Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,300 --> 00:00:01,133
- [Zach] In this video,
2
00:00:01,133 --> 00:00:05,590
let's learn how to fully
change a rigged character.
3
00:00:05,590 --> 00:00:08,200
So here we have the character
which we just rigged
4
00:00:08,200 --> 00:00:10,680
and now we want to create a
completely different character
5
00:00:10,680 --> 00:00:13,590
using this character here as foundation.
6
00:00:13,590 --> 00:00:15,460
And the problem we have in general
7
00:00:15,460 --> 00:00:17,670
when we change anything here is
8
00:00:17,670 --> 00:00:19,410
that the character's already rigged,
9
00:00:19,410 --> 00:00:22,360
that means the mesh is
bound to the armature here.
10
00:00:22,360 --> 00:00:25,290
We have a bunch of
shape keys here already,
11
00:00:25,290 --> 00:00:27,290
we have some vertex groups,
12
00:00:27,290 --> 00:00:30,520
then we have named all the materials,
13
00:00:30,520 --> 00:00:34,570
then the rig and the bones
have also specific names
14
00:00:34,570 --> 00:00:36,530
and all that needs to be changed.
15
00:00:36,530 --> 00:00:40,190
So in this video here, we
will go over the full process.
16
00:00:40,190 --> 00:00:43,810
I decided I want to create a farmer.
17
00:00:43,810 --> 00:00:46,520
That means I wanna make him a bit fatter,
18
00:00:46,520 --> 00:00:48,640
I want to give him a beard,
19
00:00:48,640 --> 00:00:51,790
He should wear a hat which
we can take off if we want,
20
00:00:51,790 --> 00:00:53,490
he should wear some trousers
21
00:00:53,490 --> 00:00:55,610
with suspenders and stuff like this.
22
00:00:55,610 --> 00:00:57,630
So there's a lot we will change,
23
00:00:57,630 --> 00:01:01,100
and then we need to adjust
everything, especially the rig,
24
00:01:01,100 --> 00:01:03,590
so that everything will
still work in the end.
25
00:01:03,590 --> 00:01:05,110
So first things first,
26
00:01:05,110 --> 00:01:07,610
let's start renaming the whole thing.
27
00:01:07,610 --> 00:01:09,732
Let's call the rig, rig_farmer
28
00:01:09,732 --> 00:01:12,400
and the char_male also char_farmer.
29
00:01:12,400 --> 00:01:14,580
And of course this is extra effort
30
00:01:14,580 --> 00:01:17,060
but when you have multiple
characters in your scene,
31
00:01:17,060 --> 00:01:20,140
it's really good to name
everything properly.
32
00:01:20,140 --> 00:01:22,410
Then let's select the
rig, go to "Edit Mode",
33
00:01:22,410 --> 00:01:24,890
then make sure that all
the bone layers are active,
34
00:01:24,890 --> 00:01:28,040
select all bones, press Control + F2,
35
00:01:28,040 --> 00:01:30,380
to open up the Batch Rename menu.
36
00:01:30,380 --> 00:01:32,060
Batch Rename "Selected."
37
00:01:32,060 --> 00:01:34,040
Here we want to rename the bones
38
00:01:34,040 --> 00:01:36,380
and here we want to find and replace.
39
00:01:36,380 --> 00:01:38,110
We want to find "male"
40
00:01:38,110 --> 00:01:40,280
and replace this with "farmer."
41
00:01:40,280 --> 00:01:42,680
Then hit, "OK" and now
you can see all the bones
42
00:01:42,680 --> 00:01:47,040
were renamed into "farmer,"
which we can also see over here,
43
00:01:47,040 --> 00:01:48,350
worked like charm.
44
00:01:48,350 --> 00:01:51,780
Then let's go back to
object mode, select the mesh
45
00:01:51,780 --> 00:01:55,080
and now let's also rename
all the materials here.
46
00:01:55,080 --> 00:01:57,470
Same deal, let's press Control + F2,
47
00:01:57,470 --> 00:01:58,630
go to "Selected,"
48
00:01:58,630 --> 00:02:01,757
here we want to rename materials
and the same thing here,
49
00:02:01,757 --> 00:02:03,930
"male" should be replaced by "farmer."
50
00:02:03,930 --> 00:02:06,770
Hit "Ok" and now everything is renamed.
51
00:02:06,770 --> 00:02:09,710
And since the vertex groups for our bones
52
00:02:09,710 --> 00:02:11,210
are connected to the bones,
53
00:02:11,210 --> 00:02:14,710
they will be renamed
automatically, as you can see.
54
00:02:14,710 --> 00:02:17,810
So the next step is actually
changing the character.
55
00:02:17,810 --> 00:02:19,650
So here let's hide the rig
56
00:02:19,650 --> 00:02:22,180
because we can fully
ignore the rig right now
57
00:02:22,180 --> 00:02:24,480
so we can make any changes we like.
58
00:02:24,480 --> 00:02:26,760
First of all let's go into "Edit Mode"
59
00:02:26,760 --> 00:02:30,560
and make sure that the base's
shape key is selected here
60
00:02:30,560 --> 00:02:32,480
so that all the changes we are doing
61
00:02:32,480 --> 00:02:35,110
will not be stored in any other shape key,
62
00:02:35,110 --> 00:02:36,850
so, select this here.
63
00:02:36,850 --> 00:02:39,990
So, first things first,
make him a bit fatter,
64
00:02:39,990 --> 00:02:41,833
so let's push this out.
65
00:02:43,670 --> 00:02:46,100
Then by selecting an edge, press double G,
66
00:02:46,100 --> 00:02:48,350
you can slide the geometry,
67
00:02:48,350 --> 00:02:50,870
make sure that nothing
sticks out too much.
68
00:02:50,870 --> 00:02:54,533
So here you can maybe double
G, move this down a bit.
69
00:02:56,690 --> 00:02:58,753
Yeah, let's move this a bit like this.
70
00:03:02,740 --> 00:03:04,820
Then let's move in the shoulders a bit.
71
00:03:04,820 --> 00:03:06,880
Up here, X symmetry is enabled.
72
00:03:06,880 --> 00:03:09,640
Then let's also grab the entire arm here
73
00:03:09,640 --> 00:03:11,020
and move it closer to the body
74
00:03:11,020 --> 00:03:14,900
so that we really change the
proportions of this character.
75
00:03:14,900 --> 00:03:17,053
Maybe let's make this a bit wider here.
76
00:03:18,700 --> 00:03:19,890
And then select the belt,
77
00:03:19,890 --> 00:03:21,090
press S for scaling,
78
00:03:21,090 --> 00:03:25,420
Shift + Z, to exclude
the Z axis to scale this.
79
00:03:25,420 --> 00:03:28,223
And maybe let's even push
this to the back a bit.
80
00:03:30,820 --> 00:03:34,120
Then let's push this
one a bit to the front,
81
00:03:34,120 --> 00:03:37,220
this one as well, maybe
move this a bit over.
82
00:03:37,220 --> 00:03:40,260
Alt + Z to enable X-Ray so
we can see through here.
83
00:03:40,260 --> 00:03:42,450
By the way when you enable edge slide
84
00:03:42,450 --> 00:03:45,200
by pressing double G and
you move in one direction,
85
00:03:45,200 --> 00:03:48,940
press C, and then you can also
move in the other direction.
86
00:03:48,940 --> 00:03:50,760
So it's kind of locked.
87
00:03:50,760 --> 00:03:53,193
So then we have to adjust this down here.
88
00:03:57,371 --> 00:04:00,140
Then make the upper legs a bit wider.
89
00:04:00,140 --> 00:04:01,300
And I think in general,
90
00:04:01,300 --> 00:04:04,450
let's push the legs a bit to the outside.
91
00:04:04,450 --> 00:04:05,793
Make them a bit wider.
92
00:04:07,440 --> 00:04:09,380
And also in this direction here,
93
00:04:09,380 --> 00:04:11,743
scale them a bit to the front.
94
00:04:13,180 --> 00:04:14,683
And this one here as well.
95
00:04:15,960 --> 00:04:17,540
Make the shoes a bit wider
96
00:04:18,580 --> 00:04:22,630
and down here, let's press
double G, slide this up a bit,
97
00:04:22,630 --> 00:04:25,430
select the entire thing,
Shift + D move it down
98
00:04:25,430 --> 00:04:27,540
and with Alt + S let's scale it up,
99
00:04:27,540 --> 00:04:29,760
so we have some kind of boots.
100
00:04:29,760 --> 00:04:30,780
Scale this down.
101
00:04:30,780 --> 00:04:33,120
Then select this, Shift + D, Right-Click.
102
00:04:33,120 --> 00:04:35,370
The 3D cursor is still in the center here.
103
00:04:35,370 --> 00:04:37,920
Let's change the pivot
point to "3D Cursor,"
104
00:04:37,920 --> 00:04:40,360
press Control + M for
the mirroring function
105
00:04:40,360 --> 00:04:43,400
and press X to mirror this along X.
106
00:04:43,400 --> 00:04:45,300
Then let's go back to "Median Point"
107
00:04:45,300 --> 00:04:47,270
and here let's select these two,
108
00:04:47,270 --> 00:04:49,000
maybe go to "Individual Origins,"
109
00:04:49,000 --> 00:04:51,000
so then we can scale
these two individually.
110
00:04:51,000 --> 00:04:52,370
Then we have some boots.
111
00:04:52,370 --> 00:04:54,370
Now you can see the arms are way too thin,
112
00:04:54,370 --> 00:04:57,110
let's select this one here,
go back to "Median Point,"
113
00:04:57,110 --> 00:05:01,190
make this a bit bigger,
select the two arm parts,
114
00:05:01,190 --> 00:05:05,390
Alt + S to use the shrink-fatten
function to make it bigger
115
00:05:05,390 --> 00:05:07,990
and maybe we can scale
this down here a bit,
116
00:05:07,990 --> 00:05:09,360
let's move the hand down a bit,
117
00:05:09,360 --> 00:05:11,310
maybe scale it up a little bit.
118
00:05:11,310 --> 00:05:14,470
Then we need to make the neck wider.
119
00:05:14,470 --> 00:05:16,420
Then select the entire head here,
120
00:05:16,420 --> 00:05:18,350
Shift + D, scale it down a bit,
121
00:05:18,350 --> 00:05:21,840
make it shorter and place it
somewhere here to add like,
122
00:05:21,840 --> 00:05:25,490
additional fat down here,
something like this.
123
00:05:25,490 --> 00:05:26,323
If we like,
124
00:05:26,323 --> 00:05:29,490
we can even change the general
shape of the head a bit,
125
00:05:29,490 --> 00:05:33,233
something like this, maybe
push out the ears a bit.
126
00:05:37,970 --> 00:05:40,270
Then down here, you can
see something's wrong
127
00:05:40,270 --> 00:05:43,450
because we mirrored this
part over to the other side,
128
00:05:43,450 --> 00:05:44,650
so the normals are wrong.
129
00:05:44,650 --> 00:05:46,160
So let's select everything
130
00:05:46,160 --> 00:05:50,090
and hit Shift + N to
recalculate the normals.
131
00:05:50,090 --> 00:05:52,170
So this was the second part.
132
00:05:52,170 --> 00:05:55,640
I adjusted the main
proportions of the character,
133
00:05:55,640 --> 00:05:59,150
and now let's change the look
and color of the character.
134
00:05:59,150 --> 00:06:02,150
So that means let's get
rid of the belt here.
135
00:06:02,150 --> 00:06:03,610
We don't need it anymore
136
00:06:03,610 --> 00:06:07,130
because we want to have the
pants with suspenders here.
137
00:06:07,130 --> 00:06:10,040
So let's actually add
the _cube_bottom here,
138
00:06:10,040 --> 00:06:11,880
Alt + G, scale it a bit down.
139
00:06:11,880 --> 00:06:15,030
Let's add an empty
object, call it "mirror"
140
00:06:15,030 --> 00:06:18,750
And then here let's quickly
add the "Mirror" modifier
141
00:06:18,750 --> 00:06:20,130
with the mirror object.
142
00:06:20,130 --> 00:06:24,063
Then we can easily place new
objects here, scale it down.
143
00:06:26,130 --> 00:06:29,810
Here we want to have two
buckles for their suspenders
144
00:06:29,810 --> 00:06:32,593
and then Shift + D, scale this along Z.
145
00:06:33,600 --> 00:06:35,210
Put it somewhere here.
146
00:06:35,210 --> 00:06:37,760
Then Shift + D put it on the other side.
147
00:06:37,760 --> 00:06:42,490
Let's check, then Shift +
D, place it here on the top
148
00:06:42,490 --> 00:06:46,500
and make it a bit thinner so
that there's no weird clipping.
149
00:06:46,500 --> 00:06:47,810
Something like this.
150
00:06:47,810 --> 00:06:52,810
And let's add a _cube_center
here, scale it down a bit.
151
00:06:52,860 --> 00:06:57,860
Place it somewhere here and
let's adjust the shape a bit.
152
00:06:58,530 --> 00:07:01,350
Go to "Edit Mode," scale the top part,
153
00:07:01,350 --> 00:07:04,030
move it down to this position here
154
00:07:04,030 --> 00:07:07,210
and make sure that the back
part here is actually connecting
155
00:07:07,210 --> 00:07:10,020
with this new cube shape down here,
156
00:07:10,020 --> 00:07:11,800
let's move this out a bit.
157
00:07:11,800 --> 00:07:15,860
Maybe make this one here to
be pushed a bit to the inside.
158
00:07:15,860 --> 00:07:16,840
Something like this.
159
00:07:16,840 --> 00:07:18,870
Now let's adjust the colors a bit
160
00:07:18,870 --> 00:07:20,950
to better understand what I'm doing here.
161
00:07:20,950 --> 00:07:22,090
First of all, here,
162
00:07:22,090 --> 00:07:23,780
we still have the metal material,
163
00:07:23,780 --> 00:07:25,610
so let's put the metal on here,
164
00:07:25,610 --> 00:07:28,130
then here, we want to have the pants,
165
00:07:28,130 --> 00:07:29,780
even though they are still black.
166
00:07:32,210 --> 00:07:35,580
And now, I can simply select
all of these objects here,
167
00:07:35,580 --> 00:07:37,270
Control + A, apply the scale
168
00:07:37,270 --> 00:07:39,810
and then apply "Visual Geometry to Mesh,"
169
00:07:39,810 --> 00:07:42,030
so that all the modifiers will be applied
170
00:07:42,030 --> 00:07:45,050
and then I simply join
them to the character here.
171
00:07:45,050 --> 00:07:47,690
Then in "Edit Mode," let's
select this part here,
172
00:07:47,690 --> 00:07:49,720
assign this to the pants as well.
173
00:07:49,720 --> 00:07:54,390
And then let's make the pants
bluish, something like this.
174
00:07:54,390 --> 00:07:56,780
And now you can see what I've done here.
175
00:07:56,780 --> 00:08:00,370
Maybe let's push this face a
bit down, something like this.
176
00:08:00,370 --> 00:08:03,410
Of course, this is a lot of
tweaking and playing around
177
00:08:03,410 --> 00:08:05,080
with the shapes and color.
178
00:08:05,080 --> 00:08:08,380
Then down here, let's assign
these two to the shoes.
179
00:08:08,380 --> 00:08:10,660
Then he should wear some kind of shirt,
180
00:08:10,660 --> 00:08:14,700
which should be something like light gray.
181
00:08:14,700 --> 00:08:18,550
And I would apply the
arms too with the skin.
182
00:08:18,550 --> 00:08:21,920
So we have a shirt and here we have skin.
183
00:08:21,920 --> 00:08:25,940
Maybe let's push this down
a bit, something like this.
184
00:08:25,940 --> 00:08:27,880
Yeah, this is going into
the right direction.
185
00:08:27,880 --> 00:08:29,560
Now let's give him a beard.
186
00:08:29,560 --> 00:08:32,020
For that, let's use
the hair as foundation,
187
00:08:32,020 --> 00:08:35,000
Shift + D, put it somewhere here,
188
00:08:35,000 --> 00:08:37,980
enable X-Ray so we can
see how big this cube is.
189
00:08:37,980 --> 00:08:40,640
Shift + D, place another cube down here
190
00:08:40,640 --> 00:08:44,390
and then let's maybe use the
mouth, not this one here,
191
00:08:44,390 --> 00:08:47,340
Shift + L to remove this,
Shift + D, move it up,
192
00:08:47,340 --> 00:08:51,150
scale it a bit wider and
also apply it to the hair.
193
00:08:51,150 --> 00:08:54,190
Then let's take these two,
Shift + D, move them down a bit.
194
00:08:54,190 --> 00:08:57,670
And with X symmetry enabled,
let's select one of them
195
00:08:57,670 --> 00:09:00,530
and then we can place this somewhere here,
196
00:09:00,530 --> 00:09:03,810
push this in a bit, so
there's no overlapping,
197
00:09:03,810 --> 00:09:05,570
move this a bit to the outside.
198
00:09:05,570 --> 00:09:08,620
Now, this guy has a beard
and maybe let's change this
199
00:09:08,620 --> 00:09:13,560
to a more reddish, brownish
color, something like this.
200
00:09:13,560 --> 00:09:15,960
Last thing I want to add here is a hat.
201
00:09:15,960 --> 00:09:19,320
For that, let's go with
a simple circle object.
202
00:09:19,320 --> 00:09:22,030
Let's change this to be eight vertices.
203
00:09:22,030 --> 00:09:24,300
Then in "Edit Mode," select everything,
204
00:09:24,300 --> 00:09:25,680
press E to extrude this,
205
00:09:25,680 --> 00:09:28,210
Right-Click, scale this
a bit to the inside
206
00:09:28,210 --> 00:09:30,490
and in general, of
course, make it smaller.
207
00:09:30,490 --> 00:09:34,520
Let's move it up to see how
big this is, a bit smaller.
208
00:09:34,520 --> 00:09:35,853
Push this down a bit.
209
00:09:37,240 --> 00:09:40,710
From the top, let's center
it somewhere at the head.
210
00:09:40,710 --> 00:09:45,190
Then let's extrude this out
and use the "Grid Fill" option
211
00:09:45,190 --> 00:09:48,120
to fill in the top part here with quads.
212
00:09:48,120 --> 00:09:50,950
And here we can maybe
rotate the whole thing,
213
00:09:50,950 --> 00:09:52,210
something like this.
214
00:09:52,210 --> 00:09:54,810
Then let's add the "Edge Split" modifier
215
00:09:54,810 --> 00:09:57,180
and the "Solidify" modifier.
216
00:09:57,180 --> 00:10:00,080
Change the thickness here,
make it a bit thicker,
217
00:10:00,080 --> 00:10:01,990
play around with the offset.
218
00:10:01,990 --> 00:10:03,310
And maybe let's go to "Edit Mode,"
219
00:10:03,310 --> 00:10:06,810
let's disable the modifiers,
add one loop cut over here,
220
00:10:06,810 --> 00:10:09,940
so we can later on apply a
different color in this area.
221
00:10:09,940 --> 00:10:11,930
And of course we have to make sure
222
00:10:11,930 --> 00:10:15,150
that the head is not looking
through the mesh here.
223
00:10:15,150 --> 00:10:18,050
Well, it looks a bit big.
224
00:10:18,050 --> 00:10:21,450
Maybe let's make it smaller
again and in "Edit Mode,"
225
00:10:21,450 --> 00:10:24,060
you can simply grab some
of the vertices here
226
00:10:24,060 --> 00:10:26,040
and move them around a bit,
227
00:10:26,040 --> 00:10:28,800
so it has a bit more
square shape over here,
228
00:10:28,800 --> 00:10:31,740
which is totally fine in
cubic worlds, I would say.
229
00:10:31,740 --> 00:10:33,060
Yeah, that looks good.
230
00:10:33,060 --> 00:10:34,650
Then let's apply the modifiers
231
00:10:34,650 --> 00:10:36,770
but first for the "Edge Split" modifier
232
00:10:36,770 --> 00:10:39,130
we have to set the edge angle to zero
233
00:10:39,130 --> 00:10:41,690
so that each and every
edge here is splitted.
234
00:10:41,690 --> 00:10:44,080
Then let's apply this and in "Edit Mode,"
235
00:10:44,080 --> 00:10:46,750
let's select everything
go to "Mesh," "Transform,"
236
00:10:46,750 --> 00:10:48,410
and click on "Randomize"
237
00:10:48,410 --> 00:10:50,150
but of course not that extreme,
238
00:10:50,150 --> 00:10:53,497
just a little bit of
randomization, something like this.
239
00:10:53,497 --> 00:10:57,090
And then we can also apply
the "Solidify" modifier.
240
00:10:57,090 --> 00:10:58,540
Now let's give it a material
241
00:10:58,540 --> 00:11:00,650
and just pick something from the farmer,
242
00:11:00,650 --> 00:11:02,550
duplicate this, call this "farmer_hat"
243
00:11:03,400 --> 00:11:07,453
and here, I want to have
this light yellowish color.
244
00:11:08,400 --> 00:11:11,740
And in "Edit Mode," let's
select these cubes here
245
00:11:13,560 --> 00:11:16,740
and let's use the farmer
head as foundation,
246
00:11:16,740 --> 00:11:19,880
duplicate this and just
call it "farmer_hat_2"
247
00:11:19,880 --> 00:11:24,200
and give it maybe a slightly
darker color and assign this
248
00:11:25,730 --> 00:11:27,593
and maybe push this out a bit.
249
00:11:28,710 --> 00:11:32,700
Then let's maybe change
the boots to, I don't know,
250
00:11:32,700 --> 00:11:36,050
maybe a more brownish
color, little bit brighter.
251
00:11:36,050 --> 00:11:38,950
Yeah, not too brownish,
more gray-brownish,
252
00:11:38,950 --> 00:11:40,040
something like this.
253
00:11:40,040 --> 00:11:42,310
Then let's select the hat, then the farmer
254
00:11:42,310 --> 00:11:45,240
and press Control + J to join both.
255
00:11:45,240 --> 00:11:47,510
Then go to "Edit Mode," select everything
256
00:11:47,510 --> 00:11:50,360
because we added some
completely new objects,
257
00:11:50,360 --> 00:11:54,150
press U and click on
"Reset" to reset the UV map
258
00:11:54,150 --> 00:11:56,220
so that we have the edge gradient here
259
00:11:56,220 --> 00:11:57,637
on these objects as well.
260
00:11:57,637 --> 00:12:00,810
Hit Shift + N once again
to recalculate the normals
261
00:12:00,810 --> 00:12:02,800
if we have anything wrong here,
262
00:12:02,800 --> 00:12:07,190
and this is the finished
mesh for our new character.
263
00:12:07,190 --> 00:12:10,400
And in the next video, we will
learn how to adjust the rig
264
00:12:10,400 --> 00:12:13,400
so that this fits the new character.
265
00:12:13,400 --> 00:12:16,400
And as always, don't forget to save.
21294
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.