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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

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