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So now it's time to test the armature a little bit more, find and fix some problems that would occur eventually and
create the final pose for the character, so it's ready to render and
as we saw before
the belt here caused a little bit of a problem there, so if we now
CTRL tab for the pose mode on the armature and try to move the leg a little bit down
we can see that we are dragging the belt, which should not happen, so
let me release this and
we'll have a look at the belt itself, so CTRL tab to exit the pose mode, select the belt and now we can go to
the weight paint mode, so CTRL tab and choose weight paint here
and basically you'll need to
check through these vertex groups for some of these bones whether there is some weight applied, so
obviously this belt should have some weight from the spine bones, as you can see here the spine is 0.1,
have a weight there and
the pelvis bones, so if we check the pelvis left and right
this is correct, but we need to look for some of the bones on the foot there that are dragging this down and
we don't need to click through all of these vertex groups since they're named after the bones, so we can just
look for the
left foot here, so let's click that and let's check whether there's some weight applied there
not really, so let's continue
and I can see here on the toe there's some weight applied, so
that's really not great right here and basically that happened if you look this from the side
the toe is quite in the front there and belt as well, so maybe there wasn't any bone and
some of the weight got applied here, so we can easily fix this by
either
painting the weight away, so I can show you how to do that, first of all I would toggle x-ray
so we better see the weight on on all sides of the belt and then we can check the actual drawing tool and
here in the advanced option you can see that
there's a checkbox for front faces only and if you uncheck that you can basically paint through the whole object and right now
you just reduce the weight to zero and
paint over this part here, you can see how
the weight
disappears there and
you can make this interactive, so if I go to the object mode and then again to the pose mode and
drag this feet a little bit down you can see how only this part of the belt is dragged and here we still have a
lot of the weight painted, so let me go back to the weight paint mode and
you can paint over this and see how it returns to its place, so that's what we want
there's the other way how you could do that so for example if I don't want the belt to be affected in any way by
the feet
we can just go to the edit mode
go to the vertex groups and
just
remove, click remove on the vertex group and if I do this on the right toe as well, so let's find the toe R
vertex group and
click remove, that means we are removing all of these vertices you have to have you have to select them of course before that
so we are removing all of these vertices from this vertex group and
from this one as well, so if we now tab out you can see this no longer moves towards the foot because we removed all
of the vertices from these weights
so
that's about the belt and
I really like how
all the rest of the model behaves basically
there is a little bit of an overlap here, but we'll fix that by
giving some volume
to the cloth there
so all in all this works great, and we can test out some other things
you can of course test the fingers as well, you can see there are separate
controls for fingers here that you can rotate
but there's another interesting way that they work if you scale them up and down these controls you will curl the fingers
so
this is one of the great things that
Rigify does for you where you can just
create the bones and all of these controls get created for you
and maybe this is the right moment to talk about some of these controls that Rigify offers
so here on the right panel if you don't have it visible just press N to slide it out
you can see there are buttons for rig layers and here basically you are enabling and disabling
visibility for this control, so if you feel like
this is cluttered, and you have a bunch of these gizmos there you don't want to have there, or you don't want to see them
just enable or disable some of these layers, and then if you select some of these red
controls which are inverse kinematics controls
there are some more options here and basically you can rig the hand with the forward kinematics and forward kinematics means
that if you move some bone
basically it just controls the angle between
itself and the parent bone
if you're using inverse kinematics
then it means by moving the bone you are modifying the angles on
other parent bones as well
so here for example if I move this up
you can see we are modifying this angle as well and this so by moving one bone
we are actually controlling
these angles in a backward way. That's why it's called inverse kinematics
let me go back and
you can easily switch from inverse kinematics control to forward kinematics by sliding this control here
so right now if you slide this all the way to one you are
we effectively disabled the influence of this inverse kinematics control and
the hand now works in the forward kinematics, and you can control this by selecting these
green bones and
here you can see you have separately move some of these and
basically they work in a forward way, so
you move the angle on the parent bone, and it moves all the other bones, and then you can go down on the bones and
position them separately
so let me just slide this all the way back and
here you can see the forward kinematics bones or the forward kinematics controls are still in the position
we left them so with this slider here
you can change the influence between the forward and inverse kinematics and same applies for legs as well
so let's go back to fixing the armature once again and
There's just one more issue. I think all of this is
rigged quite nicely
But when we move this
Basically the pendant goes inside the body so we can try something to fix that
Let me press ctrl tab to go out of the pose mode and normally you would probably want the pendant to behave
Physically correct, so it would have its own bone structure with some physics and some gravity and stuff like that
But that's really out of the scope of this illustration first of all I think we can
Join these two objects and re-parent them to the armature so the weights get painted once again
So we don't lose this connection right here, so let's just try that
For a second I will shift click these two objects press ctrl J
and now shift click the armature
ctrl P and
Do the automatic weights there
And now if we go to the weight paint mode
We can check these vertex groups once again
and I suspect we'll have to apply some of the weights for some of these spine bones, so
let's just check and
the spine one
Should control this area right here
We can double check by selecting the body and go to the weight paint mode
And you can see the spine zero one is painted here in the back and a little bit on the belly
Then it goes up like this, so I guess we can fix
Some of these quirks by painting some weights for these two vertex groups
So let's go to the weight paint mode for the talisman once again
Let's now try to apply
Some of that spine zero zero one weights
I will use F to increase the radius and let's modify the weight to
Something like 0.5. I don't want to go all the way to 1
Let's just click some weights here
Be careful you can see how this moves
up, so I
Guess I like what we've done to the talisman object itself
That it gets moved by the spine bone, but here. This is a too much so we can reduce the weight here
And try to ease it out a little bit and then switch to the spine zero two
And apply some of those as well, and maybe then we can reduce the
Effect the spine one has on this rope
And I think this could work quite well, let's see what it does I
Will go to the object mode, so the armature control tab for the pose mode and let's see
What we have done here. I think this is a little bit better, so
Looks great
Doesn't behave physically correct, but you get my point here. I'm just trying to
Make it as good as possible without adding
Unnecessary complexity since the result of this should be just a static illustration in my opinion
This is a great result for the short amount of time it took and here you can see how you can
Use the armature and the pose to basically make the character taller
altogether so
there's a lot of flexibility in that and
Imagine what would you have to do if you would need to move the mesh manually or something like that and now?
I want to go back, so let's select all by pressing a click pose clear transform and all
So this is the rest pose we had before
Now our character is ready, and we can do some small adjustments like I mentioned here in the back
Where I want to give some volume to this cloth you can remember we remove the solidify modifier there
I wanted a small amount of geometry for the weight painting as possible and
Sometimes it can get weird when you try to apply weights to double-sided geometry with automatic weights
This way we have already this piece of cloth weighted and now if we go in the edit mode by pressing tab and
press alt e
extrude along normals
we can extrude some of the geometry and
This way these new extruded vertices have same
weights as
Those that we are extruding from so now if we check the pose
this still works and
We don't have any issues here in the back of course it can break if you do like two wild stuff there and
Remember this character
Doesn't have like long legs or something so if you do some aggressive movements here
It starts to break very soon, and we can now extrude some of this cloth here as well
So I will tab in press alt e and extrude along normals
we can go the other way and
Let's make sure to select all and press shift n. So we have correct normals
Okay, and now it's time to do the pose so I will go to the texture paint
Mode but go back to the object. I just wanted to have the image editor here so I can load up the reference
so let's just
load up our reference image, but not the illustration one, but the final render and
And
This is the pose we are going for right here, so
Let's select the armature
Ctrl tab for the pose mode will need to rotate the camera a little bit
So we have the angle right as you can see here, so I think the correct angle is something like this
Okay, and now we can select
This bone here and move it towards the front because he a little bit leaning forward
We can now rotate this on the X so R X and rotate
Maybe not so much in the front so G and Y and go back a little bit
So he is hunching a little bit here now. We can let the arm go down a little bit so
Move it like this
R
Y twice and rotate the inverse kinematics controller and
If you go to the X-ray
You will see that there are some adjustment bones like this that you can use to freely
adjust
your mesh and
It's very useful when you do some steep angles or something like that or when you want to do some animation stretches
You know some cartoony stuff
But here we can use it to actually
Make an elbow go a little bit outside
And then make this closer to the body
like this
And it's a little bit more rotated like that we can see he has
The thumb bent inside and the fingers as well a little bit
So, let's do that and as I mentioned before we can use these controls so select one of these finger controls press S to scale and
Bend them just a tiny bit
like this
And I will rotate this a little bit maybe
We can move them closer together like that
And scale this one as well
Okay and rotate this bone with a little bit to the front so
Yeah, just try to find some pose that you really like you can adjust the position of the shoulder here and
Try to find something that works for you based on the reference
Okay, and now the front arm so we can take the control
Bone and move it towards the front and of course changes rotation. So our
Y twice so we are rotating around this axis
Then if we rotate from the top, we'll see that we'll need to rotate it like this
And move some of these outside
Okay
Looks great so far. I want to keep the palm open, but just for some visual interest
We can maybe bend these fingers just a tiny bit
And
Maybe play with the position of the head. So if we
rotate it a little bit and
towards the front
so it basically
kind of looks like
In the direction of the extended hand
So it looks like he's really reaching out to those wisps or something
Maybe move this to the side a little bit
And
Okay, I really like this and to be honest I like this pose even more than the original one
So I will go with this. Of course, you're free to play
With the pose come up with something you really like and I'll meet you in the next chapter
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