[Music]
hello
in this tutorial we'll go over how the
nifty autorig pro add-on
can not only quickly create an elaborate
rig for your mesh
but also add a level of control over
your motion capture data
so here's where you can get the add-on
and i should point out that we'll be
working with the paid version
it's 40 dollars well spent in my opinion
and can really save some headache if
you're looking to make animated shorts
if you don't have the add-on yet go
ahead and make the purchase and download
the files
if purchasing the add-on is out of the
question for you at the moment
you can check out my video on using the
nla editor with mixamo for a way to edit
motion data with free tools
so here in blender we'll head over to
preferences and install the add-on
we'll only need to select the main
autorig pro zip for this tutorial
we can find the add-ons controls in our
properties tab
we'll start by selecting our meshes to
be rigged heading over to the autorig
pro smart tab
and hitting get selected objects
we'll now be prompted to position a
marker for each of the guide areas for
the rig
so let's do that now
and now that we have the markers in
place let's hit go
and refine the meta rig just a bit in
edit mode
and now let's hit match the rig to get
our controls
and as you can see now we have an
armature that's much more wieldy
than what we would get from mixamo or a
bvh file
let's load in an fbx of this character
from miximo
and assign the miximo armature as our
source armature
[Music]
then let's freeze the armature let's now
assign our generated rig as a target
armature
and hit build bones list once that's
done we can import the mixamo fbx ik
preset this will match the naming
conventions of a rig
to the miximo armature
let's hit retarget make sure the frame
range specified is correct
and hit ok
and here's what we get
[Music]
so in some cases minor adjustments can
be made by selecting a controller
and moving the graph on channels that
need editing
and we can remove keyframes for any
controller we want to animate over
alternatively we can use the nla editor
to override animation for some of the
controls
in this instance i retargeted another
animation to the rig
and by pushing down the current
animation into an action
i can move certain joints around and
just insert the keyframe
after i make the change
so i've got one more thing to show you
but before that a short plug
if you need some extra rendering power
you can take a look on our garage from
the net render farm
where we provide top quality cpu and gpu
rendering services
in best prices on the market using
coupon code visible in our video cards
and video descriptions
you can register and get 50 totally free
render credits
type the code in proper place while
registering
create an account and test our render
farm for free
happy rendering
alright back to it another cool use case
is adding a separate animation
over an existing one using the nla
editor
and this can be done without auto rig
pro as well
so in this scenario i want to have this
guy play his loot
while doing a spin and to achieve this
i'll retarget
a dancing animation from miximo
this time adjusting the scale manually
since i just used
a mixamo dummy mesh for this one
and once the animation is retargeted it
will override the existing animation
now in the nla editor i'll push down the
new keys into an action strip
and tab into edit mode for the strip
from here i can select all the controls
of the upper body
of the character and clear out the
keyframes
and now only the animation on the legs
and feet are overriding the animation
below it
and that concludes this series of tips
hope this was useful and as always happy
rendering