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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

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