youll have to ignore the rigify bones in the file (probably just go and delete them) because they really serve no purpose atm
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Hatchling run cycle animation!
Remember when I asked if there was any rigs around? Well, I'm doing it myself! These are all nice rigify rigs with accurate materials. The Hatchling is done but I want to port ALL the travelers (and then some)!
Ports will be available once they're finished!
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Rain World x Monster Hunter pt. 2
Cyan Lizard
Fanged wyvern
Difficulty: * * * * *
Fast and highly agile. Specialized organs within its torso and tail allow it to perform a charged explosive jump. A set of vents serving as an air intake power a chemical reaction in the tail. During this, the Cyan Lizard will rigify its tail as its specially developed tail scales guide the explosion backwards, allowing a take off in a quick burst.
Back vents are breakable
Breaking the vents or severing the tail will hinder its ability to use a charged jump, doing both will prevent it entirely
Its tongue is shorter and weaker than that of a Red Lizard, hence its grapple is easier to escape from
Higly agile, fast and acrobatic, it uses its charged jump in both attacking and moving around
It can climb on walls and ceilings
Like with other lizards, its head is armored and will bounce bladed weapons
Red Lizard >
I can imagine this guy yeeting itself across half of the locale :>
#monster hunter#monster hunter wilds#monster hunter world#monhun#rain world#rain world lizard#rain world lizor#concept art#monster concept#fanged wyvern#wyvern#monster#monster hunter fanart#rain world fanart#hunters notes#moveset concept#commisions open#rain world cyan lizard
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3D character commissions
these are rough prices for my 3d comms. i have not taken 3d comms before. note rough prices, these prices can change wildly depending on how simple or complex your character is.
iam comfortable with low to medium poly modeling, and likely wont go extremely high poly with any comm, regardless of payment. i do not work with subdivision modifiers. i have modeled mostly humanoids so far, digitigrades arent entirely out of the question but im not very experienced with furry models and animal anatomy, as a note.
i currently only use paypal. i would like payment upfront, but only after ive discussed the price with you and the details. ill explain any aspects that are unclear to you, if it impacts your decision making, e.g. if you dont know what the difference between two rig types is, i will explain to you what the differences are, and which option you might want, depending on your needs. because of all the layers of making a 3d character model, i will most likely have to work with you very closely for each added step. i will make sure to review with you before giving you the final product. if for any reason i realize i cannot finish the commission, i will refund immediately.
if i have to dismiss your commission (before payment) for other reasons i have the right to do so.
im not sure how many slots i will take, so for now i will say 5 slots.
because its hard to price 3d character models, the below prices refer only roughly to a humanoid type model. these prices do not account for characters which are chibi-like, have exaggerated proportions, or are simplistic in design.
ill use these two models as examples as a sort of way to guess how much you might need to pay (for a humanoid model)
model in a t pose (without anything else, no texture no rig): 20-30€
the first model has segmented limbs, the second has a continuous mesh (except for the head, which is a seperate object). the first model only has mittens for hands, and a thumb each, whereas the second has 4 seperate fingers and a thumb each.
because of the fact that the second model has actual fingers instead of mittens, and more modeled details like the collar, flared pants and sleeves, i would charge more for the second model.
+texturing: 10-30€
this can be difficult because i have more than one style of texturing. some of my methods are lazier while some are more standard. the lazier methods usually make it a little harder to edit the models textures in post, or might even eliminate the need for a proper texture, or simply have other advantages/disadvantages. most of the detail in the first model are simply painted in rather than modeled, to save on model complexity, whereas details in the second model are modeled in rather than textured in.
1# has traditional UVs and textures, whereas 2# has alot of broken up and stretched UVs, due to the fact that there is no noise in his textures, making it impossible to see seams even on a stretched UV. you can see how several UVs are layered on top of eachother, in order to make the suit's pinstripes without dedicating space to every single UV. this makes 2# harder to edit in post.
i would charge more for the first texture, as its painted and has more detail than the second, which is solely flat colors.
+weight painting (with a rigify rig, or a vrchat rig): 10-15€
1# has a vrchat rig which is perfect for porting into unity and uploading to vrchat, as the bones are all named according to the vrc armature naming conventions. this rig type is not as suitable for blender. 2# has a rigify rig, which has many useful features especially good for animation. it is very good for blender, but not for outside of it.
im not charging for a rigify rig or vrchat rig, as rigify is a rigging tool, and i have a vrchat rig preset, these both are free tools i wont charge for. im only charging for the time i spend setting these things up, and of course, im charging for the weight painting.
some extras would include things like shapekeys and drivers, for example shapekeys for visemes (lipsync in games like vrchat) like in the first image, expressions in the second image, and drivers for things like correcting elbow and knee bends (so they dont look as jagged), where i wouldnt say id make those very expensive, maybe 10 euros or less, but it all depends on complexity, and the amount of shapekeys needed.
props can also be included, though again this can vary wildly in complexity and amount, because it can range from a simple cylinder for a cigarette to a modeled gun or other weapons. this would however not be that expensive, except for props that are exceptionally detailed, you know how it is. higher complexity, higher price. something as simple as a cigarette or cig might even be free because its literally just a cylinder.
(also that first model of the minato is not ripped from the game, i modeled it with direct reference of the original minato model though. the model on the top is mine, the bottom is the model ripped from the game, just to make that clear haha)
at the end, i will provide you with the entire blend file as well as all the needed textures, and i will send you a simple turnaround/pose render for free. this can be a gif or a simple png. i will send it through email or through a drive link if needed.
in the end, you'll need to discuss with me about which character you want to commission, what your wishes are, so i can kind of gauge the price, as these are not precise prices.
dm me directly please, we can then continue discussing there.
here are some of my other 3d characters (mostly tf2 hehe)
^ this character belongs to @\straightyuri
^ this character belongs to @\averageludwig
#commissions#3d commissions#this post is long idk i keep not wanting to start with making a pretty commission sheet#idc...#emmet arty#i also dont know all the people who asked me for 3d comms oh god#uhh#lets just hope they somehow see this
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So I got curious if I could make my Scarlet/Violet Mewtwo rig better…
Turns out I could

The Blender Rigify addon is very useful for making professional character rigs, as can be seen in my earlier posts. The rig doesn’t have to be stretchy like what I’m doing in those shitposts, and has an option to make it behave more realistically.
The new rig has some features that were not updated from the previous version, such as the shiny slider down attached to the root as well as the eyelid and mouth controls:
(I plan on overhauling these when I get the chance)
If you wanna give this new blender rig a shot, you can find it at the top of the old repository:

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