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These are the user uploaded subtitles that are being translated: 1 00:00:00,590 --> 00:00:02,730 - Let me present to you the new character 2 00:00:02,730 --> 00:00:05,650 we will be using called Tridents. 3 00:00:05,650 --> 00:00:09,950 You will find in the chapter five file folder, 4 00:00:09,950 --> 00:00:13,140 the file called Trident rig final. 5 00:00:13,140 --> 00:00:16,811 It's a new character rig that is quite more complex 6 00:00:16,811 --> 00:00:19,490 that one we add before. 7 00:00:19,490 --> 00:00:23,490 Fortunately, the UI has been properly organized 8 00:00:23,490 --> 00:00:24,980 by my friend, Fin. 9 00:00:24,980 --> 00:00:27,400 If you don't get this specific UI, 10 00:00:27,400 --> 00:00:29,530 just open the text editor, 11 00:00:29,530 --> 00:00:33,250 open the TRIDENT_riggy.py 12 00:00:33,250 --> 00:00:35,430 search for the file in the library 13 00:00:35,430 --> 00:00:37,150 and press the play button. 14 00:00:37,150 --> 00:00:41,100 The register option under text should be enabled. 15 00:00:41,100 --> 00:00:45,240 You will find a UI that is very close to what we add from 16 00:00:45,240 --> 00:00:47,334 the squirrel character and the Mac, 17 00:00:47,334 --> 00:00:50,060 allowing us to show our ID, 18 00:00:50,060 --> 00:00:52,910 the different controllers of the character. 19 00:00:52,910 --> 00:00:55,640 Starting with the root bone as usual. 20 00:00:55,640 --> 00:00:59,400 But before, let's have a look at the outliner. 21 00:00:59,400 --> 00:01:03,300 We have a master collection called Trident character, 22 00:01:03,300 --> 00:01:06,070 including two secondary collection. 23 00:01:06,070 --> 00:01:09,290 One including the rig and the other 24 00:01:09,290 --> 00:01:12,690 including the different parts of the character. 25 00:01:12,690 --> 00:01:14,640 The character himself, 26 00:01:14,640 --> 00:01:17,990 but also the weapons he has. 27 00:01:17,990 --> 00:01:22,330 By default, the character is shaded in solid mode, 28 00:01:22,330 --> 00:01:25,350 showing its diffuse texture. 29 00:01:25,350 --> 00:01:27,660 You can switch to previous mode 30 00:01:27,660 --> 00:01:30,680 to see the full rendered character. 31 00:01:30,680 --> 00:01:34,330 If at some point you see a bright pink color, 32 00:01:34,330 --> 00:01:37,930 it means that one of the texture is lost. 33 00:01:37,930 --> 00:01:40,640 All the character's textures can be find 34 00:01:40,640 --> 00:01:45,030 in the textures folder of chapter five folder. 35 00:01:45,030 --> 00:01:48,040 The texture path is set to relative, 36 00:01:48,040 --> 00:01:52,760 so if you keep your blend file close to the texture folder, 37 00:01:52,760 --> 00:01:54,140 you will never lose them. 38 00:01:54,140 --> 00:01:55,800 Let's have a look to the rig. 39 00:01:55,800 --> 00:01:59,100 For this rig, I've created two different roots. 40 00:01:59,100 --> 00:02:02,280 One master and a secondary root. 41 00:02:02,280 --> 00:02:05,310 It can be useful in certain cases. 42 00:02:05,310 --> 00:02:06,840 Let's have a look to the torso. 43 00:02:06,840 --> 00:02:11,740 We have a master controller as for our squirrel character 44 00:02:11,740 --> 00:02:14,390 and then the controller for the hips 45 00:02:14,390 --> 00:02:16,740 and a controller for the chest. 46 00:02:16,740 --> 00:02:19,840 You will also find a controller for the neck 47 00:02:19,840 --> 00:02:20,930 and the head. 48 00:02:20,930 --> 00:02:23,910 All those controllers can be freely rotated, 49 00:02:23,910 --> 00:02:26,270 scaled, or translated. 50 00:02:26,270 --> 00:02:28,853 When activating the torso tweak layer, 51 00:02:28,853 --> 00:02:33,810 you will be able to access those yellow round controllers. 52 00:02:33,810 --> 00:02:38,320 These are tweaker bone that will allow you to modify 53 00:02:38,320 --> 00:02:41,600 the shape of each joint of the character. 54 00:02:41,600 --> 00:02:43,810 It's perfect to fix some poses 55 00:02:43,810 --> 00:02:46,560 or create squash and stretch effects. 56 00:02:46,560 --> 00:02:49,030 All the yellow controllers on the character 57 00:02:50,057 --> 00:02:51,470 are tweaker bones. 58 00:02:51,470 --> 00:02:54,810 This torso tweak layer also give you access 59 00:02:54,810 --> 00:02:57,590 to secondary controller of the torso 60 00:02:57,590 --> 00:03:01,470 that uses a forward kinematic for each joint. 61 00:03:01,470 --> 00:03:04,700 Splitting the hips controller into two parts, 62 00:03:04,700 --> 00:03:07,430 the chest controller into three parts, 63 00:03:07,430 --> 00:03:10,260 the neck and head in one part each. 64 00:03:10,260 --> 00:03:12,120 The face layer will give you access 65 00:03:12,120 --> 00:03:15,340 to the main face controllers, including the jaw, 66 00:03:15,340 --> 00:03:17,830 the nose, the mouth, the cheek 67 00:03:17,830 --> 00:03:19,990 that can be moved individually 68 00:03:19,990 --> 00:03:22,620 to shape the face of the character at will. 69 00:03:22,620 --> 00:03:25,600 The eyes and eyebrow of the character 70 00:03:25,600 --> 00:03:27,850 have automated shapes. 71 00:03:27,850 --> 00:03:32,490 They can be moved up and down or on the local y-axis 72 00:03:32,490 --> 00:03:36,040 to get to different shape, like a happy face 73 00:03:36,040 --> 00:03:37,586 a frown, a surprise, 74 00:03:37,586 --> 00:03:41,870 following you to rapidly create different stereotyped 75 00:03:41,870 --> 00:03:44,410 expressions for your character. 76 00:03:44,410 --> 00:03:47,040 The face secondary, will give you access 77 00:03:47,040 --> 00:03:49,650 to all the face tweaker bone. 78 00:03:49,650 --> 00:03:52,340 Allowing you to shape the eyes at will, 79 00:03:52,340 --> 00:03:55,873 rework the brow shape to draw whatever you want. 80 00:03:56,730 --> 00:03:58,700 By default, the legs of the character 81 00:03:58,700 --> 00:04:01,430 use inverse kinematic mechanism, 82 00:04:01,430 --> 00:04:03,700 meaning that if you move the foot, 83 00:04:03,700 --> 00:04:06,300 the knee will automatically bend. 84 00:04:06,300 --> 00:04:08,700 It's the same behavior we had 85 00:04:08,700 --> 00:04:11,320 with the squirrel character controllers. 86 00:04:11,320 --> 00:04:14,060 The poles controller will allow you 87 00:04:14,060 --> 00:04:16,100 to orientate the knee at will. 88 00:04:16,100 --> 00:04:19,600 There is also a forward kinematic layer 89 00:04:19,600 --> 00:04:22,170 and we will see or we can switch from inverse 90 00:04:22,170 --> 00:04:24,990 to forward kinematic a little later on. 91 00:04:24,990 --> 00:04:29,490 You will also find our yellow tweaker bones. 92 00:04:29,490 --> 00:04:33,800 The biggest one on the main joint, like the ankles, 93 00:04:33,800 --> 00:04:37,740 knee and hips will allow you to reshape the whole leg 94 00:04:37,740 --> 00:04:40,790 based on its natural joint. 95 00:04:40,790 --> 00:04:44,570 While the secondary controllers will allow you to completely 96 00:04:44,570 --> 00:04:48,420 modify the shape of the leg to create rubber limbs. 97 00:04:48,420 --> 00:04:51,580 Very nice for cartoony animations. 98 00:04:51,580 --> 00:04:53,730 There are also a couple of controllers 99 00:04:53,730 --> 00:04:56,387 to reshape the butt of the character. 100 00:04:56,387 --> 00:04:59,520 And we will find the same kind of arrow key 101 00:04:59,520 --> 00:05:01,343 on the arm of the character. 102 00:05:02,324 --> 00:05:03,460 We will find the shoulder bones 103 00:05:03,460 --> 00:05:05,830 as being the root of the arms 104 00:05:05,830 --> 00:05:09,030 and then forward kinematic controllers, 105 00:05:09,030 --> 00:05:10,840 tweaker bones, etc. 106 00:05:10,840 --> 00:05:13,270 It's also possible there to switch 107 00:05:13,270 --> 00:05:16,860 between the forward kinematic and inverse kinematic. 108 00:05:16,860 --> 00:05:18,860 We will check that in a few second 109 00:05:18,860 --> 00:05:21,610 when looking at the rig properties. 110 00:05:21,610 --> 00:05:24,579 The finger controller are pretty straightforward. 111 00:05:24,579 --> 00:05:29,290 Near the pinkie, you will find this master pan bone 112 00:05:29,290 --> 00:05:30,540 that will allow you 113 00:05:30,540 --> 00:05:34,550 to curve the whole palm of each hands. 114 00:05:34,550 --> 00:05:37,155 the same root will allow you to orientate 115 00:05:37,155 --> 00:05:42,155 the thumb and each finger as its own master bone. 116 00:05:42,360 --> 00:05:46,600 On each finger, rotating the second joint bone 117 00:05:46,600 --> 00:05:51,600 will allow you to bend both the second and third joint. 118 00:05:51,960 --> 00:05:55,480 Finally, each joint can be rotated, scaled, 119 00:05:55,480 --> 00:05:57,630 and moved at will. 120 00:05:57,630 --> 00:06:01,550 The different weapons, are all both the same way. 121 00:06:01,550 --> 00:06:04,800 You will find a master bone that more or less 122 00:06:04,800 --> 00:06:07,400 have the shape of the current weapon. 123 00:06:07,400 --> 00:06:11,400 Allowing you to orientate Eaton's space and move it. 124 00:06:11,400 --> 00:06:14,721 Then, you will find a forward kinematic chain 125 00:06:14,721 --> 00:06:19,460 that is ideal to curve the weapons and give them nice shape 126 00:06:19,460 --> 00:06:23,240 whenever you are doing stylized animation. 127 00:06:23,240 --> 00:06:28,240 And as usual, the yellow bones will be our tweaker bones. 128 00:06:28,310 --> 00:06:33,310 Moving them with allow you to modify the shape of each joint 129 00:06:33,495 --> 00:06:35,870 of the different weapons. 130 00:06:35,870 --> 00:06:39,560 You can hide or unhide all the tweaker controllers 131 00:06:39,560 --> 00:06:43,870 and layers using the eye icon on the top right corner. 132 00:06:43,870 --> 00:06:45,920 Let's have a look to the rig property. 133 00:06:45,920 --> 00:06:49,230 The head follow and neck follow sliders 134 00:06:49,230 --> 00:06:51,780 allows you to enable or disable the fact 135 00:06:51,780 --> 00:06:54,950 that the neck is following the orientation 136 00:06:54,950 --> 00:06:56,460 of the chest or not. 137 00:06:56,460 --> 00:07:00,690 It's the same principle regarding the head and the neck. 138 00:07:00,690 --> 00:07:04,780 If I disable the head follow and I rotate the neck, 139 00:07:04,780 --> 00:07:07,920 the head stay in the same orientation. 140 00:07:07,920 --> 00:07:11,410 This is super useful for dance animations 141 00:07:11,410 --> 00:07:13,561 or run cycles, for example. 142 00:07:13,561 --> 00:07:16,170 And then we will find the same option 143 00:07:16,170 --> 00:07:19,030 for the arm and the legs. 144 00:07:19,030 --> 00:07:22,810 When enabling arm follow, we can see that now 145 00:07:22,810 --> 00:07:26,980 the arms are following the rotation of the shoulders. 146 00:07:26,980 --> 00:07:30,790 While when disabled, they will keep their own orientation, 147 00:07:30,790 --> 00:07:35,150 making it easier to stabilize their orientation. 148 00:07:35,150 --> 00:07:38,800 By default, the legs are set to inverse kinematic. 149 00:07:38,800 --> 00:07:42,160 This is perfect for any contacting controller. 150 00:07:42,160 --> 00:07:46,160 In this case, the legs contacting with the ground. 151 00:07:46,160 --> 00:07:48,680 But we can switch to forward kinematic 152 00:07:48,680 --> 00:07:50,960 by switching this value to zero. 153 00:07:50,960 --> 00:07:55,300 We can see the leg snapping into another position 154 00:07:55,300 --> 00:07:57,770 following the orientation 155 00:07:57,770 --> 00:08:00,180 of the forward kinematic controller, 156 00:08:00,180 --> 00:08:03,950 so it can be enabled in the layer system. 157 00:08:03,950 --> 00:08:06,670 This can be useful to draw nice arcs 158 00:08:06,670 --> 00:08:09,980 whenever your character is making big jumps 159 00:08:09,980 --> 00:08:12,170 or kicking something for example. 160 00:08:12,170 --> 00:08:15,900 We will find exactly the same mechanism for the other leg, 161 00:08:15,900 --> 00:08:17,740 but also for the arms. 162 00:08:17,740 --> 00:08:19,780 Setting the values to zero, 163 00:08:19,780 --> 00:08:22,210 will switch to forward kinematic. 164 00:08:22,210 --> 00:08:25,230 To one, will switch to inverse kinematic. 165 00:08:25,230 --> 00:08:29,480 By default the arm are using forward kinematic mechanism, 166 00:08:29,480 --> 00:08:32,360 but you can switch to inverse kinematic. 167 00:08:32,360 --> 00:08:36,060 Again, this is super useful whenever your character 168 00:08:36,060 --> 00:08:38,120 is contacting with something. 169 00:08:38,120 --> 00:08:40,320 When doing push ups, for example, 170 00:08:40,320 --> 00:08:43,360 or interacting with another character. 171 00:08:43,360 --> 00:08:47,420 You will find the parent option for the legs and the arms. 172 00:08:47,420 --> 00:08:50,280 By default the leg inverse kinematic controller 173 00:08:50,280 --> 00:08:53,230 are parented to the root, so they don't move 174 00:08:53,230 --> 00:08:55,120 whenever the torso is moved. 175 00:08:55,120 --> 00:08:57,400 And the pose target is independent. 176 00:08:57,400 --> 00:09:00,680 When switching the parenting value to one, 177 00:09:00,680 --> 00:09:03,940 the pole will be parented to the foot controller. 178 00:09:03,940 --> 00:09:08,080 Meaning that rotating the foot will also rotate the knee. 179 00:09:08,080 --> 00:09:10,890 This is the method I generally use. 180 00:09:10,890 --> 00:09:15,720 Switching the value to two will also parent the foot 181 00:09:15,720 --> 00:09:19,830 to the torso controller, but not to the hips. 182 00:09:19,830 --> 00:09:21,700 That can be useful whenever 183 00:09:21,700 --> 00:09:24,560 you make your character jump for example. 184 00:09:24,560 --> 00:09:27,280 You will find the same option regarding 185 00:09:27,280 --> 00:09:30,300 the inverse kinematic arms controller, 186 00:09:30,300 --> 00:09:34,048 but only when one value that allow you to parent 187 00:09:34,048 --> 00:09:38,770 the inverse kinematic controllers to the torso root. 188 00:09:38,770 --> 00:09:41,090 Again, they won't follow the chest, 189 00:09:41,090 --> 00:09:43,370 but they will follow the torso root. 190 00:09:43,370 --> 00:09:47,052 I've heard the same kind of mechanism for the weapons. 191 00:09:47,052 --> 00:09:51,360 Allowing you to whether snap them to the left hand, 192 00:09:51,360 --> 00:09:54,910 right hand or not snap them at all 193 00:09:54,910 --> 00:09:57,780 so that they can move freely in space. 194 00:09:57,780 --> 00:09:58,920 This can be useful 195 00:09:58,920 --> 00:10:02,400 whenever you want to throw the weapon for example. 196 00:10:02,400 --> 00:10:05,630 The weapon emit option will allow you to play 197 00:10:05,630 --> 00:10:09,260 with the strength of the emission shader on the weapons. 198 00:10:09,260 --> 00:10:10,680 If you press play, you can see 199 00:10:10,680 --> 00:10:13,610 that the shader is currently animated. 200 00:10:13,610 --> 00:10:16,910 Bringing a magical touch to those weapons. 201 00:10:16,910 --> 00:10:20,780 On top of this, you will find a weapon spawn option 202 00:10:20,780 --> 00:10:23,300 that will allow you to make the weapons 203 00:10:23,300 --> 00:10:26,770 progressively disappear or appear 204 00:10:26,770 --> 00:10:28,913 with a nice dissolve effect. 205 00:10:29,750 --> 00:10:31,550 As for the squirrel character, 206 00:10:31,550 --> 00:10:34,080 you will find visibility properties 207 00:10:34,080 --> 00:10:38,290 that allows you do hide different part of the character, 208 00:10:38,290 --> 00:10:41,450 making its silhouette easier to read 209 00:10:41,450 --> 00:10:46,080 or allowing you to focus on specific part when animating. 210 00:10:46,080 --> 00:10:50,960 Last but not least you will find a snap utilities. 211 00:10:50,960 --> 00:10:52,620 This will allow you to change 212 00:10:52,620 --> 00:10:55,740 from inverse kinematic to forward kinematic 213 00:10:55,740 --> 00:10:58,880 and also align the controllers together. 214 00:10:58,880 --> 00:11:03,040 Allowing a seamless switch between the two mechanisms. 215 00:11:03,040 --> 00:11:05,910 A disclaimer here. Due to the complexity 216 00:11:05,910 --> 00:11:09,490 of the rig mechanism and the rubber limbs system, 217 00:11:09,490 --> 00:11:13,070 it can be sometimes not 100% accurate 218 00:11:13,070 --> 00:11:15,590 but the pose can be fixed in one second. 219 00:11:15,590 --> 00:11:18,120 And this is way faster than trying to align 220 00:11:18,120 --> 00:11:19,680 the controller by hand. 221 00:11:19,680 --> 00:11:21,840 I'm not used to have this in production 222 00:11:21,840 --> 00:11:23,463 so this is really a bonus. 17652

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