Juan Pablo Bouza has published BlenRig, a humanoid rig for Blender 2.43 based on bones deformation. The rig, which uses over 680 bones and includes full facial animation, comes with a whopping 26 page manual.
Juan Pablo writes:
The main purpose of this project is to make a rig that is Â´shapekey freeÂ´. IÂ´ve developed a somewhat complex skeleton system based on different types of constraints in order to achieve realistic deformation even in the most extreme poses. In addition to this, BlenRig comes with a complete facial animation system rig.
BlenRig is published under a Creative Commons Attribution-No Derivative Works 3.0 License.
Sweet! Great, amazing work.
thats a lot of bones :) tried it, quite nice.
problem with these readymade rigs is, that it's always quite hard to know what are the bones you should weightpaint.. and it takes forever to go through everything to know how they work.. and ofcourse all those "scaling to fit your own mesh"- issues. anyway, great resource for studying.
oh, and i got cycle warning, you might want to check into that:
Cycle in cuello 1 to cabeza
Beware of the license, you cannot change it in any way, as in "No Derivative Works".
-- Rui --
hmm...maybe i'm missing something...but I see the rig and no mesh.
theorysavage, Try looking through all the layers.
I have all the layers selected, and I also don't see any mesh objects in the outliner anywhere..
I just downloaded the file and noticed the same. Apparently only the rig was released.
except for two eyeballs
well that is kind of useless if that is the case, since the whole thing is supposed to show deformation techniques. can't be the case...the manual has the mesh pictured in it.
i guess you might be right.
OK, well, muchas gracias, Juan for all this information and the rig to examine. It is very helpful, especially the manual, since I've just been starting to wonder about how various deformation problems can be solved. I didn't mean to be unappreciative at all! :)
hmm same here, wrong file?
but the rig looks sweet.
Ah, Blenrig. This fellow has come up in topics all over blenderartists just recently. So its only natural that he be posted here. :) This is a really interesting rig. Congratulations on it. Though... it would be nice to actually see it, I agree.
I don't know about you guys, but before I do any animations with this rig, I'm first going to girdle his lions (cover his groin). But other than that!, Great rig.
I don't see the actual mesh either, anyone found it? I have all the layers on. Used the hotkey to show all layers too, don't see the mesh in the outliner.
There is no mesh. The author is nervous about distributing his mesh, or allowing people to change the rig. I suspect he feels he's created a professional rig, and he may be right. Maybe he doesn't want people using his work without proper attribution or something.
i don't really understand the license, because the manual goes into great detail about how to modify the rig for your own mesh.
Ok ok ok... Hi, LetÂ´s see, as I said in many descriptions, BlenRig is an Armature, not a rigged character. ThatÂ´s why the title of this article changed in these last few days, there was a misunderstanding.
I released BlenRig thinking of it as a Â´Â´character studioÂ´Â´ for Blender. I know that skinning a model with this rig takes a lot of effort, but the results are definitely worth it. ThatÂ´s why I wrote BlenRig Manual, and I fully described how to use the rig.
About the license, the idea is that you use BlenRig in your own works, you can change the rig as you may need, as long as those changes remain inside your OWN work, you cannot distribute derivates. What I donÂ´t want to happen is to see hundreds of BlenRig modifications over the web. As I say in my web page and in the manual, if you have any ideas go ahead and contact me and we will work together on them. I just want to make sure that http://www.jpbouza.com.ar remains the BlenRig Cenrtal.
And most of all, I just wanted to make a contribution to the community, so enjoy the rig!! and stop complaining!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (thatÂ´s a joke)
See you, and thanks for the interest, really.
The rigs seems nice , but too bad there is no mesh .
Just some criticisms about the rig :
_ the spine is in 2 part (spine1,2 ,3 and "cadera")
_ the armature have been added in front view and have been rescale (verify by doing alt+r and alt+s)
little problem in fact but this don't work well with the new way of doing walk cycle .
Thanks Kaeru, IÂ´ll check that out...
Mmm .. i have re-checked the mancandy rig from bassam, and it seems that , the spine in 2 part is not a problem finally ... even if i don't understand how to get rid of the mesh deformation while doing the rig like this ...
This rig has a hip ik controller, which controls the entire upper body and can be used to make the character jump, sit, etc. This is the bone that should be used as the offset in the new walk cycle system, as that's how it works in my own and bassam's rigs.
Btw, the spine-o-matic rig (search google) is pretty good. I'd recommend looking at it, if you can find it through google.
@Joeedh: I googled, but 'spine-o-matic' returns zero results. Do you have a link?
bandwidth limit exceeded :(
Please some of you guys who already downloaded it, if you could host it somewhere else it would be very nice.
hey guies if yu want a specialised trainer for 3d character animation contact me on my email address