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We can now proceed to rigging and this is basically very large
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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
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For me
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it's always about the purpose and the
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Context and right now the purpose of the rigging and the armature is just to pose this character for some kind of static
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Illustration for a website or some design
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But nevertheless this can be a great starting point
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To get to know these tools a little bit better get the grips of it and then later
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Find some resources to expand on that knowledge
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So the first thing when you want to move something when you want to rig something you need the armature
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You need to add some bones to your mesh and for that there's an object called armature
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So if you press shift a you will see that there are armature options. You might not see
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Some of these options here if you didn't activate the rigify at all get to this a little bit later
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Basically, you have an option to create a single bone
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Let me move this to the side
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You don't need to repeat this
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I'm just showing you some of these options and then you can just extrude this like you would in the mesh
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the difference between the armature and the mesh is that this is a procedural object and
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These bones can be manipulated non-destructively
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So if you go here the armature has an option for the pose mode and if you go to the pose mode
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you can select some of these things and
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Rotate and move them and scale them according to their parent bones
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And if you then tab out, you will see that this maintains its position
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but if you go into the edit mode
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There's an original position that it was created in and you can switch between the pose and the rest position here
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So this is the basic concept behind those armatures that you can create an object that can be manipulated
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Non-destructively and then you would map your mesh around this object so it can move
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With it. So let me just delete this and basically you can create a human skeleton from bones like this
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Add a mesh to it and then move this bone separately to create some kind of pose. It's totally doable
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But but there are some techniques that make the process of posing the armature a little bit easier like the inverse kinematics
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and stuff like that when you
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Use some bones as only a control bones that somehow
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affect how these other bones and joints are behaving and stuff like that so you can basically layer this stuff and
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Create much more complex structure that in the end helps you create animations easier
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but it's very time-consuming to prepare and
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that's why I almost always use the rigify add-on if I want to use armatures and
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If you didn't already, please just go to the preferences
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Add-ons will enter rig and it will find the rigify add-on here
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You will see I have it checked already
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so check this checkbox to activate it and just close the preferences and
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now if you press shift a you can see there are some of these more options here and you can see
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For these armature options. You have something called metarig in the parentheses right next to it
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And this is the concept that the rigify uses and I'll try to explain it a little bit here
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So, please bear with me for a few more minutes
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And again, you don't need to repeat this after me
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So I will add the armature and I will add the basic human just for the explanation
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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
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So the rigify can create armature like this for us if you go to the edit mode, you can see you can select these
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bones separately and if you go to the bone options, you will see their name and
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You might notice that there is a suffix for some of these bones
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It's either L or R. So that's for the left and right
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So the bender knows that these are symmetrical and the metarig means
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That rigify can use the standard armatures as a blueprint for creating a whole rig
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So
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Basically, the metarig is just an armature as any other as if you would create it manually. There's no difference at all
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The only difference there is that when you have the rigify add-on active
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You have some more options for the rigify here
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On the armature level like generate rig and some advanced options
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But for the bones as well, and if you go to the pose mode
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I will hit ctrl tab to switch to the pose mode. You can see there is something called a rig type and
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That basically tells rigify add-on what these bones are for. There are some predefined rig types like the limbs
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the spine or
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Something like that or legs and if you mark your bone with this
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You are basically defining the blueprint for the rigify to create some kind of controls for that bone
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So for example for the leg that could be inverse kinematic options
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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
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You will see our rig was generated right here on the cursor position and I will move it to the side as well
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So press G then X
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So this is what happens when you generate the rig with rigify. You have this armature as a blueprint
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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
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Only if you would like to make some changes
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There is still option to click generate rig once again, and it will know that this has to be regenerated
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It's not that destructive operation to generate rig
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You can still like go inside make some changes and then generate it once again
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but they're not connected in any way so you can just delete it right away and
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You can see this looks a little bit different than the armature
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if you go to the pose mode, you will see all bunch of colored gizmos and
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they're here just for the
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organizing purposes to make things look a little bit easier and
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A little bit more practical and these are some of these additional levels that I was talking about
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Where you're not creating only the bone structure for your mesh
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but at the same time some of these control bones and gizmos and
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If you want to know where these come from
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If you explore the scene in the outliner a little bit more you will see that the collection called widgets was created
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You will see that it's hidden
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but if you expand this you will see that there is a bunch of geometry there hidden and
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And
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What this means basically is
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That when you have a bone on the armature and that could be your custom armature as well
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You have the option to switch the visual appearance of the bone with some of the custom mesh
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So this is nothing more. These are all bones the same as we created before
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These just have some of the custom meshes and colors. So it's a little bit more organized
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So if you go to the pose mode
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you will see that there is an added level of complexity that these are not only the regular bones that you can rotate and
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They are just connected together. But actually if you try to move the foot
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it moves some of these other bones as well and stuff like that and
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This is basically
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Some more advanced rigging so I will just tab out and delete this right away
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Okay
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I know that this was maybe a handful for a start
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But I really wanted to wanted you to see that the Rigify add-on is not some sorcery. It just does some steps
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that you would need to do manually and
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That would be very time-consuming and it's not easy to make those things
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so for example, if you just need to pose your
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Illustration for different purposes, you don't need to learn all the rigging technicalities
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It can be enough for you to just know how the Rigify works and how to use it
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And that's what I want to show you in this chapter right here
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so now you can start to follow along and we'll press shift a go to the armature and
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create a human metarig
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Now go to the armature tab right here if you don't have it active click here
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and go to the viewport display and
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You can check in front and that will make sure that the bones are always displayed in front of your mesh
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So they're easier to handle
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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
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But still we have to be a little bit careful here. The Rigify isn't that user-friendly
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So if you accidentally delete some of the bones that are necessary for generating that rig
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It will break and it will generate some of the errors
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So one of the most common and that might happen to you as well is when you're editing
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This here is not connected to the neck
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But they have to share the exact same location the starting and ending point of these bones respectively
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Needs to have the same location. Otherwise the Rigify will break so be careful about things like that
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Basically try to just delete the things I delete here without moving anything too much
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so first of all
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I will just drag the selection around all of these face bones press X and delete bones and
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the ears as well here
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We won't be needing those and we can enable
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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
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so we will definitely need that and
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now
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If we check it from the side, we created the four finger cartoon hand
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This human metarig have obviously full number of fingers. So we'll have to
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Delete one. So just select these bones by holding shift press X and delete
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and
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On the other side as well
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Just like that delete
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Okay. Now I will tab out and let's look from the front
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I will need to scale this up a little bit and of course
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We'll need to change this armature quite a lot because this is a cartoon character
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You can see he has short legs and stuff like that. So there will be quite a lot to make here
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But first I want to make sure that the level of the shoulders is same as the model here
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So let's press just S and scale this up like this
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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
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Applied the rig would be generated in the original size before the scaling
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So right now let's tab in and to make things easier. We will delete one side of
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the symmetry bones altogether
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So let's just select all of the leg press X and delete
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We can now delete this pelvis bone as well, so press X and delete the bone and
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the collarbone
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the chest bone and
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the whole right hand
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so right now we only have a spine basically and
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Some of these bones that can be then mirrored on the other side
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we can now start moving these bones around and let's toggle x-ray so we better see our mesh and
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Let's disable the wireframe overlay and when we enable the x-ray
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I can see there's some suspicious bone right here when you click twice and
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I can see it's called face, and we already deleted all of the face bones
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So this is probably a root control bone for the face, and we don't need that
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we won't be creating any rig for the face, so let's delete that one and
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Here the neck looks okay, we can just select this joint right there press G then Z and move this up a little bit
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and
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Then select this node right here and press G then Z and drag it all the way up so this will control our head
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Right here. We can select all of this press G then Z and move it down and
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we can
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Additionally select the leg bone and drag it down
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So it looks something like this and basically you want to place it where the pelvis bone
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Reaches somewhere here, and we can move it right away, so if we select this node right here
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You can
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Extend the pelvis bone all the way to the side here
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And you actually need to do that because it will be used to paint weights over the mesh
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So that the legs and hand don't get to fall over the area here
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So that's all right and now we'll
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And now we can press G then Z and distribute
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Some of these bones on the spine a little bit better here
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Don't forget as I said here you need to select both of those and to move them at once
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Because it would give an error there
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Now we can select the hand and move it a little bit here where the shoulders start
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We'll get back to this later, and now move this here
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so the collarbone as well as the pelvis bone has the control over this area here and
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The chest bone
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Has the same purpose, so we can just move it here where the breasts are
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And look from the side and scale it up a little bit
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We'll refine this later from the side view
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right now we can take care of the legs and hands so
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Select the leg bones, press G then X and move them to the center of the leg
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We can move this down a little bit
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Basically the leg starts somewhere here
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So this will be very short and the movement will be somewhat limited there
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You just have to keep this in mind
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Okay and right here
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Okay and right here
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We want to move this
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Here where the hand starts
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this to the area of the elbow and
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Basically, we are almost good to go and now scale this part here
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So it's larger
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And move it in place and let's rotate it like this
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Okay
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Now we can look from the side and I think we can move the whole armature a little bit to the back
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So press G then Y and move it to the middle of the body like this
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Now we can see what adjustment needs to be made. So let's make this one larger
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So it affects the larger area there
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And same here we need to move this a little bit to the back
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This area to the front
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Okay, so something like this
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And this is a very important bone
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For some of the leg controls. So move it all the way back here
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Press G then Y move it here and we will scale it up
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So it's wide as the leg itself so something like this
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Okay, and we can move this so it's not so steep
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Okay
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Now I can see that this is a little bit too back
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To in the back so I'll press G and Y and let's look from the top
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Move this on the y-axis
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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
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Adjust the palm a little bit
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Like that now select the thumb
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Let's move it more in place here
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And distribute these bones
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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
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Basically, you want to place this in the middle of the finger
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Like that
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okay, it looks good for the thumb and
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Let's just repeat this for all of the other fingers and in a similar way that you would do in a mesh
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You can use the shortcuts like clicking the bone and ctrl clicking here to select the whole
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part
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Let's rotate this a little bit move it up. So it sits a little bit better with that index finger
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and
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Be careful around the parts here. You can see once more. There are two nodes here and
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We don't want them to separate because I think that would throw the error
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With the Rigify add-on, so do it like this
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Then from the top side you can move this to the side a little bit
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Once again, don't forget that one as well
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Okay
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Looking good so far and let's repeat the process
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You
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00:19:35,060 --> 00:19:37,740
Okay looks fine in my opinion so
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That was the hand and right now we can take care of some of the details
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you can inspect your model all around place some of these joints in a way that you find a little bit more accurate and
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You know, it's hard to talk about accuracy when we are dealing with the cartoon character so really
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Just go with the hunch and try to make something you can always change it later
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00:20:08,580 --> 00:20:10,520
So as you can see
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we only did the left part and as I said before we need symmetrize this and
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If you try to select these bones, you can see their name is always followed with the suffix dot L
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and
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That way it's very easy to
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Symmetrize this you can just select all with a don't worry when you're selecting these bones in the middle
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click armature and
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Symmetrize and that will create the mirror duplicates of all of these bones that had the L suffix and give them suffix R and
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It will leave those in the middle without the suffixes alone
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So this is now complete armature
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We can now tab out and I just want to point out that you could easily
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Let me toggle the x-ray. We could easily parent the mesh to this armature and
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It would work. We would be able to move this around but we wouldn't have those controls that I've shown you
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That the rigify can create for you
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So let's just now go here to the armature settings and under the rigify buttons here. Click generate rig
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And you will see that the rig got generated right away and for some reason it probably
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Remembered the position when I moved it there. So let's just click the rig and press alt G to
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Reset the position
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You probably won't see this problem
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so if you haven't play around with armatures like I did before the rig should be generated in place right here and
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Luckily, there were no errors the rig got generated successfully
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The size of the rig is quite alright
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You can see that all the controls match their respective parts of the body
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So right now we can just select this original armature this metal rig and press M and move this to backup
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So it doesn't get in the way and now we are basically ready to add all of the meshes to this rig
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But first I want to make sure
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Once again that these that the mesh is without any errors
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So let's just select all and we need to deselect the rig
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So ctrl drag here to the selected you can see in the outliner and you can see in the outliner
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we have only the mesh object selected and now tab in into the edit mode and
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Let's select all and first of all
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I want to press shift N to recalculate normals in case there would be problem with them and
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Then press M and merge by distance and we can see the blender removed zero vertices
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So we had no double geometry and our normals should be calculated correctly now that we press shift N
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So I'm confident that this mesh will work fine
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with the rig
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so let's step out and now select only the body and
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shift click the rig that was generated for us and
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The way you add the mesh to the rig is by parenting so we will press ctrl P for parenting
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And you can see there's an option to armature deform
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You can see there are a bunch of options and they all have to do something together with
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groups and weights
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So let me explain for a while if you select the body and go to the object data properties here
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You can see there is an section for vertex groups
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You should already know what this is good for for example
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if you selectively need to apply some modifier to only some of the vertices and
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Stuff like that and this is the technique that the armature used to control the position of the geometry
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so if you have some bone it has some respective vertex group that it controls and
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As you know when you create a vertex group, you can adjust the weight of how the vertex is connected to that group
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So it's not just the 0 1 but actually you can have a 0.5 weight
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So when you move that vertex group the vertex follows only halfway because its weight it's set to 0.5
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so this is the technique that the armature uses and
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Additionally, it will add the modifier for the armature deformations. So that's what that parenting will do for us
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so again, we can shift click the armature press ctrl P and
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Choose the armature deform with automatic weights. This is something we are interested in
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We don't want to paint every vertex group ourselves or add everything
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Manually, we want as much of this done automatically as we can. So let's select this
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And now if we inspect the body again, you can see that there is an modifier which says armature
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It has the object rig and it's bound to vertex groups
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and now if we go to the object data properties, you can see there are a bunch of vertex group created for us and
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As I said before if you select some of the vertex groups and if you now go to the edit mode
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You will see that the option for assigning weight to some of these vertex groups is available
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But the easier way of applying weights is through weight painting and that's available in the modes here. So
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You already know object edit mode
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The texture paint mode and now there's one more which is called weight paint
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Now if you select that you will see this blue mesh and some of the parts are colored differently
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it basically shows you how much of
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Some of these vertices belong to their respective
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Vertex groups. So if you click through this vertex group
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Right now you will see
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the different weight options there and
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That something that was created automatically for us. That's why we pick the automatic weight options because
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We would need to do this manually if that wasn't there
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So, let me repeat this
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once more a little bit the way I like to rig my character is to use some of these metal rigs and
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Every purpose then for whatever model or body I need
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Then create a rigify rig
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Which makes the control of the armature very easy and then I just parent the mesh object to the armature with automatic weights
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So as much as possible is done for me automatically and then the armature controls the mesh
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Through these vertex groups that are painted non-linearly
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So let me switch back to the object mode
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now select this rig and we can take it for a spin a little bit so ctrl tab to switch the pose mode and
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Here you can see this serves as a control for the root of the whole mesh
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So if you move this you basically move the whole rig without moving the origin point
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these parts here
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serve as the inverse kinematics control for the legs and hands so this way you can control the position of the leg and
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this is for the hand movements and
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Again, this is the inverse kinematic control. So when you start to move this up, you will see that the joint
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is
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moving too and
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This allows for some stretches. So if you're doing if you're working on a cartoon or something this works nicely
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So I immediately like how this mesh
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Is deformed and of course there are some other bones like this where you can control the position of the pelvis
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And you can see how the hands and legs stay at their place so you can easily do
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Funny stretches like this
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Yeah, take it for a spin yourself
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It's quite fun, but we are not finished yet because right now we just parented the body and
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We need to add rest of the objects as well
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So and there are different ways how I will do this for the different kinds of objects
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So for example this part up here with the mask head the feathers and the branches
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I want them parented to that spine to the last spine bone
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For the head movement and I want them to be part of the vertex group as a whole. I don't want any dynamic
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Weight painting or anything there. I
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Really don't want the mask to be deforming or branches or stuff like that
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so right now I will press ctrl tab to exit the pose mode and
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We can now select the feathers
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mask branches and the head dummy and
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Shift click the body and press ctrl J to join them in there
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basically nothing changed right now because these objects weren't part of the body mesh when we
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Added on the armature, so they are not part of any of these vertex groups
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We have to do this manually right now, which is exactly what we want
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so let's just tab in right now, and I will hover over the body object press L and
353
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Press H to hide and
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Now we can press A to select all of the objects
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We just joined with the body mesh, and let's find the vertex group for the spine
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006 and that's the largest bone at the top which controls the position of the head and we'll just click assign
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Now press alt H to unhide the body we can tab out and if we now switch here to the weight paint mode
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And
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Click through the vertex group. You will see this all is blue and if you select the spine object
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This whole part is red so that last bone has absolute control
361
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Over the position of these vertices there will be no deformations happening nothing
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00:30:06,300 --> 00:30:08,700
So if I go to the object mode
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Now and we select armature and press ctrl tab for the pose mode
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Let me enable the x-ray, so this gizmo right here is for the head control
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00:30:22,140 --> 00:30:28,620
And if you now press R and rotate this we can control the head like this if you press R twice
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00:30:29,140 --> 00:30:36,500
You have absolute control over how the body moves and it moves at once without any deformations, which is exactly what I wanted
367
00:30:37,060 --> 00:30:43,980
so let's press ctrl tab and now the last thing we need to do to add these accessories and
368
00:30:44,620 --> 00:30:46,620
That might be a little bit tricky
369
00:30:46,860 --> 00:30:50,500
Because there are outside the body. They're a little bit
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00:30:52,060 --> 00:30:54,620
Complicated in terms of the shape and
371
00:30:56,500 --> 00:31:02,900
The automatic weight painting might not always produce the result you are going for
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00:31:03,140 --> 00:31:09,980
So just please keep in mind that we might need to modify this heavily after adding to the armature right now
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00:31:09,980 --> 00:31:16,380
We don't need to add these objects to the body object. We can parent them separately, which is a useful thing sometimes
374
00:31:16,740 --> 00:31:19,580
so right now just select all of these objects and
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00:31:22,140 --> 00:31:28,380
Select the armature as the last so shift click here press ctrl P and parent them with automatic weights
376
00:31:29,020 --> 00:31:32,260
so right here if you see the
377
00:31:32,860 --> 00:31:37,940
Armature object in the outliner if you expand on that you will see that the body is
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00:31:38,500 --> 00:31:43,260
Parented the rig object at the same time these other objects as well
379
00:31:43,260 --> 00:31:51,700
And we parented them with automatic weights and right now. I really don't know how these automatic weights were applied here, so
380
00:31:52,660 --> 00:31:56,980
Please bear with me if there are some errors. We will fix them. So
381
00:31:57,620 --> 00:32:02,020
Let's just move the body a little bit to see how the talisman works
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00:32:02,700 --> 00:32:07,060
But so far so good. We can see here. It goes into the body, but we can
383
00:32:08,020 --> 00:32:09,940
modify that later
384
00:32:09,940 --> 00:32:12,140
with some custom weight painting
385
00:32:15,500 --> 00:32:18,340
Looks fine so far. I'm really surprised
386
00:32:19,540 --> 00:32:25,780
This looks great. There's almost nothing we need to do and there will be some details
387
00:32:25,780 --> 00:32:33,420
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
388
00:32:33,420 --> 00:32:35,700
Here, which is not so great
389
00:32:36,700 --> 00:32:43,100
But all in all I think this looks okay. Yeah, we'll definitely need to deal with the belt
390
00:32:44,180 --> 00:32:49,900
So yeah right now. Just go and try to break the model to see
391
00:32:50,900 --> 00:32:56,140
Where there are some issues and have some fun like this
392
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And
393
00:33:03,620 --> 00:33:07,260
Don't worry, you can't really break the armature
394
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If you're in the pose mode and whatever adjustments to the bones to these controls you make it can be all
395
00:33:15,100 --> 00:33:21,060
Reset very easily if you select all go to the pose clear transform and all
396
00:33:21,060 --> 00:33:25,420
It will reset so don't worry about that and of course don't forget to save
397
00:33:26,140 --> 00:33:29,140
You
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