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These are the user uploaded subtitles that are being translated: 1 00:00:00,010 --> 00:00:01,607 - [Zach] In this video, let's do the skinning 2 00:00:01,607 --> 00:00:03,990 for our character rig. 3 00:00:03,990 --> 00:00:05,840 So, but before we can do that, 4 00:00:05,840 --> 00:00:08,960 of course we need to symmetrize the whole rig. 5 00:00:08,960 --> 00:00:11,573 And of course you could do it right at the start 6 00:00:11,573 --> 00:00:13,310 when you create all the bones 7 00:00:13,310 --> 00:00:15,290 and symmetrize this immediately. 8 00:00:15,290 --> 00:00:18,070 However, what I like to do is to wait until 9 00:00:18,070 --> 00:00:19,682 we have added all the constraints, 10 00:00:19,682 --> 00:00:23,260 because these will be symmetrized as well, 11 00:00:23,260 --> 00:00:25,860 and this saves us a lot of work of course, 12 00:00:25,860 --> 00:00:28,090 because then we don't have to add the constraints 13 00:00:28,090 --> 00:00:30,597 for all the bones on the other side as well. 14 00:00:30,597 --> 00:00:34,610 Then if you maybe remember, we added all the Ls here 15 00:00:34,610 --> 00:00:37,130 to all the bones, which are on one side 16 00:00:37,130 --> 00:00:39,560 and then will be duplicated to the other side. 17 00:00:39,560 --> 00:00:41,817 And with the trick I will show you in a second, 18 00:00:41,817 --> 00:00:46,090 all the Ls will be renamed into an R on the other side. 19 00:00:46,090 --> 00:00:48,730 And actually it's super easy to do this. 20 00:00:48,730 --> 00:00:51,550 Let's select everything, in edit mode of course, 21 00:00:51,550 --> 00:00:53,020 make sure everything is selected. 22 00:00:53,020 --> 00:00:55,300 Let's press alt H just in case, 23 00:00:55,300 --> 00:00:57,380 if we have hidden some of the bones, 24 00:00:57,380 --> 00:00:59,639 and all we need to do is go to armature 25 00:00:59,639 --> 00:01:01,770 and click on symmetrize, 26 00:01:01,770 --> 00:01:04,990 or you can just do right click and click on symmetrize here. 27 00:01:04,990 --> 00:01:07,070 And now you can see, even though we have selected 28 00:01:07,070 --> 00:01:10,430 everything here, only the bones which were on the one side 29 00:01:10,430 --> 00:01:13,550 and not in the center here were duplicated 30 00:01:13,550 --> 00:01:16,040 over to the other side and renamed 31 00:01:16,040 --> 00:01:18,970 into the bone name plus the R. 32 00:01:18,970 --> 00:01:21,580 You can see that, although the axis is now pointing 33 00:01:21,580 --> 00:01:22,796 in the other direction here, 34 00:01:22,796 --> 00:01:25,547 they are still pointing in the correct direction. 35 00:01:25,547 --> 00:01:28,766 Z is pointing to the back and X is going along 36 00:01:28,766 --> 00:01:31,760 this axis here, so that means in pose mode, 37 00:01:31,760 --> 00:01:33,520 let's disable all the names here 38 00:01:33,520 --> 00:01:36,540 and maybe even all the axis', if I now select the hips, 39 00:01:36,540 --> 00:01:39,052 for example, everything should move correctly. 40 00:01:39,052 --> 00:01:41,540 The elbows should move this correctly. 41 00:01:41,540 --> 00:01:44,130 As you can see, all the constraints are working, 42 00:01:44,130 --> 00:01:45,770 this looks perfectly fine. 43 00:01:45,770 --> 00:01:50,150 And now it's time to connect the mesh and the armature. 44 00:01:50,150 --> 00:01:51,358 One little note here, 45 00:01:51,358 --> 00:01:53,333 when we added all the controller bones, 46 00:01:53,333 --> 00:01:56,010 we set them up to be not a deformer bone, 47 00:01:56,010 --> 00:01:59,720 so I disabled deform for all of these bones here, 48 00:01:59,720 --> 00:02:02,900 for the knees, for the elbows, for the IK bones, 49 00:02:02,900 --> 00:02:06,130 for the root bone here, and also the IK bones here 50 00:02:06,130 --> 00:02:09,378 at the hand, and also for these two face controller bones, 51 00:02:09,378 --> 00:02:12,120 which we will take care of a bit later. 52 00:02:12,120 --> 00:02:15,550 So this is important before we now connect these two bones 53 00:02:15,550 --> 00:02:17,385 and also this bone down here. 54 00:02:17,385 --> 00:02:20,840 This big hip bone should not be a deformer bone, 55 00:02:20,840 --> 00:02:22,790 because now when we are connecting the mesh 56 00:02:22,790 --> 00:02:26,400 to the armature system, it will only generate vertex groups 57 00:02:26,400 --> 00:02:30,200 for all the bones which has the deform check mark here, 58 00:02:30,200 --> 00:02:32,210 which is set up by default. 59 00:02:32,210 --> 00:02:34,962 So if you want to set up some non deform bones, 60 00:02:34,962 --> 00:02:38,090 you have to manually disable the checkbox here. 61 00:02:38,090 --> 00:02:41,030 So now let's go to object mode, select the mesh first, 62 00:02:41,030 --> 00:02:43,350 then with shift, the armature system, 63 00:02:43,350 --> 00:02:47,130 press control P, and then we are going with empty groups. 64 00:02:47,130 --> 00:02:49,890 I mean, let's check out the automatic weights here, 65 00:02:49,890 --> 00:02:51,780 just to see what it does. 66 00:02:51,780 --> 00:02:54,240 We have a warning here, failed to find solution 67 00:02:54,240 --> 00:02:55,880 for one or more bones. 68 00:02:55,880 --> 00:02:59,030 Then let's go to pose mode and see what's going on here. 69 00:02:59,030 --> 00:03:00,821 You can see it hasn't worked at all. 70 00:03:00,821 --> 00:03:04,540 So you can see why this is not a solution here in our case. 71 00:03:04,540 --> 00:03:05,890 So let's do it one more time. 72 00:03:05,890 --> 00:03:08,070 Select the mesh first, then the armature, 73 00:03:08,070 --> 00:03:11,010 hit control P, and click on armature deform 74 00:03:11,010 --> 00:03:12,500 with empty groups. 75 00:03:12,500 --> 00:03:15,297 Now if I select the mesh, go to the object data, 76 00:03:15,297 --> 00:03:19,320 vertex groups, we have a lot of vertex groups here. 77 00:03:19,320 --> 00:03:22,010 So, and doing this is pretty straightforward. 78 00:03:22,010 --> 00:03:24,360 First, we go to edit mode with alt H, 79 00:03:24,360 --> 00:03:27,080 make sure that all the meshes are unhidden 80 00:03:27,080 --> 00:03:28,130 so we can see them. 81 00:03:28,130 --> 00:03:30,340 Then I would suggest to enable X-ray 82 00:03:30,340 --> 00:03:32,680 so we can see through the objects here 83 00:03:32,680 --> 00:03:34,970 to make it easier to select objects 84 00:03:34,970 --> 00:03:36,530 which are sticked into each other. 85 00:03:36,530 --> 00:03:38,190 And then this is my workflow. 86 00:03:38,190 --> 00:03:40,750 I open up the search bar, search for the bone 87 00:03:40,750 --> 00:03:43,130 which I want to work on first, which is the head. 88 00:03:43,130 --> 00:03:45,994 And actually in this case, let's enable the names here, 89 00:03:45,994 --> 00:03:48,400 which can make the whole thing a bit easier. 90 00:03:48,400 --> 00:03:50,930 Then let's go back to the mesh, go to edit mode. 91 00:03:50,930 --> 00:03:53,770 And now we only see the head vertex group over here. 92 00:03:53,770 --> 00:03:56,340 Let's select everything inside the head, not the neck. 93 00:03:56,340 --> 00:03:59,393 And in order to make sure that everything is fully selected, 94 00:03:59,393 --> 00:04:01,980 hit control plus a few times, 95 00:04:01,980 --> 00:04:05,121 then we are growing the selection and you can also press G 96 00:04:05,121 --> 00:04:06,950 to move this stuff around. 97 00:04:06,950 --> 00:04:08,660 Let's disable X symmetry. 98 00:04:08,660 --> 00:04:12,410 Then we can see if there's any cube which we have left over. 99 00:04:12,410 --> 00:04:15,410 If not, make sure this is selected and hit assign, 100 00:04:15,410 --> 00:04:17,620 then with H let's hide the mesh, 101 00:04:17,620 --> 00:04:19,850 which we assigned to a vertex group already. 102 00:04:19,850 --> 00:04:23,430 And to later on visually see which vertex groups are done, 103 00:04:23,430 --> 00:04:26,040 let's lock this, then you can see later on, 104 00:04:26,040 --> 00:04:27,060 okay this is locked. 105 00:04:27,060 --> 00:04:28,220 This is done already. 106 00:04:28,220 --> 00:04:30,590 If you want to add any other vertices 107 00:04:30,590 --> 00:04:32,140 to this specific vertex group, 108 00:04:32,140 --> 00:04:34,485 you have to unlock this first in order to do that. 109 00:04:34,485 --> 00:04:36,420 Then we have the neck over here. 110 00:04:36,420 --> 00:04:37,780 Let's simply press L here, 111 00:04:37,780 --> 00:04:40,540 hit assign, lock this, and hide this. 112 00:04:40,540 --> 00:04:41,692 Then let's go with the chest, 113 00:04:41,692 --> 00:04:45,360 which is also just one cube here, assign, lock. 114 00:04:45,360 --> 00:04:48,260 So of course the hiding and locking is optional. 115 00:04:48,260 --> 00:04:50,171 This is just something so we make sure 116 00:04:50,171 --> 00:04:52,170 that we don't forget anything. 117 00:04:52,170 --> 00:04:55,560 Then we have the belly top here, assign. 118 00:04:55,560 --> 00:04:59,590 The belly bottom over here, assign. 119 00:04:59,590 --> 00:05:01,080 Then let's search for the hips. 120 00:05:01,080 --> 00:05:04,980 Here we have a few more cubes, so you can simply press L L L 121 00:05:04,980 --> 00:05:08,260 above all these cubes here and then assign this, 122 00:05:08,260 --> 00:05:09,640 and so on and so forth. 123 00:05:09,640 --> 00:05:11,300 I will now fast forward this a bit, 124 00:05:11,300 --> 00:05:13,110 because you can see it's a bit of work, 125 00:05:13,110 --> 00:05:15,200 but I think you get the idea now. 126 00:05:15,200 --> 00:05:18,593 Just make sure that you assign left and right correctly. 127 00:05:53,020 --> 00:05:56,440 So now you can see the whole mesh is gone. 128 00:05:56,440 --> 00:05:58,400 Let's disable the names here. 129 00:05:58,400 --> 00:06:01,240 Then let's go back to edit mode and press alt H 130 00:06:01,240 --> 00:06:02,490 to un-hide everything. 131 00:06:02,490 --> 00:06:04,928 And let's remove the search term here. 132 00:06:04,928 --> 00:06:07,710 And now you can see I have locked all of them. 133 00:06:07,710 --> 00:06:09,330 That means I'm completely through. 134 00:06:09,330 --> 00:06:11,367 And now you can also unlock them again, 135 00:06:11,367 --> 00:06:13,670 which is a bit easier to work with later on 136 00:06:13,670 --> 00:06:15,965 if you change anything on the character and quickly 137 00:06:15,965 --> 00:06:18,510 want to add something to the vertex groups. 138 00:06:18,510 --> 00:06:21,090 By the way, if you later on realize you have added something 139 00:06:21,090 --> 00:06:22,659 wrong to a specific vertex group, 140 00:06:22,659 --> 00:06:25,710 let's say I have added this arm here to the bone 141 00:06:25,710 --> 00:06:26,800 on the other side, 142 00:06:26,800 --> 00:06:29,830 then make sure to select this, click on this arrow first, 143 00:06:29,830 --> 00:06:32,180 and click on remove from all groups. 144 00:06:32,180 --> 00:06:34,967 Then the vertices will be removed from any other groups 145 00:06:34,967 --> 00:06:37,630 they are in, and then you can reassign them 146 00:06:37,630 --> 00:06:38,800 to the correct group. 147 00:06:38,800 --> 00:06:41,970 So now let's check if we have done everything correctly. 148 00:06:41,970 --> 00:06:45,700 Let's go to pose mode, select the hips, that looks good. 149 00:06:45,700 --> 00:06:47,154 That looks good as well. 150 00:06:47,154 --> 00:06:50,700 The head is moving correctly, the neck, 151 00:06:50,700 --> 00:06:55,690 the upper chest here, the belly, the arms. 152 00:06:55,690 --> 00:06:57,188 For the hands, of course, it's important that 153 00:06:57,188 --> 00:07:00,010 this bone is only moving this cube here. 154 00:07:00,010 --> 00:07:01,538 The thumb is moving the thumb cube, 155 00:07:01,538 --> 00:07:04,440 and the finger bone is moving the fingers. 156 00:07:04,440 --> 00:07:06,100 Yeah, and this looks all correct. 157 00:07:06,100 --> 00:07:11,100 So our character is in general now ready to be animated. 158 00:07:11,200 --> 00:07:14,718 However, we still want to set up our nice little face rig 159 00:07:14,718 --> 00:07:16,610 that we can move these bones here, 160 00:07:16,610 --> 00:07:19,180 and then he will like open the mouth, smile, 161 00:07:19,180 --> 00:07:21,610 close they eyes, and so on and so forth. 162 00:07:21,610 --> 00:07:24,414 And we will also organize the bones a bit 163 00:07:24,414 --> 00:07:27,730 to make working with the bones later on a bit easier. 164 00:07:27,730 --> 00:07:29,247 However, that's it for this video. 165 00:07:29,247 --> 00:07:32,893 And as always, don't forget to save. 13394

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