I love rigs! I have spent months on this rig to make it exactly like the one for maya. I had some trouble on the facial rig though. IK rigged and animation ready. Some hair and hats on layer 2. Set up for quicktime render and the location is on your desktop.
It's great to see this rig available for blender. I would however suggest de-cluttering your control shapes, moving the IK control squares out of his ankles and giving us the spine functionality that the maya version has. Also, it's probably a good idea to bring the knee targets up to the front of the knees. The purpose is so that an animator can control the knee, which isnt on the ground.
A cluttered rig gets annoying very fast. So try to shrink the torso controls to their bare minimum. I can't speak for all animators, but I personally find it annoying trying to create a certain motion and not being able to read all the poses because the rig gets in the way.
Everything else is very well done. Congrats.
Is this the same as the Norman Rig Add-on for Blender 2.57 (and up) by Ivo Grigull?
can someone point me to a tutorial on how to import actions from other files into this rig? russ
Hey guys, the rig is epic, no doubt. BUT there are some problems i have encoutered with the mouth and eyebrow, could smn help me pls? I want to learn animation by this model (this rig is the best for me, easy to understand) PLEASE HELP ME!!!
any update for blender 2.8? can be nice to animate him with Eevee :)
the eyebrows and lip corner and mounth center bones are not working... can u fix it please?
Love the emotion of this model. It's awesome like fnaf 2. Great work, bro!
This blend is fantastic! The attention to detail and the realism are panorama image stitching services impressive. It's clear that a lot of effort and skill went into creating this model. The textures and lighting are top-notch, and the overall composition is very well executed. Thank you for sharing such a high-quality resource with the community. It will definitely be useful for many Blender projects. Keep up the great work!
What specific challenges did you encounter while creating the facial rig geometry dash breeze, and how did you overcome them to ensure it’s animation-ready?
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