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These are the user uploaded subtitles that are being translated: 1 00:00:00,280 --> 00:00:02,250 - [Zach] In this video, let's organize the bones 2 00:00:02,250 --> 00:00:04,090 and visually highlight them to make 3 00:00:04,090 --> 00:00:07,740 working with a rig in the animation stage easier. 4 00:00:07,740 --> 00:00:10,770 So all in all our character rig is done yet 5 00:00:10,770 --> 00:00:14,830 that means we can switch to pose mode and start animating 6 00:00:14,830 --> 00:00:18,690 the whole thing, so everything should work as expected 7 00:00:18,690 --> 00:00:22,100 however, the rig doesn't look too nice visually 8 00:00:22,100 --> 00:00:25,120 and all the bones are enabled all the time, 9 00:00:25,120 --> 00:00:27,910 that means we have some bones overlapping like here, 10 00:00:27,910 --> 00:00:31,020 and this can make our animation work a bit harder. 11 00:00:31,020 --> 00:00:34,670 And that's why we will organize the bones a bit both with 12 00:00:34,670 --> 00:00:36,900 color and with bone layers. 13 00:00:36,900 --> 00:00:39,430 Now important, we need to be in pose mode 14 00:00:39,430 --> 00:00:40,808 and in the armature settings, 15 00:00:40,808 --> 00:00:43,870 let's go to the bone groups first. 16 00:00:43,870 --> 00:00:46,760 Bone groups are similar as vertex groups 17 00:00:46,760 --> 00:00:48,900 we can group certain bones together, 18 00:00:48,900 --> 00:00:52,320 but here we have one additional feature which I wanna use, 19 00:00:52,320 --> 00:00:55,080 so let's create a new bone group and under color, 20 00:00:55,080 --> 00:00:57,640 we can pick a certain color theme. 21 00:00:57,640 --> 00:01:00,780 So for the first group, let's pick the red color here 22 00:01:00,780 --> 00:01:03,620 and let's call this, double click on this main, 23 00:01:03,620 --> 00:01:06,100 something like this, you can of course pick your own names, 24 00:01:06,100 --> 00:01:09,270 and all you need to do now is to select the main bones which 25 00:01:09,270 --> 00:01:11,550 you will need when animating the character, 26 00:01:11,550 --> 00:01:13,090 which are the IK bones, 27 00:01:13,090 --> 00:01:16,500 the root bone here than the IK bones of the hand, 28 00:01:16,500 --> 00:01:19,500 I hold on Shift so I can select multiple bones 29 00:01:19,500 --> 00:01:21,140 and the head bone. 30 00:01:21,140 --> 00:01:23,110 These are the main bones, 31 00:01:23,110 --> 00:01:25,810 then let's hit assign and then you can see, 32 00:01:25,810 --> 00:01:28,640 they turn into red, pretty cool. 33 00:01:28,640 --> 00:01:31,840 And of course the hip bone should also be included, 34 00:01:31,840 --> 00:01:33,810 so let's assign this as well, 35 00:01:33,810 --> 00:01:37,470 that means all these bones are necessary to drive the main 36 00:01:37,470 --> 00:01:39,750 motion of the character and everything else 37 00:01:39,750 --> 00:01:41,262 is not so important. 38 00:01:41,262 --> 00:01:42,157 Let's create a new group here, 39 00:01:42,157 --> 00:01:45,400 and let's call it secondary or something like this, 40 00:01:45,400 --> 00:01:48,340 and let's pick the green color theme here. 41 00:01:48,340 --> 00:01:50,540 To not confuse ourselves too much, 42 00:01:50,540 --> 00:01:53,230 let's go back to the main and click on select, 43 00:01:53,230 --> 00:01:55,320 then all of these bones will be selected 44 00:01:55,320 --> 00:01:56,937 and then press H to hide them. 45 00:01:56,937 --> 00:01:59,020 In this way we know which of the bones 46 00:01:59,020 --> 00:02:00,870 we added to a group already. 47 00:02:00,870 --> 00:02:02,580 So to the secondary group, 48 00:02:02,580 --> 00:02:06,060 I wanna add all the bones, which we need more often, 49 00:02:06,060 --> 00:02:08,970 but not controlling the major movement, 50 00:02:08,970 --> 00:02:12,290 which is like the entire spine and neck thing, 51 00:02:12,290 --> 00:02:16,310 then also these upper arms and the upper legs, 52 00:02:16,310 --> 00:02:18,610 let's assign them because with these bones, 53 00:02:18,610 --> 00:02:21,480 we can control the shoulder position here, 54 00:02:21,480 --> 00:02:23,330 which we maybe sometimes wanna do 55 00:02:23,330 --> 00:02:25,630 and here we can control the leg position, 56 00:02:25,630 --> 00:02:27,690 which is something we will not do often 57 00:02:27,690 --> 00:02:31,370 but in some rare cases, this might be helpful. 58 00:02:31,370 --> 00:02:34,230 Let's select all the bones and with H, hide them. 59 00:02:34,230 --> 00:02:36,810 Let's create a new group, let's call it face 60 00:02:36,810 --> 00:02:39,100 and pick maybe the blue color here, 61 00:02:39,100 --> 00:02:41,520 select the two face bones and assign them 62 00:02:41,520 --> 00:02:42,970 and then hide them. 63 00:02:42,970 --> 00:02:45,360 Then we have these bones here, 64 00:02:45,360 --> 00:02:49,500 which are the lower arms and the original hand bones, 65 00:02:49,500 --> 00:02:50,600 which deformed the mesh, 66 00:02:50,600 --> 00:02:53,870 but we will never really touch them to manually move them 67 00:02:53,870 --> 00:02:55,700 around, so let's create a new group, 68 00:02:55,700 --> 00:02:58,100 let's call it, helper or something like this, 69 00:02:58,100 --> 00:03:01,320 and then it's pick this black-ish color theme and assign 70 00:03:01,320 --> 00:03:04,150 them, then you can see they will not be highlighted. 71 00:03:04,150 --> 00:03:05,340 Let's press H to hide them, 72 00:03:05,340 --> 00:03:08,010 and actually let's select the finger bones and add them to 73 00:03:08,010 --> 00:03:10,700 the secondary bones and hide them. 74 00:03:10,700 --> 00:03:13,770 And then we have the elbows and the knees, and I think here, 75 00:03:13,770 --> 00:03:15,380 I wanna do it in a certain way, 76 00:03:15,380 --> 00:03:18,730 because since these bones are just floating in space 77 00:03:18,730 --> 00:03:21,650 randomly, it's a bit hard to distinguish sometimes 78 00:03:21,650 --> 00:03:23,200 in the animation process, 79 00:03:23,200 --> 00:03:25,000 to understand which bone belongs 80 00:03:25,000 --> 00:03:27,370 to which leg or which arm. 81 00:03:27,370 --> 00:03:29,640 So let's select one side here, 82 00:03:29,640 --> 00:03:32,020 which is the left side of the character. 83 00:03:32,020 --> 00:03:33,690 Let's create a new group here, 84 00:03:33,690 --> 00:03:38,190 and call it left and pick something like this pinkish color 85 00:03:38,190 --> 00:03:40,470 and assign them and then select the other 86 00:03:40,470 --> 00:03:43,400 side, create a new group and call it right, 87 00:03:43,400 --> 00:03:44,800 and pick a different color or 88 00:03:44,800 --> 00:03:46,660 something like this and assign. 89 00:03:46,660 --> 00:03:50,330 And then we always know which bone belongs to which side, 90 00:03:50,330 --> 00:03:52,848 or even if this bone moves over here and this bone maybe 91 00:03:52,848 --> 00:03:55,630 here, then we still know that this one here 92 00:03:55,630 --> 00:03:57,120 is the right side. 93 00:03:57,120 --> 00:03:59,620 So now let's press Alt H to unhide everything, 94 00:03:59,620 --> 00:04:02,560 and now we have this nice colorful rig. 95 00:04:02,560 --> 00:04:04,120 However, we still have the problem 96 00:04:04,120 --> 00:04:06,450 that everything is overlapping here. 97 00:04:06,450 --> 00:04:08,280 And for that, we have the bone layers, 98 00:04:08,280 --> 00:04:10,500 which we can find under skeleton. 99 00:04:10,500 --> 00:04:13,630 Well, here we actually have the legacy layer systems, 100 00:04:13,630 --> 00:04:15,450 something like this we had in the past 101 00:04:15,450 --> 00:04:18,340 before we had all the nice collections and stuff like this, 102 00:04:18,340 --> 00:04:21,100 but we still have it here for the bones. 103 00:04:21,100 --> 00:04:25,690 And each of this square here is basically a separate layer. 104 00:04:25,690 --> 00:04:28,230 And you can see when there's a dot on the layer, 105 00:04:28,230 --> 00:04:30,060 there is something on this layer. 106 00:04:30,060 --> 00:04:32,920 And we can put the different bones on different layers. 107 00:04:32,920 --> 00:04:34,750 So that means let's select everything, 108 00:04:34,750 --> 00:04:38,430 then hit M and maybe put it somewhere here for now. 109 00:04:38,430 --> 00:04:40,490 Now you can see, I moved all the bones over here, 110 00:04:40,490 --> 00:04:42,910 that means here is the dot, and if I click on this layer, 111 00:04:42,910 --> 00:04:44,430 everything is visible. 112 00:04:44,430 --> 00:04:46,870 Now let's see how we can separate the whole thing. 113 00:04:46,870 --> 00:04:49,900 All in all, I would probably go with the groups here, 114 00:04:49,900 --> 00:04:52,720 so let's select the main bones, press M 115 00:04:52,720 --> 00:04:54,410 and put them on the first layer. 116 00:04:54,410 --> 00:04:56,360 Then the secondary bones, select them 117 00:04:56,360 --> 00:04:58,400 and put them on the second layer, 118 00:04:58,400 --> 00:05:02,430 then the face select it, put it on the third layer. 119 00:05:02,430 --> 00:05:04,300 Then the helpers select them, 120 00:05:04,300 --> 00:05:07,230 put it on the fourth layer and then for left and right, 121 00:05:07,230 --> 00:05:10,800 I think I put them on these two layers left and right. 122 00:05:10,800 --> 00:05:14,120 I think this is easier to remember select them, 123 00:05:14,120 --> 00:05:17,540 put it here for the left bones and these here select them, 124 00:05:17,540 --> 00:05:19,206 put it on the right. 125 00:05:19,206 --> 00:05:21,724 And now, as you can see, I can click through here, 126 00:05:21,724 --> 00:05:25,260 and only enable the bones which are necessary. 127 00:05:25,260 --> 00:05:27,550 And when I hold on Shift, as you can see, 128 00:05:27,550 --> 00:05:30,130 I can also enable multiple layers. 129 00:05:30,130 --> 00:05:34,010 So I could enable all of them except the helpers 130 00:05:34,010 --> 00:05:35,970 which we basically never touch, 131 00:05:35,970 --> 00:05:37,850 and then we only have the bones enabled, 132 00:05:37,850 --> 00:05:39,190 which are important. 133 00:05:39,190 --> 00:05:42,330 Of course, both the bone groups and the bone layers, 134 00:05:42,330 --> 00:05:45,020 you can organize in your very own way, 135 00:05:45,020 --> 00:05:48,720 if you feel that how I do it is not good for your work flow, 136 00:05:48,720 --> 00:05:53,100 then of course do it differently, this is just one approach. 137 00:05:53,100 --> 00:05:57,440 So and the very last thing I do usually is to go to viewport 138 00:05:57,440 --> 00:06:02,440 display and change the display as to something like stick or 139 00:06:02,440 --> 00:06:05,590 wire, because wire is so small, 140 00:06:05,590 --> 00:06:07,840 you can see all these lines here, 141 00:06:07,840 --> 00:06:11,300 they are not totally covering the character itself so we can 142 00:06:11,300 --> 00:06:13,450 clearly see what the character is doing. 143 00:06:13,450 --> 00:06:15,590 Of course, you can also enable the axis 144 00:06:15,590 --> 00:06:19,330 which makes it a bit easier to see where the joints of the 145 00:06:19,330 --> 00:06:20,870 bones are, and here, by the way, 146 00:06:20,870 --> 00:06:24,340 you can also enable or disable the group colors. 147 00:06:24,340 --> 00:06:28,570 Besides the wire display, the stick bones is also nice, 148 00:06:28,570 --> 00:06:30,600 however, if you zoom away a bit, 149 00:06:30,600 --> 00:06:33,890 you can see it's just a bunch of dots overlapping each 150 00:06:33,890 --> 00:06:37,850 other, so in this case, I would just switch to stick. 151 00:06:37,850 --> 00:06:39,570 So this would be my final rig, 152 00:06:39,570 --> 00:06:42,760 I don't go any further with organizing and so on. 153 00:06:42,760 --> 00:06:45,370 However, there's one more feature I wanna show you 154 00:06:45,370 --> 00:06:47,150 just in case you wanna use it. 155 00:06:47,150 --> 00:06:50,680 So let's go back to the octahedral display just to see the 156 00:06:50,680 --> 00:06:53,290 bones a bit better, then let's go back to object mode, 157 00:06:53,290 --> 00:06:55,580 and we can basically create any mesh object 158 00:06:55,580 --> 00:06:58,480 and then use this as shape for the bones. 159 00:06:58,480 --> 00:07:00,690 Meaning I could, for example, add a circle, 160 00:07:00,690 --> 00:07:03,928 which is like totally not allowed to do in the Cubic World, 161 00:07:03,928 --> 00:07:07,650 (laughs) but there you can easily see what I mean, 162 00:07:07,650 --> 00:07:08,990 and let's go back to the rig, 163 00:07:08,990 --> 00:07:11,410 let's select the root bone here, for example, 164 00:07:11,410 --> 00:07:13,890 go to the bone settings, view port display, 165 00:07:13,890 --> 00:07:16,560 and here we have this custom object field, 166 00:07:16,560 --> 00:07:19,200 and here let's pick the circle with eyedropper. 167 00:07:19,200 --> 00:07:22,801 And now you can see this circle is used to replace the shape 168 00:07:22,801 --> 00:07:25,670 of the bone, which can make the whole rig 169 00:07:25,670 --> 00:07:28,700 visually much easier to understand, 170 00:07:28,700 --> 00:07:31,060 to see, okay, this is the root bone. 171 00:07:31,060 --> 00:07:32,226 Then back in object mode, 172 00:07:32,226 --> 00:07:34,660 I could also create a cube for example, 173 00:07:34,660 --> 00:07:36,320 and then here for the head, 174 00:07:36,320 --> 00:07:40,950 use this cube and you can see it's now a transparent cube, 175 00:07:40,950 --> 00:07:42,840 but here you can also check wire 176 00:07:42,840 --> 00:07:45,640 then it will only show this as wire frame, 177 00:07:45,640 --> 00:07:48,920 and the way it works is basically picks the cube, 178 00:07:48,920 --> 00:07:51,690 the shape let's press T use the move tool 179 00:07:51,690 --> 00:07:53,890 with the local transform orientation, 180 00:07:53,890 --> 00:07:55,980 and then it will align it in a way that 181 00:07:55,980 --> 00:07:57,950 the Y axis is pointing to the top, 182 00:07:57,950 --> 00:08:01,460 the exact same way as we have the axis on the bones. 183 00:08:01,460 --> 00:08:03,360 However, if I now scale or change, 184 00:08:03,360 --> 00:08:05,150 the cube here in object mode, 185 00:08:05,150 --> 00:08:07,410 will not change the appearance over here, 186 00:08:07,410 --> 00:08:09,470 but when I switch to edit mode, 187 00:08:09,470 --> 00:08:11,350 you can see how this is changing. 188 00:08:11,350 --> 00:08:14,040 Also, the origin of the object 189 00:08:14,040 --> 00:08:17,250 will define the position of the joint here 190 00:08:17,250 --> 00:08:18,500 at the rood of the bone. 191 00:08:18,500 --> 00:08:21,033 So for example, if I go to affect only origins, 192 00:08:21,033 --> 00:08:24,370 and move this down to this position, 193 00:08:24,370 --> 00:08:27,290 the Y axis is the up axis here, 194 00:08:27,290 --> 00:08:29,860 that means if I disable this in edit mode, 195 00:08:29,860 --> 00:08:34,690 I could scale it down, something like this. 196 00:08:34,690 --> 00:08:38,930 And then you can see we have this nice cube around the head, 197 00:08:38,930 --> 00:08:42,040 which makes this of course way easier to select. 198 00:08:42,040 --> 00:08:44,720 And in a same way, we could also create a plane here, 199 00:08:44,720 --> 00:08:47,280 then let's click on affect only origins, 200 00:08:47,280 --> 00:08:50,240 move the origin over here somewhere, 201 00:08:50,240 --> 00:08:53,723 make this a bit flatter, maybe add one loop cut here, 202 00:08:54,870 --> 00:08:57,253 and use this shape for the hand. 203 00:09:00,110 --> 00:09:03,910 Use wire, and we can even use the same shape 204 00:09:03,910 --> 00:09:05,810 for the other hand as well. 205 00:09:05,810 --> 00:09:10,800 Use wire and then we could go into edit mode and change 206 00:09:10,800 --> 00:09:12,853 the shape even more if we like. 207 00:09:14,140 --> 00:09:17,330 So that it is fitting the shape of the hand here, 208 00:09:17,330 --> 00:09:20,580 then we can easily select the hand and for the armature 209 00:09:20,580 --> 00:09:24,290 we can also enable the axis to better see the origin or the 210 00:09:24,290 --> 00:09:26,950 joint here of these bones. 211 00:09:26,950 --> 00:09:29,480 And the cool thing is when you edit the shapes, 212 00:09:29,480 --> 00:09:33,930 you can simply delete the original objects and then they are 213 00:09:33,930 --> 00:09:35,760 still attached to the rig, 214 00:09:35,760 --> 00:09:37,260 however, you lose the ability 215 00:09:37,260 --> 00:09:39,300 to change the shapes of course. 216 00:09:39,300 --> 00:09:41,330 Let's disable affect only origins, 217 00:09:41,330 --> 00:09:43,100 and then you can always go in here 218 00:09:43,100 --> 00:09:45,350 and disable the shapes if you like. 219 00:09:45,350 --> 00:09:47,510 So this is definitely a cool feature, 220 00:09:47,510 --> 00:09:49,660 if you just create one character rig 221 00:09:49,660 --> 00:09:52,490 where you wanna have a perfect rig go for it, 222 00:09:52,490 --> 00:09:54,380 however, since here in Cubic Worlds, 223 00:09:54,380 --> 00:09:57,210 I will create new characters where I use this character 224 00:09:57,210 --> 00:09:59,330 here, for example, as foundation, 225 00:09:59,330 --> 00:10:01,800 then I need to change the whole rig sometimes, 226 00:10:01,800 --> 00:10:04,840 and then I don't wanna create new shapes all the time. 227 00:10:04,840 --> 00:10:08,600 And that's why I will remove these shapes here once again, 228 00:10:08,600 --> 00:10:13,600 so let's throw them out of the window and then let's go 229 00:10:15,390 --> 00:10:19,230 back to the wire display for our character. 230 00:10:19,230 --> 00:10:22,550 Yeah, now you know how to create a full rig 231 00:10:22,550 --> 00:10:25,000 for our Cubic Worlds characters, 232 00:10:25,000 --> 00:10:27,390 and the same principles we have used 233 00:10:27,390 --> 00:10:28,740 here for this character, 234 00:10:28,740 --> 00:10:32,853 we also can use for animals, for creatures, for robots, 235 00:10:32,853 --> 00:10:35,270 for vehicles and so on and so forth, 236 00:10:35,270 --> 00:10:37,630 which we will also learn more about later. 237 00:10:37,630 --> 00:10:40,950 Since duplicating and altering the character 238 00:10:40,950 --> 00:10:43,080 is one important thing which we will do 239 00:10:43,080 --> 00:10:44,940 very often here in Cubic Worlds, 240 00:10:44,940 --> 00:10:46,680 I will show you in the next video, 241 00:10:46,680 --> 00:10:49,780 how you can do this and how to solve certain issues 242 00:10:49,780 --> 00:10:52,630 which can arise when you're doing something like this. 243 00:10:52,630 --> 00:10:54,770 However, that's it for this video here, 244 00:10:54,770 --> 00:10:57,770 and as always, don't forget to save. 19998

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