This rig was used for the production of "Mr. Herorbine's Singalong Tragedy", and was developed by Patrick W. Crawford (TheDuckCow).
Watch the 3 music videos here!
https://www.youtube.com/watch?v=bcU_0aAbZjk&list=PL8X_CzUEVBfYLvvMmMPbRvyNHnwY4lYpg&index=2
It is being released as CC0 or public domain, so you are free to modify and share as you please. You do not have to give credit, but it is much appreciated :)
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THE WAY YOU SHOULD USE THIS RIG IS BY LINKING THE GROUP TO THE BLEND FILE YOU WANT TO USE IT IN
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This rig uses FK/IK switching controls. The bone "UIrigCont" to the (rig's) right has the control sliders to switch each limb between FK and IK; I typically animate using inverse kinematics for legs and forward kinematics for arms, so this is the default "rest" configuration, but you can of course change it on the fly as necessary.
The head is made to have independent rotation to the rest of the rig; this is a personal choice, as I think it allows to more easily make less rigid "keyframe-looking" animations - but if you want to re-enable rotation, select the neck bone, go to the single bone tab and select "inherent rotation".
The bones of the rig are spread over 3 primary bone layers with varying levels of detail. I general would start animating with only the first layer visible, then adding the others to make the finer tuned adjustments.
There is also an "eye brightness" driver control, this was a special control added specifically to this character in order to animate easily the emit factor of the eyes for an effect in the trilogy.
Basically just move the slider up or down; you might not see the effect until you render, but it changes the "emit value" of the eyes from 0 to some maximum, as well as changes the intensity of the facelights from 0 to some maximum. So if the slider is all the way down, it's no light; if it's all the way up, brightest effect. Extra compositing via the emit pass is recommended :)
Under render layers in the properties window, expand passes and check "emit"; then in the compositor (check to enable nodes), if you only want to render out the emit pass, connect that output from "emit" of the source render layer and connect it directly to the composite output node.
Man, this rig is SO easy to use. I was able to make this guy walk around talk, while moving his mouth and eyebrows in all less then 5 minutes. It is also got to be the best Minecraft rigged guy EVER!!
This is such an awesome rig! Is it possible to easily adjust the brightness of each individual eye?
As it is right now, no.. but if you have any experience working with drivers, you could fairly easily split it up
Best Rig Ever. And only herobrine rig out there that isn't just another copied steve rig that just has his eye's in his head! And it took me only like 30 seconds to figure out how to use it.
I just have one problem I found out today. Even though the eye brightness slider thing in 3d view is all the way up to eye bright, I don't see the brightness in the eyes. What is happening
Lol never mind I just pressed some button on the top of my screen and it worked
Ok so I used ctrl alt p and It won't let me animate him, What do I do?
Awesome rig! I was going to use it in one of my animations, but the eyes just wont glow! I tried moving the sliders up and down but nothing works! HELP!
This is amazing! Best Minecraft rig I've seen... like ever.