Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,290 --> 00:00:01,460
- [Zach] In this video, let's have a look
2
00:00:01,460 --> 00:00:04,250
at the basics of the
armature object and the bones
3
00:00:04,250 --> 00:00:07,860
in order to better understand
the rigging process later on.
4
00:00:07,860 --> 00:00:10,660
So here I opened the empty preset file
5
00:00:10,660 --> 00:00:12,460
and let's move the asset proser down here,
6
00:00:12,460 --> 00:00:13,830
we don't need it right now.
7
00:00:13,830 --> 00:00:15,950
And first of all, let's hit Shift + A
8
00:00:15,950 --> 00:00:18,050
and add an armature object.
9
00:00:18,050 --> 00:00:20,200
So we are currently in object mode
10
00:00:20,200 --> 00:00:24,140
and the armature object is a
container for all the bones.
11
00:00:24,140 --> 00:00:25,190
Meaning if I press T
12
00:00:25,190 --> 00:00:28,720
we have all the default
transform tools over here,
13
00:00:28,720 --> 00:00:32,700
we can move it around, I
can press G, R, S and so on.
14
00:00:32,700 --> 00:00:33,700
And although currently
15
00:00:33,700 --> 00:00:36,380
we are just seeing one
of these bones here,
16
00:00:36,380 --> 00:00:38,390
later on when I create more bones,
17
00:00:38,390 --> 00:00:41,760
all of these bones will be
inside of these armature objects.
18
00:00:41,760 --> 00:00:45,690
So in object mode, I can't
select the individual bones.
19
00:00:45,690 --> 00:00:48,810
So besides object mode, we
also have two other modes.
20
00:00:48,810 --> 00:00:50,200
We have the edit mode.
21
00:00:50,200 --> 00:00:54,170
In edit mode, we are creating
the bones and position them
22
00:00:54,170 --> 00:00:57,370
so that they are fit into
our character, for example.
23
00:00:57,370 --> 00:01:01,120
So we are defining the default
rest pose of our skeleton.
24
00:01:01,120 --> 00:01:03,050
However, if we later on wanna animate
25
00:01:03,050 --> 00:01:05,900
and pose our characters,
machines and so on,
26
00:01:05,900 --> 00:01:08,070
we have to switch to Pose Mode.
27
00:01:08,070 --> 00:01:10,130
So, but more about this a bit later,
28
00:01:10,130 --> 00:01:12,350
first of all, let's switch to edit mode.
29
00:01:12,350 --> 00:01:16,020
In edit mode, we can now select
our bones, move them around,
30
00:01:16,020 --> 00:01:18,120
duplicate them, extrude them and so on.
31
00:01:18,120 --> 00:01:19,410
However, before we do this,
32
00:01:19,410 --> 00:01:22,243
we have to understand
how a bone is built up.
33
00:01:22,243 --> 00:01:24,350
A bone is built up out of three elements.
34
00:01:24,350 --> 00:01:27,240
We have the body, which is
basically the entire bone.
35
00:01:27,240 --> 00:01:30,090
When I click on this long
thing here at the center,
36
00:01:30,090 --> 00:01:32,950
then if I press R, S or G,
37
00:01:32,950 --> 00:01:35,280
I can transform the bone as we know it,
38
00:01:35,280 --> 00:01:37,960
or we can also use the
transform tools over here.
39
00:01:37,960 --> 00:01:41,450
However, I can also click
on this joint up here,
40
00:01:41,450 --> 00:01:44,840
which is called tail and we
also have it joint down here,
41
00:01:44,840 --> 00:01:46,160
which is called head.
42
00:01:46,160 --> 00:01:49,780
However, since bones are many
times positioned like this,
43
00:01:49,780 --> 00:01:51,870
it's weird to call the lower one head
44
00:01:51,870 --> 00:01:53,130
and the upper one tail.
45
00:01:53,130 --> 00:01:56,040
I mean, if we are flipping this around,
46
00:01:56,040 --> 00:01:58,390
then we can kind of imagine this
47
00:01:58,390 --> 00:02:00,930
to be like a little character
with the head up here
48
00:02:00,930 --> 00:02:02,270
and the tail down here.
49
00:02:02,270 --> 00:02:05,110
However, I find it easier
to call this one here root
50
00:02:05,110 --> 00:02:06,750
and this one here tip.
51
00:02:06,750 --> 00:02:09,030
And if I press N to open up the sidebar,
52
00:02:09,030 --> 00:02:12,200
you can see that we have
the position of the head
53
00:02:12,200 --> 00:02:13,670
and the position of the tail over here,
54
00:02:13,670 --> 00:02:17,160
which we can, of course
also change here if we like,
55
00:02:17,160 --> 00:02:18,390
and the same down here.
56
00:02:18,390 --> 00:02:20,790
Let's undo this and as you've seen now,
57
00:02:20,790 --> 00:02:23,640
if I click on one of the two joints here,
58
00:02:23,640 --> 00:02:26,010
I can also press G to move it around,
59
00:02:26,010 --> 00:02:27,960
and this will change the orientation
60
00:02:27,960 --> 00:02:29,750
and the lengths of the bone.
61
00:02:29,750 --> 00:02:31,530
And I can do the same thing over here.
62
00:02:31,530 --> 00:02:33,550
So this is very important to understand
63
00:02:33,550 --> 00:02:36,240
in order to like position our bones
64
00:02:36,240 --> 00:02:38,110
exactly in the body later on
65
00:02:38,110 --> 00:02:41,110
so it fits exactly the length
of the arm for example.
66
00:02:41,110 --> 00:02:43,280
Here in the sidebar, we also
have some other options,
67
00:02:43,280 --> 00:02:45,520
for example, the roll which changes
68
00:02:45,520 --> 00:02:47,920
the rotation of the bone,
which is also important.
69
00:02:47,920 --> 00:02:49,860
However, we will learn
more about this later,
70
00:02:49,860 --> 00:02:52,600
and we can also change the
length of the bone over here.
71
00:02:52,600 --> 00:02:55,300
The radius and the envelope options
72
00:02:55,300 --> 00:02:57,170
we can totally ignore right now.
73
00:02:57,170 --> 00:03:00,170
This is nothing we will
use in this course.
74
00:03:00,170 --> 00:03:02,420
So how can we add more bones?
75
00:03:02,420 --> 00:03:05,040
First of all, if I Shift
+ right click somewhere
76
00:03:05,040 --> 00:03:09,010
to place a 3d cursor here,
I can always press Shift + A
77
00:03:09,010 --> 00:03:12,400
to add a new bone to the
position of the 3D cursor.
78
00:03:12,400 --> 00:03:15,430
And these bones will not
be connected in any way.
79
00:03:15,430 --> 00:03:16,880
Let's get rid of these.
80
00:03:16,880 --> 00:03:19,480
Then over here, you can
see, we have some tools,
81
00:03:19,480 --> 00:03:22,020
however, I rather like
to use the shortcuts,
82
00:03:22,020 --> 00:03:23,360
which we already know.
83
00:03:23,360 --> 00:03:25,600
So I can, for example,
select the tip here,
84
00:03:25,600 --> 00:03:27,600
press E, to exclude this.
85
00:03:27,600 --> 00:03:30,040
Let's press Z to lock
this along the Z axis.
86
00:03:30,040 --> 00:03:30,990
And as you can see here,
87
00:03:30,990 --> 00:03:35,260
I can also extrude multiple
bones out of the same joint
88
00:03:35,260 --> 00:03:37,710
and then all of these will be connected.
89
00:03:37,710 --> 00:03:40,610
However, bones don't always
have to be directly connected,
90
00:03:40,610 --> 00:03:42,526
I can also select one of these bones
91
00:03:42,526 --> 00:03:45,020
and press Shift + D to duplicate them
92
00:03:45,020 --> 00:03:47,430
and then you can see
this relationship line,
93
00:03:47,430 --> 00:03:49,270
which points to this bone over here.
94
00:03:49,270 --> 00:03:51,260
That means, although
these are not connected
95
00:03:51,260 --> 00:03:54,420
to each other directly,
they are still parented.
96
00:03:54,420 --> 00:03:56,650
That means this one is
now the child object
97
00:03:56,650 --> 00:03:58,140
and this is the parent.
98
00:03:58,140 --> 00:03:59,860
That means to better understand this
99
00:03:59,860 --> 00:04:02,920
if I move over to pose mode
and now move the parent,
100
00:04:02,920 --> 00:04:04,940
you can see all of these connected bones
101
00:04:04,940 --> 00:04:06,230
will move along with it.
102
00:04:06,230 --> 00:04:08,020
So we have a bone chain over here,
103
00:04:08,020 --> 00:04:10,430
which is of course important
if we create the legs
104
00:04:10,430 --> 00:04:12,110
or the arms of a character,
105
00:04:12,110 --> 00:04:13,800
then these bones should be connected.
106
00:04:13,800 --> 00:04:17,600
However, this bone up here, I
can still move independently
107
00:04:17,600 --> 00:04:19,020
if I move the bone alone.
108
00:04:19,020 --> 00:04:20,830
However, on the relationship line,
109
00:04:20,830 --> 00:04:23,820
you can see it's parented to
the parent bone down here.
110
00:04:23,820 --> 00:04:25,970
So it will still move along with it.
111
00:04:25,970 --> 00:04:27,070
So that means in general,
112
00:04:27,070 --> 00:04:29,820
bones don't always need to be connected.
113
00:04:29,820 --> 00:04:31,210
Let's go back to edit mode
114
00:04:31,210 --> 00:04:33,150
and there's another way to add more bones.
115
00:04:33,150 --> 00:04:35,330
You can select one bone here, right-click
116
00:04:35,330 --> 00:04:36,660
and click on subdivide.
117
00:04:36,660 --> 00:04:39,940
Then down here, we can
increase the subdivisions.
118
00:04:39,940 --> 00:04:42,470
And if I right click, we
can also do other things
119
00:04:42,470 --> 00:04:45,420
like switch the direction
to flip the bones
120
00:04:45,420 --> 00:04:49,370
so we have some more options
here in the context menu.
121
00:04:49,370 --> 00:04:52,900
So we now know that we can
connect and parent bones,
122
00:04:52,900 --> 00:04:54,660
but how can we do this manually?
123
00:04:54,660 --> 00:04:56,500
First of all, let's get
rid of all these bones,
124
00:04:56,500 --> 00:04:59,510
select them and press X,
and then delete bones.
125
00:04:59,510 --> 00:05:03,040
So let's Shift + right-click
place a 3D cursor here
126
00:05:03,040 --> 00:05:04,210
and add a new bone.
127
00:05:04,210 --> 00:05:07,530
Now, if I wanna connect this
bone directly to this bone,
128
00:05:07,530 --> 00:05:09,000
let's select this bone first,
129
00:05:09,000 --> 00:05:11,170
and then the one I want to connect this to
130
00:05:11,170 --> 00:05:12,830
then either do a right-click,
131
00:05:12,830 --> 00:05:16,290
go to parent and click on Make,
and then click on connected.
132
00:05:16,290 --> 00:05:17,660
Now you can see these bones
133
00:05:17,660 --> 00:05:20,680
are directly connected to each
other, or let's undo this.
134
00:05:20,680 --> 00:05:23,420
We can also press Ctrl + P to do this
135
00:05:23,420 --> 00:05:24,880
and then instead of connect,
136
00:05:24,880 --> 00:05:27,200
we can also click on keep offset.
137
00:05:27,200 --> 00:05:29,070
Now again, we have this relationship line.
138
00:05:29,070 --> 00:05:30,260
That means this one here
139
00:05:30,260 --> 00:05:33,000
is now the child object
of this parent bone.
140
00:05:33,000 --> 00:05:36,330
Later on, we will learn when
to use the keep offset option
141
00:05:36,330 --> 00:05:38,660
and when to use the connect option.
142
00:05:38,660 --> 00:05:40,040
By the way, if you wanna clear
143
00:05:40,040 --> 00:05:42,100
a parent select the child bone here,
144
00:05:42,100 --> 00:05:45,920
press Alt + P and click on
Clear Parent or Disconnect Bone,
145
00:05:45,920 --> 00:05:49,380
or you can also find this in
the right click context menu
146
00:05:49,380 --> 00:05:51,280
under clear, clear parent.
147
00:05:51,280 --> 00:05:54,440
Now they are not connected
to each other anymore.
148
00:05:54,440 --> 00:05:58,080
Then we have some options over
here in the properties panel
149
00:05:58,080 --> 00:06:00,620
and here three tabs are important.
150
00:06:00,620 --> 00:06:02,250
In edit mode, we only have two tabs.
151
00:06:02,250 --> 00:06:03,740
We have the armature tab
152
00:06:03,740 --> 00:06:05,740
where we can define general settings
153
00:06:05,740 --> 00:06:07,750
for the entire armature object.
154
00:06:07,750 --> 00:06:09,800
For example, here under viewport display,
155
00:06:09,800 --> 00:06:13,310
we can enable axis so we
can see the local axis
156
00:06:13,310 --> 00:06:15,790
on each individual bone,
which is very important
157
00:06:15,790 --> 00:06:17,720
and we will learn more
about this later on,
158
00:06:17,720 --> 00:06:21,090
and we can also change
the display of the bone.
159
00:06:21,090 --> 00:06:23,240
That means how the bone will look,
160
00:06:23,240 --> 00:06:25,150
but this won't change anything
161
00:06:25,150 --> 00:06:28,890
in terms on how the bone will
affect the mesh later on.
162
00:06:28,890 --> 00:06:31,120
So let's change this back to Octahedral
163
00:06:31,120 --> 00:06:33,800
and the second important tab
is the bone tab over here
164
00:06:33,800 --> 00:06:35,020
where we can change settings
165
00:06:35,020 --> 00:06:37,560
for each individual selected bone.
166
00:06:37,560 --> 00:06:39,300
And if I switch over to pose mode
167
00:06:39,300 --> 00:06:41,830
where we can animate and pose our bones,
168
00:06:41,830 --> 00:06:43,540
we also have a third important tab
169
00:06:43,540 --> 00:06:45,530
which are the bone constraints.
170
00:06:45,530 --> 00:06:46,840
That means we can constraint
171
00:06:46,840 --> 00:06:49,000
or limit our bones in a certain way,
172
00:06:49,000 --> 00:06:50,740
or make them interact with each other.
173
00:06:50,740 --> 00:06:54,350
Take care, we also have the
general object constraint tab.
174
00:06:54,350 --> 00:06:56,470
This will affect the entire object,
175
00:06:56,470 --> 00:06:59,670
meaning the object here in object mode.
176
00:06:59,670 --> 00:07:01,740
So now to better understand all of this,
177
00:07:01,740 --> 00:07:04,440
let's do a very quick and easy exercise.
178
00:07:04,440 --> 00:07:06,130
Let's get rid of everything here.
179
00:07:06,130 --> 00:07:09,020
Shift + C to recenter the 3D cursor.
180
00:07:09,020 --> 00:07:11,070
Let's with Shift + A add a new armature,
181
00:07:11,070 --> 00:07:14,330
and let's add a cube
bottom here, Alt + G ,
182
00:07:14,330 --> 00:07:15,350
scale this down a bit,
183
00:07:15,350 --> 00:07:17,650
so it's roughly the size of the bone here.
184
00:07:17,650 --> 00:07:21,400
Scale this along the Z axis
maybe four times, Enter,
185
00:07:21,400 --> 00:07:22,860
then let's apply the scale
186
00:07:22,860 --> 00:07:26,050
and in edit mode with Ctrl +
R let's add three loop cuts.
187
00:07:26,050 --> 00:07:27,190
So I scroll the most wheel
188
00:07:27,190 --> 00:07:29,900
and then double left
click to confirm the cuts.
189
00:07:29,900 --> 00:07:32,260
Let's move this down here.
And now we have one problem,
190
00:07:32,260 --> 00:07:34,030
we can't see the armature object.
191
00:07:34,030 --> 00:07:36,620
Let's switch back to object
mode, select the Armature,
192
00:07:36,620 --> 00:07:39,630
go to the amateur settings,
which I just talked about
193
00:07:39,630 --> 00:07:41,480
and then we can enable in front.
194
00:07:41,480 --> 00:07:43,850
So the bones will always show up in front,
195
00:07:43,850 --> 00:07:45,860
although they are inside the object.
196
00:07:45,860 --> 00:07:48,090
Now, as the bone selected,
let's go to edit mode.
197
00:07:48,090 --> 00:07:51,780
Now we wanna make this
cube like shape deformable.
198
00:07:51,780 --> 00:07:54,990
So let's move this up here
with the tip selected,
199
00:07:54,990 --> 00:07:58,320
then select the body, right-click
and click on Subdivide.
200
00:07:58,320 --> 00:08:02,210
And let's add three cuts, so
we have four bones in the end.
201
00:08:02,210 --> 00:08:04,610
All of these bones are now
automatically connected,
202
00:08:04,610 --> 00:08:05,443
as you can see,
203
00:08:05,443 --> 00:08:07,800
and now we somehow need
to tell these bones
204
00:08:07,800 --> 00:08:11,910
that the mesh around it should
move along with these bones.
205
00:08:11,910 --> 00:08:14,100
And later on, when rigging our characters,
206
00:08:14,100 --> 00:08:15,880
we will use a different approach.
207
00:08:15,880 --> 00:08:18,120
However, here to make it quick and easy,
208
00:08:18,120 --> 00:08:21,470
you can select the mesh then
we Shift the armature object
209
00:08:21,470 --> 00:08:23,350
and then use the parent option,
210
00:08:23,350 --> 00:08:27,580
meaning press Ctrl + P or
right-click go to Parent,
211
00:08:27,580 --> 00:08:29,550
and then you also have
all these options here.
212
00:08:29,550 --> 00:08:32,350
And here, I wanna do
with the armature deform
213
00:08:32,350 --> 00:08:33,870
with automatic weights.
214
00:08:33,870 --> 00:08:35,230
That means for each bone,
215
00:08:35,230 --> 00:08:38,790
a vertex group was applied
to this object here.
216
00:08:38,790 --> 00:08:41,140
If I quickly switch over to weight paint,
217
00:08:41,140 --> 00:08:42,650
we can see what's going on here.
218
00:08:42,650 --> 00:08:45,800
And in the object data tab,
we have the vertex groups
219
00:08:45,800 --> 00:08:48,000
and now you can see
each bone is listed here
220
00:08:48,000 --> 00:08:49,660
was a different vertex group
221
00:08:49,660 --> 00:08:51,160
and on these colors here,
222
00:08:51,160 --> 00:08:55,020
we can see how much each of the
bones is deforming the mesh.
223
00:08:55,020 --> 00:08:57,790
So now these two objects
are connected to each other.
224
00:08:57,790 --> 00:08:59,490
That means in object mode,
225
00:08:59,490 --> 00:09:02,230
the cube was parented
to the armature object.
226
00:09:02,230 --> 00:09:04,650
Meaning if I move the
general armature object,
227
00:09:04,650 --> 00:09:06,620
the mesh is moving around with it.
228
00:09:06,620 --> 00:09:09,410
However, I can still move
the mesh independently.
229
00:09:09,410 --> 00:09:11,930
However, if I now switch
over to pose mode,
230
00:09:11,930 --> 00:09:14,830
I can pose this and the mesh will deform
231
00:09:14,830 --> 00:09:16,690
along with the bones.
232
00:09:16,690 --> 00:09:19,170
But if I switched to edit
mode, as mentioned before,
233
00:09:19,170 --> 00:09:22,630
here we are not posing
our characters and so on,
234
00:09:22,630 --> 00:09:25,960
here we can change the
shape of our resting pose,
235
00:09:25,960 --> 00:09:28,360
that general shape of our skeleton.
236
00:09:28,360 --> 00:09:30,030
So if I do something like this hare
237
00:09:30,030 --> 00:09:31,460
and now switch over to pose mode,
238
00:09:31,460 --> 00:09:34,880
this will also affect how
the skeleton in pose mode
239
00:09:34,880 --> 00:09:35,713
will look like.
240
00:09:35,713 --> 00:09:37,270
However, it will still work.
241
00:09:37,270 --> 00:09:40,900
So let's undo this and now
let's switch over to pose mode.
242
00:09:40,900 --> 00:09:42,447
let's opened up the timeline down here
243
00:09:42,447 --> 00:09:44,360
and let's do a quick animation.
244
00:09:44,360 --> 00:09:46,023
So let's select all of these bones
245
00:09:46,023 --> 00:09:48,560
with a pointer down here at frame zero.
246
00:09:48,560 --> 00:09:51,790
Let's press I and add a
key frame for rotation
247
00:09:51,790 --> 00:09:54,320
in this case, let's go
a few frames further,
248
00:09:54,320 --> 00:09:56,580
and then let's simply rotate all of these.
249
00:09:56,580 --> 00:09:58,510
And you can see how this bone chain
250
00:09:58,510 --> 00:10:00,180
is interacting with each other.
251
00:10:00,180 --> 00:10:01,300
If I select this bone,
252
00:10:01,300 --> 00:10:04,580
you can see how these two are
moving along with this bone
253
00:10:04,580 --> 00:10:05,970
and so on and so forth.
254
00:10:05,970 --> 00:10:07,970
Here, we can move the entire chain
255
00:10:07,970 --> 00:10:10,550
and in the front here I
can only move one bone.
256
00:10:10,550 --> 00:10:11,830
So make something like this,
257
00:10:11,830 --> 00:10:13,960
hit I insert key frame for rotation,
258
00:10:13,960 --> 00:10:17,280
and now we can see we
have animated these bones.
259
00:10:17,280 --> 00:10:19,560
And if I now switch back
to object mode here,
260
00:10:19,560 --> 00:10:20,950
we can see the animation.
261
00:10:20,950 --> 00:10:23,790
However, since I can't
select the individual bones,
262
00:10:23,790 --> 00:10:26,320
I can't animate this as like in pose mode.
263
00:10:26,320 --> 00:10:29,930
However, I could animate that
the entire armature object
264
00:10:29,930 --> 00:10:31,350
is moving around.
265
00:10:31,350 --> 00:10:34,010
Yeah, and these are the very basics
266
00:10:34,010 --> 00:10:36,850
of how to edit and add bones,
267
00:10:36,850 --> 00:10:37,937
how to work with the armature object
268
00:10:37,937 --> 00:10:40,580
and where to find the
most important settings.
269
00:10:40,580 --> 00:10:42,750
And although this might
be a bit boring topic,
270
00:10:42,750 --> 00:10:44,980
this knowledge is a very
important foundation
271
00:10:44,980 --> 00:10:48,870
in order to make the full
rigging process of a character,
272
00:10:48,870 --> 00:10:50,620
easier to understand.
21865
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.