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  • Published 24 Mar 2024

i think blend rig could be build into blender instead of keeping as a seperatate addon

youtube.com/watch

BlenRig is the rigging system used in many of the Blender Open Movies. The goal of the project is to allow users (with or without previous knowledge on rigging) to create film quality rigged characters.

The unique feature that BlenRig 6 posses is that it ships with an Interactive Rigging Assistant Guide that will navigate you through the entire rigging process, from start to finish.

This guide not only tells you what to do in each step with text and explanatory images, but it also automates more than 50% of the labor.

BlenRig 6 makes it so that the user only needs to focus on the artistic part of rigging.

Besides of being a full blown animation rig for Realistic or Cartoony characters, BlenRig 6 offers features such as:

The use of Mesh Deform, which is the most advanced deformation technique available in Blender for organic models. Pre-weighted meshes to speed up the weight painting process (Only hands and face rely on weight painting). One of the most Advanced Facial Rigs out there. Automatic generation of Shapekeys and Drivers. Seamless editing of Rig Actions to define Predefined Poses and behaviors The use of the Sculpt tools to seamlessly edit.

Mark Joel about blend and rigify "I think it’s a fair question… I’m not sure that anyone has used both of them enough to give a really full reasoned opinion though.

I haven’t used both of them, but here is my take:

If your rig is human, and you are heading for a realistic look, you are better using BlenRig – assuming you have the time to put into it. The setup isn’t nearly as easy. The advantage though is that it is not just a rig, it is also a skinning system – whereas Rigify is more of a general purpose rigging tool that relies on Auto-Weights to do much of the work of skinning. And, my experience with autoWeights is very hit and miss. I really never use them any more. It just caused more problems than it was worth.

Of course, you can hand paint your weights with rigify, but that is easily as much work as letting BlenRig handle the skinning for you.

As for the controls, that is almost a matter of preference. I sort of like BlenRig’s approach to the controls, but Rigify has a lot of cool controls, as well – and some things well suited for cartoonish (ala Pixar) meshes.

The main advantage that Rigify has is that is is sort of endorsed by Blender Foundation. I mean, it was used for Sintel, and it does ship as an add-on in Blender. That means that you will probably be able to find more people who know it, and can help you with it… as well as possibly finding a tutorial on it, etc.

But if you are trying to make a human mesh move, and you are aiming at realism, BlenRig would be the way to go, IMHO"

I don't know blender studio has not shared these inhouse which has been use there works to blender foundation. I think blender would become more industry standard in these is incorapterated into blender. This would amazing, a lot of errors we expererience with rigify could be changed with these feature being available in blender directly

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suhail1
24 Mar 2024

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in all fairness, its likely too late now, since they already started Project Baklava last year - a project with the goal to overhaul the animation and rigging systems (along with possibly introducing rigging nodes)