Contact

Something on your mind? 🙂 Feel free to get in touch using the form below. (Your message might get in my spam folder so please be patient.)
For other ways to get in touch, see below.

Other ways to get in touch and join the CGDive community.

1. CGDive has an active Discord server. Join us and let us know what’s on your mind.

2. Shoot me a message on twitter (@toshicg)

3. I have enabled comments on this page so scroll down and type away! 🙂

Talk soon!
Todor / CG Dive

66 thoughts on “Contact”

  1. Hi Todor,
    thank you for making this website and for all the great tutorials about rigify.
    I need to find some time to watch them, but from what I’ve seen what you shared in the promo, it is very promising.
    Keep up the good work.
    Best regards,
    Bram

    1. Thanks, Bram. You’re always super supportive. Glad to see you find my new website. Hope you find time to check out the series. If you do let me know what you think!

  2. Hey Todor,
    Thank you for this awesome series! I’m just starting it, and you’re teaching method is great. Really appreciate the effort you’ve put into this!
    I was wondering if you plan to talk about exporting Rigify rigs for Unreal at any point in your tutorial series? It would be really helpful!
    Thanks,
    Trent

    1. Hey Trent!
      Thanks for getting in touch.
      YES! I know exporting Rigify rigs to game engines is not straightforward and it’s definitely something I want to cover in the future. I am most interested in UE4 myself but I want to explore exporting to Unity as well. So yeah, it’s on my radar but there is a lot of other stuff that needs to be done so I can’t promise it I’ll handle it right away.
      Thanks for your interest!

    1. Hey, I already replied in the Rigify section but yeah, I want to cover UE4 export. There is a good chance that it will be a video on my youtube and not part of the Rigify course. I look forward to diving into that.

  3. I saw on your twitter you are based in Osaka? I’m down in Matsuyama myself. Have you had luck with getting Japanese students into Blender? I’m having a hard time myself with getting mine interested in any game or 3D software at all in my area…

    1. Yeah I live in Japan. But I am not actively trying to attract Japanese students. I don’t see the point when I can speak to a broader audience.

  4. Hi Todor
    first of all
    Thanks for this rigify series. I bought the first season at blenderMarket I’ll buy the second for sure.

    Could you help with a rig retargeting tutorial with AutoRigPro or with Rokoko plugin?

    I can’t find anywhere a way to do this with rigify

    Thank you
    Greetings

    1. Hi Andre,
      First, if you bought the “first season” you’ll get all other seasons as free updates. Sorry if I didn’t do a good job of explaining this!
      I just released another update today so go get your stuff haha

      I am planning to make a tutorial about AutoRigPro and retargeting with it in particular. But it will take some time.
      That’s the first time I hear about Rokoko. I’ll check it out!

  5. I bought rig anything with rigify in blendermarket. There is no “prebuilt” dog in the files. Although u said in the video u will add it. Why is that?

    1. Hey SPRAWA,
      thanks for your purchase!

      There is no “prebuilt” dog. There is a “wolf” Meta Rig and it is a part of Rigify itself, not of my files. When you activate Rigify, press Shift+A, you can choose.
      Armature > Animals > Wolf (Meta Rig)

      Have you seen the videos in order yet?
      Please do that and ask again if there is anything you don’t understand in the videos. Make sure you mention which video and around which time you encounter a problem.

  6. Hi Todor,

    I was thinking of purchasing your rigging course after watching part of the free chapters, I like the way you explain & demonstate stuff and also I appreciate that you refrain from annoying background music.
    What put me off though is the unusual filetype “xmind” in the download, I like to keep my pc as clean and simple as possible and not having to download stuff to be able to see this file that could just as well be a pdf or jpeg image.

    Any change of changing this?

    1. Hello Jeroen,
      thanks for your comment.
      The .xmind is not something that you MUST use. In fact, it wasn’t part of the package, originally.
      If you saw the free chapters you probably saw chapter 2 where I give an overview of Rigify using a mindmap. The presentation is done in the x-mind software and the extension for its mindmaps is .xmind. Some people thought it would be useful to have access to it, they asked me and I added it to the files 🙂 It’s a mind map so having it in PDF won’t cut it.

      So I don’t think you have to worry about that. Aside from this file, the file formats contained in the course are:
      -MP4 for video
      -blend (Blender files)
      -JPG (images)
      -PDF(additional info with text and images)
      -TXT (quick additional notes/read me/scripts)

      And thanks for your feedback. It’s often hard to imagine what people would find offputting. 🙂 I’ll see if I can organize the files in another way.

  7. I am just browsing through the tutorials about Rigify. Super job, clear and accurate. Very much knowledge, thank you very much for your help in gaining knowledge. Greetings.

  8. Tumusiingize Innocent

    Hello Todor. My name is Innocent. For some reason, I am unable to generate more than one human metarigs in the same scene in blender 2.8. I wish to animate about 2 characters but when i try to generate the rig for the second character, it does not work out. Any solution for this?

    Thanks

    1. Hi.
      I am very sorry for the late reply.
      You can easily do that. Below the Generate rig button, there is another one called advanced options.
      When you click it will expand additional options.
      You can generate your first rig normally but for the second one under Advanced options switch from “Overwrite” to “New”.
      Once you generate the second rig, go back to the second Meta rig and switch the setting back to Overwrite.
      Now the first meta rig will be overwiriting the first Generated rig, and the second Metarig will overwrite the second Generated one.
      Hope that makes sense!

  9. Hi man, I’m JM, I reach you through your Rigify course video on YouTube and ask you for some advice on how to handle two handed weapon Ik system. I’ve just recorded a video on which I show you what I have done so far and where my (little) expertise ends. I have to make the subtitling yet, or record a voice over maybe and I’ll be sharing it to you hopefully tomorrow or by end of week at least.
    Thanks for encouraging me to do this already, be talking soon!

    1. Hey man. Thanks for getting in touch. I also emailed the email associated with your comment. I hope that’s OK…
      Looking forward to your video. Feel free to share it here in the comments!

  10. Hi there, Todor!

    Do you know how to use rigify to create our on “Flexrig” like the famous CG Cookie Flexrig? What I mean is the part that we can tweak some parameters and adjust the whole character to new sizes and proportions. I know that some parts are made with blend shape, but others, like the arm size and spine size, are not. I would like to create a rig like that but for my own characters and didn’t find out how to do so just like looking at the original CG cookie file. I would certainly buy a course showing how to do that!

    1. Hi!
      I am not familiar with Flexrig, actually…
      I guess it changes the proportions of the character on the fly. If that’s the case, Rigify does not provide such features. However, the Rigify metarig allows you to quickly tweak the proportions and generate as many rigs as you want. So if tweaking the size on the fly is not a priority, then that could be a solution for you.

  11. Hi Todor,
    Congrats on the sucessful Blender rigging tutorial series. I watched the first one and you just simplify the whole process with depth of knowledge. Your teaching skills are excellent too, this is coming from university ex-academic.
    I will most likely buy this course.
    But I have a few questions. I am a beginner and excuse my questions, do you think the following type of complex model (excluding human) can be rigged with your examples in Blender and exported using your workflow procedures in UE4/5?
    I have received some comments from the author and this is what he had to say:
    “Hey there, It should import to Blender without a problem, but you may need to do a little PBR texture setup on your own. It should be pretty simple with eevee. The model comes as a FBX with separate parts, and also each part comes individually separated with its textures in case you have any doubts.
    For rigging, check the wireframe for your convenience, but it’s made to be correctly deformed. On the other hand, it’s a fairly complex model so you may need to spend some time on the rigging, depending on the detail you’re looking for.
    Best regards!”

    Thanks in advance!
    regards
    Dean

  12. Hey todor can you please make a tuteriol on righing and weight painting eyebrows .They seem very bad when i rig and eyebrows do not move perfectly when eyebrow controller move so please make a full tuteriol on rigging eyebrows .i saw you face righing tuteriol but there was no explanation about this

  13. Dear Todor. My name is Vasil (on YouTube mrgravicaper) Thank you very much for offering to see my file. I am sending it and a screenshot of the problem. After generating the rig, there are no FK controllers for leg and arm. I put them in another character on the layer where they should be when generated correctly. In this character I left the situation just after the rig was generated. The file is here.
    https://disk.yandex.ru/d/m_0mm_PPzSK6sg

  14. I think my post have been accidentaly dissapeared. Repeat.
    Dear Todor. My name is Vasil (on YouTube mrgravicaper) Thank you very much for offering to see my file. I am sending it and a screenshot of the problem. After generating the rig, there are no FK controllers for leg and arm. I put them in another character on the layer where they should be when generated correctly. In this character I left the situation just after the rig was generated. The file is here.
    https://disk.yandex.ru/d/m_0mm_PPzSK6sg

  15. Hi Todor,
    I have watched your tutorial and really see the light of hope for my blender-ue4 animation problems.
    Considering to enroll in the course, I need your suggestion – is there any specific course / video that talks about facial rigging to ue4 workflow? Because that really is the part where I am struggling.

    Thanks in advance!
    Surachit

  16. How would one rig eyes like the default meta rig? There’s obviously not a preset Rig Type setting. Would a Basic Pivot or a Super_Copy be better? There’s not an eye main control or options to subtly move the eye lids with these setups. I know DanPro had something on this when making your own custom rigs.

    1. If you want to go super basic you can add super_copy bones for each eye, and you can move them individually. You can even add some constraints to the super_copies and create an eye set up with a target bone etc.

      Another way if you need more control is to use the raw_copy rig type. It allows you to parent and constrain bones in the meta rig any way you want. But you need to have good understanding of how it works. Bones need to be named appropriately with DEF-, MCH- or ORG- prefixes.

    1. Hey, sounds great. Please make the video and feel free to get in touch if you need help. You can use the email I’ve shared above.

  17. Hello, do you have any videos or suggestions on how to fix a screenshot 2D photo converted to a 3D obj file from pifuhd clearly to blender? I’ve been doing this but a lot of files end up missing body parts or come out distorted, is there a way to fix this in blender?

  18. Just wanted to ask if you would be interested in getting external help with graphic design? We do all design work like banners, advertisements, brochures, logos, flyers, etc. for a fixed monthly fee.

    We don’t charge for each task. What kind of work do you need on a regular basis? Let me know and I’ll share my portfolio with you.

  19. I have you Rigify anything tutorial – thanks for you great explanations and I have seen your “[Blender 2.8/2.9 ]Un-confusing the NLA Editor (Nonlinear Animation)” – https://www.youtube.com/watch?v=tAo7HxxxA08
    Also most illuminating.

    I have an issue I cannot crack and I hope you can help
    I have a model rigged with rigify – per your instructions – I did add mocap to it using “Auto Rig Pro” to retarget the armature.

    I did this with 3 seperate mocap files 1-Start walk 2-Walk 3-Stop walk
    They work as expected and I still have my Rigify rig and armature

    Problem:

    1) all 3 files (1-Start walk 2-Walk 3-Stop walk)
    have been imported into a single Blender File

    2) Using the NLA how can I join these 3 together into one continuous animation?

    I can easily export each of the 3 files as an fbx and import the fbx files onto the model to animate it
    BUT, I wanted get the combined animation on the Rigify rig (and it’s deformation bones) – so the user can switch back and forth between the animation and the rig.

    Is this even possible in your estimation

    Thnaks
    Ric

  20. Hello Todor
    Firstly many thanks for the strong help I got from your tutos particularly on rigify and auto rig pro.
    I tried to contact you without success. I would like to get help from you on this problem:
    When you have to do lip syncing with a character it is important to master the teeths and tongue. Unfortunatly using rigify following step by step your differents tuto i failed.
    You will have, please, to bill your advice by paypal.
    Have a nice day.
    Bernard Doré

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  22. Hello Todor
    i bought your Game Rig Tools and watched the videos
    everything is great except i cant figure out how to get back to my rigify setup to improve the animations further and re export.
    please help?

    1. Hi Mike,
      I guess you mean that the game rig is no longer affected by the Control rig after baking some animations, right? That is done by design because we assume that after baking you want to preview your baked animations or export them.

      If you want to restore the connection, just select your Game Rig (NOT the control rig!!!) and press the Unmute button at the top of the GRT panel. That’s all. And you can press Mute when you want to disable the connection. Always Mute the connection before export!

      In case you don’t want to automatically Mute after baking, see the options when you press Bake Action Bakery: there is a setting called “Mute constraints after bake”. If you disable it, the connection between the two rigs will not be muted after baking.

      Hope this helps!
      Todor

  23. yes i thought that was the case but when i unmute it messes up the game rig. the only think i can think of that could be cause it is that i had an extra bone that i added in my original rig. would that cause this ?
    the effect its having is that some of the bones are not retuning to their original position and seem to be unparented or maybe some bones are unmuting and others arent?
    theres no upload screenshot field here is there another way to chat?

  24. Hi Todor! I developed a tool for weight painting with a non-destructive workflow. I saw in your latest video that you were interested in this kind of tools. It would be nice if someone would like to check it out. The videos showing the tool in use are in youtube if you search for “Smart Weights”
    Thank you again!

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