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We are now finally at the point,
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where we can rig our outfit
to the Metahuman character.
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All the hard work of designing
and modeling the clothes,
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retopology, UV unwrapping and texturing is done.
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This is the final step of the clothes
creation pipeline
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before we can bring everything
into Unreal Engine,
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and see how our Hero looks like
with clothes on.
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So what is rigging?
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Rigging is the process
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of creating a skeleton and then parenting
the mesh to this skeleton.
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The parenting or binding of the mesh
to the bones of the rig is done via vertex groups and weights.
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Let's have a quick
look at this simple example.
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We have a mesh called Body.
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It has no vertex groups assigned,
and is not parented to anything yet.
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Then we have a skeleton consisting of seven bones.
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I named the bones
Pelvis, Spine1 and 2, Neck and Head.
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All these bones are in a straight hierarchy.
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And then we have two bones for the arms,
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which are both parented to the Spine1 bone.
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Let's parent the body to the skeleton, select
the body, then the rig and press CTRL+P.
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You have a couple of options for
how you want to bind the mesh to the rig.
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Let's choose "With automatic weights" first.
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What Bender does is,
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it first creates vertex groups
for the body mesh.
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There is now a vertex group
for each bone of the skeleton.
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You can see which vertices belong
to which group in edit mode.
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The groups are not exclusive,
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that is, a vertex can simultaneously
belong to several groups,
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or in other words,
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the vertex can be simultaneously influenced
by several bones of the skeleton.
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Now, because we chose automatic weights,
Blender did not only create vertex groups,
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but also automatically assigned
a weight to each vertex
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based on the proximity of this vertex
to the bones of the skeleton.
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If you select a single vertex,
you can see the weights
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that have been assigned to it
here in the N-panel.
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For example, this vertex is mostly
influenced by the Pelvis bone, but
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will also move slightly if the Spine1
or the left arm bones are moving.
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This vertex will retain its relative
position for all bones and will only move
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when the left arm bone is moving.
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You can also visualize this weight information
if you go into weight paint mode.
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Selecting a vertex group will show you,
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how different parts of the mesh
will be influenced
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by the respective bones of the skeleton,
with red being high influence
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and blue no influence at all.
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If you select the skeleton and then
the mesh and then go into weight paint mode,
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you can also just click through the
different bones with CTRL+left-click.
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Also, the skeleton is now in Pose mode,
which means you can rotate each bone
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and directly check
how the mesh is behaving.
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The automatic weights operation
will produce different results
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if the vertices of two meshes
are not in exactly the same position.
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We have, for example,
a second mesh here called Clothes.
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This one has a slightly different topology.
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Now, if I parent it to the rig
with automatic weights,
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and then move the bones,
we run into severe clipping issues,
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because the character body
and the outfit mesh
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have a quite different vertex weights distribution.
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So using automatic weights for clothes
is not the best option.
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But, what we can do instead is parent
the clothes to the rig "With empty groups".
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This means Blender will still create
the necessary vertex groups,
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but the vertices
will all have a weight of zero.
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Moving the bones will not influence anything.
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And now we want to transfer the weight distribution
from the body mesh to the clothes mesh.
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It's much like baking information
from a high poly to a low poly mesh.
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for each vertex of the target mesh
(which is our Clothes),
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Blender will look for the nearest vertex
on the source mesh (which is the Body),
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and copy the vertex weights from it.
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The modifier for this operation is called
"Data Transfer".
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Let's select the source, check
Vertex data and select Vertex groups.
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Now we can apply the modifier.
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If we check now how the clothes move with the rig,
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the result is a lot better.
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No more bad clipping!
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All right, let's rig our real clothes now.
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The "Avatar" has now served its purpose,
and we can hide it.
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Instead, we will use the "Rig" character.
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Because the clothes will be using
the metahuman body skeleton,
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we can ignore the face rig.
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Select the clothes and the body skeleton
and parent them with empty groups.
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So our clothes now have all the vertex
groups for the body skeleton.
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Lets drop the Data Transfer modifier on the clothes,
and then join body and head of the character with CTRL+J.
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Now, in the data transfer modifier,
we can select the joined character mesh as the source.
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activate the Vertex Data,
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select Vertex Group,
and then click on "Generate data layers".
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This will create additional vertex groups
for the head as well.
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When we parented the outfit to the body,
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blender only created vertex groups
based on the bones from the body skeleton.
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Since we need vertex groups
for the neck and head as well,
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Clicking on "Generate data layers" will do exactly that.
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Now we can apply the modifier
and check our vertex weights.
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Beautiful!
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We managed to rig the clothes
to the metahuman skeleton.
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Although we come really close
to an animation-ready outfit,
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by transferring the weights
from the body,
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the result is far from perfect.
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We have sharp gradients for the vertex weights.
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Parts of the mesh are attached to bones
that should have zero influence,
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and we have ugly stretching issues
in the crotch and armpit areas.
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So this will require some adjustments.
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In the next chapter,
we will look into skinning or weight painting,
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and fix those issues.
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