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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,860 We are now almost ready for rigging. There's just one last step involved and 2 00:00:04,860 --> 00:00:11,620 that's to apply some of the modifiers and optimize the model for efficient 3 00:00:11,620 --> 00:00:18,480 rigging. So as you can see we have different modifiers applied along the 4 00:00:18,480 --> 00:00:22,800 model like the mirror modifier here and their subdivision modifier. There's still 5 00:00:22,800 --> 00:00:27,840 skin modifier on the branches and stuff like that so I want to get rid of that 6 00:00:27,840 --> 00:00:33,240 and basically at the end of this chapter we'll have a pure mesh ready for rigging. 7 00:00:33,240 --> 00:00:38,280 So right now I will just select all, press shift D to duplicate, enter and 8 00:00:38,280 --> 00:00:43,440 press M to move this to backup collection. So we saved all of our 9 00:00:43,440 --> 00:00:48,840 objects. If we need to go back and edit something because these are destructive 10 00:00:48,840 --> 00:00:53,800 operations they will alter the mesh and change its geometry. So first of all we 11 00:00:53,800 --> 00:00:59,280 can start with the body and first of all I want to apply mirror modifier. We 12 00:00:59,280 --> 00:01:02,840 can't have mirror modifier active for the rigging because they're in the right 13 00:01:02,840 --> 00:01:07,720 part of the armature. Obviously if we need to move the hand separately and 14 00:01:07,720 --> 00:01:11,260 stuff like that and there is a subdivision modifier with two levels of 15 00:01:11,260 --> 00:01:15,040 subdivision. Right now I want to reduce this to one and let me uncheck the 16 00:01:15,040 --> 00:01:19,800 optimal display so we actually see the resulting mesh and now if we enable 17 00:01:20,000 --> 00:01:26,080 wireframe overlay this is what we will be getting if we apply this subdivision 18 00:01:26,080 --> 00:01:30,600 modifier right away and I kind of like this density I think it will be enough 19 00:01:30,600 --> 00:01:35,840 for some basic deformation with the armature. So we can just click apply and 20 00:01:35,840 --> 00:01:41,000 you might have noticed there are some of these dents created on the texture 21 00:01:41,000 --> 00:01:45,840 because we painted with the two levels of subdivision over these locally UV 22 00:01:45,920 --> 00:01:51,200 islands so if we go to the texture paint mode you can just select the fill tool 23 00:01:51,200 --> 00:01:56,760 pick up this color paint everything in between the islands with the same color 24 00:01:56,760 --> 00:02:02,640 and you will get rid of that. So sometimes these errors might occur when 25 00:02:02,640 --> 00:02:07,920 you're trying to keep the model editable as long as possible and then you try to 26 00:02:07,920 --> 00:02:11,880 paint the textures and stuff like that and then you need to apply those 27 00:02:11,920 --> 00:02:19,360 modifiers. Don't worry about that maybe in this case it would be better to apply 28 00:02:19,360 --> 00:02:24,440 the subdivision before the painting and paint over the high poly islands but 29 00:02:24,440 --> 00:02:29,000 then again if we would need to change something change the geometry it's 30 00:02:29,000 --> 00:02:35,040 generally harder to work with more dense geometry. So it's not a big issue it's 31 00:02:35,040 --> 00:02:40,560 just something you need to keep in mind. We can now switch back to the layout 32 00:02:40,600 --> 00:02:46,320 view and we no longer have any modifiers on the body if we go into the edit mode 33 00:02:46,320 --> 00:02:52,320 you can see this is much denser mesh but still there are all those seams the UVs 34 00:02:52,320 --> 00:02:57,120 still work so this is basically ready to go and we can now move on to other 35 00:02:57,120 --> 00:03:02,920 objects. So the second one should be the mask it's one of the most prominent 36 00:03:02,920 --> 00:03:10,520 objects on the scene it will be most lighted probably in the end result so we 37 00:03:10,520 --> 00:03:14,920 can reduce the viewport subdivision on the subdivision modifier to 1 it's still 38 00:03:14,920 --> 00:03:19,560 dense enough and right here if we disable optimal display once again and 39 00:03:19,560 --> 00:03:26,840 enable the wireframe overlay you can do this with the Q if you remember. This is 40 00:03:26,840 --> 00:03:31,680 a little bit more dense than the body but at the same time again this will be 41 00:03:31,680 --> 00:03:37,560 the most prominent object on the scene and it's a little bit more detailed so 42 00:03:37,960 --> 00:03:43,880 there are these radiuses and steeper angles and details so it obviously needs 43 00:03:43,880 --> 00:03:48,280 a little bit more dense geometry. So I think this will be okay if we just 44 00:03:48,280 --> 00:03:54,680 apply this. So that's the mask there's no longer any mirror modifier because we 45 00:03:54,680 --> 00:03:58,760 applied it to have some of these differences on the left and right side 46 00:03:58,760 --> 00:04:02,920 to create some visual interest here and there and for the feathers I wouldn't 47 00:04:02,920 --> 00:04:07,400 add any subdivision modifier there or anything but still there is a mirror 48 00:04:07,400 --> 00:04:12,440 modifier we'll need to apply that and it would be very tedious to go feather 49 00:04:12,440 --> 00:04:18,120 to feather and apply mirror modifier so there's an easier way how to do this we 50 00:04:18,120 --> 00:04:23,480 can select the mask the head and branches and hit H every time to hide 51 00:04:23,480 --> 00:04:29,320 those and now we can just drag a selection around those feathers so we'll 52 00:04:29,320 --> 00:04:34,240 need to shift click one of those to have an active object that we want to merge 53 00:04:34,400 --> 00:04:41,520 those into and let's press ctrl J to join them into one mesh and then we can 54 00:04:41,520 --> 00:04:46,320 apply this mirror modifier for all of those so click apply and now we have all 55 00:04:46,320 --> 00:04:53,680 of those as one mesh and UV islands are just duplicated over one another so the 56 00:04:53,680 --> 00:04:58,800 texture still works so this is for the feathers the head was okay but I can see 57 00:04:58,800 --> 00:05:04,800 here right away that this neck might not be enough for the rigging so we can 58 00:05:04,800 --> 00:05:10,080 select this loop right here and drag it out a little bit and maybe even press E 59 00:05:10,080 --> 00:05:15,680 then Z and extrude and scale this a little bit down so we have so we have a 60 00:05:15,680 --> 00:05:20,480 little bit more space there to work with the armature so let me tab out and now 61 00:05:20,480 --> 00:05:27,280 if we press alt H will unhide everything we have then these branches so let's 62 00:05:27,280 --> 00:05:33,080 select those and just press the slash key on the numpad to isolate them into 63 00:05:33,080 --> 00:05:38,480 a local view and here there's a little bit more going on we have the skin 64 00:05:38,480 --> 00:05:42,520 modifier will which we will need obviously to apply then there's a 65 00:05:42,520 --> 00:05:47,400 subdivision modifier and even the mirror modifier so we need to get rid of all of 66 00:05:47,400 --> 00:05:52,360 those and first I will apply the skin modifier here and let's leave subdivision 67 00:05:52,360 --> 00:06:00,360 as last and we can even move it in the modifier stack down as last so but 68 00:06:00,360 --> 00:06:04,600 before we apply mirror modifier I want to simplify the geometry on this a little 69 00:06:04,600 --> 00:06:09,680 bit if we tab in you can see the mesh that the skin modifier created and the 70 00:06:09,680 --> 00:06:14,400 skin modifier creates these even loops along the length of the object which we 71 00:06:14,400 --> 00:06:24,600 don't need basically so if we start alt and shift clicking them we can select 72 00:06:24,600 --> 00:06:29,560 more of those and press ctrl X to just delete them but here it might modify 73 00:06:29,560 --> 00:06:35,680 your angles so either you create that angle on your own by beveling this edge 74 00:06:35,680 --> 00:06:41,480 so you can press ctrl B and create a bevel there and basically choose the 75 00:06:41,480 --> 00:06:45,960 radius you want for those or if you want to make this a little bit more 76 00:06:45,960 --> 00:06:52,480 simple you can just leave some of those that define those angles but at the same 77 00:06:52,480 --> 00:06:57,600 time I feel like these branches would benefit for a little bit deeper angles 78 00:06:57,600 --> 00:07:05,440 so I will now just hold alt and shift and select all of these loops that I 79 00:07:05,440 --> 00:07:16,960 don't need I will just leave out those defining the corners there so ctrl X for 80 00:07:16,960 --> 00:07:29,120 quick edge dissolve and here as well so alt shift click to select some of these 81 00:07:35,940 --> 00:07:44,760 you control X and this might look a little bit tedious right here but keep 82 00:07:44,760 --> 00:07:48,800 in mind that that these additional loops in combination with the subdivision 83 00:07:48,800 --> 00:07:55,320 modifier later would create thousands of unnecessary faces and vertices so that's 84 00:07:55,320 --> 00:07:59,520 something you don't want to have when you try to rig something when you need 85 00:07:59,560 --> 00:08:05,720 to maybe animate it later and here I don't plan to do any animation but at 86 00:08:05,720 --> 00:08:11,800 the same time some performance issues might occur if you have the geometry too 87 00:08:11,800 --> 00:08:14,040 dense 88 00:08:30,520 --> 00:08:36,720 okay so I think that was the last of them and now if you look at your model 89 00:08:36,720 --> 00:08:42,400 this is looking a little bit more organic but maybe a little bit too much 90 00:08:42,400 --> 00:08:47,320 so I want to add some of these supporting loops so with ctrl R I want 91 00:08:47,320 --> 00:08:55,320 to create some of these end loops which will make the end points not that sharp 92 00:08:55,360 --> 00:09:06,000 and just here and there maybe you don't need to touch all of those and now you 93 00:09:06,000 --> 00:09:10,880 can basically decide where you want some of these steeper angles so here I want 94 00:09:10,880 --> 00:09:17,240 to select this loop and bevel this with three segments here as well 95 00:09:25,720 --> 00:09:32,640 so now we are adding some of this geometry but we have a full manual 96 00:09:32,640 --> 00:09:39,040 control over where we want this to be more dense and where we want a little 97 00:09:39,040 --> 00:09:47,240 bit of a steeper angles so I think this looks good for now and now that we 98 00:09:47,240 --> 00:09:52,600 managed to clean up this a little bit more we can tab out and apply the mirror 99 00:09:52,600 --> 00:10:02,080 modifier and apply one level of subdivision okay let me go out of the 100 00:10:02,080 --> 00:10:07,040 local view now there are only these clothes and a little bit details like 101 00:10:07,040 --> 00:10:12,480 the talisman or the pendant left and this will be quite easy to handle so 102 00:10:12,480 --> 00:10:18,120 let's select this piece of cloth and we added the solidify modifier so we saw 103 00:10:18,400 --> 00:10:23,120 this would look with some thickness I want to remove this for a while this was 104 00:10:23,120 --> 00:10:29,640 just for a preview purposes we will make this thicker later when this is all 105 00:10:29,640 --> 00:10:34,800 rigged and if we disable optimal display here and enable wireframe overlay I 106 00:10:34,800 --> 00:10:39,000 think this looks good so we can just apply the subdivision there with the one 107 00:10:39,000 --> 00:10:45,040 level of viewport subdivision and now this is still the curve so we'll need to 108 00:10:45,040 --> 00:10:49,000 convert this to mesh you can check it out how this will look with just the one 109 00:10:49,000 --> 00:10:55,880 one resolution level on the curve I think the two will be fine here so let's 110 00:10:55,880 --> 00:11:02,020 just press Q and convert this to mesh from curve right now this is a mesh 111 00:11:02,020 --> 00:11:08,040 object with no modifiers on it okay and one last thing here again I want to 112 00:11:08,040 --> 00:11:13,120 remove the solidify modifier disable the optimal display so we actually see the 113 00:11:13,240 --> 00:11:19,520 mesh and this is a little bit more dense than the body underneath if we disable 114 00:11:19,520 --> 00:11:26,600 this this is just too basic so we need some subdivision there and I think the 115 00:11:26,600 --> 00:11:31,600 one level will be just fine but we need to apply more modifier here as well and 116 00:11:31,600 --> 00:11:38,240 apply that subdivision there on that mesh now for this part this is the same 117 00:11:38,240 --> 00:11:45,280 as the belt here so let's just press Q and convert to mesh from curve and again 118 00:11:45,280 --> 00:11:50,720 I've created the quick menu by right-clicking on this option here and 119 00:11:50,720 --> 00:11:57,240 adding two quick favorites and the last thing here the talisman itself you can 120 00:11:57,240 --> 00:12:02,160 see we have some bevel there and some subdivision so if I disable this right 121 00:12:02,160 --> 00:12:07,280 now we can see how this looks without the subdivision and basically the bevels 122 00:12:07,280 --> 00:12:11,880 should be enough but there's a little bit of a weird shading there if we 123 00:12:11,880 --> 00:12:17,240 disable subdivision but we can easily fix that with normals so just remove the 124 00:12:17,240 --> 00:12:23,560 subdivision here we won't need that and we'll enable harden normals and that's 125 00:12:23,560 --> 00:12:27,880 the option on the bevel modifier that will basically adjust the normals so 126 00:12:27,880 --> 00:12:34,080 that the large flat parts are shaded nice but you can see the warning here 127 00:12:34,080 --> 00:12:38,720 that we need to enable auto smooth in object data properties so that the 128 00:12:38,720 --> 00:12:43,320 blender can take care of the normals so let's just switch to the object data 129 00:12:43,320 --> 00:12:47,080 properties here enable that auto smooth and we can increase this angle all the 130 00:12:47,080 --> 00:12:51,880 way to 180 degrees so we give the blender full control over all the angles 131 00:12:51,880 --> 00:12:59,280 and basically now the bevel modifier control the shading normals and if you 132 00:12:59,280 --> 00:13:03,600 look at it now this is no different than it was with the subdivision modifier 133 00:13:04,600 --> 00:13:12,120 apart from this hole here but I can live with this compromise when we can save so 134 00:13:12,120 --> 00:13:16,760 much of the geometry just by using the bevel modifier so let's apply the bevel 135 00:13:16,760 --> 00:13:23,440 modifier so this is for the talisman itself and now let me just click through 136 00:13:23,440 --> 00:13:28,040 all of these objects and there are no more modifiers there there's no mirror 137 00:13:28,040 --> 00:13:35,840 modifier so this is one solid mesh if we enable the wireframe overlay we can 138 00:13:35,840 --> 00:13:41,360 see the mesh density right there and I think this is fairly consistent if you 139 00:13:41,360 --> 00:13:48,080 look at the size of these faces there are no like very dense part apart from 140 00:13:48,080 --> 00:13:54,640 these details here on the mask but as I said before this is the prominent 141 00:13:54,640 --> 00:14:00,880 feature and we need this steep angles there and some of these detailed areas 142 00:14:00,880 --> 00:14:06,840 but all in all I think this is quite consistent mesh density and we can use 143 00:14:06,840 --> 00:14:10,280 this for rigging right away 15781

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