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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,955 - [Zach] In this video, let's adjust the rig 2 00:00:01,955 --> 00:00:05,210 so that it fits our new character. 3 00:00:05,210 --> 00:00:08,882 So now we have the mesh for our new character, 4 00:00:08,882 --> 00:00:11,540 but now we need to adjust everything 5 00:00:11,540 --> 00:00:14,210 that the rig will work properly. 6 00:00:14,210 --> 00:00:16,150 First of all, let's select the rig, 7 00:00:16,150 --> 00:00:17,400 go to the armature settings, 8 00:00:17,400 --> 00:00:18,919 make sure that all layers are selected. 9 00:00:18,919 --> 00:00:22,394 And for now, let's go back to the octahedral display method. 10 00:00:22,394 --> 00:00:23,340 And first of all, 11 00:00:23,340 --> 00:00:25,059 we need to take care that 12 00:00:25,059 --> 00:00:27,461 the joints are all at the right position. 13 00:00:27,461 --> 00:00:29,071 So let's go to edit mode, 14 00:00:29,071 --> 00:00:32,560 Have a look from the front, make sure X symmetry is enabled. 15 00:00:32,560 --> 00:00:36,110 Then let's select these bones and place them somewhere here. 16 00:00:36,110 --> 00:00:39,310 Now that the joint here is at the right spot. 17 00:00:39,310 --> 00:00:41,560 And let's select these here at the hand 18 00:00:41,560 --> 00:00:44,043 and the fingers are at the right spot. 19 00:00:49,100 --> 00:00:50,970 Then let's have a look down here, 20 00:00:50,970 --> 00:00:53,640 I think this still is all fine. 21 00:00:53,640 --> 00:00:55,920 We haven't changed the legs too much. 22 00:00:55,920 --> 00:00:58,224 And up here we didn't change the height of the head. 23 00:00:58,224 --> 00:00:59,888 So this is all good. 24 00:00:59,888 --> 00:01:02,287 Now I want to create a new bone for the hat because I want 25 00:01:02,287 --> 00:01:05,600 to be able to take the hat on and off. 26 00:01:05,600 --> 00:01:07,375 For that, let's select this joint here. 27 00:01:07,375 --> 00:01:11,500 Shift S, cursor to selected, and then shift A, 28 00:01:11,500 --> 00:01:13,810 to add a new, loose bone. 29 00:01:13,810 --> 00:01:15,000 Scale it down, 30 00:01:15,000 --> 00:01:19,370 press G, move it somewhere here into the center of the hat. 31 00:01:19,370 --> 00:01:21,160 Maybe move it a bit to the front. 32 00:01:21,160 --> 00:01:22,360 Now let's rename this. 33 00:01:22,360 --> 00:01:24,110 For that, let's simply select the hat, 34 00:01:24,110 --> 00:01:26,940 press F2 with control C, copy the name, 35 00:01:26,940 --> 00:01:30,020 and then here F2, control V, paste it, 36 00:01:30,020 --> 00:01:32,380 and call it farmer hat. 37 00:01:32,380 --> 00:01:35,083 So this bone is now loosely floating around here. 38 00:01:35,083 --> 00:01:37,220 Let's go to pose mode 39 00:01:37,220 --> 00:01:39,720 and here we have to define some things. 40 00:01:39,720 --> 00:01:40,553 First of all, 41 00:01:40,553 --> 00:01:43,280 this should belong to a certain bone group. 42 00:01:43,280 --> 00:01:46,600 In this case, the secondary bones assign this. 43 00:01:46,600 --> 00:01:50,210 Then you can see this bone is now applied to all layers. 44 00:01:50,210 --> 00:01:52,460 You can add a bone when pressing M, 45 00:01:52,460 --> 00:01:54,920 also with shift to multiple layers, 46 00:01:54,920 --> 00:01:57,070 but in this case, it should only belong to 47 00:01:57,070 --> 00:02:00,743 the second layer here where we have all the secondary bones. 48 00:02:02,550 --> 00:02:03,990 Now let's add a constraint. 49 00:02:03,990 --> 00:02:06,693 We could, of course, just parent this to the head, 50 00:02:06,693 --> 00:02:10,680 but I want to be able to change the parent, if I want to. 51 00:02:10,680 --> 00:02:11,513 For example, 52 00:02:11,513 --> 00:02:14,910 if the hand should take the hat or something like this, 53 00:02:14,910 --> 00:02:17,210 then we need to be able to change the parent. 54 00:02:17,210 --> 00:02:20,490 And that's why we add a simple child of constraint. 55 00:02:20,490 --> 00:02:22,612 Here we want to use the farmer rig, 56 00:02:22,612 --> 00:02:26,007 and we want to use the head bone as parent. 57 00:02:26,007 --> 00:02:27,534 That means when I move the head, 58 00:02:27,534 --> 00:02:31,460 then the hat bone here will move along with this, 59 00:02:31,460 --> 00:02:32,850 as you can see. 60 00:02:32,850 --> 00:02:36,280 So now we adjusted the rig from the proportions. 61 00:02:36,280 --> 00:02:37,660 We added a new bone. 62 00:02:37,660 --> 00:02:38,900 If we need, of course, 63 00:02:38,900 --> 00:02:41,510 if you have some other elements on your characters, 64 00:02:41,510 --> 00:02:43,630 which should move independently, 65 00:02:43,630 --> 00:02:45,770 then you might need to add more bones. 66 00:02:45,770 --> 00:02:47,910 We added the child of constraint here. 67 00:02:47,910 --> 00:02:50,773 However, and now if I click on the character mesh, 68 00:02:50,773 --> 00:02:53,150 go to the object data tab, vertex groups, 69 00:02:53,150 --> 00:02:56,510 we can't find the vertex group for the hat up here. 70 00:02:56,510 --> 00:03:00,190 And that's why we have to rejoin the mesh to the armature. 71 00:03:00,190 --> 00:03:02,660 Simply select it then with shift, the armature, 72 00:03:02,660 --> 00:03:05,730 press control P and click on with empty groups. 73 00:03:05,730 --> 00:03:07,830 And then we should have the new 74 00:03:07,830 --> 00:03:09,480 vertex group for the new added 75 00:03:09,480 --> 00:03:11,350 bone down here, as you can see. 76 00:03:11,350 --> 00:03:15,060 So, but before we assign the hat to the hat vertex group, 77 00:03:15,060 --> 00:03:17,793 let's select the armature here and let's move it around to 78 00:03:17,793 --> 00:03:19,860 see what's happening. 79 00:03:19,860 --> 00:03:23,280 So in general, everything is moving along, as you can see. 80 00:03:23,280 --> 00:03:26,060 Except some parts of the pants and the hat. 81 00:03:26,060 --> 00:03:29,480 Let's check the head here, everything moves correctly. 82 00:03:29,480 --> 00:03:31,670 So of course attaching the loose parts 83 00:03:31,670 --> 00:03:33,970 to the mesh is not a problem at all. 84 00:03:33,970 --> 00:03:37,820 However, we have a bigger problem when I move the face, 85 00:03:37,820 --> 00:03:42,714 once here you can see that some crazy stuff is going on. 86 00:03:42,714 --> 00:03:46,640 So basically all the cubes I duplicated or changed in any 87 00:03:46,640 --> 00:03:49,590 way are now also deformed in a weird way, 88 00:03:49,590 --> 00:03:50,850 with the shape keys. 89 00:03:50,850 --> 00:03:54,150 And I think that's the case because I adjusted the mesh 90 00:03:54,150 --> 00:03:56,594 when I had selected that basis shape key 91 00:03:56,594 --> 00:03:58,677 and the basis shape key now has all 92 00:03:58,677 --> 00:04:01,800 the other information with a new character, 93 00:04:01,800 --> 00:04:04,550 but all the other shape keys still have 94 00:04:04,550 --> 00:04:07,730 the old information from the previous character. 95 00:04:07,730 --> 00:04:10,770 However, there's a relatively easy way to fix that. 96 00:04:10,770 --> 00:04:12,720 First of all, let's go to edit mode, 97 00:04:12,720 --> 00:04:14,070 here you can see it, actually. 98 00:04:14,070 --> 00:04:16,150 When I click through the other shape keys, 99 00:04:16,150 --> 00:04:17,360 this is what we have here. 100 00:04:17,360 --> 00:04:19,780 And this is what the basis shape key looks like. 101 00:04:19,780 --> 00:04:21,218 Anyway, all we need to do now is 102 00:04:21,218 --> 00:04:23,430 to select all the elements where we 103 00:04:23,430 --> 00:04:25,170 had applied shape keys on, 104 00:04:25,170 --> 00:04:30,170 which is the mouth, the eyelids, and the eyebrows. 105 00:04:30,300 --> 00:04:32,740 And also the head part, this is a different story. 106 00:04:32,740 --> 00:04:34,830 You can see that also the head is 107 00:04:34,830 --> 00:04:36,300 doing something weird here. 108 00:04:36,300 --> 00:04:39,090 So let's leave the head out of the selection. 109 00:04:39,090 --> 00:04:41,880 Then press control I to invert the selection, 110 00:04:41,880 --> 00:04:44,030 and press P and click on separate. 111 00:04:44,030 --> 00:04:46,170 Now we have separated all the elements where 112 00:04:46,170 --> 00:04:49,720 we have shape keys on, which are doing some wonky stuff. 113 00:04:49,720 --> 00:04:51,754 And here on this new separated mesh, 114 00:04:51,754 --> 00:04:54,690 let's simply remove all the shape keys. 115 00:04:54,690 --> 00:04:55,945 Start with the bottom here 116 00:04:55,945 --> 00:04:59,030 remove them and make sure that the basis shape key is 117 00:04:59,030 --> 00:05:00,220 the last one you remove. 118 00:05:00,220 --> 00:05:03,960 So that the new shape here is still stored in this mesh. 119 00:05:03,960 --> 00:05:06,332 Now we basically removed all the shape keys from all the 120 00:05:06,332 --> 00:05:08,420 parts where they don't belong. 121 00:05:08,420 --> 00:05:10,630 And now we can select this here, 122 00:05:10,630 --> 00:05:13,498 then with shift, the other mesh, and with control J, 123 00:05:13,498 --> 00:05:15,520 we joined both. 124 00:05:15,520 --> 00:05:17,490 And now if I go to pose mode here, 125 00:05:17,490 --> 00:05:20,524 only the facial expressions are moving around. 126 00:05:20,524 --> 00:05:23,720 Of course, now we need to adjust them a bit. 127 00:05:23,720 --> 00:05:27,050 Let's go to edit mode of the mesh here and let's click 128 00:05:27,050 --> 00:05:29,180 through them and see what we can do. 129 00:05:29,180 --> 00:05:32,310 X symmetry is still enabled, let's de-select everything. 130 00:05:32,310 --> 00:05:34,820 And let's adjust the shape here a bit, 131 00:05:34,820 --> 00:05:38,330 also from the beard when the mouth is doing some stuff. 132 00:05:38,330 --> 00:05:40,480 So it's going a bit to the inside when 133 00:05:40,480 --> 00:05:44,163 he's doing the o mouth, happy mouth as well. 134 00:05:46,130 --> 00:05:47,803 This should move up a bit. 135 00:05:50,060 --> 00:05:53,130 Something like this, sad mouth as well. 136 00:05:53,130 --> 00:05:54,443 Let's go down a bit. 137 00:05:56,000 --> 00:05:59,670 Press double G, and C to extend this here a bit. 138 00:05:59,670 --> 00:06:02,280 Then open mouth, this is mostly important. 139 00:06:02,280 --> 00:06:04,560 Let's select the entire lower beard here, 140 00:06:04,560 --> 00:06:08,040 press G Z, move it down, something like this. 141 00:06:08,040 --> 00:06:11,560 Then let's move this down and this here as well. 142 00:06:11,560 --> 00:06:15,010 And these two here as well. 143 00:06:15,010 --> 00:06:17,910 So, and for the eyes, we don't need to change anything. 144 00:06:17,910 --> 00:06:18,940 This looks all good now, 145 00:06:18,940 --> 00:06:23,080 and now when I select the face bones and move them around, 146 00:06:23,080 --> 00:06:27,210 you can see everything works now as it should. 147 00:06:27,210 --> 00:06:29,710 So the last thing that is left here is to, 148 00:06:29,710 --> 00:06:34,110 reconnect all the parts to the correct vertex groups. 149 00:06:34,110 --> 00:06:35,840 So as you remember, when I moved this here, 150 00:06:35,840 --> 00:06:39,330 you can see that some parts will stay in place. 151 00:06:39,330 --> 00:06:41,580 So let's go to the mesh here. 152 00:06:41,580 --> 00:06:45,226 Then let's go to the material and click on farmer hat, 153 00:06:45,226 --> 00:06:48,310 click on select and farmer hat to select. 154 00:06:48,310 --> 00:06:51,420 So the materials can be used to quickly select different 155 00:06:51,420 --> 00:06:53,400 parts of the mesh, which is pretty cool. 156 00:06:53,400 --> 00:06:56,070 Then go to the object data tab, vertex groups, 157 00:06:56,070 --> 00:06:58,537 and here we can find the hat and then hit assign. 158 00:06:59,500 --> 00:07:00,610 That means here, 159 00:07:00,610 --> 00:07:04,230 the hat bone is now moving their hat around so we can make 160 00:07:04,230 --> 00:07:06,920 it wiggle in the wind and stuff like this. 161 00:07:06,920 --> 00:07:09,388 Then let's select these parts here and 162 00:07:09,388 --> 00:07:11,843 they should be applied to the chest. 163 00:07:12,820 --> 00:07:14,070 Assign. 164 00:07:14,070 --> 00:07:15,990 And then we have this cube thing here, 165 00:07:15,990 --> 00:07:20,260 which should be assigned to the belly top. 166 00:07:20,260 --> 00:07:21,710 Assign. 167 00:07:21,710 --> 00:07:25,250 That means now when I'm not mistaking, 168 00:07:25,250 --> 00:07:28,023 everything should move along correctly. 169 00:07:29,060 --> 00:07:31,270 And we can take the hat off and 170 00:07:31,270 --> 00:07:33,130 put it in the hands, for example. 171 00:07:33,130 --> 00:07:36,500 And then all we need to do is to change the child of 172 00:07:36,500 --> 00:07:39,870 by putting this into hand R, set inverse, 173 00:07:39,870 --> 00:07:43,520 and now the hat will move along with the hand. 174 00:07:43,520 --> 00:07:44,900 Pretty cool. 175 00:07:44,900 --> 00:07:47,890 So let's undo this and the hat should be on the head 176 00:07:47,890 --> 00:07:50,830 hat and head sounds pretty similar. 177 00:07:50,830 --> 00:07:51,663 Yeah! 178 00:07:51,663 --> 00:07:56,000 And then let's go back to the wire display for the bones and 179 00:07:56,000 --> 00:07:58,970 let's disable all the helper bones here, and voila! 180 00:07:58,970 --> 00:08:02,342 We are done creating a completely different character out of 181 00:08:02,342 --> 00:08:04,440 our base character. 182 00:08:04,440 --> 00:08:05,350 Pretty cool. 183 00:08:05,350 --> 00:08:07,060 And yeah, when you have created 184 00:08:07,060 --> 00:08:08,750 a different character than I, 185 00:08:08,750 --> 00:08:10,710 I would love to see your, 186 00:08:10,710 --> 00:08:14,180 rigged new character down below in the comment section. 187 00:08:14,180 --> 00:08:18,180 So please share a screenshot or a render of the character. 188 00:08:18,180 --> 00:08:21,440 And I just showed you a how to attach the hat to the hand. 189 00:08:21,440 --> 00:08:22,550 But in the next video, 190 00:08:22,550 --> 00:08:25,980 I will show you how you can attach something else to the 191 00:08:25,980 --> 00:08:28,100 hands of this character. 192 00:08:28,100 --> 00:08:30,300 But before we do that, as always, 193 00:08:30,300 --> 00:08:32,310 don't forget to save...oh, 194 00:08:32,310 --> 00:08:33,410 stop! Don't go! 195 00:08:33,410 --> 00:08:36,300 I just noticed, I forgot one thing down there. 196 00:08:36,300 --> 00:08:39,100 You can see the one side of the boots 197 00:08:39,100 --> 00:08:41,270 is doing some wonky stuff here. 198 00:08:41,270 --> 00:08:43,460 This part, make sure this is selected. 199 00:08:43,460 --> 00:08:46,110 Then click on this arrow here in the vertex groups and 200 00:08:46,110 --> 00:08:48,240 click on remove from all groups. 201 00:08:48,240 --> 00:08:51,269 So it will be removed from any other vertex group where it 202 00:08:51,269 --> 00:08:52,160 doesn't belong, 203 00:08:52,160 --> 00:08:55,650 and then search for leg bottom R, assign, 204 00:08:55,650 --> 00:08:59,450 and then this should be correct. 205 00:08:59,450 --> 00:09:02,010 Yeah, this looks better. 206 00:09:02,010 --> 00:09:02,843 All right, 207 00:09:02,843 --> 00:09:07,010 and that's now really it, so yeah, just save. 16364

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