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We can now proceed to rigging and this is basically very large
Topic and it's a bit out of the scope here and I'll try my best to explain everything I can with the limited time frame
For me
it's always about the purpose and the
Context and right now the purpose of the rigging and the armature is just to pose this character for some kind of static
Illustration for a website or some design
But nevertheless this can be a great starting point
To get to know these tools a little bit better get the grips of it and then later
Find some resources to expand on that knowledge
So the first thing when you want to move something when you want to rig something you need the armature
You need to add some bones to your mesh and for that there's an object called armature
So if you press shift a you will see that there are armature options. You might not see
Some of these options here if you didn't activate the rigify at all get to this a little bit later
Basically, you have an option to create a single bone
Let me move this to the side
You don't need to repeat this
I'm just showing you some of these options and then you can just extrude this like you would in the mesh
the difference between the armature and the mesh is that this is a procedural object and
These bones can be manipulated non-destructively
So if you go here the armature has an option for the pose mode and if you go to the pose mode
you can select some of these things and
Rotate and move them and scale them according to their parent bones
And if you then tab out, you will see that this maintains its position
but if you go into the edit mode
There's an original position that it was created in and you can switch between the pose and the rest position here
So this is the basic concept behind those armatures that you can create an object that can be manipulated
Non-destructively and then you would map your mesh around this object so it can move
With it. So let me just delete this and basically you can create a human skeleton from bones like this
Add a mesh to it and then move this bone separately to create some kind of pose. It's totally doable
But but there are some techniques that make the process of posing the armature a little bit easier like the inverse kinematics
and stuff like that when you
Use some bones as only a control bones that somehow
affect how these other bones and joints are behaving and stuff like that so you can basically layer this stuff and
Create much more complex structure that in the end helps you create animations easier
but it's very time-consuming to prepare and
that's why I almost always use the rigify add-on if I want to use armatures and
If you didn't already, please just go to the preferences
Add-ons will enter rig and it will find the rigify add-on here
You will see I have it checked already
so check this checkbox to activate it and just close the preferences and
now if you press shift a you can see there are some of these more options here and you can see
For these armature options. You have something called metarig in the parentheses right next to it
And this is the concept that the rigify uses and I'll try to explain it a little bit here
So, please bear with me for a few more minutes
And again, you don't need to repeat this after me
So I will add the armature and I will add the basic human just for the explanation
Purposes and move it to the side. So I will press G then X and move it to the side and I will focus on that
So the rigify can create armature like this for us if you go to the edit mode, you can see you can select these
bones separately and if you go to the bone options, you will see their name and
You might notice that there is a suffix for some of these bones
It's either L or R. So that's for the left and right
So the bender knows that these are symmetrical and the metarig means
That rigify can use the standard armatures as a blueprint for creating a whole rig
So
Basically, the metarig is just an armature as any other as if you would create it manually. There's no difference at all
The only difference there is that when you have the rigify add-on active
You have some more options for the rigify here
On the armature level like generate rig and some advanced options
But for the bones as well, and if you go to the pose mode
I will hit ctrl tab to switch to the pose mode. You can see there is something called a rig type and
That basically tells rigify add-on what these bones are for. There are some predefined rig types like the limbs
the spine or
Something like that or legs and if you mark your bone with this
You are basically defining the blueprint for the rigify to create some kind of controls for that bone
So for example for the leg that could be inverse kinematic options
And I will show you what I mean, by the way, if we tab out and now just go to the armature tab and click generate the rig
You will see our rig was generated right here on the cursor position and I will move it to the side as well
So press G then X
So this is what happens when you generate the rig with rigify. You have this armature as a blueprint
Basically as a recipe to create something like this and you can just select this and delete it. You don't need it no more
Only if you would like to make some changes
There is still option to click generate rig once again, and it will know that this has to be regenerated
It's not that destructive operation to generate rig
You can still like go inside make some changes and then generate it once again
but they're not connected in any way so you can just delete it right away and
You can see this looks a little bit different than the armature
if you go to the pose mode, you will see all bunch of colored gizmos and
they're here just for the
organizing purposes to make things look a little bit easier and
A little bit more practical and these are some of these additional levels that I was talking about
Where you're not creating only the bone structure for your mesh
but at the same time some of these control bones and gizmos and
If you want to know where these come from
If you explore the scene in the outliner a little bit more you will see that the collection called widgets was created
You will see that it's hidden
but if you expand this you will see that there is a bunch of geometry there hidden and
And
What this means basically is
That when you have a bone on the armature and that could be your custom armature as well
You have the option to switch the visual appearance of the bone with some of the custom mesh
So this is nothing more. These are all bones the same as we created before
These just have some of the custom meshes and colors. So it's a little bit more organized
So if you go to the pose mode
you will see that there is an added level of complexity that these are not only the regular bones that you can rotate and
They are just connected together. But actually if you try to move the foot
it moves some of these other bones as well and stuff like that and
This is basically
Some more advanced rigging so I will just tab out and delete this right away
Okay
I know that this was maybe a handful for a start
But I really wanted to wanted you to see that the Rigify add-on is not some sorcery. It just does some steps
that you would need to do manually and
That would be very time-consuming and it's not easy to make those things
so for example, if you just need to pose your
Illustration for different purposes, you don't need to learn all the rigging technicalities
It can be enough for you to just know how the Rigify works and how to use it
And that's what I want to show you in this chapter right here
so now you can start to follow along and we'll press shift a go to the armature and
create a human metarig
Now go to the armature tab right here if you don't have it active click here
and go to the viewport display and
You can check in front and that will make sure that the bones are always displayed in front of your mesh
So they're easier to handle
And now there are a bunch of things that we don't need so we can just delete some of the stuff from the armature
But still we have to be a little bit careful here. The Rigify isn't that user-friendly
So if you accidentally delete some of the bones that are necessary for generating that rig
It will break and it will generate some of the errors
So one of the most common and that might happen to you as well is when you're editing
This here is not connected to the neck
But they have to share the exact same location the starting and ending point of these bones respectively
Needs to have the same location. Otherwise the Rigify will break so be careful about things like that
Basically try to just delete the things I delete here without moving anything too much
so first of all
I will just drag the selection around all of these face bones press X and delete bones and
the ears as well here
We won't be needing those and we can enable
The bone properties here so we can see actually what bones we are dealing with so you can see this is a part of the spine
so we will definitely need that and
now
If we check it from the side, we created the four finger cartoon hand
This human metarig have obviously full number of fingers. So we'll have to
Delete one. So just select these bones by holding shift press X and delete
and
On the other side as well
Just like that delete
Okay. Now I will tab out and let's look from the front
I will need to scale this up a little bit and of course
We'll need to change this armature quite a lot because this is a cartoon character
You can see he has short legs and stuff like that. So there will be quite a lot to make here
But first I want to make sure that the level of the shoulders is same as the model here
So let's press just S and scale this up like this
But don't forget we'll need to press ctrl a and apply scale because if you would generate rig from the scaled armature that doesn't have scale
Applied the rig would be generated in the original size before the scaling
So right now let's tab in and to make things easier. We will delete one side of
the symmetry bones altogether
So let's just select all of the leg press X and delete
We can now delete this pelvis bone as well, so press X and delete the bone and
the collarbone
the chest bone and
the whole right hand
so right now we only have a spine basically and
Some of these bones that can be then mirrored on the other side
we can now start moving these bones around and let's toggle x-ray so we better see our mesh and
Let's disable the wireframe overlay and when we enable the x-ray
I can see there's some suspicious bone right here when you click twice and
I can see it's called face, and we already deleted all of the face bones
So this is probably a root control bone for the face, and we don't need that
we won't be creating any rig for the face, so let's delete that one and
Here the neck looks okay, we can just select this joint right there press G then Z and move this up a little bit
and
Then select this node right here and press G then Z and drag it all the way up so this will control our head
Right here. We can select all of this press G then Z and move it down and
we can
Additionally select the leg bone and drag it down
So it looks something like this and basically you want to place it where the pelvis bone
Reaches somewhere here, and we can move it right away, so if we select this node right here
You can
Extend the pelvis bone all the way to the side here
And you actually need to do that because it will be used to paint weights over the mesh
So that the legs and hand don't get to fall over the area here
So that's all right and now we'll
And now we can press G then Z and distribute
Some of these bones on the spine a little bit better here
Don't forget as I said here you need to select both of those and to move them at once
Because it would give an error there
Now we can select the hand and move it a little bit here where the shoulders start
We'll get back to this later, and now move this here
so the collarbone as well as the pelvis bone has the control over this area here and
The chest bone
Has the same purpose, so we can just move it here where the breasts are
And look from the side and scale it up a little bit
We'll refine this later from the side view
right now we can take care of the legs and hands so
Select the leg bones, press G then X and move them to the center of the leg
We can move this down a little bit
Basically the leg starts somewhere here
So this will be very short and the movement will be somewhat limited there
You just have to keep this in mind
Okay and right here
Okay and right here
We want to move this
Here where the hand starts
this to the area of the elbow and
Basically, we are almost good to go and now scale this part here
So it's larger
And move it in place and let's rotate it like this
Okay
Now we can look from the side and I think we can move the whole armature a little bit to the back
So press G then Y and move it to the middle of the body like this
Now we can see what adjustment needs to be made. So let's make this one larger
So it affects the larger area there
And same here we need to move this a little bit to the back
This area to the front
Okay, so something like this
And this is a very important bone
For some of the leg controls. So move it all the way back here
Press G then Y move it here and we will scale it up
So it's wide as the leg itself so something like this
Okay, and we can move this so it's not so steep
Okay
Now I can see that this is a little bit too back
To in the back so I'll press G and Y and let's look from the top
Move this on the y-axis
And we'll start placing the fingers and that's probably the most tedious part of this whole process so first of all, let's
Adjust the palm a little bit
Like that now select the thumb
Let's move it more in place here
And distribute these bones
So it more makes sense. You will have to rotate this a little bit so you can see if it goes out of the mesh
Basically, you want to place this in the middle of the finger
Like that
okay, it looks good for the thumb and
Let's just repeat this for all of the other fingers and in a similar way that you would do in a mesh
You can use the shortcuts like clicking the bone and ctrl clicking here to select the whole
part
Let's rotate this a little bit move it up. So it sits a little bit better with that index finger
and
Be careful around the parts here. You can see once more. There are two nodes here and
We don't want them to separate because I think that would throw the error
With the Rigify add-on, so do it like this
Then from the top side you can move this to the side a little bit
Once again, don't forget that one as well
Okay
Looking good so far and let's repeat the process
You
Okay looks fine in my opinion so
That was the hand and right now we can take care of some of the details
you can inspect your model all around place some of these joints in a way that you find a little bit more accurate and
You know, it's hard to talk about accuracy when we are dealing with the cartoon character so really
Just go with the hunch and try to make something you can always change it later
So as you can see
we only did the left part and as I said before we need symmetrize this and
If you try to select these bones, you can see their name is always followed with the suffix dot L
and
That way it's very easy to
Symmetrize this you can just select all with a don't worry when you're selecting these bones in the middle
click armature and
Symmetrize and that will create the mirror duplicates of all of these bones that had the L suffix and give them suffix R and
It will leave those in the middle without the suffixes alone
So this is now complete armature
We can now tab out and I just want to point out that you could easily
Let me toggle the x-ray. We could easily parent the mesh to this armature and
It would work. We would be able to move this around but we wouldn't have those controls that I've shown you
That the rigify can create for you
So let's just now go here to the armature settings and under the rigify buttons here. Click generate rig
And you will see that the rig got generated right away and for some reason it probably
Remembered the position when I moved it there. So let's just click the rig and press alt G to
Reset the position
You probably won't see this problem
so if you haven't play around with armatures like I did before the rig should be generated in place right here and
Luckily, there were no errors the rig got generated successfully
The size of the rig is quite alright
You can see that all the controls match their respective parts of the body
So right now we can just select this original armature this metal rig and press M and move this to backup
So it doesn't get in the way and now we are basically ready to add all of the meshes to this rig
But first I want to make sure
Once again that these that the mesh is without any errors
So let's just select all and we need to deselect the rig
So ctrl drag here to the selected you can see in the outliner and you can see in the outliner
we have only the mesh object selected and now tab in into the edit mode and
Let's select all and first of all
I want to press shift N to recalculate normals in case there would be problem with them and
Then press M and merge by distance and we can see the blender removed zero vertices
So we had no double geometry and our normals should be calculated correctly now that we press shift N
So I'm confident that this mesh will work fine
with the rig
so let's step out and now select only the body and
shift click the rig that was generated for us and
The way you add the mesh to the rig is by parenting so we will press ctrl P for parenting
And you can see there's an option to armature deform
You can see there are a bunch of options and they all have to do something together with
groups and weights
So let me explain for a while if you select the body and go to the object data properties here
You can see there is an section for vertex groups
You should already know what this is good for for example
if you selectively need to apply some modifier to only some of the vertices and
Stuff like that and this is the technique that the armature used to control the position of the geometry
so if you have some bone it has some respective vertex group that it controls and
As you know when you create a vertex group, you can adjust the weight of how the vertex is connected to that group
So it's not just the 0 1 but actually you can have a 0.5 weight
So when you move that vertex group the vertex follows only halfway because its weight it's set to 0.5
so this is the technique that the armature uses and
Additionally, it will add the modifier for the armature deformations. So that's what that parenting will do for us
so again, we can shift click the armature press ctrl P and
Choose the armature deform with automatic weights. This is something we are interested in
We don't want to paint every vertex group ourselves or add everything
Manually, we want as much of this done automatically as we can. So let's select this
And now if we inspect the body again, you can see that there is an modifier which says armature
It has the object rig and it's bound to vertex groups
and now if we go to the object data properties, you can see there are a bunch of vertex group created for us and
As I said before if you select some of the vertex groups and if you now go to the edit mode
You will see that the option for assigning weight to some of these vertex groups is available
But the easier way of applying weights is through weight painting and that's available in the modes here. So
You already know object edit mode
The texture paint mode and now there's one more which is called weight paint
Now if you select that you will see this blue mesh and some of the parts are colored differently
it basically shows you how much of
Some of these vertices belong to their respective
Vertex groups. So if you click through this vertex group
Right now you will see
the different weight options there and
That something that was created automatically for us. That's why we pick the automatic weight options because
We would need to do this manually if that wasn't there
So, let me repeat this
once more a little bit the way I like to rig my character is to use some of these metal rigs and
Every purpose then for whatever model or body I need
Then create a rigify rig
Which makes the control of the armature very easy and then I just parent the mesh object to the armature with automatic weights
So as much as possible is done for me automatically and then the armature controls the mesh
Through these vertex groups that are painted non-linearly
So let me switch back to the object mode
now select this rig and we can take it for a spin a little bit so ctrl tab to switch the pose mode and
Here you can see this serves as a control for the root of the whole mesh
So if you move this you basically move the whole rig without moving the origin point
these parts here
serve as the inverse kinematics control for the legs and hands so this way you can control the position of the leg and
this is for the hand movements and
Again, this is the inverse kinematic control. So when you start to move this up, you will see that the joint
is
moving too and
This allows for some stretches. So if you're doing if you're working on a cartoon or something this works nicely
So I immediately like how this mesh
Is deformed and of course there are some other bones like this where you can control the position of the pelvis
And you can see how the hands and legs stay at their place so you can easily do
Funny stretches like this
Yeah, take it for a spin yourself
It's quite fun, but we are not finished yet because right now we just parented the body and
We need to add rest of the objects as well
So and there are different ways how I will do this for the different kinds of objects
So for example this part up here with the mask head the feathers and the branches
I want them parented to that spine to the last spine bone
For the head movement and I want them to be part of the vertex group as a whole. I don't want any dynamic
Weight painting or anything there. I
Really don't want the mask to be deforming or branches or stuff like that
so right now I will press ctrl tab to exit the pose mode and
We can now select the feathers
mask branches and the head dummy and
Shift click the body and press ctrl J to join them in there
basically nothing changed right now because these objects weren't part of the body mesh when we
Added on the armature, so they are not part of any of these vertex groups
We have to do this manually right now, which is exactly what we want
so let's just tab in right now, and I will hover over the body object press L and
Press H to hide and
Now we can press A to select all of the objects
We just joined with the body mesh, and let's find the vertex group for the spine
006 and that's the largest bone at the top which controls the position of the head and we'll just click assign
Now press alt H to unhide the body we can tab out and if we now switch here to the weight paint mode
And
Click through the vertex group. You will see this all is blue and if you select the spine object
This whole part is red so that last bone has absolute control
Over the position of these vertices there will be no deformations happening nothing
So if I go to the object mode
Now and we select armature and press ctrl tab for the pose mode
Let me enable the x-ray, so this gizmo right here is for the head control
And if you now press R and rotate this we can control the head like this if you press R twice
You have absolute control over how the body moves and it moves at once without any deformations, which is exactly what I wanted
so let's press ctrl tab and now the last thing we need to do to add these accessories and
That might be a little bit tricky
Because there are outside the body. They're a little bit
Complicated in terms of the shape and
The automatic weight painting might not always produce the result you are going for
So just please keep in mind that we might need to modify this heavily after adding to the armature right now
We don't need to add these objects to the body object. We can parent them separately, which is a useful thing sometimes
so right now just select all of these objects and
Select the armature as the last so shift click here press ctrl P and parent them with automatic weights
so right here if you see the
Armature object in the outliner if you expand on that you will see that the body is
Parented the rig object at the same time these other objects as well
And we parented them with automatic weights and right now. I really don't know how these automatic weights were applied here, so
Please bear with me if there are some errors. We will fix them. So
Let's just move the body a little bit to see how the talisman works
But so far so good. We can see here. It goes into the body, but we can
modify that later
with some custom weight painting
Looks fine so far. I'm really surprised
This looks great. There's almost nothing we need to do and there will be some details
We need to fix like if you move the body and stretch it too far the leg bone actually has quite effect on the bell
Here, which is not so great
But all in all I think this looks okay. Yeah, we'll definitely need to deal with the belt
So yeah right now. Just go and try to break the model to see
Where there are some issues and have some fun like this
And
Don't worry, you can't really break the armature
If you're in the pose mode and whatever adjustments to the bones to these controls you make it can be all
Reset very easily if you select all go to the pose clear transform and all
It will reset so don't worry about that and of course don't forget to save
You
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