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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,680 So now it's time to test the armature a little bit more, find and fix some problems that would occur eventually and 2 00:00:07,000 --> 00:00:11,400 create the final pose for the character, so it's ready to render and 3 00:00:12,000 --> 00:00:13,720 as we saw before 4 00:00:13,720 --> 00:00:18,240 the belt here caused a little bit of a problem there, so if we now 5 00:00:19,080 --> 00:00:24,140 CTRL tab for the pose mode on the armature and try to move the leg a little bit down 6 00:00:24,360 --> 00:00:28,880 we can see that we are dragging the belt, which should not happen, so 7 00:00:30,000 --> 00:00:32,000 let me release this and 8 00:00:33,320 --> 00:00:40,200 we'll have a look at the belt itself, so CTRL tab to exit the pose mode, select the belt and now we can go to 9 00:00:40,200 --> 00:00:44,440 the weight paint mode, so CTRL tab and choose weight paint here 10 00:00:45,080 --> 00:00:47,240 and basically you'll need to 11 00:00:47,880 --> 00:00:54,640 check through these vertex groups for some of these bones whether there is some weight applied, so 12 00:00:55,640 --> 00:01:02,600 obviously this belt should have some weight from the spine bones, as you can see here the spine is 0.1, 13 00:01:02,800 --> 00:01:04,800 have a weight there and 14 00:01:04,960 --> 00:01:08,440 the pelvis bones, so if we check the pelvis left and right 15 00:01:09,080 --> 00:01:16,040 this is correct, but we need to look for some of the bones on the foot there that are dragging this down and 16 00:01:16,720 --> 00:01:22,400 we don't need to click through all of these vertex groups since they're named after the bones, so we can just 17 00:01:22,880 --> 00:01:24,760 look for the 18 00:01:24,760 --> 00:01:30,680 left foot here, so let's click that and let's check whether there's some weight applied there 19 00:01:31,320 --> 00:01:34,000 not really, so let's continue 20 00:01:35,600 --> 00:01:41,680 and I can see here on the toe there's some weight applied, so 21 00:01:43,000 --> 00:01:48,440 that's really not great right here and basically that happened if you look this from the side 22 00:01:49,320 --> 00:01:55,360 the toe is quite in the front there and belt as well, so maybe there wasn't any bone and 23 00:01:55,880 --> 00:02:00,080 some of the weight got applied here, so we can easily fix this by 24 00:02:00,600 --> 00:02:01,760 either 25 00:02:01,760 --> 00:02:07,000 painting the weight away, so I can show you how to do that, first of all I would toggle x-ray 26 00:02:07,040 --> 00:02:15,400 so we better see the weight on on all sides of the belt and then we can check the actual drawing tool and 27 00:02:15,720 --> 00:02:18,600 here in the advanced option you can see that 28 00:02:19,080 --> 00:02:27,200 there's a checkbox for front faces only and if you uncheck that you can basically paint through the whole object and right now 29 00:02:27,640 --> 00:02:30,200 you just reduce the weight to zero and 30 00:02:30,800 --> 00:02:33,720 paint over this part here, you can see how 31 00:02:34,640 --> 00:02:36,560 the weight 32 00:02:36,560 --> 00:02:38,360 disappears there and 33 00:02:38,360 --> 00:02:43,000 you can make this interactive, so if I go to the object mode and then again to the pose mode and 34 00:02:44,000 --> 00:02:51,720 drag this feet a little bit down you can see how only this part of the belt is dragged and here we still have a 35 00:02:52,240 --> 00:02:57,160 lot of the weight painted, so let me go back to the weight paint mode and 36 00:03:00,080 --> 00:03:06,600 you can paint over this and see how it returns to its place, so that's what we want 37 00:03:07,280 --> 00:03:14,040 there's the other way how you could do that so for example if I don't want the belt to be affected in any way by 38 00:03:14,040 --> 00:03:15,240 the feet 39 00:03:15,240 --> 00:03:17,360 we can just go to the edit mode 40 00:03:18,520 --> 00:03:20,520 go to the vertex groups and 41 00:03:21,120 --> 00:03:22,280 just 42 00:03:22,280 --> 00:03:29,960 remove, click remove on the vertex group and if I do this on the right toe as well, so let's find the toe R 43 00:03:30,800 --> 00:03:32,480 vertex group and 44 00:03:32,480 --> 00:03:40,200 click remove, that means we are removing all of these vertices you have to have you have to select them of course before that 45 00:03:40,480 --> 00:03:44,720 so we are removing all of these vertices from this vertex group and 46 00:03:45,240 --> 00:03:52,080 from this one as well, so if we now tab out you can see this no longer moves towards the foot because we removed all 47 00:03:52,080 --> 00:03:54,080 of the vertices from these weights 48 00:03:54,600 --> 00:03:56,040 so 49 00:03:56,040 --> 00:03:58,040 that's about the belt and 50 00:03:58,880 --> 00:04:00,880 I really like how 51 00:04:01,760 --> 00:04:04,560 all the rest of the model behaves basically 52 00:04:06,720 --> 00:04:10,880 there is a little bit of an overlap here, but we'll fix that by 53 00:04:11,560 --> 00:04:13,240 giving some volume 54 00:04:13,240 --> 00:04:14,920 to the cloth there 55 00:04:14,920 --> 00:04:18,760 so all in all this works great, and we can test out some other things 56 00:04:19,960 --> 00:04:23,880 you can of course test the fingers as well, you can see there are separate 57 00:04:24,640 --> 00:04:27,120 controls for fingers here that you can rotate 58 00:04:28,080 --> 00:04:35,800 but there's another interesting way that they work if you scale them up and down these controls you will curl the fingers 59 00:04:36,120 --> 00:04:38,120 so 60 00:04:39,000 --> 00:04:41,000 this is one of the great things that 61 00:04:42,440 --> 00:04:45,160 Rigify does for you where you can just 62 00:04:45,640 --> 00:04:49,360 create the bones and all of these controls get created for you 63 00:04:49,360 --> 00:04:55,200 and maybe this is the right moment to talk about some of these controls that Rigify offers 64 00:04:55,840 --> 00:05:01,800 so here on the right panel if you don't have it visible just press N to slide it out 65 00:05:03,040 --> 00:05:09,560 you can see there are buttons for rig layers and here basically you are enabling and disabling 66 00:05:10,160 --> 00:05:12,800 visibility for this control, so if you feel like 67 00:05:13,440 --> 00:05:19,480 this is cluttered, and you have a bunch of these gizmos there you don't want to have there, or you don't want to see them 68 00:05:20,320 --> 00:05:26,640 just enable or disable some of these layers, and then if you select some of these red 69 00:05:27,280 --> 00:05:31,280 controls which are inverse kinematics controls 70 00:05:31,720 --> 00:05:39,360 there are some more options here and basically you can rig the hand with the forward kinematics and forward kinematics means 71 00:05:39,760 --> 00:05:41,760 that if you move some bone 72 00:05:42,400 --> 00:05:45,360 basically it just controls the angle between 73 00:05:46,200 --> 00:05:48,440 itself and the parent bone 74 00:05:48,680 --> 00:05:51,600 if you're using inverse kinematics 75 00:05:51,720 --> 00:05:57,200 then it means by moving the bone you are modifying the angles on 76 00:05:57,840 --> 00:05:59,840 other parent bones as well 77 00:06:00,360 --> 00:06:03,080 so here for example if I move this up 78 00:06:03,760 --> 00:06:10,240 you can see we are modifying this angle as well and this so by moving one bone 79 00:06:10,520 --> 00:06:12,520 we are actually controlling 80 00:06:12,720 --> 00:06:17,320 these angles in a backward way. That's why it's called inverse kinematics 81 00:06:17,840 --> 00:06:19,440 let me go back and 82 00:06:19,440 --> 00:06:25,800 you can easily switch from inverse kinematics control to forward kinematics by sliding this control here 83 00:06:26,000 --> 00:06:30,440 so right now if you slide this all the way to one you are 84 00:06:31,160 --> 00:06:36,360 we effectively disabled the influence of this inverse kinematics control and 85 00:06:36,600 --> 00:06:41,320 the hand now works in the forward kinematics, and you can control this by selecting these 86 00:06:41,880 --> 00:06:43,480 green bones and 87 00:06:43,520 --> 00:06:48,920 here you can see you have separately move some of these and 88 00:06:51,480 --> 00:06:54,720 basically they work in a forward way, so 89 00:06:55,480 --> 00:07:02,640 you move the angle on the parent bone, and it moves all the other bones, and then you can go down on the bones and 90 00:07:03,440 --> 00:07:05,440 position them separately 91 00:07:06,240 --> 00:07:10,240 so let me just slide this all the way back and 92 00:07:11,240 --> 00:07:18,200 here you can see the forward kinematics bones or the forward kinematics controls are still in the position 93 00:07:18,200 --> 00:07:20,360 we left them so with this slider here 94 00:07:20,360 --> 00:07:26,800 you can change the influence between the forward and inverse kinematics and same applies for legs as well 95 00:07:26,960 --> 00:07:30,760 so let's go back to fixing the armature once again and 96 00:07:31,480 --> 00:07:35,600 There's just one more issue. I think all of this is 97 00:07:36,240 --> 00:07:38,240 rigged quite nicely 98 00:07:38,800 --> 00:07:40,800 But when we move this 99 00:07:41,360 --> 00:07:46,920 Basically the pendant goes inside the body so we can try something to fix that 100 00:07:47,680 --> 00:07:55,360 Let me press ctrl tab to go out of the pose mode and normally you would probably want the pendant to behave 101 00:07:56,440 --> 00:08:02,640 Physically correct, so it would have its own bone structure with some physics and some gravity and stuff like that 102 00:08:02,640 --> 00:08:07,000 But that's really out of the scope of this illustration first of all I think we can 103 00:08:07,480 --> 00:08:14,000 Join these two objects and re-parent them to the armature so the weights get painted once again 104 00:08:14,320 --> 00:08:18,040 So we don't lose this connection right here, so let's just try that 105 00:08:18,640 --> 00:08:22,600 For a second I will shift click these two objects press ctrl J 106 00:08:23,320 --> 00:08:25,640 and now shift click the armature 107 00:08:26,520 --> 00:08:28,520 ctrl P and 108 00:08:29,680 --> 00:08:31,680 Do the automatic weights there 109 00:08:33,760 --> 00:08:35,880 And now if we go to the weight paint mode 110 00:08:37,960 --> 00:08:40,760 We can check these vertex groups once again 111 00:08:40,760 --> 00:08:46,160 and I suspect we'll have to apply some of the weights for some of these spine bones, so 112 00:08:46,720 --> 00:08:48,720 let's just check and 113 00:08:49,200 --> 00:08:50,920 the spine one 114 00:08:50,920 --> 00:08:53,360 Should control this area right here 115 00:08:53,360 --> 00:08:57,080 We can double check by selecting the body and go to the weight paint mode 116 00:08:57,080 --> 00:09:02,720 And you can see the spine zero one is painted here in the back and a little bit on the belly 117 00:09:03,600 --> 00:09:08,480 Then it goes up like this, so I guess we can fix 118 00:09:09,040 --> 00:09:13,560 Some of these quirks by painting some weights for these two vertex groups 119 00:09:14,240 --> 00:09:18,440 So let's go to the weight paint mode for the talisman once again 120 00:09:19,000 --> 00:09:21,000 Let's now try to apply 121 00:09:22,280 --> 00:09:25,200 Some of that spine zero zero one weights 122 00:09:25,200 --> 00:09:31,320 I will use F to increase the radius and let's modify the weight to 123 00:09:31,960 --> 00:09:35,880 Something like 0.5. I don't want to go all the way to 1 124 00:09:36,880 --> 00:09:39,400 Let's just click some weights here 125 00:09:40,960 --> 00:09:43,800 Be careful you can see how this moves 126 00:09:44,480 --> 00:09:46,480 up, so I 127 00:09:46,680 --> 00:09:51,320 Guess I like what we've done to the talisman object itself 128 00:09:52,080 --> 00:09:58,600 That it gets moved by the spine bone, but here. This is a too much so we can reduce the weight here 129 00:09:59,600 --> 00:10:06,800 And try to ease it out a little bit and then switch to the spine zero two 130 00:10:09,320 --> 00:10:14,160 And apply some of those as well, and maybe then we can reduce the 131 00:10:14,880 --> 00:10:18,040 Effect the spine one has on this rope 132 00:10:21,480 --> 00:10:25,720 And I think this could work quite well, let's see what it does I 133 00:10:26,480 --> 00:10:32,360 Will go to the object mode, so the armature control tab for the pose mode and let's see 134 00:10:32,920 --> 00:10:38,360 What we have done here. I think this is a little bit better, so 135 00:10:39,960 --> 00:10:41,680 Looks great 136 00:10:41,680 --> 00:10:46,520 Doesn't behave physically correct, but you get my point here. I'm just trying to 137 00:10:47,280 --> 00:10:50,640 Make it as good as possible without adding 138 00:10:51,160 --> 00:10:56,960 Unnecessary complexity since the result of this should be just a static illustration in my opinion 139 00:10:56,960 --> 00:11:02,320 This is a great result for the short amount of time it took and here you can see how you can 140 00:11:02,680 --> 00:11:07,880 Use the armature and the pose to basically make the character taller 141 00:11:08,440 --> 00:11:10,320 altogether so 142 00:11:10,320 --> 00:11:12,520 there's a lot of flexibility in that and 143 00:11:13,680 --> 00:11:19,960 Imagine what would you have to do if you would need to move the mesh manually or something like that and now? 144 00:11:19,960 --> 00:11:27,120 I want to go back, so let's select all by pressing a click pose clear transform and all 145 00:11:27,640 --> 00:11:29,920 So this is the rest pose we had before 146 00:11:30,520 --> 00:11:37,960 Now our character is ready, and we can do some small adjustments like I mentioned here in the back 147 00:11:38,680 --> 00:11:44,920 Where I want to give some volume to this cloth you can remember we remove the solidify modifier there 148 00:11:44,920 --> 00:11:49,320 I wanted a small amount of geometry for the weight painting as possible and 149 00:11:49,760 --> 00:11:55,440 Sometimes it can get weird when you try to apply weights to double-sided geometry with automatic weights 150 00:11:55,880 --> 00:12:03,480 This way we have already this piece of cloth weighted and now if we go in the edit mode by pressing tab and 151 00:12:04,320 --> 00:12:05,880 press alt e 152 00:12:05,880 --> 00:12:07,560 extrude along normals 153 00:12:07,560 --> 00:12:10,200 we can extrude some of the geometry and 154 00:12:11,120 --> 00:12:15,200 This way these new extruded vertices have same 155 00:12:16,200 --> 00:12:18,120 weights as 156 00:12:18,120 --> 00:12:23,400 Those that we are extruding from so now if we check the pose 157 00:12:24,560 --> 00:12:26,560 this still works and 158 00:12:27,880 --> 00:12:35,840 We don't have any issues here in the back of course it can break if you do like two wild stuff there and 159 00:12:36,840 --> 00:12:38,840 Remember this character 160 00:12:39,080 --> 00:12:44,280 Doesn't have like long legs or something so if you do some aggressive movements here 161 00:12:44,280 --> 00:12:49,960 It starts to break very soon, and we can now extrude some of this cloth here as well 162 00:12:49,960 --> 00:12:53,960 So I will tab in press alt e and extrude along normals 163 00:12:54,680 --> 00:12:57,120 we can go the other way and 164 00:12:57,960 --> 00:13:02,600 Let's make sure to select all and press shift n. So we have correct normals 165 00:13:03,240 --> 00:13:10,040 Okay, and now it's time to do the pose so I will go to the texture paint 166 00:13:11,880 --> 00:13:18,760 Mode but go back to the object. I just wanted to have the image editor here so I can load up the reference 167 00:13:18,960 --> 00:13:20,560 so let's just 168 00:13:20,560 --> 00:13:26,320 load up our reference image, but not the illustration one, but the final render and 169 00:13:26,800 --> 00:13:28,800 And 170 00:13:28,960 --> 00:13:32,520 This is the pose we are going for right here, so 171 00:13:34,040 --> 00:13:35,960 Let's select the armature 172 00:13:35,960 --> 00:13:39,920 Ctrl tab for the pose mode will need to rotate the camera a little bit 173 00:13:40,320 --> 00:13:47,480 So we have the angle right as you can see here, so I think the correct angle is something like this 174 00:13:47,960 --> 00:13:50,360 Okay, and now we can select 175 00:13:51,120 --> 00:13:56,400 This bone here and move it towards the front because he a little bit leaning forward 176 00:13:57,480 --> 00:14:01,000 We can now rotate this on the X so R X and rotate 177 00:14:01,640 --> 00:14:05,680 Maybe not so much in the front so G and Y and go back a little bit 178 00:14:06,000 --> 00:14:13,900 So he is hunching a little bit here now. We can let the arm go down a little bit so 179 00:14:14,720 --> 00:14:16,720 Move it like this 180 00:14:16,720 --> 00:14:18,720 R 181 00:14:20,640 --> 00:14:26,120 Y twice and rotate the inverse kinematics controller and 182 00:14:27,800 --> 00:14:29,800 If you go to the X-ray 183 00:14:30,520 --> 00:14:36,000 You will see that there are some adjustment bones like this that you can use to freely 184 00:14:36,880 --> 00:14:38,600 adjust 185 00:14:38,600 --> 00:14:40,080 your mesh and 186 00:14:40,080 --> 00:14:48,080 It's very useful when you do some steep angles or something like that or when you want to do some animation stretches 187 00:14:48,960 --> 00:14:50,960 You know some cartoony stuff 188 00:14:51,560 --> 00:14:54,200 But here we can use it to actually 189 00:14:56,880 --> 00:14:59,360 Make an elbow go a little bit outside 190 00:15:01,080 --> 00:15:05,040 And then make this closer to the body 191 00:15:06,520 --> 00:15:08,520 like this 192 00:15:10,400 --> 00:15:14,880 And it's a little bit more rotated like that we can see he has 193 00:15:15,600 --> 00:15:19,800 The thumb bent inside and the fingers as well a little bit 194 00:15:21,440 --> 00:15:28,760 So, let's do that and as I mentioned before we can use these controls so select one of these finger controls press S to scale and 195 00:15:29,920 --> 00:15:31,920 Bend them just a tiny bit 196 00:15:32,720 --> 00:15:34,720 like this 197 00:15:35,720 --> 00:15:39,480 And I will rotate this a little bit maybe 198 00:15:42,640 --> 00:15:45,560 We can move them closer together like that 199 00:15:48,200 --> 00:15:50,200 And scale this one as well 200 00:15:52,400 --> 00:15:58,960 Okay and rotate this bone with a little bit to the front so 201 00:15:59,600 --> 00:16:05,680 Yeah, just try to find some pose that you really like you can adjust the position of the shoulder here and 202 00:16:06,960 --> 00:16:11,680 Try to find something that works for you based on the reference 203 00:16:14,280 --> 00:16:19,200 Okay, and now the front arm so we can take the control 204 00:16:20,600 --> 00:16:25,840 Bone and move it towards the front and of course changes rotation. So our 205 00:16:26,720 --> 00:16:30,080 Y twice so we are rotating around this axis 206 00:16:32,320 --> 00:16:37,880 Then if we rotate from the top, we'll see that we'll need to rotate it like this 207 00:16:48,480 --> 00:16:51,360 And move some of these outside 208 00:16:53,640 --> 00:16:55,640 Okay 209 00:16:56,600 --> 00:17:04,320 Looks great so far. I want to keep the palm open, but just for some visual interest 210 00:17:06,400 --> 00:17:10,840 We can maybe bend these fingers just a tiny bit 211 00:17:11,560 --> 00:17:13,560 And 212 00:17:24,440 --> 00:17:27,560 Maybe play with the position of the head. So if we 213 00:17:28,200 --> 00:17:30,200 rotate it a little bit and 214 00:17:30,920 --> 00:17:32,920 towards the front 215 00:17:33,000 --> 00:17:35,000 so it basically 216 00:17:35,080 --> 00:17:37,080 kind of looks like 217 00:17:37,880 --> 00:17:40,320 In the direction of the extended hand 218 00:17:40,880 --> 00:17:45,920 So it looks like he's really reaching out to those wisps or something 219 00:17:48,120 --> 00:17:50,360 Maybe move this to the side a little bit 220 00:17:50,360 --> 00:17:52,360 And 221 00:18:06,160 --> 00:18:13,000 Okay, I really like this and to be honest I like this pose even more than the original one 222 00:18:13,360 --> 00:18:16,800 So I will go with this. Of course, you're free to play 223 00:18:16,800 --> 00:18:22,760 With the pose come up with something you really like and I'll meet you in the next chapter 20523

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