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- [Zach] In this video,
let's do the skinning
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for our character rig.
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So, but before we can do that,
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of course we need to
symmetrize the whole rig.
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And of course you could
do it right at the start
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when you create all the bones
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and symmetrize this immediately.
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However, what I like
to do is to wait until
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we have added all the constraints,
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because these will be symmetrized as well,
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and this saves us a lot of work of course,
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because then we don't have
to add the constraints
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for all the bones on
the other side as well.
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Then if you maybe remember,
we added all the Ls here
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to all the bones, which are on one side
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and then will be duplicated
to the other side.
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And with the trick I will
show you in a second,
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all the Ls will be renamed
into an R on the other side.
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And actually it's super easy to do this.
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Let's select everything,
in edit mode of course,
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make sure everything is selected.
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Let's press alt H just in case,
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if we have hidden some of the bones,
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and all we need to do is go to armature
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and click on symmetrize,
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or you can just do right click
and click on symmetrize here.
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And now you can see, even
though we have selected
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everything here, only the bones
which were on the one side
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and not in the center here were duplicated
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over to the other side and renamed
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into the bone name plus the R.
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You can see that, although
the axis is now pointing
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in the other direction here,
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they are still pointing
in the correct direction.
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Z is pointing to the
back and X is going along
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this axis here, so that
means in pose mode,
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let's disable all the names here
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and maybe even all the axis',
if I now select the hips,
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for example, everything
should move correctly.
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The elbows should move this correctly.
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As you can see, all the
constraints are working,
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this looks perfectly fine.
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And now it's time to connect
the mesh and the armature.
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One little note here,
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when we added all the controller bones,
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we set them up to be not a deformer bone,
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so I disabled deform for
all of these bones here,
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for the knees, for the
elbows, for the IK bones,
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for the root bone here,
and also the IK bones here
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at the hand, and also for these
two face controller bones,
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which we will take care of a bit later.
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So this is important before
we now connect these two bones
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and also this bone down here.
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This big hip bone should
not be a deformer bone,
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because now when we
are connecting the mesh
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to the armature system, it will
only generate vertex groups
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for all the bones which has
the deform check mark here,
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which is set up by default.
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So if you want to set up
some non deform bones,
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you have to manually
disable the checkbox here.
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So now let's go to object
mode, select the mesh first,
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then with shift, the armature system,
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press control P, and then we
are going with empty groups.
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I mean, let's check out
the automatic weights here,
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just to see what it does.
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We have a warning here,
failed to find solution
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for one or more bones.
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Then let's go to pose mode
and see what's going on here.
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You can see it hasn't worked at all.
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So you can see why this is not
a solution here in our case.
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So let's do it one more time.
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Select the mesh first, then the armature,
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hit control P, and
click on armature deform
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with empty groups.
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Now if I select the mesh,
go to the object data,
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vertex groups, we have a
lot of vertex groups here.
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So, and doing this is
pretty straightforward.
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First, we go to edit mode with alt H,
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make sure that all the meshes are unhidden
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so we can see them.
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Then I would suggest to enable X-ray
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so we can see through the objects here
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to make it easier to select objects
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which are sticked into each other.
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And then this is my workflow.
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I open up the search
bar, search for the bone
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which I want to work on
first, which is the head.
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And actually in this case,
let's enable the names here,
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which can make the whole
thing a bit easier.
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Then let's go back to the
mesh, go to edit mode.
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And now we only see the
head vertex group over here.
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Let's select everything
inside the head, not the neck.
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And in order to make sure that
everything is fully selected,
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hit control plus a few times,
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then we are growing the selection
and you can also press G
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to move this stuff around.
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Let's disable X symmetry.
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Then we can see if there's any
cube which we have left over.
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If not, make sure this is
selected and hit assign,
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then with H let's hide the mesh,
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which we assigned to a
vertex group already.
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And to later on visually see
which vertex groups are done,
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let's lock this, then
you can see later on,
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okay this is locked.
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This is done already.
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If you want to add any other vertices
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to this specific vertex group,
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you have to unlock this
first in order to do that.
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Then we have the neck over here.
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Let's simply press L here,
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hit assign, lock this, and hide this.
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Then let's go with the chest,
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which is also just one
cube here, assign, lock.
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So of course the hiding
and locking is optional.
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This is just something so we make sure
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that we don't forget anything.
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Then we have the belly top here, assign.
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The belly bottom over here, assign.
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Then let's search for the hips.
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Here we have a few more cubes,
so you can simply press L L L
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above all these cubes
here and then assign this,
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and so on and so forth.
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I will now fast forward this a bit,
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because you can see it's a bit of work,
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but I think you get the idea now.
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Just make sure that you assign
left and right correctly.
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So now you can see the whole mesh is gone.
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Let's disable the names here.
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Then let's go back to
edit mode and press alt H
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to un-hide everything.
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And let's remove the search term here.
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And now you can see I
have locked all of them.
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That means I'm completely through.
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And now you can also unlock them again,
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which is a bit easier
to work with later on
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if you change anything on
the character and quickly
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want to add something
to the vertex groups.
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By the way, if you later on
realize you have added something
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wrong to a specific vertex group,
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let's say I have added
this arm here to the bone
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on the other side,
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then make sure to select this,
click on this arrow first,
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and click on remove from all groups.
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Then the vertices will be
removed from any other groups
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they are in, and then
you can reassign them
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to the correct group.
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So now let's check if we have
done everything correctly.
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Let's go to pose mode, select
the hips, that looks good.
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That looks good as well.
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The head is moving correctly, the neck,
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the upper chest here, the belly, the arms.
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For the hands, of course,
it's important that
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this bone is only moving this cube here.
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The thumb is moving the thumb cube,
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and the finger bone is moving the fingers.
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Yeah, and this looks all correct.
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So our character is in general
now ready to be animated.
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However, we still want to set
up our nice little face rig
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that we can move these bones here,
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and then he will like
open the mouth, smile,
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close they eyes, and so on and so forth.
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And we will also organize the bones a bit
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to make working with the
bones later on a bit easier.
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However, that's it for this video.
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And as always, don't forget to save.
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