All language subtitles for 07_06_character_rig_deform_bones

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,270 --> 00:00:02,700 - [Zach] In this video, let's start the rigging process 2 00:00:02,700 --> 00:00:04,730 of our cubic worlds character 3 00:00:04,730 --> 00:00:07,500 by adding the deformation bones. 4 00:00:07,500 --> 00:00:09,315 The defamation bones are actually the bones 5 00:00:09,315 --> 00:00:12,200 that will later on deform the mesh we have here. 6 00:00:12,200 --> 00:00:14,010 And besides the defamation bones, 7 00:00:14,010 --> 00:00:15,730 we also have the controller bones, 8 00:00:15,730 --> 00:00:18,700 which we need to control the rig later on. 9 00:00:18,700 --> 00:00:21,470 And these will not deform the mesh in any way. 10 00:00:21,470 --> 00:00:23,410 First of all, I wouldn't recommend to use any 11 00:00:23,410 --> 00:00:24,547 of these two characters here, 12 00:00:24,547 --> 00:00:26,960 because they are already rigged. 13 00:00:26,960 --> 00:00:29,320 Instead, please use one of the two files 14 00:00:29,320 --> 00:00:31,230 which are attached to this lesson here, 15 00:00:31,230 --> 00:00:34,041 or use the cubic world version of yourself, 16 00:00:34,041 --> 00:00:37,750 which you maybe have created in one of the last lessons. 17 00:00:37,750 --> 00:00:41,360 So first of all, make sure that the 3D cursor is down here 18 00:00:41,360 --> 00:00:43,830 in the center, if not hit shift C. 19 00:00:43,830 --> 00:00:46,940 And of course the character should also be perfectly 20 00:00:46,940 --> 00:00:48,020 in the center here. 21 00:00:48,020 --> 00:00:50,440 And I would also recommend to put the origin 22 00:00:50,440 --> 00:00:53,964 of the character down here and to place the armature object 23 00:00:53,964 --> 00:00:56,060 at the exact same spot here. 24 00:00:56,060 --> 00:00:59,384 So let's hit shift A and add the armature object. 25 00:00:59,384 --> 00:01:01,440 First of all, with the armature selected, 26 00:01:01,440 --> 00:01:03,840 go to the armature settings over here, 27 00:01:03,840 --> 00:01:06,640 view port display, and enable in front. 28 00:01:06,640 --> 00:01:09,030 Then this bone will always be shown in front, 29 00:01:09,030 --> 00:01:11,381 as you can see, no matter if it's inside an object 30 00:01:11,381 --> 00:01:13,100 or behind an object. 31 00:01:13,100 --> 00:01:15,710 And what I also do, I enable names, 32 00:01:15,710 --> 00:01:18,940 then we can see the names of the individual bones here 33 00:01:18,940 --> 00:01:21,485 because when rigging, naming the bones is very important 34 00:01:21,485 --> 00:01:23,280 as you will see later on. 35 00:01:23,280 --> 00:01:24,536 So before we go into edit mode, 36 00:01:24,536 --> 00:01:28,300 let's rename the armature into rig male, 37 00:01:28,300 --> 00:01:29,170 something like this. 38 00:01:29,170 --> 00:01:31,540 We have the character male, which is the mesh object. 39 00:01:31,540 --> 00:01:33,639 And then we have the armature object here. 40 00:01:33,639 --> 00:01:35,980 Let's switch to edit mode and to make working here 41 00:01:35,980 --> 00:01:38,944 a bit easier, let's press T and enable the move tool, 42 00:01:38,944 --> 00:01:41,698 so we can see this little gizmo here. 43 00:01:41,698 --> 00:01:44,600 So, and first of all, let's start with the bones 44 00:01:44,600 --> 00:01:46,780 which are here directly in the center. 45 00:01:46,780 --> 00:01:50,830 So the hips, the belly, the chest, the neck, and the head. 46 00:01:50,830 --> 00:01:53,610 And for that, let's move this bone up here to the top. 47 00:01:53,610 --> 00:01:55,010 And as you can see, the shape of the bone 48 00:01:55,010 --> 00:01:57,960 is now filling out the entire character here. 49 00:01:57,960 --> 00:02:01,440 To be able to see through the bone here, let's enable x-ray. 50 00:02:01,440 --> 00:02:04,729 So then let's move the root down here to the position 51 00:02:04,729 --> 00:02:06,436 of the hips, somewhere here. 52 00:02:06,436 --> 00:02:10,180 And the top part should be somewhere at the top of the head. 53 00:02:10,180 --> 00:02:12,110 And it doesn't really matter if a bone 54 00:02:12,110 --> 00:02:15,760 is like exactly inside or slightly outside an object, 55 00:02:15,760 --> 00:02:19,030 because later on we just manually define which vertices 56 00:02:19,030 --> 00:02:21,990 of the mesh should move along with a certain bone. 57 00:02:21,990 --> 00:02:25,000 Now let's separate this bone into multiple parts. 58 00:02:25,000 --> 00:02:27,241 All in all I want to have six bones now, one for the hips, 59 00:02:27,241 --> 00:02:29,610 two for the belly, one for the chest, 60 00:02:29,610 --> 00:02:31,160 one for the neck, and one for the head. 61 00:02:31,160 --> 00:02:33,090 So let's select the bone, right-click, 62 00:02:33,090 --> 00:02:34,430 and click on subdivide. 63 00:02:34,430 --> 00:02:37,269 And then down here let's increase this to five cuts. 64 00:02:37,269 --> 00:02:39,840 Then we should have six bones. 65 00:02:39,840 --> 00:02:42,240 And now first of all from the front view let's adjust 66 00:02:42,240 --> 00:02:44,330 the position of the joints, 67 00:02:44,330 --> 00:02:48,570 so this here is around the belt area and here we just orient 68 00:02:48,570 --> 00:02:51,110 ourselves on the cubes here in the background. 69 00:02:51,110 --> 00:02:53,560 So let's move this here. 70 00:02:53,560 --> 00:02:55,490 This somewhere here. 71 00:02:55,490 --> 00:02:59,440 This down here, and this up here is correct. 72 00:02:59,440 --> 00:03:02,210 And from the side view let's adjust this as well. 73 00:03:02,210 --> 00:03:05,552 Maybe let's move these two here a bit to the front, 74 00:03:05,552 --> 00:03:09,130 so it's more at the center of the legs here. 75 00:03:09,130 --> 00:03:11,460 And this one here let's move to the front as well. 76 00:03:11,460 --> 00:03:13,365 This one should be at the center. 77 00:03:13,365 --> 00:03:15,750 Let's undo this and grab the head as well 78 00:03:15,750 --> 00:03:18,110 and move this roughly in the center. 79 00:03:18,110 --> 00:03:20,212 And don't worry if you will later on realize 80 00:03:20,212 --> 00:03:22,679 that the position of one of these bones is not 81 00:03:22,679 --> 00:03:26,540 at the exact spot where the certain thing should rotate. 82 00:03:26,540 --> 00:03:28,441 Don't worry, we can always go back to edit mode 83 00:03:28,441 --> 00:03:32,160 and adjust the position of the bones later on. 84 00:03:32,160 --> 00:03:33,960 We will rename them in a second. 85 00:03:33,960 --> 00:03:36,340 For now let's continue with adding the bones. 86 00:03:36,340 --> 00:03:40,070 And for adding the bones at the arm let's go to object mode, 87 00:03:40,070 --> 00:03:41,403 select the mesh, go to edit mode, 88 00:03:41,403 --> 00:03:44,992 and with x-ray still enabled, let's select this face here, 89 00:03:44,992 --> 00:03:47,640 hit shift S and hold down shift S, 90 00:03:47,640 --> 00:03:49,530 and go to cursor to selected. 91 00:03:49,530 --> 00:03:51,740 Then the 3D cursor jumps over here. 92 00:03:51,740 --> 00:03:53,481 And by the way, if you can't see the 3D cursor, 93 00:03:53,481 --> 00:03:55,810 you can enable this over here. 94 00:03:55,810 --> 00:03:59,204 And you can find the snap option also under mesh, snap, 95 00:03:59,204 --> 00:04:01,280 and then cursor to selected, 96 00:04:01,280 --> 00:04:03,000 and also all the other options. 97 00:04:03,000 --> 00:04:04,343 Then let's switch back to object mode, 98 00:04:04,343 --> 00:04:08,050 here select the armature, go back to edit mode, 99 00:04:08,050 --> 00:04:10,920 and now you can see the 3D cursor is still here. 100 00:04:10,920 --> 00:04:13,500 Let's hit shift A to add a brand new bone, 101 00:04:13,500 --> 00:04:16,150 and this we now want to place somewhere here in the elbow. 102 00:04:16,150 --> 00:04:18,970 Of course we could just like eyeball it, 103 00:04:18,970 --> 00:04:21,060 but we can also do the same trick again, 104 00:04:21,060 --> 00:04:22,880 let's select one of these faces here. 105 00:04:22,880 --> 00:04:25,799 Maybe even both of them here from both cubes. 106 00:04:25,799 --> 00:04:27,820 Shift S, cursor to selected, 107 00:04:27,820 --> 00:04:30,220 then it's here directly at the elbow position. 108 00:04:30,220 --> 00:04:32,700 And then let's select this one here of the armature 109 00:04:32,700 --> 00:04:35,328 in edit mode, shift S, selection to cursor. 110 00:04:35,328 --> 00:04:38,709 And here again, as you can see, the arm is bended a bit, 111 00:04:38,709 --> 00:04:41,170 which is really important, so that later on 112 00:04:41,170 --> 00:04:44,620 when using all the controllers and constraints, 113 00:04:44,620 --> 00:04:47,320 this arm will bend into the right direction. 114 00:04:47,320 --> 00:04:49,935 So it's important that for the legs and for the arms, 115 00:04:49,935 --> 00:04:52,830 there's a tiny bit of bending involved. 116 00:04:52,830 --> 00:04:55,710 So let's extrude this here and let's do the same trick 117 00:04:55,710 --> 00:04:59,030 one more time, let's select this here or this one here, 118 00:04:59,030 --> 00:05:01,249 or maybe both, snap the 3D cursor, 119 00:05:01,249 --> 00:05:03,670 and then let's put this over there. 120 00:05:03,670 --> 00:05:05,750 You can see that the roll of these bones, 121 00:05:05,750 --> 00:05:08,340 their rotation is pretty wonky right now, 122 00:05:08,340 --> 00:05:10,260 but we don't care at this point. 123 00:05:10,260 --> 00:05:11,870 We will adjust this a bit later 124 00:05:11,870 --> 00:05:14,030 because it is indeed important. 125 00:05:14,030 --> 00:05:16,535 Then for the hand, maybe let's move this up a tiny bit 126 00:05:16,535 --> 00:05:17,970 and then extrude this, 127 00:05:17,970 --> 00:05:20,650 and here let's lock this along the X axis, 128 00:05:20,650 --> 00:05:22,973 because for the hand and feets it's recommended 129 00:05:22,973 --> 00:05:24,895 to have them perfectly straight, 130 00:05:24,895 --> 00:05:27,710 which makes animating them later on easier. 131 00:05:27,710 --> 00:05:30,456 Because when you, for example, move this along the Z axis, 132 00:05:30,456 --> 00:05:33,180 it will move perfectly up and down. 133 00:05:33,180 --> 00:05:36,510 Then let's extrude this here, here let's quickly eyeball it. 134 00:05:36,510 --> 00:05:37,761 Let's have a look from the top view. 135 00:05:37,761 --> 00:05:41,230 Maybe move these two over a bit, yeah. 136 00:05:41,230 --> 00:05:42,063 And for the thumb, 137 00:05:42,063 --> 00:05:44,306 let's do the snapping trick one more time. 138 00:05:44,306 --> 00:05:45,590 Snap the cursor, 139 00:05:45,590 --> 00:05:49,450 then in the armature object in edit mode, hit shift A, 140 00:05:49,450 --> 00:05:50,393 add a new bone, 141 00:05:53,350 --> 00:05:56,270 and then let's snap the tip up here to the cursor, 142 00:05:56,270 --> 00:05:58,616 shift S, selection to cursor. 143 00:05:58,616 --> 00:06:00,760 Now what's left here are the legs. 144 00:06:00,760 --> 00:06:01,670 And by the way, as you can see, 145 00:06:01,670 --> 00:06:05,200 all the bones which are like mirrored to the other side, 146 00:06:05,200 --> 00:06:07,270 I will now only create on one side 147 00:06:07,270 --> 00:06:10,350 and then later one we'll mirror them to the other side, 148 00:06:10,350 --> 00:06:12,280 which will save us a lot of time. 149 00:06:12,280 --> 00:06:15,810 And even the renaming will be done automatically later on. 150 00:06:15,810 --> 00:06:17,296 So for the legs let's go in here, 151 00:06:17,296 --> 00:06:20,559 grab this face, shift S, cursor to selected, 152 00:06:20,559 --> 00:06:24,710 and then shift A, add a new bone, move it down here, 153 00:06:24,710 --> 00:06:29,580 and then let's do the same thing again. 154 00:06:29,580 --> 00:06:31,160 Something like this, extrude here, 155 00:06:31,160 --> 00:06:34,300 I would just roughly extrude down because I want to bend 156 00:06:34,300 --> 00:06:35,850 the leg again a little bit. 157 00:06:35,850 --> 00:06:39,200 Move this one to the front a bit so that we also define 158 00:06:39,200 --> 00:06:41,860 the direction in which the leg should be bent. 159 00:06:41,860 --> 00:06:43,760 This doesn't have to be extreme like this, 160 00:06:43,760 --> 00:06:45,340 but just a tiny bending. 161 00:06:45,340 --> 00:06:47,240 Here we have the ankle, which is pretty much 162 00:06:47,240 --> 00:06:50,341 on top of the feet down here, move it a bit down, 163 00:06:50,341 --> 00:06:53,070 and instead of going down like this, 164 00:06:53,070 --> 00:06:54,589 we will similar as for the hands, 165 00:06:54,589 --> 00:06:56,560 move it straight to the front. 166 00:06:56,560 --> 00:06:58,490 And here it doesn't really matter that the bone 167 00:06:58,490 --> 00:07:01,690 is not inside the mesh because the position of a bone 168 00:07:01,690 --> 00:07:04,500 is not really important in terms of if a mesh 169 00:07:04,500 --> 00:07:06,550 can be connected to a bone. 170 00:07:06,550 --> 00:07:09,431 The position of the bone is only important for placing 171 00:07:09,431 --> 00:07:12,910 the joints at the right spot so that the mesh later on 172 00:07:12,910 --> 00:07:16,290 can rotate and bend in the correct way. 173 00:07:16,290 --> 00:07:17,638 Now we have all the important bones, 174 00:07:17,638 --> 00:07:20,910 which we will use to deform the mesh later on. 175 00:07:20,910 --> 00:07:22,440 Of course not for the other side, 176 00:07:22,440 --> 00:07:24,134 but we will mirror this as mentioned, 177 00:07:24,134 --> 00:07:26,810 and now let's rename this. 178 00:07:26,810 --> 00:07:28,711 So let's start with the hips here. 179 00:07:28,711 --> 00:07:33,010 Let's press F2, and I will always use the rig male name 180 00:07:33,010 --> 00:07:35,610 in front of each bone, because if we later on 181 00:07:35,610 --> 00:07:37,407 add multiple characters to our scene, 182 00:07:37,407 --> 00:07:40,794 then it's good that each bone has the kind of name 183 00:07:40,794 --> 00:07:42,554 of the rig it belongs to, 184 00:07:42,554 --> 00:07:44,940 so we better can distinguish what bone belongs 185 00:07:44,940 --> 00:07:46,530 to which character. 186 00:07:46,530 --> 00:07:48,514 So this one is rig male hips. 187 00:07:48,514 --> 00:07:51,568 This one I call belly bot, and by the way, 188 00:07:51,568 --> 00:07:53,500 I add these underscores here, 189 00:07:53,500 --> 00:07:55,540 which is just something I got used to, 190 00:07:55,540 --> 00:07:59,110 but you can also use space or dots or whatever you like. 191 00:07:59,110 --> 00:08:01,460 So there is no right or wrong here. 192 00:08:01,460 --> 00:08:02,483 Just do it in a way that you know 193 00:08:02,483 --> 00:08:05,400 on which position the bone is in the rig. 194 00:08:05,400 --> 00:08:06,956 This one I call belly top. 195 00:08:06,956 --> 00:08:08,570 This one is the chest. 196 00:08:08,570 --> 00:08:11,740 This one the neck and this the head of course. 197 00:08:11,740 --> 00:08:14,500 And now very important for these bones here, 198 00:08:14,500 --> 00:08:17,181 we need to define that they are on a certain side 199 00:08:17,181 --> 00:08:19,980 because when later on we mirror this to the other side, 200 00:08:19,980 --> 00:08:22,300 we need to distinguish if it's the upper arm 201 00:08:22,300 --> 00:08:23,930 on the left or the right side. 202 00:08:23,930 --> 00:08:26,628 And in this case this here is the left side. 203 00:08:26,628 --> 00:08:28,881 From our view it's of course the right side, 204 00:08:28,881 --> 00:08:33,170 but from the view of the character, it's his left side, 205 00:08:33,170 --> 00:08:35,290 here the left arm and the left leg. 206 00:08:35,290 --> 00:08:38,030 So let's call this one here, arm top L. 207 00:08:38,030 --> 00:08:41,750 So you can use an L, you can use left or right, 208 00:08:41,750 --> 00:08:42,610 the full word. 209 00:08:42,610 --> 00:08:44,850 And later on, when we mirror all the bones 210 00:08:44,850 --> 00:08:46,750 to the other side, it will be renamed 211 00:08:46,750 --> 00:08:50,480 into R or right automatically, which is pretty cool. 212 00:08:50,480 --> 00:08:53,080 This one here is arm bot for bottom. 213 00:08:53,080 --> 00:08:55,796 This one here is hand fingers. 214 00:08:55,796 --> 00:08:58,250 And this one is the thumb. 215 00:08:58,250 --> 00:09:03,250 Then we have the leg top L, the leg bot L for bottom, 216 00:09:03,560 --> 00:09:05,964 and we have the foot L. 217 00:09:05,964 --> 00:09:08,932 So now all the bones are renamed correctly, 218 00:09:08,932 --> 00:09:12,110 and the mirroring to the other side happens later 219 00:09:12,110 --> 00:09:14,115 when we edit all the constraints and so on. 220 00:09:14,115 --> 00:09:16,110 Of course you could do it right now, 221 00:09:16,110 --> 00:09:18,717 but then you have to manually add constraints 222 00:09:18,717 --> 00:09:21,690 and all this stuff to each bone of both sides. 223 00:09:21,690 --> 00:09:25,250 So mirroring the whole stuff later saves us a lot of time. 224 00:09:25,250 --> 00:09:27,790 So these are now all the bones which will deform 225 00:09:27,790 --> 00:09:28,970 the character later on. 226 00:09:28,970 --> 00:09:30,684 And in the next video let's add the bones 227 00:09:30,684 --> 00:09:32,990 to control the character. 228 00:09:32,990 --> 00:09:36,263 And of course, as always, don't forget to save. 18525

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.