All language subtitles for 07_07_character_rig_controller_bones

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
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
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,040 --> 00:00:02,270 - [Zach] In this video, let's add the controller bones 2 00:00:02,270 --> 00:00:04,270 to our cubic worlds character rig 3 00:00:04,270 --> 00:00:06,030 and let's set the dependencies 4 00:00:06,030 --> 00:00:08,860 of the different bones to each other. 5 00:00:08,860 --> 00:00:11,610 So, first of all, it's a bit messy with all the names here, 6 00:00:11,610 --> 00:00:13,150 so let's disable the names 7 00:00:13,150 --> 00:00:16,370 and let's enable the axis to see the 8 00:00:16,370 --> 00:00:19,200 different local axis of these bones here 9 00:00:19,200 --> 00:00:22,310 and with a position slider you can also shift them around 10 00:00:22,310 --> 00:00:24,530 if you rather have them here at the center 11 00:00:24,530 --> 00:00:28,290 or at the tip, but I just leave this at zero. 12 00:00:28,290 --> 00:00:31,330 So, and you can see some of these axis are pretty straight 13 00:00:31,330 --> 00:00:33,560 here on the belly and chest and so on. 14 00:00:33,560 --> 00:00:36,680 But here on the arms, it's rotated pretty weirdly. 15 00:00:36,680 --> 00:00:38,840 Let's press N and as you maybe remember, 16 00:00:38,840 --> 00:00:42,720 we can set up the roll here for each of these bones. 17 00:00:42,720 --> 00:00:46,070 And now the question, why is the roll important 18 00:00:46,070 --> 00:00:48,130 or the rotation of these bones. 19 00:00:48,130 --> 00:00:51,740 Well, it is important later on for the rigging process 20 00:00:51,740 --> 00:00:53,740 and when setting up the roll 21 00:00:53,740 --> 00:00:55,480 or the orientation of the bones, 22 00:00:55,480 --> 00:00:58,940 we have to define what should be the main rotation axis. 23 00:00:58,940 --> 00:01:01,370 When for example, bending our bones here. 24 00:01:01,370 --> 00:01:03,300 You can see Y is always pointing 25 00:01:03,300 --> 00:01:04,660 in the direction of the bone, 26 00:01:04,660 --> 00:01:08,200 so the Y rotation is actually the roll rotation. 27 00:01:08,200 --> 00:01:10,660 However, we also have X and Z 28 00:01:10,660 --> 00:01:14,000 and we have to define if we would rather use X or Z 29 00:01:14,000 --> 00:01:15,310 for the main rotation. 30 00:01:15,310 --> 00:01:17,100 And in the end, it's totally up to you, 31 00:01:17,100 --> 00:01:20,510 but most commonly X is used for this purpose. 32 00:01:20,510 --> 00:01:23,150 So that means, for example, over here, let's press T 33 00:01:23,150 --> 00:01:25,960 and enable the box select tool so that we don't have 34 00:01:25,960 --> 00:01:27,010 the move tool 35 00:01:27,010 --> 00:01:29,990 gives more on top of the bones, so it's not too confusing. 36 00:01:29,990 --> 00:01:31,690 And all we need to do right now, 37 00:01:31,690 --> 00:01:34,260 is for example to change the roll, 38 00:01:34,260 --> 00:01:37,300 so that X is pointing directly to the side. 39 00:01:37,300 --> 00:01:39,000 So that later on in pause mode, 40 00:01:39,000 --> 00:01:41,910 I can use X for this specific rotation. 41 00:01:41,910 --> 00:01:44,090 And now you can see that here for example, 42 00:01:44,090 --> 00:01:46,670 X is now pointing in two different directions. 43 00:01:46,670 --> 00:01:50,470 And if I would use the Individual Origins, pivot point 44 00:01:50,470 --> 00:01:52,530 and the local transform orientation, 45 00:01:52,530 --> 00:01:56,390 now press R for rotation, X for the X axis and rotate this, 46 00:01:56,390 --> 00:01:59,130 you can see that something weird is happening. 47 00:01:59,130 --> 00:02:02,410 And also when later on, we have this mirror function 48 00:02:02,410 --> 00:02:04,120 that everything on the other side 49 00:02:04,120 --> 00:02:07,440 will move the same as we are moving it on one side 50 00:02:07,440 --> 00:02:10,120 and then the general orientation has to be the same 51 00:02:10,120 --> 00:02:12,760 on both sides in order to make this work. 52 00:02:12,760 --> 00:02:15,920 So, and this is why the orientation of the bones 53 00:02:15,920 --> 00:02:17,030 is important. 54 00:02:17,030 --> 00:02:18,560 Let's go back to edit mode. 55 00:02:18,560 --> 00:02:20,670 And of course we could now go through this here 56 00:02:20,670 --> 00:02:22,640 and align all the bones manually. 57 00:02:22,640 --> 00:02:26,330 However, we can also, recalculate these bones. 58 00:02:26,330 --> 00:02:28,810 So let's start with these ones here 59 00:02:28,810 --> 00:02:31,140 and here they are basically correct. 60 00:02:31,140 --> 00:02:33,550 The X axis is pointing in the right direction 61 00:02:33,550 --> 00:02:35,720 and in general, where the Z axis 62 00:02:35,720 --> 00:02:37,860 then points to the front or to the back 63 00:02:37,860 --> 00:02:40,000 is not really that important. 64 00:02:40,000 --> 00:02:42,950 However, if you wanna have it visually clean, 65 00:02:42,950 --> 00:02:46,910 let's make the Z axis also point in a certain direction. 66 00:02:46,910 --> 00:02:48,920 So, and in this case, I think I want 67 00:02:48,920 --> 00:02:52,130 the Z axis to point into the other direction. 68 00:02:52,130 --> 00:02:55,650 So let's grab all these bones and then press Shift N 69 00:02:55,650 --> 00:02:58,380 to open up the recalculate roll menu, 70 00:02:58,380 --> 00:03:01,250 which you can also find up here under bone roll, 71 00:03:01,250 --> 00:03:02,810 recalculate roll. 72 00:03:02,810 --> 00:03:04,540 And to be honest, 73 00:03:04,540 --> 00:03:07,100 I couldn't find an exact explanation 74 00:03:07,100 --> 00:03:09,860 on what each of these options is doing. 75 00:03:09,860 --> 00:03:12,030 Of course, they are changing the roll 76 00:03:12,030 --> 00:03:15,470 depending on the global + X axis and Y axis 77 00:03:15,470 --> 00:03:18,620 but I can't really explain which axis of the bone 78 00:03:18,620 --> 00:03:20,490 will then point in a certain direction. 79 00:03:20,490 --> 00:03:22,940 So all we have to do is press Shift N 80 00:03:22,940 --> 00:03:26,740 and then click through these here to see which one fits. 81 00:03:26,740 --> 00:03:30,270 And you can see for me, global + Y does the job. 82 00:03:30,270 --> 00:03:32,310 X is now pointing left and right, 83 00:03:32,310 --> 00:03:34,010 and Z is pointing to the back. 84 00:03:34,010 --> 00:03:36,080 Here, let's have a look from the top. 85 00:03:36,080 --> 00:03:39,960 Actually the X axis should point like to the top here 86 00:03:39,960 --> 00:03:43,630 so that we can do the specific bending of the arm, 87 00:03:43,630 --> 00:03:46,360 meaning this bending here in this direction. 88 00:03:46,360 --> 00:03:49,890 So here, that means X should point upwards. 89 00:03:49,890 --> 00:03:52,890 So let's again, go through here until we have what we like 90 00:03:52,890 --> 00:03:56,160 again + Y global does the job. 91 00:03:56,160 --> 00:03:59,740 X is now pointing upwards and Z to the back, same over here. 92 00:03:59,740 --> 00:04:02,930 And for the hand, the hand is if I go to pose mode 93 00:04:02,930 --> 00:04:04,980 rotating in this direction, 94 00:04:04,980 --> 00:04:07,600 so X should point in this direction here. 95 00:04:07,600 --> 00:04:09,570 So let's go to Edit mode, Shift N 96 00:04:09,570 --> 00:04:14,160 and in this case, you can see Global + C is doing the job. 97 00:04:14,160 --> 00:04:15,560 Then over here, let's have a look, 98 00:04:15,560 --> 00:04:18,240 again, Global + C should do the job here. 99 00:04:18,240 --> 00:04:20,720 And in this case, if I look from the front, 100 00:04:20,720 --> 00:04:22,680 it's actually perfectly aligned 101 00:04:22,680 --> 00:04:26,500 because the thumb should rotate like this here 102 00:04:26,500 --> 00:04:28,200 when I use the local x-axis. 103 00:04:28,200 --> 00:04:29,530 So that is correct. 104 00:04:29,530 --> 00:04:30,640 If you look at your hands, 105 00:04:30,640 --> 00:04:32,790 this is basically what the thumb is doing. 106 00:04:32,790 --> 00:04:35,230 Then here, this looks pretty perfect. 107 00:04:35,230 --> 00:04:38,130 Z direction is pointing to the back, X in this. 108 00:04:38,130 --> 00:04:41,080 This one here, we need to adjust in edit mode of course 109 00:04:41,080 --> 00:04:43,970 and I think here, we just have to set the roll back to zero 110 00:04:43,970 --> 00:04:47,760 and down here let's do it same as for the hand, Shift N, 111 00:04:47,760 --> 00:04:51,115 Global + Z axis is doing the job here. 112 00:04:51,115 --> 00:04:54,130 So now the orientation of the bones is correct. 113 00:04:54,130 --> 00:04:56,970 And now let's add the controller bones. 114 00:04:56,970 --> 00:04:59,050 First of all, let's hit Shift C 115 00:04:59,050 --> 00:05:01,430 that the 3D cursor is back here at the center. 116 00:05:01,430 --> 00:05:03,910 Let's press Shift A, to add a new bone, 117 00:05:03,910 --> 00:05:05,010 move it down here. 118 00:05:05,010 --> 00:05:06,840 And with a 3D cursor still down here, 119 00:05:06,840 --> 00:05:09,520 let's change the pivot point to 3D cursor. 120 00:05:09,520 --> 00:05:13,870 And then if I press R, I can rotate this bone 90 degrees, 121 00:05:13,870 --> 00:05:15,550 maybe make it a bit longer 122 00:05:15,550 --> 00:05:19,060 and then recalculate the roll so that Z is pointing upwards 123 00:05:19,060 --> 00:05:20,980 and X is pointing in this direction. 124 00:05:20,980 --> 00:05:23,560 This one let's call Rig Male Root 125 00:05:23,560 --> 00:05:25,120 and this is the root bone, 126 00:05:25,120 --> 00:05:27,770 which later on controls all the other bones. 127 00:05:27,770 --> 00:05:30,200 That means if later on, I move this in pause mode, 128 00:05:30,200 --> 00:05:32,850 all the other bones will move along with this bone. 129 00:05:32,850 --> 00:05:34,360 Then the next thing we need 130 00:05:34,360 --> 00:05:36,760 in order to better control the hip movement, 131 00:05:36,760 --> 00:05:39,430 let's pick the tip of this hip bone, 132 00:05:39,430 --> 00:05:43,793 press E to extrude, lock this along Z and move it down. 133 00:05:43,793 --> 00:05:45,680 Why you will learn a bit later, 134 00:05:45,680 --> 00:05:48,570 however, this bone here is still connected 135 00:05:48,570 --> 00:05:50,300 with the lower bone here. 136 00:05:50,300 --> 00:05:52,680 And this one you can call, however you like, 137 00:05:52,680 --> 00:05:56,630 like rig male hips, in this case, upper body, 138 00:05:56,630 --> 00:05:59,380 because with this bone, we control the upper body. 139 00:05:59,380 --> 00:06:02,100 Then we need two bones for the head. 140 00:06:02,100 --> 00:06:04,070 Let's hit Shift D, duplicate this, 141 00:06:04,070 --> 00:06:05,160 place at somewhere here, 142 00:06:05,160 --> 00:06:08,320 set transform pivot point back to median 143 00:06:08,320 --> 00:06:10,380 and scale this down quite a bit 144 00:06:10,380 --> 00:06:12,920 and place it somewhere here in front of the eyes, 145 00:06:12,920 --> 00:06:14,220 Shift D move it down 146 00:06:14,220 --> 00:06:16,480 and place this somewhere in front of the mouth. 147 00:06:16,480 --> 00:06:18,630 So it don't has to align perfectly here. 148 00:06:18,630 --> 00:06:20,900 Let's rename this into rig male eyes 149 00:06:20,900 --> 00:06:23,120 and this rig male mouth. 150 00:06:23,120 --> 00:06:26,250 Then we need to control the bones for the hands 151 00:06:26,250 --> 00:06:27,130 and the feet. 152 00:06:27,130 --> 00:06:28,930 That means let's grab this one here. 153 00:06:28,930 --> 00:06:31,380 Shift D duplicate this, right-click 154 00:06:31,380 --> 00:06:33,910 let's snap it back and to not get confused 155 00:06:33,910 --> 00:06:35,680 because now two bones are lying exactly 156 00:06:35,680 --> 00:06:36,580 on top of each other, 157 00:06:36,580 --> 00:06:39,810 let's hit Shift H to hide everything except 158 00:06:39,810 --> 00:06:42,590 the selected bone and make this a bit longer 159 00:06:42,590 --> 00:06:44,060 along the X axis here. 160 00:06:44,060 --> 00:06:47,661 And let's call this hand_IK_L. 161 00:06:47,661 --> 00:06:50,040 IK stands for inverse kinematics, 162 00:06:50,040 --> 00:06:53,190 and we will learn more about this in another video. 163 00:06:53,190 --> 00:06:55,680 So just rename it into IK for now, 164 00:06:55,680 --> 00:06:58,650 then let's press alt H and do the same thing down here 165 00:06:58,650 --> 00:07:01,750 for the feet Shift D, right-click, Shift H, 166 00:07:01,750 --> 00:07:04,230 make it a bit longer along the Y axis here. 167 00:07:04,230 --> 00:07:06,632 And let's call this foot_IK_L 168 00:07:06,632 --> 00:07:08,170 Alt H, and now you can see, 169 00:07:08,170 --> 00:07:10,070 since we scaled these bones a bit bigger, 170 00:07:10,070 --> 00:07:13,630 we can clearly distinguish between these two bones here. 171 00:07:13,630 --> 00:07:16,340 Then we need a bone to control the elbows 172 00:07:16,340 --> 00:07:18,730 and the knees for that, let's select this joint here. 173 00:07:18,730 --> 00:07:20,770 Shift S cursor to select it, 174 00:07:20,770 --> 00:07:22,710 Shift A let's add a new bone here, 175 00:07:22,710 --> 00:07:25,470 make this a bit smaller and move it 176 00:07:25,470 --> 00:07:26,650 a little bit to the back. 177 00:07:26,650 --> 00:07:28,520 Not too far, something like this. 178 00:07:28,520 --> 00:07:29,930 And let's do the same thing down here. 179 00:07:29,930 --> 00:07:31,690 Shift S cursor to selected, 180 00:07:31,690 --> 00:07:35,180 Shift A, make this a bit smaller, something like this. 181 00:07:35,180 --> 00:07:37,480 And in this case, move this to the front. 182 00:07:37,480 --> 00:07:39,060 So these bones should always 183 00:07:39,060 --> 00:07:41,690 be perfectly aligned with the elbows 184 00:07:41,690 --> 00:07:44,280 and be placed in the direction where the elbow 185 00:07:44,280 --> 00:07:45,570 should bend to. 186 00:07:45,570 --> 00:07:48,710 And these will be the target bones for the elbows later on, 187 00:07:48,710 --> 00:07:51,857 so that we can fine control the arms and the legs. 188 00:07:51,857 --> 00:07:55,010 So then let's rename this, this one here should be 189 00:07:55,010 --> 00:08:00,010 rig_male_elbow_L, and this one, rig_male_knee_L. 190 00:08:00,090 --> 00:08:02,960 So, and then I think we have all the controller bones. 191 00:08:02,960 --> 00:08:06,380 Let's re enable the names and let's have a quick look. 192 00:08:06,380 --> 00:08:09,200 Yeah. Everything is re-named correctly. 193 00:08:09,200 --> 00:08:11,770 That's nice. And since we duplicated these bones, 194 00:08:11,770 --> 00:08:13,340 the orientation should be right. 195 00:08:13,340 --> 00:08:15,770 The only thing which is wrong is this bone here. 196 00:08:15,770 --> 00:08:17,483 Let's hit Shift N and, 197 00:08:18,750 --> 00:08:20,950 check the different axis, yeah. 198 00:08:20,950 --> 00:08:21,790 Something like this. 199 00:08:21,790 --> 00:08:25,110 X is now pointing in this direction and Z in this direction. 200 00:08:25,110 --> 00:08:28,900 And the other ones here, let's flip them around. 201 00:08:28,900 --> 00:08:31,340 So that Z is pointing in the other direction. 202 00:08:31,340 --> 00:08:33,193 And same over here. Yeah. 203 00:08:33,193 --> 00:08:36,060 So now all the controller bones are in place. 204 00:08:36,060 --> 00:08:37,350 The first thing we do now, 205 00:08:37,350 --> 00:08:40,250 let's go to the bone settings and let's go through them 206 00:08:40,250 --> 00:08:42,520 and disable the deform option here, 207 00:08:42,520 --> 00:08:46,280 because these bones should not deform the mesh later on. 208 00:08:46,280 --> 00:08:49,290 So the IK bones and knee and elbow. 209 00:08:49,290 --> 00:08:50,530 The root bone here. 210 00:08:50,530 --> 00:08:52,290 And by the way, you can also select 211 00:08:52,290 --> 00:08:54,193 multiple bones with shift. 212 00:08:55,080 --> 00:08:59,320 And these two here, then before you click on this checkbox, 213 00:08:59,320 --> 00:09:01,060 hold on, Alt and click on this. 214 00:09:01,060 --> 00:09:04,000 Then this will be disabled for all the selected bones. 215 00:09:04,000 --> 00:09:05,820 So and I just realized one thing, 216 00:09:05,820 --> 00:09:09,140 these two here should have the opposite name. 217 00:09:09,140 --> 00:09:12,040 So this one should be called just hips, 218 00:09:12,040 --> 00:09:14,157 because this one will just move the hips 219 00:09:14,157 --> 00:09:16,640 and this one should be called hips upper body. 220 00:09:16,640 --> 00:09:18,390 So then it is correct. 221 00:09:18,390 --> 00:09:20,010 And also for that deformation, 222 00:09:20,010 --> 00:09:21,920 this one should deform the mesh, 223 00:09:21,920 --> 00:09:24,200 and this one shouldn't deform the mesh. 224 00:09:24,200 --> 00:09:27,300 So basically I just flipped the deformations 225 00:09:27,300 --> 00:09:29,180 and the naming of these two bones here. 226 00:09:29,180 --> 00:09:30,862 Sorry for the confusion. 227 00:09:30,862 --> 00:09:33,220 So when I now switch over to pause mode 228 00:09:33,220 --> 00:09:35,850 and start moving these bones around, you can see, 229 00:09:35,850 --> 00:09:38,970 I can move the arm separately, the elbows, 230 00:09:38,970 --> 00:09:42,490 and nothing really is correctly connected to each other. 231 00:09:42,490 --> 00:09:44,770 And that's why we have to now define 232 00:09:44,770 --> 00:09:47,430 the relations of the different objects here. 233 00:09:47,430 --> 00:09:50,430 So, let's think about this logically of course. 234 00:09:50,430 --> 00:09:53,260 When we move this chest bone, 235 00:09:53,260 --> 00:09:55,610 the arms should move along with it. 236 00:09:55,610 --> 00:09:57,190 So I select the upper arm, 237 00:09:57,190 --> 00:10:00,210 then the chest with shift and then press Control P 238 00:10:00,210 --> 00:10:03,460 and click on, make parent keep offset, not connected 239 00:10:03,460 --> 00:10:06,350 because I wanna leave the arm in this position, 240 00:10:06,350 --> 00:10:09,870 but it should move along with these in pause mode here. 241 00:10:09,870 --> 00:10:11,320 Then these two here, 242 00:10:11,320 --> 00:10:13,930 they are automatically connected to the next, 243 00:10:13,930 --> 00:10:16,310 since I duplicated the head bone, 244 00:10:16,310 --> 00:10:19,270 but I want these to move along with the head 245 00:10:19,270 --> 00:10:20,210 instead of the neck. 246 00:10:20,210 --> 00:10:22,060 So let's select these two then with shift, 247 00:10:22,060 --> 00:10:22,893 this one here, 248 00:10:22,893 --> 00:10:25,380 press Control P and click on, keep offset. 249 00:10:25,380 --> 00:10:27,020 Now in pause mode, as you can see, 250 00:10:27,020 --> 00:10:30,170 they are moving along with the head, which is nice. 251 00:10:30,170 --> 00:10:32,450 Then as next we have the hips down here. 252 00:10:32,450 --> 00:10:33,590 And if I move them, 253 00:10:33,590 --> 00:10:36,400 you can see the legs are standing where they are. 254 00:10:36,400 --> 00:10:38,480 So let's connect them in this case 255 00:10:38,480 --> 00:10:41,750 with the smaller bone up here, which is called just hips. 256 00:10:41,750 --> 00:10:44,293 Well, it should be called hips, not hips_001. 257 00:10:45,310 --> 00:10:46,930 Yeah. So let's select this one first. 258 00:10:46,930 --> 00:10:50,470 Then this hips bone, Control P and click on keep offset. 259 00:10:50,470 --> 00:10:52,610 That means if I now move this bone here, 260 00:10:52,610 --> 00:10:54,680 the legs will move along with it. 261 00:10:54,680 --> 00:10:57,510 Then we have these two IK controller bones, 262 00:10:57,510 --> 00:11:01,060 which are usually parented to this root bone here. 263 00:11:01,060 --> 00:11:03,000 However, we will do the parenting 264 00:11:03,000 --> 00:11:06,140 a bit differently later on in the constraint section 265 00:11:06,140 --> 00:11:07,840 when we are adding the constraints. 266 00:11:07,840 --> 00:11:09,040 So that means in this case, 267 00:11:09,040 --> 00:11:11,870 we are just clearing the parent of these two bones. 268 00:11:11,870 --> 00:11:14,080 So select these two and press alt P 269 00:11:14,080 --> 00:11:15,800 and click on clear parent. 270 00:11:15,800 --> 00:11:18,890 Then later on to be able to move the rig around. 271 00:11:18,890 --> 00:11:21,980 And that the rig is following the root bone here, 272 00:11:21,980 --> 00:11:24,640 let's parent the hips to this bone here, 273 00:11:24,640 --> 00:11:26,350 Control P, keep offset. 274 00:11:26,350 --> 00:11:29,730 So the hips will move along with this, as you can see, 275 00:11:29,730 --> 00:11:31,800 and besides the two IK bones, 276 00:11:31,800 --> 00:11:33,410 which we will take care of later, 277 00:11:33,410 --> 00:11:36,010 we still have the knee and the elbow. 278 00:11:36,010 --> 00:11:39,630 So the knee is connected with IK bone here. 279 00:11:39,630 --> 00:11:41,770 So let's select this one, then the IK bone, 280 00:11:41,770 --> 00:11:43,450 Control P, keep offset 281 00:11:43,450 --> 00:11:47,810 and the elbow is connected with the hip upper body bone, 282 00:11:47,810 --> 00:11:49,650 control P and keep offset. 283 00:11:49,650 --> 00:11:51,960 So that means if I move this one here, 284 00:11:51,960 --> 00:11:55,050 you can see that the elbow is moving along with it. 285 00:11:55,050 --> 00:11:57,680 And down here, if I move the IK bone, 286 00:11:57,680 --> 00:11:58,950 this will move along with it. 287 00:11:58,950 --> 00:12:01,600 And of course, now you probably don't understand 288 00:12:01,600 --> 00:12:02,990 what all of this means, 289 00:12:02,990 --> 00:12:06,160 but the more we go through the creation process of the rig, 290 00:12:06,160 --> 00:12:09,498 you will see why I did all these connections here. 291 00:12:09,498 --> 00:12:11,450 So now we added the deformed bones. 292 00:12:11,450 --> 00:12:12,860 We added the controller bones. 293 00:12:12,860 --> 00:12:14,210 We adjusted the roll, 294 00:12:14,210 --> 00:12:16,880 everything for one half of the character. 295 00:12:16,880 --> 00:12:17,980 And in the next video, 296 00:12:17,980 --> 00:12:22,470 let's set up the constraints to make the arms, legs and hips 297 00:12:22,470 --> 00:12:24,140 move easily around. 298 00:12:24,140 --> 00:12:27,140 And of course, don't forget to save. 23735

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