All language subtitles for 15. Rigging and Rigify_1_und

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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,520 We can now proceed to rigging and this is basically very large 2 00:00:05,280 --> 00:00:12,020 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 3 00:00:12,200 --> 00:00:12,800 For me 4 00:00:12,800 --> 00:00:14,600 it's always about the purpose and the 5 00:00:14,600 --> 00:00:20,960 Context and right now the purpose of the rigging and the armature is just to pose this character for some kind of static 6 00:00:21,080 --> 00:00:23,160 Illustration for a website or some design 7 00:00:23,560 --> 00:00:26,200 But nevertheless this can be a great starting point 8 00:00:26,640 --> 00:00:31,800 To get to know these tools a little bit better get the grips of it and then later 9 00:00:31,920 --> 00:00:34,640 Find some resources to expand on that knowledge 10 00:00:34,720 --> 00:00:40,040 So the first thing when you want to move something when you want to rig something you need the armature 11 00:00:40,040 --> 00:00:44,840 You need to add some bones to your mesh and for that there's an object called armature 12 00:00:44,840 --> 00:00:49,680 So if you press shift a you will see that there are armature options. You might not see 13 00:00:50,960 --> 00:00:56,040 Some of these options here if you didn't activate the rigify at all get to this a little bit later 14 00:00:56,600 --> 00:00:59,120 Basically, you have an option to create a single bone 15 00:01:00,120 --> 00:01:02,120 Let me move this to the side 16 00:01:02,480 --> 00:01:04,480 You don't need to repeat this 17 00:01:04,560 --> 00:01:11,440 I'm just showing you some of these options and then you can just extrude this like you would in the mesh 18 00:01:12,600 --> 00:01:18,920 the difference between the armature and the mesh is that this is a procedural object and 19 00:01:19,260 --> 00:01:22,080 These bones can be manipulated non-destructively 20 00:01:22,240 --> 00:01:28,000 So if you go here the armature has an option for the pose mode and if you go to the pose mode 21 00:01:28,080 --> 00:01:30,280 you can select some of these things and 22 00:01:31,440 --> 00:01:35,120 Rotate and move them and scale them according to their parent bones 23 00:01:35,120 --> 00:01:40,040 And if you then tab out, you will see that this maintains its position 24 00:01:40,440 --> 00:01:42,880 but if you go into the edit mode 25 00:01:43,080 --> 00:01:49,760 There's an original position that it was created in and you can switch between the pose and the rest position here 26 00:01:49,880 --> 00:01:55,480 So this is the basic concept behind those armatures that you can create an object that can be manipulated 27 00:01:56,280 --> 00:02:01,720 Non-destructively and then you would map your mesh around this object so it can move 28 00:02:02,480 --> 00:02:08,960 With it. So let me just delete this and basically you can create a human skeleton from bones like this 29 00:02:09,840 --> 00:02:16,520 Add a mesh to it and then move this bone separately to create some kind of pose. It's totally doable 30 00:02:17,040 --> 00:02:24,760 But but there are some techniques that make the process of posing the armature a little bit easier like the inverse kinematics 31 00:02:24,760 --> 00:02:26,920 and stuff like that when you 32 00:02:27,480 --> 00:02:32,760 Use some bones as only a control bones that somehow 33 00:02:33,280 --> 00:02:41,120 affect how these other bones and joints are behaving and stuff like that so you can basically layer this stuff and 34 00:02:41,760 --> 00:02:48,360 Create much more complex structure that in the end helps you create animations easier 35 00:02:48,560 --> 00:02:51,360 but it's very time-consuming to prepare and 36 00:02:52,240 --> 00:02:57,960 that's why I almost always use the rigify add-on if I want to use armatures and 37 00:02:58,480 --> 00:03:02,280 If you didn't already, please just go to the preferences 38 00:03:03,160 --> 00:03:09,080 Add-ons will enter rig and it will find the rigify add-on here 39 00:03:09,280 --> 00:03:11,800 You will see I have it checked already 40 00:03:11,800 --> 00:03:15,960 so check this checkbox to activate it and just close the preferences and 41 00:03:16,480 --> 00:03:23,120 now if you press shift a you can see there are some of these more options here and you can see 42 00:03:23,480 --> 00:03:30,240 For these armature options. You have something called metarig in the parentheses right next to it 43 00:03:30,240 --> 00:03:35,200 And this is the concept that the rigify uses and I'll try to explain it a little bit here 44 00:03:35,280 --> 00:03:37,800 So, please bear with me for a few more minutes 45 00:03:38,400 --> 00:03:41,600 And again, you don't need to repeat this after me 46 00:03:41,840 --> 00:03:49,320 So I will add the armature and I will add the basic human just for the explanation 47 00:03:49,520 --> 00:03:54,800 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 48 00:03:55,320 --> 00:04:01,680 So the rigify can create armature like this for us if you go to the edit mode, you can see you can select these 49 00:04:02,240 --> 00:04:06,480 bones separately and if you go to the bone options, you will see their name and 50 00:04:07,240 --> 00:04:10,520 You might notice that there is a suffix for some of these bones 51 00:04:11,160 --> 00:04:15,760 It's either L or R. So that's for the left and right 52 00:04:16,440 --> 00:04:21,840 So the bender knows that these are symmetrical and the metarig means 53 00:04:22,400 --> 00:04:28,940 That rigify can use the standard armatures as a blueprint for creating a whole rig 54 00:04:29,300 --> 00:04:30,580 So 55 00:04:30,580 --> 00:04:37,900 Basically, the metarig is just an armature as any other as if you would create it manually. There's no difference at all 56 00:04:38,500 --> 00:04:43,380 The only difference there is that when you have the rigify add-on active 57 00:04:44,140 --> 00:04:47,700 You have some more options for the rigify here 58 00:04:48,140 --> 00:04:52,980 On the armature level like generate rig and some advanced options 59 00:04:53,900 --> 00:04:56,700 But for the bones as well, and if you go to the pose mode 60 00:04:56,700 --> 00:05:01,940 I will hit ctrl tab to switch to the pose mode. You can see there is something called a rig type and 61 00:05:02,540 --> 00:05:10,380 That basically tells rigify add-on what these bones are for. There are some predefined rig types like the limbs 62 00:05:11,020 --> 00:05:12,860 the spine or 63 00:05:12,860 --> 00:05:17,380 Something like that or legs and if you mark your bone with this 64 00:05:17,380 --> 00:05:22,500 You are basically defining the blueprint for the rigify to create some kind of controls for that bone 65 00:05:22,540 --> 00:05:25,980 So for example for the leg that could be inverse kinematic options 66 00:05:25,980 --> 00:05:33,460 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 67 00:05:34,260 --> 00:05:40,980 You will see our rig was generated right here on the cursor position and I will move it to the side as well 68 00:05:40,980 --> 00:05:42,980 So press G then X 69 00:05:43,120 --> 00:05:49,340 So this is what happens when you generate the rig with rigify. You have this armature as a blueprint 70 00:05:50,220 --> 00:05:57,180 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 71 00:05:58,780 --> 00:06:01,260 Only if you would like to make some changes 72 00:06:01,900 --> 00:06:09,660 There is still option to click generate rig once again, and it will know that this has to be regenerated 73 00:06:09,660 --> 00:06:12,340 It's not that destructive operation to generate rig 74 00:06:12,340 --> 00:06:16,820 You can still like go inside make some changes and then generate it once again 75 00:06:16,820 --> 00:06:21,260 but they're not connected in any way so you can just delete it right away and 76 00:06:21,900 --> 00:06:25,100 You can see this looks a little bit different than the armature 77 00:06:25,100 --> 00:06:29,660 if you go to the pose mode, you will see all bunch of colored gizmos and 78 00:06:30,860 --> 00:06:33,020 they're here just for the 79 00:06:33,740 --> 00:06:38,020 organizing purposes to make things look a little bit easier and 80 00:06:38,540 --> 00:06:43,780 A little bit more practical and these are some of these additional levels that I was talking about 81 00:06:43,780 --> 00:06:47,820 Where you're not creating only the bone structure for your mesh 82 00:06:47,940 --> 00:06:51,580 but at the same time some of these control bones and gizmos and 83 00:06:51,820 --> 00:06:54,060 If you want to know where these come from 84 00:06:54,060 --> 00:07:00,320 If you explore the scene in the outliner a little bit more you will see that the collection called widgets was created 85 00:07:01,220 --> 00:07:03,220 You will see that it's hidden 86 00:07:03,460 --> 00:07:08,820 but if you expand this you will see that there is a bunch of geometry there hidden and 87 00:07:08,940 --> 00:07:10,940 And 88 00:07:10,940 --> 00:07:12,940 What this means basically is 89 00:07:13,180 --> 00:07:18,580 That when you have a bone on the armature and that could be your custom armature as well 90 00:07:18,620 --> 00:07:24,260 You have the option to switch the visual appearance of the bone with some of the custom mesh 91 00:07:24,420 --> 00:07:29,620 So this is nothing more. These are all bones the same as we created before 92 00:07:30,500 --> 00:07:36,860 These just have some of the custom meshes and colors. So it's a little bit more organized 93 00:07:36,980 --> 00:07:38,980 So if you go to the pose mode 94 00:07:38,980 --> 00:07:46,020 you will see that there is an added level of complexity that these are not only the regular bones that you can rotate and 95 00:07:46,140 --> 00:07:49,900 They are just connected together. But actually if you try to move the foot 96 00:07:50,500 --> 00:07:54,340 it moves some of these other bones as well and stuff like that and 97 00:07:54,980 --> 00:07:56,980 This is basically 98 00:07:57,140 --> 00:08:01,700 Some more advanced rigging so I will just tab out and delete this right away 99 00:08:01,700 --> 00:08:03,700 Okay 100 00:08:03,700 --> 00:08:07,100 I know that this was maybe a handful for a start 101 00:08:07,100 --> 00:08:15,160 But I really wanted to wanted you to see that the Rigify add-on is not some sorcery. It just does some steps 102 00:08:16,100 --> 00:08:18,940 that you would need to do manually and 103 00:08:19,500 --> 00:08:23,220 That would be very time-consuming and it's not easy to make those things 104 00:08:23,420 --> 00:08:27,700 so for example, if you just need to pose your 105 00:08:28,580 --> 00:08:33,300 Illustration for different purposes, you don't need to learn all the rigging technicalities 106 00:08:33,300 --> 00:08:38,260 It can be enough for you to just know how the Rigify works and how to use it 107 00:08:38,260 --> 00:08:41,040 And that's what I want to show you in this chapter right here 108 00:08:41,500 --> 00:08:47,660 so now you can start to follow along and we'll press shift a go to the armature and 109 00:08:48,020 --> 00:08:50,020 create a human metarig 110 00:08:52,460 --> 00:08:56,740 Now go to the armature tab right here if you don't have it active click here 111 00:08:58,100 --> 00:09:00,100 and go to the viewport display and 112 00:09:00,340 --> 00:09:08,160 You can check in front and that will make sure that the bones are always displayed in front of your mesh 113 00:09:08,260 --> 00:09:10,260 So they're easier to handle 114 00:09:10,740 --> 00:09:16,300 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 115 00:09:16,420 --> 00:09:21,980 But still we have to be a little bit careful here. The Rigify isn't that user-friendly 116 00:09:21,980 --> 00:09:26,540 So if you accidentally delete some of the bones that are necessary for generating that rig 117 00:09:26,540 --> 00:09:28,820 It will break and it will generate some of the errors 118 00:09:29,180 --> 00:09:34,500 So one of the most common and that might happen to you as well is when you're editing 119 00:09:35,140 --> 00:09:38,000 This here is not connected to the neck 120 00:09:38,300 --> 00:09:44,940 But they have to share the exact same location the starting and ending point of these bones respectively 121 00:09:45,380 --> 00:09:51,820 Needs to have the same location. Otherwise the Rigify will break so be careful about things like that 122 00:09:52,460 --> 00:09:58,180 Basically try to just delete the things I delete here without moving anything too much 123 00:09:58,620 --> 00:09:59,940 so first of all 124 00:09:59,940 --> 00:10:06,300 I will just drag the selection around all of these face bones press X and delete bones and 125 00:10:06,740 --> 00:10:08,740 the ears as well here 126 00:10:09,340 --> 00:10:12,460 We won't be needing those and we can enable 127 00:10:13,060 --> 00:10:21,180 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 128 00:10:21,820 --> 00:10:25,020 so we will definitely need that and 129 00:10:26,620 --> 00:10:27,900 now 130 00:10:27,900 --> 00:10:32,580 If we check it from the side, we created the four finger cartoon hand 131 00:10:33,100 --> 00:10:39,060 This human metarig have obviously full number of fingers. So we'll have to 132 00:10:39,740 --> 00:10:45,220 Delete one. So just select these bones by holding shift press X and delete 133 00:10:46,100 --> 00:10:47,220 and 134 00:10:47,220 --> 00:10:49,220 On the other side as well 135 00:10:50,180 --> 00:10:52,180 Just like that delete 136 00:10:52,380 --> 00:10:55,700 Okay. Now I will tab out and let's look from the front 137 00:10:55,700 --> 00:10:59,020 I will need to scale this up a little bit and of course 138 00:10:59,020 --> 00:11:03,020 We'll need to change this armature quite a lot because this is a cartoon character 139 00:11:03,020 --> 00:11:08,460 You can see he has short legs and stuff like that. So there will be quite a lot to make here 140 00:11:08,820 --> 00:11:14,220 But first I want to make sure that the level of the shoulders is same as the model here 141 00:11:14,220 --> 00:11:17,540 So let's press just S and scale this up like this 142 00:11:17,940 --> 00:11:25,940 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 143 00:11:25,940 --> 00:11:30,860 Applied the rig would be generated in the original size before the scaling 144 00:11:31,540 --> 00:11:37,060 So right now let's tab in and to make things easier. We will delete one side of 145 00:11:37,500 --> 00:11:39,500 the symmetry bones altogether 146 00:11:40,060 --> 00:11:44,940 So let's just select all of the leg press X and delete 147 00:11:45,260 --> 00:11:50,620 We can now delete this pelvis bone as well, so press X and delete the bone and 148 00:11:51,860 --> 00:11:53,860 the collarbone 149 00:11:54,060 --> 00:11:56,060 the chest bone and 150 00:11:56,820 --> 00:11:58,820 the whole right hand 151 00:11:59,580 --> 00:12:03,340 so right now we only have a spine basically and 152 00:12:03,940 --> 00:12:07,380 Some of these bones that can be then mirrored on the other side 153 00:12:07,620 --> 00:12:13,540 we can now start moving these bones around and let's toggle x-ray so we better see our mesh and 154 00:12:14,380 --> 00:12:19,340 Let's disable the wireframe overlay and when we enable the x-ray 155 00:12:19,340 --> 00:12:25,100 I can see there's some suspicious bone right here when you click twice and 156 00:12:25,820 --> 00:12:29,860 I can see it's called face, and we already deleted all of the face bones 157 00:12:29,860 --> 00:12:35,220 So this is probably a root control bone for the face, and we don't need that 158 00:12:35,220 --> 00:12:39,420 we won't be creating any rig for the face, so let's delete that one and 159 00:12:40,420 --> 00:12:48,220 Here the neck looks okay, we can just select this joint right there press G then Z and move this up a little bit 160 00:12:49,500 --> 00:12:50,940 and 161 00:12:50,940 --> 00:12:58,540 Then select this node right here and press G then Z and drag it all the way up so this will control our head 162 00:12:59,380 --> 00:13:04,940 Right here. We can select all of this press G then Z and move it down and 163 00:13:06,140 --> 00:13:07,820 we can 164 00:13:08,020 --> 00:13:12,820 Additionally select the leg bone and drag it down 165 00:13:14,780 --> 00:13:22,620 So it looks something like this and basically you want to place it where the pelvis bone 166 00:13:24,020 --> 00:13:29,060 Reaches somewhere here, and we can move it right away, so if we select this node right here 167 00:13:30,740 --> 00:13:31,820 You can 168 00:13:31,820 --> 00:13:34,940 Extend the pelvis bone all the way to the side here 169 00:13:34,940 --> 00:13:40,500 And you actually need to do that because it will be used to paint weights over the mesh 170 00:13:40,820 --> 00:13:45,660 So that the legs and hand don't get to fall over the area here 171 00:13:46,580 --> 00:13:49,180 So that's all right and now we'll 172 00:13:50,340 --> 00:13:53,260 And now we can press G then Z and distribute 173 00:13:54,060 --> 00:13:58,140 Some of these bones on the spine a little bit better here 174 00:13:58,580 --> 00:14:04,580 Don't forget as I said here you need to select both of those and to move them at once 175 00:14:05,820 --> 00:14:08,060 Because it would give an error there 176 00:14:08,980 --> 00:14:15,020 Now we can select the hand and move it a little bit here where the shoulders start 177 00:14:15,460 --> 00:14:19,580 We'll get back to this later, and now move this here 178 00:14:19,740 --> 00:14:25,460 so the collarbone as well as the pelvis bone has the control over this area here and 179 00:14:26,460 --> 00:14:28,460 The chest bone 180 00:14:28,580 --> 00:14:35,060 Has the same purpose, so we can just move it here where the breasts are 181 00:14:36,220 --> 00:14:39,940 And look from the side and scale it up a little bit 182 00:14:40,620 --> 00:14:42,860 We'll refine this later from the side view 183 00:14:43,500 --> 00:14:47,620 right now we can take care of the legs and hands so 184 00:14:48,180 --> 00:14:53,460 Select the leg bones, press G then X and move them to the center of the leg 185 00:14:54,580 --> 00:14:56,820 We can move this down a little bit 186 00:14:57,380 --> 00:14:59,940 Basically the leg starts somewhere here 187 00:15:00,660 --> 00:15:05,940 So this will be very short and the movement will be somewhat limited there 188 00:15:06,660 --> 00:15:08,660 You just have to keep this in mind 189 00:15:11,140 --> 00:15:13,620 Okay and right here 190 00:15:13,660 --> 00:15:15,660 Okay and right here 191 00:15:17,260 --> 00:15:19,260 We want to move this 192 00:15:20,220 --> 00:15:22,220 Here where the hand starts 193 00:15:23,180 --> 00:15:25,380 this to the area of the elbow and 194 00:15:26,260 --> 00:15:31,220 Basically, we are almost good to go and now scale this part here 195 00:15:33,100 --> 00:15:35,100 So it's larger 196 00:15:36,900 --> 00:15:42,380 And move it in place and let's rotate it like this 197 00:15:44,620 --> 00:15:46,060 Okay 198 00:15:46,060 --> 00:15:52,140 Now we can look from the side and I think we can move the whole armature a little bit to the back 199 00:15:52,140 --> 00:15:58,300 So press G then Y and move it to the middle of the body like this 200 00:15:59,220 --> 00:16:05,140 Now we can see what adjustment needs to be made. So let's make this one larger 201 00:16:06,100 --> 00:16:09,180 So it affects the larger area there 202 00:16:14,020 --> 00:16:18,700 And same here we need to move this a little bit to the back 203 00:16:20,620 --> 00:16:22,620 This area to the front 204 00:16:26,140 --> 00:16:28,140 Okay, so something like this 205 00:16:28,620 --> 00:16:31,300 And this is a very important bone 206 00:16:31,940 --> 00:16:35,940 For some of the leg controls. So move it all the way back here 207 00:16:35,940 --> 00:16:40,020 Press G then Y move it here and we will scale it up 208 00:16:40,740 --> 00:16:45,260 So it's wide as the leg itself so something like this 209 00:16:47,700 --> 00:16:51,860 Okay, and we can move this so it's not so steep 210 00:16:56,980 --> 00:16:58,980 Okay 211 00:17:00,660 --> 00:17:03,380 Now I can see that this is a little bit too back 212 00:17:03,980 --> 00:17:11,300 To in the back so I'll press G and Y and let's look from the top 213 00:17:13,620 --> 00:17:15,620 Move this on the y-axis 214 00:17:17,420 --> 00:17:24,180 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 215 00:17:24,980 --> 00:17:26,980 Adjust the palm a little bit 216 00:17:28,140 --> 00:17:31,380 Like that now select the thumb 217 00:17:32,380 --> 00:17:35,660 Let's move it more in place here 218 00:17:43,660 --> 00:17:45,660 And distribute these bones 219 00:17:45,820 --> 00:17:53,980 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 220 00:17:55,140 --> 00:17:58,420 Basically, you want to place this in the middle of the finger 221 00:18:01,380 --> 00:18:03,380 Like that 222 00:18:03,380 --> 00:18:05,380 okay, it looks good for the thumb and 223 00:18:06,340 --> 00:18:12,820 Let's just repeat this for all of the other fingers and in a similar way that you would do in a mesh 224 00:18:12,820 --> 00:18:17,860 You can use the shortcuts like clicking the bone and ctrl clicking here to select the whole 225 00:18:18,980 --> 00:18:20,580 part 226 00:18:20,580 --> 00:18:27,260 Let's rotate this a little bit move it up. So it sits a little bit better with that index finger 227 00:18:28,460 --> 00:18:30,140 and 228 00:18:30,140 --> 00:18:35,500 Be careful around the parts here. You can see once more. There are two nodes here and 229 00:18:36,220 --> 00:18:40,460 We don't want them to separate because I think that would throw the error 230 00:18:41,460 --> 00:18:45,020 With the Rigify add-on, so do it like this 231 00:18:45,700 --> 00:18:49,460 Then from the top side you can move this to the side a little bit 232 00:18:50,540 --> 00:18:53,140 Once again, don't forget that one as well 233 00:18:53,140 --> 00:18:55,140 Okay 234 00:18:59,940 --> 00:19:04,740 Looking good so far and let's repeat the process 235 00:19:23,140 --> 00:19:25,140 You 236 00:19:35,060 --> 00:19:37,740 Okay looks fine in my opinion so 237 00:19:38,140 --> 00:19:42,900 That was the hand and right now we can take care of some of the details 238 00:19:43,140 --> 00:19:51,140 you can inspect your model all around place some of these joints in a way that you find a little bit more accurate and 239 00:19:52,100 --> 00:19:59,060 You know, it's hard to talk about accuracy when we are dealing with the cartoon character so really 240 00:20:01,300 --> 00:20:05,980 Just go with the hunch and try to make something you can always change it later 241 00:20:08,580 --> 00:20:10,520 So as you can see 242 00:20:10,520 --> 00:20:14,380 we only did the left part and as I said before we need symmetrize this and 243 00:20:14,780 --> 00:20:20,380 If you try to select these bones, you can see their name is always followed with the suffix dot L 244 00:20:21,380 --> 00:20:22,500 and 245 00:20:22,500 --> 00:20:24,500 That way it's very easy to 246 00:20:24,580 --> 00:20:29,680 Symmetrize this you can just select all with a don't worry when you're selecting these bones in the middle 247 00:20:30,260 --> 00:20:32,260 click armature and 248 00:20:32,300 --> 00:20:39,100 Symmetrize and that will create the mirror duplicates of all of these bones that had the L suffix and give them suffix R and 249 00:20:40,460 --> 00:20:45,260 It will leave those in the middle without the suffixes alone 250 00:20:45,260 --> 00:20:47,380 So this is now complete armature 251 00:20:47,540 --> 00:20:51,580 We can now tab out and I just want to point out that you could easily 252 00:20:52,820 --> 00:20:57,820 Let me toggle the x-ray. We could easily parent the mesh to this armature and 253 00:20:58,380 --> 00:21:04,060 It would work. We would be able to move this around but we wouldn't have those controls that I've shown you 254 00:21:04,660 --> 00:21:06,660 That the rigify can create for you 255 00:21:06,940 --> 00:21:13,660 So let's just now go here to the armature settings and under the rigify buttons here. Click generate rig 256 00:21:14,500 --> 00:21:19,820 And you will see that the rig got generated right away and for some reason it probably 257 00:21:20,300 --> 00:21:26,420 Remembered the position when I moved it there. So let's just click the rig and press alt G to 258 00:21:26,980 --> 00:21:28,820 Reset the position 259 00:21:28,820 --> 00:21:30,820 You probably won't see this problem 260 00:21:30,820 --> 00:21:38,940 so if you haven't play around with armatures like I did before the rig should be generated in place right here and 261 00:21:39,940 --> 00:21:43,820 Luckily, there were no errors the rig got generated successfully 262 00:21:44,420 --> 00:21:46,660 The size of the rig is quite alright 263 00:21:46,660 --> 00:21:51,500 You can see that all the controls match their respective parts of the body 264 00:21:51,660 --> 00:21:58,340 So right now we can just select this original armature this metal rig and press M and move this to backup 265 00:21:58,340 --> 00:22:05,840 So it doesn't get in the way and now we are basically ready to add all of the meshes to this rig 266 00:22:06,120 --> 00:22:08,120 But first I want to make sure 267 00:22:08,480 --> 00:22:13,040 Once again that these that the mesh is without any errors 268 00:22:13,280 --> 00:22:16,640 So let's just select all and we need to deselect the rig 269 00:22:16,640 --> 00:22:22,320 So ctrl drag here to the selected you can see in the outliner and you can see in the outliner 270 00:22:22,320 --> 00:22:27,200 we have only the mesh object selected and now tab in into the edit mode and 271 00:22:27,840 --> 00:22:30,200 Let's select all and first of all 272 00:22:30,200 --> 00:22:35,000 I want to press shift N to recalculate normals in case there would be problem with them and 273 00:22:35,400 --> 00:22:41,140 Then press M and merge by distance and we can see the blender removed zero vertices 274 00:22:41,280 --> 00:22:48,360 So we had no double geometry and our normals should be calculated correctly now that we press shift N 275 00:22:48,600 --> 00:22:51,920 So I'm confident that this mesh will work fine 276 00:22:52,480 --> 00:22:54,000 with the rig 277 00:22:54,000 --> 00:22:57,200 so let's step out and now select only the body and 278 00:22:58,120 --> 00:23:01,560 shift click the rig that was generated for us and 279 00:23:02,080 --> 00:23:08,040 The way you add the mesh to the rig is by parenting so we will press ctrl P for parenting 280 00:23:08,520 --> 00:23:11,520 And you can see there's an option to armature deform 281 00:23:11,680 --> 00:23:16,440 You can see there are a bunch of options and they all have to do something together with 282 00:23:17,320 --> 00:23:18,680 groups and weights 283 00:23:18,680 --> 00:23:24,400 So let me explain for a while if you select the body and go to the object data properties here 284 00:23:24,400 --> 00:23:26,800 You can see there is an section for vertex groups 285 00:23:26,840 --> 00:23:30,320 You should already know what this is good for for example 286 00:23:30,320 --> 00:23:35,080 if you selectively need to apply some modifier to only some of the vertices and 287 00:23:35,480 --> 00:23:42,160 Stuff like that and this is the technique that the armature used to control the position of the geometry 288 00:23:42,160 --> 00:23:47,600 so if you have some bone it has some respective vertex group that it controls and 289 00:23:48,000 --> 00:23:55,320 As you know when you create a vertex group, you can adjust the weight of how the vertex is connected to that group 290 00:23:55,520 --> 00:24:01,240 So it's not just the 0 1 but actually you can have a 0.5 weight 291 00:24:01,440 --> 00:24:08,600 So when you move that vertex group the vertex follows only halfway because its weight it's set to 0.5 292 00:24:08,880 --> 00:24:11,800 so this is the technique that the armature uses and 293 00:24:12,280 --> 00:24:18,740 Additionally, it will add the modifier for the armature deformations. So that's what that parenting will do for us 294 00:24:19,480 --> 00:24:24,320 so again, we can shift click the armature press ctrl P and 295 00:24:25,640 --> 00:24:30,720 Choose the armature deform with automatic weights. This is something we are interested in 296 00:24:30,720 --> 00:24:35,480 We don't want to paint every vertex group ourselves or add everything 297 00:24:36,120 --> 00:24:42,480 Manually, we want as much of this done automatically as we can. So let's select this 298 00:24:43,560 --> 00:24:49,940 And now if we inspect the body again, you can see that there is an modifier which says armature 299 00:24:50,020 --> 00:24:54,220 It has the object rig and it's bound to vertex groups 300 00:24:54,220 --> 00:24:59,860 and now if we go to the object data properties, you can see there are a bunch of vertex group created for us and 301 00:25:01,860 --> 00:25:07,200 As I said before if you select some of the vertex groups and if you now go to the edit mode 302 00:25:07,860 --> 00:25:14,860 You will see that the option for assigning weight to some of these vertex groups is available 303 00:25:15,620 --> 00:25:22,220 But the easier way of applying weights is through weight painting and that's available in the modes here. So 304 00:25:23,100 --> 00:25:25,180 You already know object edit mode 305 00:25:26,180 --> 00:25:30,320 The texture paint mode and now there's one more which is called weight paint 306 00:25:30,900 --> 00:25:37,740 Now if you select that you will see this blue mesh and some of the parts are colored differently 307 00:25:37,860 --> 00:25:40,660 it basically shows you how much of 308 00:25:41,340 --> 00:25:44,820 Some of these vertices belong to their respective 309 00:25:45,380 --> 00:25:48,020 Vertex groups. So if you click through this vertex group 310 00:25:48,620 --> 00:25:50,620 Right now you will see 311 00:25:50,780 --> 00:25:52,940 the different weight options there and 312 00:25:54,100 --> 00:26:00,540 That something that was created automatically for us. That's why we pick the automatic weight options because 313 00:26:01,100 --> 00:26:04,780 We would need to do this manually if that wasn't there 314 00:26:04,940 --> 00:26:06,940 So, let me repeat this 315 00:26:07,460 --> 00:26:13,940 once more a little bit the way I like to rig my character is to use some of these metal rigs and 316 00:26:15,100 --> 00:26:19,240 Every purpose then for whatever model or body I need 317 00:26:19,700 --> 00:26:21,960 Then create a rigify rig 318 00:26:22,300 --> 00:26:30,060 Which makes the control of the armature very easy and then I just parent the mesh object to the armature with automatic weights 319 00:26:30,380 --> 00:26:35,580 So as much as possible is done for me automatically and then the armature controls the mesh 320 00:26:36,180 --> 00:26:39,980 Through these vertex groups that are painted non-linearly 321 00:26:40,420 --> 00:26:42,980 So let me switch back to the object mode 322 00:26:43,300 --> 00:26:51,020 now select this rig and we can take it for a spin a little bit so ctrl tab to switch the pose mode and 323 00:26:52,540 --> 00:26:57,160 Here you can see this serves as a control for the root of the whole mesh 324 00:26:57,240 --> 00:27:03,000 So if you move this you basically move the whole rig without moving the origin point 325 00:27:03,720 --> 00:27:05,560 these parts here 326 00:27:05,560 --> 00:27:13,720 serve as the inverse kinematics control for the legs and hands so this way you can control the position of the leg and 327 00:27:15,280 --> 00:27:18,440 this is for the hand movements and 328 00:27:19,480 --> 00:27:26,000 Again, this is the inverse kinematic control. So when you start to move this up, you will see that the joint 329 00:27:27,160 --> 00:27:28,640 is 330 00:27:28,640 --> 00:27:30,440 moving too and 331 00:27:30,440 --> 00:27:36,600 This allows for some stretches. So if you're doing if you're working on a cartoon or something this works nicely 332 00:27:36,920 --> 00:27:39,760 So I immediately like how this mesh 333 00:27:40,240 --> 00:27:46,980 Is deformed and of course there are some other bones like this where you can control the position of the pelvis 334 00:27:47,000 --> 00:27:52,460 And you can see how the hands and legs stay at their place so you can easily do 335 00:27:54,040 --> 00:27:56,040 Funny stretches like this 336 00:27:57,280 --> 00:27:59,280 Yeah, take it for a spin yourself 337 00:27:59,480 --> 00:28:05,920 It's quite fun, but we are not finished yet because right now we just parented the body and 338 00:28:06,560 --> 00:28:09,120 We need to add rest of the objects as well 339 00:28:09,400 --> 00:28:14,560 So and there are different ways how I will do this for the different kinds of objects 340 00:28:14,680 --> 00:28:20,360 So for example this part up here with the mask head the feathers and the branches 341 00:28:20,360 --> 00:28:24,900 I want them parented to that spine to the last spine bone 342 00:28:25,620 --> 00:28:33,540 For the head movement and I want them to be part of the vertex group as a whole. I don't want any dynamic 343 00:28:34,340 --> 00:28:36,500 Weight painting or anything there. I 344 00:28:37,140 --> 00:28:41,780 Really don't want the mask to be deforming or branches or stuff like that 345 00:28:41,980 --> 00:28:45,940 so right now I will press ctrl tab to exit the pose mode and 346 00:28:47,300 --> 00:28:49,300 We can now select the feathers 347 00:28:50,020 --> 00:28:53,220 mask branches and the head dummy and 348 00:28:53,980 --> 00:28:58,340 Shift click the body and press ctrl J to join them in there 349 00:28:59,020 --> 00:29:04,820 basically nothing changed right now because these objects weren't part of the body mesh when we 350 00:29:05,500 --> 00:29:11,020 Added on the armature, so they are not part of any of these vertex groups 351 00:29:11,020 --> 00:29:14,300 We have to do this manually right now, which is exactly what we want 352 00:29:14,300 --> 00:29:20,780 so let's just tab in right now, and I will hover over the body object press L and 353 00:29:21,500 --> 00:29:23,500 Press H to hide and 354 00:29:24,300 --> 00:29:28,260 Now we can press A to select all of the objects 355 00:29:28,260 --> 00:29:33,860 We just joined with the body mesh, and let's find the vertex group for the spine 356 00:29:34,700 --> 00:29:40,660 006 and that's the largest bone at the top which controls the position of the head and we'll just click assign 357 00:29:40,940 --> 00:29:47,500 Now press alt H to unhide the body we can tab out and if we now switch here to the weight paint mode 358 00:29:48,020 --> 00:29:49,260 And 359 00:29:49,260 --> 00:29:55,220 Click through the vertex group. You will see this all is blue and if you select the spine object 360 00:29:55,620 --> 00:30:00,700 This whole part is red so that last bone has absolute control 361 00:30:01,420 --> 00:30:06,000 Over the position of these vertices there will be no deformations happening nothing 362 00:30:06,300 --> 00:30:08,700 So if I go to the object mode 363 00:30:09,220 --> 00:30:14,620 Now and we select armature and press ctrl tab for the pose mode 364 00:30:15,620 --> 00:30:22,140 Let me enable the x-ray, so this gizmo right here is for the head control 365 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 366 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 370 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 372 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 373 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 375 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 378 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 382 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 00:32:56,140 --> 00:32:58,140 And 393 00:33:03,620 --> 00:33:07,260 Don't worry, you can't really break the armature 394 00:33:08,100 --> 00:33:14,700 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 39648

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