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- [Zach] In this video, let's have a look
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at the basics of skinning.
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Skinning means to make a mesh deform
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along with the bones
of an armature object.
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Here I have a very simple example.
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Here I have a mesh with
two cuts in between,
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so basically a cut exactly
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where the joints of the bones are,
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and we have an armature object
with three connected bones.
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So before we connect
the mesh with the bones,
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we need to understand that each vertex
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of our mesh object has a certain weight.
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So that means if I go
to Edit Mode later on,
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we tell all of these vertices to move
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along with a specific bone.
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However, in some areas,
like here, for example,
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we are on an area which
this vertex here could move
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along with this bone
and with this bone here.
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And in this case, we can give
this Vertex a certain weight.
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That means it should
move along with this bone
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to a certain degree,
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but it should also move along
with this bone down here
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to a certain degree.
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And this we define through vertex groups.
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So we can group certain vertices
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to move along with a specific bone.
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For that, we have the Weight Paint mode,
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which I will discuss in a second.
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First of all, let's go
to the object data tab
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and Vertex Groups,
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and let's select these vertices up here.
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Add a new group, and
then before I assign it,
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we can see that we can define
a weight from zero up to one.
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Zero means of course nothing,
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and one means it should
later on move fully
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with a specific bone.
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However, if I set this to 0.5
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and then later on assign this vertex group
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to this bone here,
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then it will only move
50% along with the bone.
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So if I now would hit Assign,
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then we group these four vertices
here with a weight of 0.5.
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So now you just need to understand
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each vertex can have a
different weight in general
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from zero to one,
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and we could even create
a new vertex group
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and say that this specific vertex here
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should also have a weight of 0.5.
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That means it has the 0.5 in this group
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and 0.5 in this group.
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So the weight is basically spread
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across these two groups here.
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So luckily we don't have
to manually do all that
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because Blender is doing this for us.
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But before we do that,
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let's have a look into
the Weight Paint mode.
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If I go over to Weight Paint
mode, everything turns blue.
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And here instead of
working with the values
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from zero to one, we can
work by painting on our mesh.
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Let's enable this button here
so we can see all the vertices
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and press A to select them all.
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Now we have these white points here,
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and now we have a brush to
draw on our object here.
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And up here we can see the
weight is currently set to one,
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but we can also change
this to any other value
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between zero and one.
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And now when this is set to one
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and I paint over the vertex here,
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I apply the weight to this vertex.
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So and you can see this specific
heat map will be generated.
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Dark blue means zero, and
then it's turning slightly
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into light blue, green,
yellow, orange, and red.
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Red is basically a value of one,
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and dark blue is a value of zero,
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and all the colors here in
between are different values
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between zero and one.
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So and you can see, although
we are just painting a vertex,
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it will automatically create a gradient
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to the direction of the next
vertex and across the phases.
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So although this is all colorful now,
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we are actually just
painting the vertex here.
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And now I could paint the other one,
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this one here on the other
side, and this one here as well.
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So and all I did basically now
was creating a vertex group.
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And inside the vertex group,
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I defined the weight of
the specific vertices.
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So that means if I go over to Edit Mode,
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you can see that this
vertex group was created.
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And down here, you can fully
ignore this weight value here,
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because this is just something you define.
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And then when you assign something,
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this weight value will
be taken into account.
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However, now in Weight Paint mode,
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this new vertex group was created.
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And if I hit Select,
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you can see that these
four vertices are included,
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which I painted in Weight Paint mode.
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However, in Edit Mode,
we can't see the weight.
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This we can only see in Weight Paint mode.
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So let's go back to object
mode, remove the vertex group,
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and now let's select the mesh first,
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and then with shift the armature.
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Press Control + P to open
up the Set parent menu,
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and here we have some
Armature Deform options.
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And here let's go with Automatic Weights.
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If I click on this, it will
basically detect the vertices
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which are closest to a certain bone
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and then create the vertex
groups automatically
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for each bone.
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If I select the mesh now,
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you can see one vertex group
was created for each bone.
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If I go to Edit Mode and select these,
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you can see that now certain
vertices are included.
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And as mentioned, in Edit Mode,
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it will always select a
vertex within a group,
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no matter how strong the weight should be.
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That's why sometimes we have
just everything in here.
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And if I now switch over
to Weight Paint mode,
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we can actually see the
weight of each group here.
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If I select these, you can
see how each group is painted
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and how the weight of each
vertex is for each bone here.
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For the top bone,
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you can see the top
part is mainly included,
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but the closer it gets to the second bone,
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the greener it gets.
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That means here the weight is pretty weak.
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If I go to the center bone,
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you can see it also has
included these two vertices here
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or the four vertices here,
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but also not with the full weight.
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Same applies to the bottom bone down here.
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And now we could go in here and say,
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for example, the top bone,
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I want that these four
vertices here will fully move
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along with this bone here.
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Then I could just paint them fully red
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with the weight set to one.
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Same for the bottom one.
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I could say, "Okay, these bones down here,
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let's press A to select everything here."
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These vertices here
should be fully included.
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That means I paint the weight to one.
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And there's a little trick, by the way.
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You can also enable Auto Normalize here.
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That means if one vertex, for example,
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this one here is in two vertex groups,
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and I go to the center one, paint in here,
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then it will automatically
take the weight away
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from the other vertex group up here.
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So but we don't wanna
make it too complicated.
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Let's switch over to Object
Mode, select the bones,
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go into Pose Mode.
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And now you can see when I move this,
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it will adjust the mesh
according to the bones here.
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Let's leave the bones in this position.
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Go back to Object Mode.
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Select the cube here, and go
back to Weight Paint mode.
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And now you can see the exact deformation.
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And now we could go in here
and change something even more.
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So for example, the center bone
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should not include something down here,
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so we can set the weight to zero.
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Make sure that we erase
everything down here completely.
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You can see how this is shifting around.
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And it should also not include
anything from the top here.
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So I can erase this part here as well.
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And since Auto Normalize is
enabled here under Options,
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it will automatically apply
everything I take away
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from this vertex group to the
other one on the top here.
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And now back back in Object Mode<
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and here back in Pose Mode.
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If I now move this,
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you can see that the top part
is now perfectly moving along.
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So this is how skinning works in general.
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And by the way, one side effect
which is happening here is
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that the mesh object will be parented
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to the armature object.
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That means in Object Mode
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when you are moving the armature around,
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the mesh will then automatically follow.
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And one other thing to keep in mind
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when we connect a mesh
to an armature system,
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there will be a armature
modifier added to the mesh object
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where the armature object is connected.
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So everything runs through
a modifier basically.
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So what I just showed you
works for organic objects.
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That means big meshes which
are connected to each other.
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However, as you maybe
remember in Cubic Worlds,
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we are working with cubes.
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So here I have three cubes.
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Let's join them with
Control + J to one cube,
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which is a bit easier.
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However, in Edit Mode,
if I select one of these,
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they are still separated,
so not directly connected.
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So now let's try it again
to select this one here,
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then with shift the armature.
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Press Control + P and click
on With Automatic Weights
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Now let's go to Pose Mode and
see what's happening here.
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You can see in this case,
it's actually working.
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However, it's deforming
the cubes in a weird way,
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which I don't want.
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I want the cubes to stay as they are
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when they will move along with the bones.
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And when you have a lot
of cubes and many bones,
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it can even happen that some
of the cubes will not even be
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included in the rig
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when you do this with automatic weights.
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So let's undo this and
for our Cubic Worlds rigs,
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we need to do it a bit differently.
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First, select the mesh.
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Then with Shift, select the armature.
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Press Control + P.
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So until this point,
everything is the same.
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However, here we go with empty groups.
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What it does,
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it will parent the cube
object to the armature.
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It will also add the
armature modifier here.
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However, all the vertex
groups which will be created
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for each bone here is just empty.
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So we have the vertex groups,
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but no vertices are applied here.
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And our workflow will be like this.
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We go into Edit Mode.
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And by the way, there's
a little helpful thing
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for the armature object
in the armature settings
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under Viewport Display.
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Let's enable the names
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so we can see what the
name of each bone is.
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And then we know exactly
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which vertex group belongs
to which bone here.
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Then we go to Edit Mode
of the object here.
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With L, I select one full cube here.
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Or if we have multiple cubes
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which should move along
with a certain bone,
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for example, like this.
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Let's just do it here so you
better understand what I mean.
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And just press L to
select all of these here.
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Then I go to the vertex group
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which belongs to the underlying bone here,
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which is Bone top.
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And then all you need to do is hit Assign.
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Make sure the weight is set to one.
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Then I press H to hide them.
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Then I select the next bone.
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Go to Bone center, hit Assign.
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And then let's do it again
with the cube at the bottom.
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Hit Assign.
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Then let's press Alt +
H to unhide everything.
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And I just hide the cube so I know
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which I already assigned
to a certain vertex group.
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And in general, this
workflow is much easier
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because we don't need
to deal with the weight
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and weight painting,
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00:10:19,640 --> 00:10:21,990
which can be a pain in the butt sometimes.
255
00:10:21,990 --> 00:10:23,780
Let's go back to Object Mode here.
256
00:10:23,780 --> 00:10:25,330
Let's get back to Pose Mode.
257
00:10:25,330 --> 00:10:26,930
And now when I move these bones,
258
00:10:26,930 --> 00:10:29,640
you can see how all of
these cubes will move
259
00:10:29,640 --> 00:10:30,700
along with the bones.
260
00:10:30,700 --> 00:10:34,050
And the cool thing is if I
rename a bone into something else
261
00:10:34,050 --> 00:10:36,240
like Bone bottom 2, for example,
262
00:10:36,240 --> 00:10:39,120
then the vertex group
will also rename here.
263
00:10:39,120 --> 00:10:42,080
And if you don't wanna
accidentally change a vertex group,
264
00:10:42,080 --> 00:10:43,570
you can also lock these,
265
00:10:43,570 --> 00:10:46,000
and you can also reorder
these, for example.
266
00:10:46,000 --> 00:10:47,560
Top should be at the top,
267
00:10:47,560 --> 00:10:49,370
center should be at the center, and so on.
268
00:10:49,370 --> 00:10:51,350
And later on when we
work for our character
269
00:10:51,350 --> 00:10:53,250
and we have a lot of vertex groups,
270
00:10:53,250 --> 00:10:55,150
we can also click this little arrow here
271
00:10:55,150 --> 00:10:56,640
and search for something,
272
00:10:56,640 --> 00:10:59,780
and then only the specific
bone will show up here.
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00:10:59,780 --> 00:11:02,000
Yeah, and this is how we can deal
274
00:11:02,000 --> 00:11:05,940
with the whole skinning subject
in our Cubic Worlds style.
275
00:11:05,940 --> 00:11:08,290
And now let's learn how we
can apply this knowledge
276
00:11:08,290 --> 00:11:10,168
to our character rig.
21955
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