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- [Zach] In this video, let's
add the controller bones
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to our cubic worlds character rig
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and let's set the dependencies
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of the different bones to each other.
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So, first of all, it's a bit
messy with all the names here,
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so let's disable the names
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and let's enable the axis to see the
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different local axis of these bones here
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and with a position slider
you can also shift them around
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if you rather have them here at the center
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or at the tip, but I
just leave this at zero.
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So, and you can see some of
these axis are pretty straight
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here on the belly and chest and so on.
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But here on the arms, it's
rotated pretty weirdly.
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Let's press N and as you maybe remember,
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we can set up the roll here
for each of these bones.
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And now the question,
why is the roll important
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or the rotation of these bones.
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Well, it is important later
on for the rigging process
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and when setting up the roll
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or the orientation of the bones,
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we have to define what should
be the main rotation axis.
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When for example, bending our bones here.
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You can see Y is always pointing
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in the direction of the bone,
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so the Y rotation is
actually the roll rotation.
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However, we also have X and Z
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and we have to define if
we would rather use X or Z
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for the main rotation.
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And in the end, it's totally up to you,
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but most commonly X is
used for this purpose.
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So that means, for example,
over here, let's press T
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and enable the box select
tool so that we don't have
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the move tool
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gives more on top of the bones,
so it's not too confusing.
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And all we need to do right now,
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is for example to change the roll,
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so that X is pointing
directly to the side.
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So that later on in pause mode,
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I can use X for this specific rotation.
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And now you can see that here for example,
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X is now pointing in two
different directions.
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And if I would use the
Individual Origins, pivot point
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and the local transform orientation,
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now press R for rotation, X
for the X axis and rotate this,
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you can see that something
weird is happening.
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And also when later on, we
have this mirror function
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that everything on the other side
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will move the same as we
are moving it on one side
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and then the general
orientation has to be the same
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on both sides in order to make this work.
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So, and this is why the
orientation of the bones
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is important.
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Let's go back to edit mode.
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And of course we could
now go through this here
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and align all the bones manually.
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However, we can also,
recalculate these bones.
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So let's start with these ones here
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and here they are basically correct.
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The X axis is pointing
in the right direction
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and in general, where the Z axis
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then points to the front or to the back
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is not really that important.
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However, if you wanna
have it visually clean,
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let's make the Z axis also
point in a certain direction.
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So, and in this case, I think I want
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the Z axis to point into
the other direction.
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So let's grab all these
bones and then press Shift N
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to open up the recalculate roll menu,
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which you can also find
up here under bone roll,
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recalculate roll.
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And to be honest,
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I couldn't find an exact explanation
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on what each of these options is doing.
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Of course, they are changing the roll
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depending on the global
+ X axis and Y axis
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but I can't really explain
which axis of the bone
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will then point in a certain direction.
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So all we have to do is press Shift N
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and then click through these
here to see which one fits.
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And you can see for me,
global + Y does the job.
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X is now pointing left and right,
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and Z is pointing to the back.
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Here, let's have a look from the top.
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Actually the X axis should
point like to the top here
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so that we can do the
specific bending of the arm,
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meaning this bending
here in this direction.
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So here, that means X
should point upwards.
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So let's again, go through
here until we have what we like
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again + Y global does the job.
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X is now pointing upwards and
Z to the back, same over here.
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And for the hand, the hand
is if I go to pose mode
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rotating in this direction,
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so X should point in this direction here.
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So let's go to Edit mode, Shift N
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and in this case, you can see
Global + C is doing the job.
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Then over here, let's have a look,
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again, Global + C should do the job here.
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And in this case, if
I look from the front,
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it's actually perfectly aligned
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because the thumb should
rotate like this here
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when I use the local x-axis.
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So that is correct.
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If you look at your hands,
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this is basically what the thumb is doing.
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Then here, this looks pretty perfect.
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Z direction is pointing
to the back, X in this.
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This one here, we need to
adjust in edit mode of course
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and I think here, we just have
to set the roll back to zero
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and down here let's do it
same as for the hand, Shift N,
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Global + Z axis is doing the job here.
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So now the orientation
of the bones is correct.
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And now let's add the controller bones.
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First of all, let's hit Shift C
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that the 3D cursor is
back here at the center.
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Let's press Shift A, to add a new bone,
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move it down here.
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And with a 3D cursor still down here,
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let's change the pivot point to 3D cursor.
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And then if I press R, I can
rotate this bone 90 degrees,
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maybe make it a bit longer
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and then recalculate the roll
so that Z is pointing upwards
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and X is pointing in this direction.
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This one let's call Rig Male Root
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and this is the root bone,
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which later on controls
all the other bones.
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That means if later on, I
move this in pause mode,
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all the other bones will
move along with this bone.
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Then the next thing we need
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in order to better
control the hip movement,
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let's pick the tip of this hip bone,
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press E to extrude, lock this
along Z and move it down.
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Why you will learn a bit later,
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however, this bone here is still connected
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with the lower bone here.
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And this one you can
call, however you like,
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like rig male hips, in
this case, upper body,
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because with this bone,
we control the upper body.
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Then we need two bones for the head.
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Let's hit Shift D, duplicate this,
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place at somewhere here,
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set transform pivot point back to median
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and scale this down quite a bit
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and place it somewhere
here in front of the eyes,
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Shift D move it down
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and place this somewhere
in front of the mouth.
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So it don't has to align perfectly here.
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Let's rename this into rig male eyes
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and this rig male mouth.
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Then we need to control
the bones for the hands
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and the feet.
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That means let's grab this one here.
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Shift D duplicate this, right-click
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let's snap it back and to not get confused
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because now two bones are lying exactly
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on top of each other,
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let's hit Shift H to
hide everything except
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the selected bone and
make this a bit longer
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along the X axis here.
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And let's call this hand_IK_L.
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IK stands for inverse kinematics,
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and we will learn more
about this in another video.
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So just rename it into IK for now,
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then let's press alt H and
do the same thing down here
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for the feet Shift D,
right-click, Shift H,
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make it a bit longer
along the Y axis here.
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And let's call this foot_IK_L
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Alt H, and now you can see,
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since we scaled these bones a bit bigger,
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we can clearly distinguish
between these two bones here.
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Then we need a bone to control the elbows
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and the knees for that,
let's select this joint here.
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Shift S cursor to select it,
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Shift A let's add a new bone here,
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make this a bit smaller and move it
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a little bit to the back.
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Not too far, something like this.
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And let's do the same thing down here.
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Shift S cursor to selected,
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Shift A, make this a bit
smaller, something like this.
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And in this case, move this to the front.
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So these bones should always
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be perfectly aligned with the elbows
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and be placed in the
direction where the elbow
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should bend to.
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And these will be the target
bones for the elbows later on,
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so that we can fine control
the arms and the legs.
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So then let's rename this,
this one here should be
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rig_male_elbow_L, and
this one, rig_male_knee_L.
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So, and then I think we have
all the controller bones.
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Let's re enable the names
and let's have a quick look.
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Yeah. Everything is re-named correctly.
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That's nice. And since we
duplicated these bones,
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the orientation should be right.
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00:08:13,340 --> 00:08:15,770
The only thing which is
wrong is this bone here.
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Let's hit Shift N and,
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check the different axis, yeah.
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Something like this.
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X is now pointing in this
direction and Z in this direction.
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And the other ones here,
let's flip them around.
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So that Z is pointing
in the other direction.
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And same over here. Yeah.
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00:08:33,193 --> 00:08:36,060
So now all the controller
bones are in place.
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The first thing we do now,
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let's go to the bone settings
and let's go through them
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and disable the deform option here,
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because these bones should
not deform the mesh later on.
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So the IK bones and knee and elbow.
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The root bone here.
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And by the way, you can also select
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multiple bones with shift.
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00:08:55,080 --> 00:08:59,320
And these two here, then before
you click on this checkbox,
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hold on, Alt and click on this.
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00:09:01,060 --> 00:09:04,000
Then this will be disabled
for all the selected bones.
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00:09:04,000 --> 00:09:05,820
So and I just realized one thing,
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these two here should
have the opposite name.
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So this one should be called just hips,
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because this one will just move the hips
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and this one should be
called hips upper body.
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So then it is correct.
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00:09:18,390 --> 00:09:20,010
And also for that deformation,
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this one should deform the mesh,
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and this one shouldn't deform the mesh.
224
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So basically I just
flipped the deformations
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and the naming of these two bones here.
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Sorry for the confusion.
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So when I now switch over to pause mode
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and start moving these
bones around, you can see,
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I can move the arm separately, the elbows,
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and nothing really is correctly
connected to each other.
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And that's why we have to now define
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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.
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When we move this chest bone,
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the arms should move along with it.
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So I select the upper arm,
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then the chest with shift
and then press Control P
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and click on, make parent
keep offset, not connected
239
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because I wanna leave
the arm in this position,
240
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but it should move along with
these in pause mode here.
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Then these two here,
242
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they are automatically
connected to the next,
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since I duplicated the head bone,
244
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but I want these to
move along with the head
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instead of the neck.
246
00:10:20,210 --> 00:10:22,060
So let's select these two then with shift,
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this one here,
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press Control P and click on, keep offset.
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Now in pause mode, as you can see,
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they are moving along with
the head, which is nice.
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Then as next we have the hips down here.
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And if I move them,
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00:10:33,590 --> 00:10:36,400
you can see the legs are
standing where they are.
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00:10:36,400 --> 00:10:38,480
So let's connect them in this case
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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,
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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
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