All language subtitles for 4. Topology & Rigging

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These are the user uploaded subtitles that are being translated: 1 00:00:04,620 --> 00:00:09,150 In this lecture, we'll be discussing topology, especially for when it comes to rigging. 2 00:00:09,390 --> 00:00:13,050 So we can think carefully about how we set up and build our characters. 3 00:00:13,230 --> 00:00:19,620 If we want to animate them later now before doing the arms and legs of our character, it's worth talking 4 00:00:19,620 --> 00:00:23,100 about topology, especially with regards to rigging. 5 00:00:23,310 --> 00:00:28,380 So first of all, topology is the way the faces are set up and how they relate to another. 6 00:00:28,500 --> 00:00:33,390 So if you've done lots of loop cuts and the extrusions, you have a certain type of topology around 7 00:00:33,390 --> 00:00:33,900 your mesh. 8 00:00:34,140 --> 00:00:38,730 So if we take these three objects here, here and here, they've got different topology. 9 00:00:38,940 --> 00:00:41,250 This one has a single loop cut around the middle. 10 00:00:41,670 --> 00:00:48,480 This one has three loop cuts and this one has some triangles there with three edges this side and only 11 00:00:48,480 --> 00:00:50,040 a single one on the other side. 12 00:00:50,280 --> 00:00:52,560 So these all have their own type of topology. 13 00:00:52,890 --> 00:00:58,200 Rigging is where we add our mesh or our objects to bones, the bones you can see here. 14 00:00:58,410 --> 00:01:03,240 And each of these is called an armature, and each of these armatures have two bones within them when 15 00:01:03,240 --> 00:01:05,220 we're rigging objects and characters. 16 00:01:05,400 --> 00:01:08,100 We attach our objects to the bones. 17 00:01:08,400 --> 00:01:12,840 I'm not going to go into detail of how we do that, but it is important to understand when modelling. 18 00:01:12,840 --> 00:01:17,400 If you want to set up your characters for animation that you have some understanding of this. 19 00:01:17,790 --> 00:01:23,340 If I go into what's called Po's mode with these bones here so we can go up to here and press pose mood 20 00:01:23,730 --> 00:01:28,650 that changes the color of my selected object to blue and I can press compress R2, rotate around the 21 00:01:28,650 --> 00:01:33,120 x axis going along there and it rotates that moving my object with it. 22 00:01:33,450 --> 00:01:34,470 So I'll bring it down to there. 23 00:01:34,710 --> 00:01:36,930 And you can see I've got a slight problem with my mesh. 24 00:01:37,200 --> 00:01:43,680 It's squashing inwards here, and if I keep going further, it actually overlaps itself and we get all 25 00:01:43,680 --> 00:01:44,430 sorts of problems. 26 00:01:44,730 --> 00:01:46,020 I just bring that back slightly. 27 00:01:46,020 --> 00:01:48,090 So are the X to bring it back slightly there. 28 00:01:48,570 --> 00:01:49,530 Let's go to the next one. 29 00:01:49,560 --> 00:01:54,780 So into object mode and I'm changing that with Control tab, selecting the next one control, tap into 30 00:01:54,780 --> 00:01:58,110 Pose mode and choosing that top bone are then X. 31 00:01:58,380 --> 00:02:00,600 And you can see because it's got three loop cuts. 32 00:02:00,870 --> 00:02:06,300 We don't have the same kind of problems, although when we get to about here, we do see some overlap, 33 00:02:06,660 --> 00:02:09,900 but it's nowhere near as drastic as was happening here. 34 00:02:10,200 --> 00:02:16,350 So having three loop cuts like this enables our topology to bend a lot more effectively. 35 00:02:16,710 --> 00:02:22,170 So wherever we have a joint like an elbow or a knee, putting three loop cuts like this is very effective. 36 00:02:22,440 --> 00:02:26,490 Now I've chosen to put in a last one here, so control tab to go into object mode. 37 00:02:26,910 --> 00:02:32,400 Select this and armature here Interpose mode with Control tab and select that bone and press control 38 00:02:33,000 --> 00:02:37,410 and bend it around here because this is kind of in between the two in some way. 39 00:02:37,530 --> 00:02:42,510 It's really good because we haven't got any pinching at all, so our mesh will only pinch when it gets 40 00:02:42,510 --> 00:02:43,620 right down to somewhere. 41 00:02:43,620 --> 00:02:46,770 Like here I'll go back into object mode and choose my object. 42 00:02:46,950 --> 00:02:51,930 We can actually choose an option under the armature modifier, which is how these two linked together, 43 00:02:52,410 --> 00:02:53,640 which is preserve volume. 44 00:02:53,910 --> 00:02:56,430 And it kind of takes away a bit of that pinching. 45 00:02:57,060 --> 00:03:01,620 We can do the same with this one as well preserve volume, and it helps with that pinching a bit. 46 00:03:01,950 --> 00:03:02,730 Whereas this one? 47 00:03:04,030 --> 00:03:08,920 It struggles a bit and doesn't do much, except to extend it out here, so let's come back to this one 48 00:03:09,640 --> 00:03:14,200 interpose mode, and I'll just rotate that back so we can see that apology again to somewhere around 49 00:03:14,200 --> 00:03:14,530 here. 50 00:03:14,680 --> 00:03:16,630 And it's coming to a point here. 51 00:03:16,780 --> 00:03:23,200 And although I said modelling in quads is optimal and is the best way to model, it's actually helpful 52 00:03:23,200 --> 00:03:26,800 to model in triangles in this particular situation. 53 00:03:27,780 --> 00:03:33,240 Now, this is very true for low poly work, where we have hardly any faces, the more faces you have, 54 00:03:33,330 --> 00:03:37,170 the better these deformations are and the less pinching you'll get. 55 00:03:37,500 --> 00:03:39,930 So for low poly work, this is actually optimal. 56 00:03:40,290 --> 00:03:42,510 And it actually reduces the poly count. 57 00:03:42,810 --> 00:03:46,950 Not that that makes too much difference these days, but it can make a difference for virtual reality 58 00:03:46,950 --> 00:03:48,000 and mobile games. 59 00:03:48,150 --> 00:03:52,320 But it also stops that mesh overlap that you can see in here. 60 00:03:52,620 --> 00:03:56,500 However, for beginners, I always suggest doing this one here. 61 00:03:57,090 --> 00:04:03,300 So let's go to object mode, select this armature and just rotate that back slightly because you get 62 00:04:03,300 --> 00:04:06,180 a very good defamation with not much pinching. 63 00:04:06,810 --> 00:04:09,900 And it's nice and simple because you're just doing three loop cuts. 64 00:04:10,380 --> 00:04:11,820 So that's what we'll be working on. 65 00:04:11,940 --> 00:04:17,610 But just be aware there are other ways and sometimes more optimal ways of doing these things, depending 66 00:04:17,610 --> 00:04:18,420 on the situation. 67 00:04:18,510 --> 00:04:23,160 So when we come to do any joints, we'll be doing three loop cuts like you can see here. 68 00:04:23,670 --> 00:04:24,930 So that concludes this lecture. 69 00:04:25,230 --> 00:04:26,220 I'll see you in the next one. 7201

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