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All right, we have reached the point where our model is pretty much complete.
We got the finished model, finished texturing, finished UVs, finished everything and we even
got a little bit of shading going on.
And now we can move into rigging, which is going to be the stuff we do in this chapter.
So to do the rig, we are going to just, you know, build a rig from the ground up and we're
going to match it to the body of the character.
We pretty much just kind of need the body and then we're going to do some special bones
for some of the stuff like the cloth and probably some stuff for attaching items to the hands
and things like that.
So a little bit of different stuff in there and the rig is going to be fairly simple.
It's going to be a full IK rig.
So no FK on the arms, if you know what that means, just IK and IK on the legs.
That's the way I always animate myself and I think it works just fine.
Doing an FK setup is a little bit beyond scope and this is also just the ability to
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do a simple rig where you can start getting some animation done on your own models.
Okay.
So to start off, I am going to just isolate the body here and then we're going to start
placing some bones.
So I'm going to create a new bone here.
I might jump into this setup here and just have a more simple matcap here.
We're going to random.
Yeah.
I think that's pretty good.
I just like having something a little bit more simple.
And then we are going to create an armature.
We're just going to create a single bone here.
Then we got that going on and I'm going to move this one up to the pelvis here and we
need to turn on ghost so we can see through and the idea is that this is going to be kind
of the point of, not rotation, but the origin point basically and you should be able to
take this bone and move it anywhere and then the rest of the body will flow.
So you need to have one point on your body where everything kind of follows with that.
And we might also want to create a control bone in the bottom.
Let's do that straight away actually.
I'm going to create a new bone here, just hitting shift A there.
Then we have a bone and then this one is going to be parented underneath this one, but it's
going to be offset like this.
So this is kind of a control bone.
And because we're doing rigging, naming is really everything.
So we'll call this one the main, let's call it main here and then this one will be the
pelvis like that.
And now those are named.
This one will probably be oriented this way and it's kind of just representing the pelvis
as much as possible.
So I'm putting it like that and it's going to allow us to do the legs and stuff from
that point basically.
Okay, very nice.
Then I'm going to start doing the spine here and the spine I'm just going to extrude from
this one.
And that means that now this one is not parented underneath this one, so we need to parent
it.
So we're going to parent this one and we're going to choose to be keep offset.
So that now when this one moves in a post mode, then the other one follows.
That's kind of the idea.
And then when this moves, the whole thing follows.
So that's the initial setup.
And this one is going to be spine.
Let's name it right away.
We're going to call it spine001.
And then when we start extruding more from the stuff here, you can see it'll just name
it correctly here on end.
We're going to create probably, I think two bones in here is enough.
Something like that.
And then a single bone for the chest.
I don't need a lot of flexibility in here, but the chest would be good to have that.
I typically like creating my spine fairly close to the edge out here.
We could do that also, actually, now that I'm thinking about it.
Let's see here.
So I have this one and then let's see, something like that.
Not all the way out, even though that is where the spine kind of would set itself.
But just in terms of rotation, I feel that the deformation usually is a little bit nicer
when you have it a little bit further in, but definitely towards the back of the body.
Your mileage may vary.
It all depends on what you're rigging.
Something like that.
And then from here, I want maybe just two bones and then a single bone for the head.
And we want to find the point of rotation here, right?
So that's going to be something like that.
And then this here kind of goes up there.
The point of rotation is roughly around here, it's where the head rotates around.
And then we got the neck there, can move this one forward a little bit.
Something along those lines right there.
And that's kind of where you would get your rotation, I think actually a little bit further
in.
Something like that.
Cool.
This can also come forward a little bit.
I'm just trying to create that slight curve in the spine here.
Yep, that looks good to me.
Then just want to name this one head as the only one that is the head bone.
And then these other ones can be spine, that's actually fine.
That rhymes.
So that means it's probably true.
Then here we can start extruding things out.
And I want to extrude out a little bone here to where the leg kind of attaches, somewhere
around here.
And this bone is not going to be something that you can move because it's part of the
pelvis.
It's just a little support bone to bring out the right rotation point.
You could also have a floating bone, but I like keeping things connected.
So I'm going to call this one something a little bit different.
I'm going to call it L dot, because it's the left leg, so L dot leg dot 00, like this.
And when 00, that basically tells me that I'm not going to be using it for deforming.
So I might turn the deforming off later on, but not right now.
Then I'm bringing this one down and then that becomes leg 001.
Bring it down to the knee and then this one further down.
Then I want to place this, and it's important you have a little bit of an angle to the leg.
That's going to be important for the IK leg setup, et cetera.
Cool.
So we've got that going on there.
Then I can extrude out the foot here, and I just want one bone and then another one,
like that.
And this is going to be foot.
So I'm going to name this one foot dot 001, copy it, and the other one foot 002, like
that.
Very nice.
So that is the leg there.
Then we need to do something similar for the arms.
This is where it gets a little bit funny.
To have a bone follow the chest, basically, then we need to extrude out from here.
So I'm going to be extruding out somewhere around here to the clavicles, and then the
clavicles are going to be moving the rest of the stuff here.
And then extrude that out, basically, like that.
And I might even move this one into the middle a little bit, just to get some simple deformation.
And then I want, basically, where the arm will be rotating, so that's something along
this line here.
That's probably, it's around finding the right spot, and every model is going to be a little
bit different where the right spot is.
I think something like this actually works quite well.
Then I'm going to call this one the, this one's going to be arm, L dot arm dot 00.
And then this one's going to be L dot arm 001.
And then I can start extruding these things out, bringing it down to the elbow.
Let's see, something like that, and I'm extruding out on E, by the way, there, there as well.
And then we get the hand, and the hand is going to have its own little partial joint
here.
And then I like to actually create finger bones before the fingers start, so you can
get a little bit more flexibility in how the hand deforms.
So I'm going to call this one the L dot hand, that's just what it's going to be called.
And then from this one, I can get out a thumb.
If you want to play stuff inside the fingers, you could actually use this snapping feature
volume, and then you can create stuff, and it kind of just tries to settle itself within
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the volume.
And here we need to have, let's see, oh, is it one, two, three, like that.
Something along those lines for the thumb, and you can see it kind of perfectly places
itself within the thumb, so that's super handy.
Then here we want one bone, two bones, three bones, four bones, and this can come a little
bit further down, this can also come a little bit further down, something along those lines,
and you can see it kind of sits within the finger super easily, and that's because of
that volume snapping, it's super handy.
And for the knuckle there, one, two, three, and they kind of gradually get shorter and
shorter towards the end there.
One, two, three, four, and one, two, three, four, and they got a little bit too, they
got a little bit over there.
Very nice, and they sit comfortably inside the finger here, and you can of course move
them a little bit if you feel the need, I think that I could actually move all of these
just a little bit outwards, so they sit a little bit closer to the edge there.
That's pretty good, pretty happy with that.
Then I could probably pose this one somewhere around there.
And these extra ones, I actually would use these for deforming, to get a little bit of
extra variety in how the hand deforms.
And I did forget to name the fingers, so that's, I'm going to have to do some manual work here.
So I'm going to say L.Thumb.000, and you can actually just take this, then copy it, and
then it will auto-rename it, if you just paste it in like this.
Like that, three.
And then this one will be L.Index, index.000, and then, I wonder if you can do all of these,
will it just work?
No, it definitely didn't work.
So now I need this one to be one, this one needs to be two, oh, this one needs to be
Okay, let's say, oh, accidentally subdivided.
Okay, now this one can be two, and then this one can be three.
So yeah, rename the bones properly.
And middle, and then we can do that, do that, do that.
This one can be ring, ring, copy, paste, paste, and paste.
And then this one can be little, like so, like so, like so, like so.
Then we got all the fingers named there as well.
And the feet, we got those named, yeah, we got foot one and two.
That's great, we got the fingers there.
That's looking good, we got the clavicle there.
And then we got the head there as well.
Very nice.
And then we could do additional stuff, like do a bone for the eyes.
So if we bring in the eyes here, if we just slash everything here,
hide the items, oh, that actually hit the armature,
I'm gonna put that in with the character, hide the items.
Then we have the eyes here, and the eyes technically still have the mirror on,
so I'm gonna, do I need to apply the mirror?
No, I probably don't need to apply the mirror.
So as long as your origin is in one of the eyes,
then I can now say cursor to selected, so I get my cursor there.
Then I can go into my rig, and then I can create a new bone
inside the eye, and just put this one
to selection to cursor, and then I can move it outwards a little bit.
And then I have essentially, that's what I want,
I'm gonna turn off the snapping here.
So I have this pointing in that direction,
and then the eye can get parented to that.
And then I need some kind of bone attachment to this one,
so I could do a, I actually don't need the head bone to go all the way up there.
I'm gonna do this one, and selection to cursor,
and then control P, connect it.
So then, now that's attached there.
And this bone here, we'll call this one the L.I.
I will call it.001,
and then this one will be 00, in that sense.
Cool. We could also obviously do one for the mouth.
I'm not really gonna have any mouth action for this character,
but you could easily attach another bone,
and then do some skinning in that regard.
I will not be doing that right now.
Okay, and then we more or less have the bones placed,
so that is pretty good, and we're gonna tackle these bones first,
and then if we do need to do any additional bones
for some of the assets and stuff, we'll get to that afterwards.
We can always modify and add to the rig.
But let's first test what we got is working.
We also need to do some orientation here,
so right now, if I go into pose mode, I want these bones,
and I say I want to rotate it along its axis,
it's kind of doing this, and it would be nice if the bones
were rotating along their natural axis instead,
and there's a way to do that.
We're just gonna select everything,
then I think it's, I said Shift-N, yeah.
So if we click Shift-N, then we get into this menu
called Recalculate Roll, which is Bone Roll, Recalculate Roll,
Shift-N, and then you can play with different ones here.
So if I do this, for example, then I get some kind of rotation.
If I do this, then I get another one, et cetera, et cetera.
So if I choose this global plus axis,
it's gonna try to align itself like this,
and then now the local x-axis for this one
is not really what I want there, I think.
Because then I get y like this,
and then z like that, hmm.
Yeah, I think I want at least, to me,
x should be like that instead.
So let's try another one, let's try this one here.
Let's see what we get here.
Yeah, so now when I'm in the local rotation for this one,
it's rotating the right way, and the same with this one.
And with this one, that's pretty good.
And the toe also, that works for me.
And this one also for the spine here, that all seems fine.
And that works fine there.
And y is always along the axis here.
Then we got this one, and this one is rotating like that.
And the arm going out like that.
I think that actually works pretty well for me.
Then we got this here.
And then to close all the bones,
we have to take them like this,
and double tap set, then go individual origins.
I'm just testing the bones right now, and then on set.
Yeah, I think that's pretty natural, actually.
Yeah, so set there.
To help with the alignment a little bit,
you can always go into viewport display,
and then under the armature,
and then say viewport display,
and then choose axes,
and then you can kind of see
which way the different axes are rotating.
And this matters, definitely take the time to set this up,
because it will affect how your break behaves overall.
Pretty consistent.
Yeah, I think I like this, that the elbow works like this,
and the knee works in the same way.
So it's something to kind of count on,
as to how it's going to respond.
Okay, that's pretty good here.
Let's see, what are we missing?
I think that's it for the bones,
and then I think we can actually get them over to the other side,
so I'm going to select all the bones here on the left side,
and then including these ones,
so all the left bones are selected,
except for the middle bones, right?
And we're going to say armature,
and then we're going to say symmetrize.
And it's going to take all the bones with the same naming,
with the L dot something,
and flip them to the other side,
and then rename them with R dot something instead,
so now all these bones have the right naming.
And the rotation should be mirrored, as far as I remember,
so if I click X like this,
then we get this mirrored behavior,
which is what we want.
And then Z should be symmetrical,
like that.
And that's basically the way we're going to do it.
Just if our rig is kind of working,
I can move it here,
but then I'm going to do a pose
of something where I just test a few
features here, like that.
Testing some...
I'm going to move this one out, like that,
and take the leg to this,
and then do that.
And then I'm going to take the whole thing,
like this is my pose,
press CTRL, oh actually I also need something
on the torso here, like that, cool. Press CTRL C,
and then I'm going to press CTRL SHIFT V,
CTRL SHIFT V, and that's going to
paste the pose on the same one, but inverted.
And if I undo here, yeah,
they look to be completely in alignment.
And that's exactly what I wanted here.
Yep, they are mirrored, and that means
that the bone orientation works the way it should.
I'm going to select everything and press ALT G and ALT R,
just so that everything goes back into its
normal orientation.
Very cool, that essentially means that the bones for the body
are done. Then we're going to do a little bit of
styling here.
I'm going to do some bone groups,
so go over to the armature setup here, then go into bone groups,
and then go into pose mode.
And then I'm going to create a new bone group, I'm going to create one called
middle, I'm going to create one called
left,
I'm going to create one called right,
I'm going to create one called
utility, oh actually no,
none probably, none.
And then I'm going to give them some color, so middle
is going to get yellow, left is going to get blue,
right is going to get red,
and default is going to get just like a grey
theme color set here.
Then we're going to take all the bones here on the
left side,
these ones, these ones,
except for those ones,
and not that one.
Oh, we're actually missing a bone there, I just noticed.
So this one needs to be armature,
and then symmetrize,
and then we need to parent this one up,
connect it,
there we go, almost missed that one,
that was good, I saw that.
So yeah, we're going to select all the bones
here on the left in pose mode,
except for that one, and that one,
and then the eye as well,
and all this stuff here, and then we're going to
add it to the left group, and that's going to turn them blue,
and that just helps us orient ourselves to see where everything is.
Then we're going to do the opposite
on the other side here,
the eye bone, turn them right,
then they are red now, and then we can
do the same thing with the middle here, all the middle bones,
say middle, like that,
I might also turn this one middle, like that,
and then all the bones that we don't want to deform anything,
we're going to make them
be none, and then also
inside the bone options here, I'm going to
alt-click deform, and that means that
all these bones here no longer have the
deform option, so that means that during
skinning, they will not
try to
skin to those bones,
which we don't want, and this one is also not a deformation
bone, so let's untick the deform bone
here.
Alright, then we got
all that stuff covered here,
so that's really good, and we got everything
working still, and this one can move
those things, and then you can have a point of rotation
there, that's good,
the whole thing can rotate like that,
the legs can rotate like that,
we don't really have a control for rotating
the pelvic region without rotating the top,
that could actually maybe be interesting,
if we wanted to be able to
rotate that one without, I still want
to have a point where I can move everything,
but it can also be good sometimes to
be able to rotate that thing,
you don't have to use it, but if we went in here and just subdivided
this, and then
oh, I just need to get the right
there we go,
just get the right thing here
and move this there, then we can
move this one, and everything moves, but then I can
rotate this one here
wait, what's going on?
Ok, so this just needs to be parented to this one
instead, and
go into parent here, and say keep offset,
then this one moves everything,
but then this one only rotates this stuff here
and that's kinda what I was
thinking, that could be actually quite useful
from time to time, just something to
keep in mind, that if you suddenly need to
rotate all this, then you got that one
Ok,
the only problem is that
we probably don't want to deform anything
to this one, so I'm gonna
have this one
oh, that's a good question, where
we should put this one, maybe we should just put it on top
and then they're in the same location
and then we'll, you know, so
we can do this, we can do that, and then we can
select the other bone, which we can't select right now, but we can
turn it into a, we can give it a
shape essentially, so if we
let's just do that now so we can access it, we're gonna be doing this later
for the other bones, but we're gonna create
a shape here
I think it's just a cube
do we wanna use a cube?
yeah, I think
I think a cube can be good for
the entire thing here
something like
this, just to see
and then I'll delete only faces
like that
and then I'll just press Alt G, then
I'm gonna go over here to the bones
and then I'm gonna go into the hierarchy and then essentially that little
bone we had here before
let's see, so we got the pelvis, we got the mane
where did it actually go?
oh, did it delete itself because we had
hmm, did it actually
delete itself?
nice to see here, oh, that's not what I wanted to do
whoa, what's going on here?
so I'm
removing that one
why?
ok, there's some kind of parenting
stuff here that I'm not quite sure
exactly how it's holding together, so we got that
and that, we got the main bone there
ok, I need to reduce this a little bit
so I'm gonna set this to be
so I'm gonna take this one
and Alt P
disconnect bone
and then
Alt P, clear parent
there we go, so now if I move this one
that's fine, take these two
parent it underneath this one, connect it
then I'm gonna move this one down
just on
huh
ok
let's do a little bit of adjustment here
ok, it seems like a bone actually disappeared because they were exactly on top of each other
so we can't do that, so I'm gonna
create a bone in between there again
and then
that'll just have to be fine
this one is connected there
and this one
is gonna be that bone
and this one
is gonna be Alt P, clear parent
this one is gonna be connected to that one
with a keep offset, so now if we move this one here
everything moves, and that's what we want
cool, and this one is called
just bone right now, I'm gonna call this
pelvis
0,0
and this one is called pelvis
0,0,1, that sounds
good, and then
back to pose mode here
oh, that was wrong, back to pose mode
and then this one is gonna be middle, assign
cool, and this one also middle
and then this one now, so this little bone here, because it's so small that we can't really
grab it, I wanna give it a
a visual aid basically
and the way you do that is you go down to viewport display
no, sorry, on the bone, you go down to viewport display
and then here you can say custom shape, and I'm gonna select this
box down here, the cube, and then
that's gonna be the new display
and you can see it's pretty small, because it's just
scaled relative to the bone
but I'm gonna scale this up by a factor of 10
maybe even 50
and then I can
do the final adjustments kinda here
I'm gonna go to object mode
and then just
ok, so it wants to rotate that way
that's also fine
like that, like that
and then
something along those lines
that's gonna become the new
big control for the whole body
there, and then I essentially
have this control for moving everything like that
and we also have this one, oh, that one needs to be
connected, so now this is essentially the bone
so I'm gonna select the bone here
and select that one, and just ctrl P
keep offset, this one
is connected there
and this one can move
there's something else that's connected
to this area here
perhaps the eyes
alt P
it seemed like the eyes were connected to the bone for some reason
maybe I had done that by accident
but now we have that setup, and we have a control to
move the pelvis, we can move the entire thing
like this, we can move that, that's exactly what
we wanted out of this, awesome
now that has been setup, then we can move on to doing some of the
eye case setup for the different parts
of the body, so let's start with
the legs here, they are kind of the easiest
so let's
create some new bones, so the way it works in Blender
if you're not familiar with the rigging stuff
is that you create some bones, and then you apply
some bone constraints to those bones, and they will become
the eye case setup
so it's just all kind of bones basically
I'm going to take this area right there
and then that's going to become
our eye case
handle, and what I want is
in a way for the
eye case handle to sit
probably somewhere like this
and then I can move
that around and rotate it, and the foot rotates with it
or we could make it so
that the eye case handle is the foot itself
that, and then that can be rotated
that probably makes more sense, I'm going to duplicate this bone here
I'm going to create Alt-P clear parent
so it's just floating in space here
I'm going to call this
lEyeCaseLeg
like that, so that's going to be the
eye case handle there, then I'm going to extrude this bone
out here, and then also Alt-P clear parent
and I'm going to
move it out just a tiny bit, like that
and this is going to be lPT
leg, and PT stands for pole target
and then
those are the two handles there I need
so that's pretty good, and then on this bone here
we're going to go into post mode, and it's going to get
the bone constraint here, so I'm going to say
IK, inverse kinematics
here, and then we're going to
select the armature, then we're going to find
the IK leg here
and the pole target is going to be like that
and
PT, that's the pole target there
so now the whole thing kind of flips over, and that's because
we have to define the chain length, we're going to set it to 2
and then the whole thing has kind of been
rotated, and if that happens you just adjust
the rotation angle here, set it to negative 90
and then it now seems to fit
in the right position, and the IK should start
working here, so you can grab the IK foot here
and then
it's actually lining up pretty good
and we've got an IK happening
now what I want, the behavior I want is for the foot to
actually follow the IK bone as well
so that when I rotate the IK bone the foot rotates
but right now we're getting this kind of secondary motion
on the bottom of the foot, and we need to turn that off
so I'm going to select the L foot bone
that's underneath the IK handle right now
and then we're going to go under bone here, I'm going to say inverse kinematics
no sorry, not inverse kinematics
but relations, I'm going to turn off
inherit rotation, that means that the rotation will just
stick, so now if I move the IK bone
you can see that it doesn't rotate, but it still doesn't
follow the bone
so to do that
I just want to make it so it's a little bit more clear, so I'm going to create a
new cube here
a smaller one here, put it there
like that
and delete only faces
that's our new cube, I'm going to
scale it down, I'm also going to scale this one and see if it affects
oh, it's all fine
I'm going to put these into a collection called shapes
so I can
hide them afterwards, and then here on our bones
I'm going to go to the IK
handle or the IK
bone there
just looking for the right
I think that's the one, right there, yeah
that's the one, and then I go to custom
shapes here
I need to go
custom shape, there we go
then I'm going to select that other cube
right there, and then I can scale these
ones up a little bit, and then I get a handle
and then I can see the bone by itself, just so there's a separation
between those two things, then I can hide the shapes here
and then now when I rotate this one
I want the foot to follow that
essentially
let's see here
I'm going to go to bone constraints
and I'm going to simply add a
child of
component, and just set it to
armature, and then set it to IK leg
and that means that now when I rotate
this one, it's all following
along like I want it to
so the IK controls the leg
but also the rotation of the foot, and that's exactly what I want
very nice
and this one is fine the way it is
it could just use a little
color here, so I'm going to set it to left there
nice, and we're actually going to symmetrize these things
over to the other side, which means we're going to lose the colors
I forgot about that, so we'll just have to redo the colors, but that takes like one second
so that was the IK for the leg
so we got that running, and now we can do stuff like this
kind of where the IK is
following there, but we can't do this
we kind of want this thing to follow that, so we have like a master control
so we're going to grab the
IK bone here, select that one
CTRL-P, keep offset, so now
if I move this one, the IK follows, but if I move this one
the IK stays, so you have that flexibility
a little bit, right, we can also do something
like this
so lots of fun controls in that sense
cool, and I've definitely found
this to be the nicest setup for
all these things, in terms of like
what works best, and it's a method
and a variation of the rig
that I just tried so many times, and this definitely is
the best configuration
for most purposes, I feel
then we're going to be doing the arm here
so for this one, we want to be doing an IK from
here
so let's see, we need to get
those duplicates as well, so we're going to duplicate
the hand here, and just place it there
CTRL-P, clear parent, and then we're going to rename it
and it's going to be
L.arm.IK
oh, not.IK, L
IK arm, like that
keep a good naming convention
and that's the hand there
and then we're going to extrude out a pole target
we're going to move that one as well, so we're going to clear parent
bring it out, and we might as well parent it underneath
these ones immediately, so keep offset
and here I have the IK
parent it underneath this one immediately
and then this bone here
we're going to pose mode, it's going to get the
oh, did we name this one?
we didn't name this one, so we just got to call it
PT underscore arm
like that
then this here in pose mode, it's going to get
the bone constraint
it's going to get the inverse kinematics
select the armature, select the IK arm
select the armature
and select the PT arm
like that, and we get that same flippity-flip
where we select the chain length, which is 2 for the arm
the chain is also off, so we set that
back to where it needs to be
and that seems to be positive 90
it's usually positive 90 or negative 90
or something like that, it also happens sometimes that it's
negative, or 180 or something
ok, we got that
settled in right there
that's pretty nice
then we just need to do the same thing where
we have the hand moving here
so I'm going to set a custom shape for this one
I'm going to go down here, custom shape
and reveal these two
select the cube 1
and then set this to 5
it could be a little bit bigger
let's see here, 10
that's quite...
actually that's fine, I think that's pretty good
and then I want this bone here
to not inherit any rotation
from the IK bone
so I'm going to say inherit no rotation
so this way it moves like this, and then I want this
hand here to have a child of component
and that's going to be following the
the IK arm
like that, and then now
this one rotates the hand as well
pretty neat
that's exactly what we wanted there, and this one just needs to get
into the bone group, assign left, so we know
we have a good control of the different things
we can hide the shapes, so that's
essentially IK working on our arm there
and then we just need to symmetrize everything again
so I'm going to go into
selection here, select all this stuff
we didn't do any IK
on the other side, we could do one for the eyes
as well, that would make
sense, we would essentially need
a point for these eyes
to always point at
let's make a little constraint
like that as well, so we are
going to create a new bone here, I'm going to just duplicate
this one, and it's going to be
in the same height as these ones here
like that
and I'm going to call this one the
eye
target
and then the eyes are always going to be
looking towards that, so I'm going to take two bones
like this, and pushing them forward
like that
that's going to be the individual eye aims
basically, so we are going to call this one
left eye
aim
and right eye
aim, and all this stuff here is going to be
clear parent, but then these two
things are going to be underneath this one
keep offset, so now if I move this one
sorry, if I go into pose mode and move this one, the two other ones
follow along with it
and then this bone here
will get a
track 2
and then we will set the target
to be the armature
and then the aim for the left
eye
where is the left eye aim
l.i
underscore aim
l
l.i underscore aim
and then we just need to track it along
with the right one here, so I'm going to say Y
and then
that's the one where
like that, yeah
so Z and then Y, and then essentially this one
decides where this one looks
then we want the same thing on this one, so track 2
say Z, then Y
then armature, and then r.i
r.i
underscore aim
and then when I move this one, the other one should be following along, so essentially
when I move this one, both eyes kind of follow
so this becomes like a thing we can place somewhere
and then everything follows that
we could also create a little control for
that one, so I'm going to go into object mode here
a little circle probably
and I'm just going to give it a little bit less
like 18 or something
and I'm going to rotate it
kind of like this
and put it into the middle
make it a little bit smaller
do something
oh, individual set here
do something kind of
like a pair of glasses-ish thing
and then now this one can get
that custom shape
so I can go to custom shape here and say circle
and I get that
then I can just increase the size a little bit
until it makes sense
maybe three times as big
yeah, then I have this one to grab
and make the eye look in different directions
and that's what I wanted, and this one can go inside of shapes
cool, then I got that
so that's super neat
then, do we need anything else
in terms of custom controls? No, I think our
body is pretty much
done, we have the eye case
here, we got these ones here, the only thing we need
is we need this stuff to be parented to
this one as well, so keep offset
in that sense, so now we can move this one and everything
oh, that one did not follow
that one needs to be
keep offset, like that
yep, then everything has been set
then we can just symmetrize these features
across, so we're gonna
just grab basically all
the side here, all of it
like this, yep
like that, then we're gonna say armature and
symmetrize, and it
replaces the stuff on the other side, so you don't have to worry about that
but then now it also has a setup of
IK and all these things, and it's working
it's just the wrong color right now, so we'll
take that, set it here
oh, and we do have a wrong rotation
on the hand that can happen, so that's
something to also just keep in mind here
but no worries, the fix is pretty simple
we just gotta go into the IK here and then
oh wait, what's going on here
right, it's the inverse
the inverse needs to be set, so I have to select the bone here
then I gotta say clear inverse
I think
and then, nope, what's going on here
gonna undo that
then
ok, we're gonna remove the
thing, and then replace this one, that's right, sometimes that's an issue
with the child of constraint
that's just something to be wary of
nope, R.hand
like that, R.hand
IK, sorry
R.IK.arm
and then, yeah, now we got
that thing settled back
with the foot it worked fine, that's probably because the position was
more neutral
great, then we just gotta color these
we just gotta color these here
and
got these there
add them to the bone group here, right
let's see if we're missing anything
bone groups, bone groups
these ones are there, and then the last thing is just add
everything that's not supposed to deform anything
to the non-deforming list, so I'm gonna select all these bones
like this, this, that, that
that, that
that
that there, and the big one in the middle there
and these ones
then we're just
gonna go to bone here, and say alt-click deform
and that has been removed from all the
deform lists, they're all not
taking part in deforming the
body when we actually get into
skinning the entire body
ok, I think the right
approach would now be to try to skin
the body to this thing before moving on to
some of the other RIK features
alright, let's get into actually skinning
the body and the eyes kinda to
our RIK, so to achieve this
we gotta select our body
and we're just gonna do one object at a time, so we're gonna select our body
and select our RIK, so that our RIK is active
then we're gonna press ctrl-p, and we're gonna say
armature deform with automatic weights
and it's gonna go ahead and do some stuff
and now it should technically
be skinned, so if we start moving things around
let's grab this arm here, everything is
following along here
so I'm just gonna go into object mode here
and just do this, and then
I can start seeing
the stuff in motion here a little bit, I'm gonna go to this mode
and we already have some pretty interesting deformation
going on right there, it's like
it's almost feeling a little bit alive
in the way that that is portrayed there
and then I can bring up the shoulder here
do something like that
then we're getting our deformation
and there's definitely some room for improvement
of the way that it's skinned
like what should it drag with it, and what shouldn't it drag with it
all in all, it's
already kinda
working pretty well here
so that is super
awesome to see, and we can start doing
much more neutral pose
getting hands down
just see how that looks on the
mesh here
anything like that
see what we get here
we're definitely getting a lot of
stretching from this side that maybe is not super
desirable
definitely want the
shoulders to take less of the arm
there, but that's ok
and
and so on
let's see what we got there, it's resetting all the bones
then we can check out the legs here
we got that going on here
and there's also some
kinda decent deformation here and there
on the legs, it doesn't actually look too bad
and we're getting that leg out there
and then we can
try the pole target
see what that looks like
get that there, get the foot rotating
all kinds of things like that
yeah
it's not too bad, also a little bit too much
action it's taking from, but it's
not bad at all
cool
we can get this back here, we can try
this is obviously gonna move all this stuff here, but it feels
kinda good, so we have this one moving the hips here
this is where we start getting into the funny things
see how that behaves, so it's just a process of testing
how the different stuff is affecting the rig here
that actually seems pretty good
also pretty good, and this one is
kinda stretching where I would want it to stretch
so that's good, we definitely have some funky action
with the face here, the face is kinda
being controlled in
slightly different positions than
what's potentially, I think it's because the eye bones are
getting a little bit of that control
ooh that looks funky
that's a very good face actually, right there
I might just
copy that for later
and save it
and then we get
equally something quite good right there
also save that for later, just a little sidestep
ok nice, but that's all stuff that we can
fix
and we want to do that
cool, ok we're gonna reset all the bones here
just so we got a neutral position again
and I also want to test just the neck here
ok
it seems to respond, I'm kinda looking at the back neck
a bit more here
this seems fairly decent, and then we want to test the fingers
and I'm hoping for
something good
take the one finger at a time here
yep, that is exactly what I want
yep, and then if I
grab this one here
actually the fingers just work
perfect
really, absolutely perfect, that's great
and then we get these ones here
and we get some rotation
on the thumbs there as well, that is awesome
anything else to check here
nope, I think that's
pretty much it for checking, then we can start getting into
the formula thing, one thing we could have added to our rig
is adding
another bone in between here, that essentially would
let us twist
the arm bone, and
it's something akin to kinda doing this
and then
rotating
but then the linkage wouldn't work anymore
so we'd want an extra bone in here just for rotating
the upper front arm a little bit
so that when you're kinda rotating your hand
like this
then it kinda affects a bit more
of the arm over there
but I think for such a simple character
it's a little bit overkill
but there's many ways you could do it, you could also do it with a blend shape
when you rotate this essentially that activates a
blend shape here or something like that
or when we have rotation
here which you don't really have ever
then you could have
something going on there as well
because you kinda only want to rotate it around the X
there
so you could say that if you wanted to
you could do something like that just to
make it less bad
but we won't get into that, I think that's too much detail
for such a simple character
but it's something you could think about adding
figuring that out for the exploration
ok, let's get into fixing some of these
different stretching stuff here, so to fix it
we need to go into the thing called weight painting
so I'm gonna select a model, ctrl shift here
and then I'm gonna go into weight painting
and here we can do the weight painting
but to actually define the different
areas, we wanna
collect the bones first, then the model
then ctrl shift and then weight paint
and then now you can ctrl click on the bones
and you see the weight distributed on each separate bone
you also wanna turn on X so that you get
mirroring when you are weight painting
that'll hopefully
make it a lot easier, that's important
because otherwise you'll have some asymmetric behavior
so the first thing was kinda how
much this stuff is taking control
of the chest pieces here and I think what I'm gonna do is just
let it be a little bit more influenced on this one
overall, so the weight is set to 1
the radius is set here, then I'm gonna start
just painting it a little bit, you can see we're getting some
symmetry but it's not perfect symmetry
you know
and the symmetry could maybe be made better by going
to topology mirror here, then we're getting
perfect symmetry-ish, so I get this to
really take control of this
area, I want the
chest bone to control that
as much as possible and then we can
blur out the sides here a little bit more
blur out the sides
like that, and then this one here
I wanna put the weight
or I could use the smudge, the smear tool to kinda
bring it over there a little bit more
so it doesn't quite take
I don't really want it to deform
that much of this stuff here, that's a little bit too much
it's a little bit too much
then I could blur it a little bit
you can see how
you can see how that feels
if I go to post mode here
and I think I'm gonna set a keyframe, so I'm gonna turn on the keyframing
thing here and just
move it like anywhere
oh, I need to remove this one
move it over here
and then I move it a little bit here and then I'll reset it
and then essentially now we got this little
movement, so I'm gonna make it go a little bit higher up
get a more of an extreme position
kinda like that
and then turn off the keyframing
and then when I go into
weight painting here, I'm gonna select the bones, select the body, weight painting
then I can flip between
all this stuff and just see
what it looks like, I'm gonna turn off this stuff here
actually here
and then off with this
back into post mode, then turn on this
and then weight paint
there we go
then I can always turn this off to see everything
and as you can see we're getting quite a lot of
deformation here
what we would need probably is for
this bone here to also rotate up
right, that's kinda how that would be done
then it looks a little bit less bad
so let's just say that we
wanna maybe bring in a little bit more weight
on this one
so this one should come up with it
or it should
let's set this one to
zero here
or should we give it a bit more
it's a fine balancing act
usually, you wanna figure out what works
and it's gonna be a compromise because none of it is gonna look really good
the best thing you could do would probably be to introduce some blend shapes
that help
with those areas of stretching
but this is a pretty
this is pretty close actually
especially when we go into this section here
I think that can be forgiven
it's quite a lot
of deformation right there
let's see here
weight painting
maybe we can smear that out a little bit
just see how we
well maybe it just needs a little bit more
so we
just blur this out
let's try this one
and let's try a little bit more weight
just
smear it
and
maybe
smear it
and then blur it a little bit
yeah it's a little bit better
this is gonna be very hard to deal with
it's gonna be near impossible
but
maybe
the right posing and stuff can
make that work
let's see what we can get here
we can get some twists here as well
yeah
like that
and this all depends on like which
where you're starting off doing your
deformation like if you had a T pose then it would be easy to do
poses like this definitely with the hands above the head
but I'm keeping it down here
and then I'd rather correct this with a
blend shape but that's kind of
beyond the scope a little bit
let's see if we get this one there
and
then I guess the elbow here
that also helps with it
getting that in there yeah okay
I think that looks pretty good and then the behavior should be
similar on the other side already awesome
then we need to deal with the head here so I'm just gonna go
back then we go into this
this and then weight painting then we have the
head here and there we can literally take all of it
and just set it to one
essentially
all this with the jaw as well
all the stuff here all the stuff inside
all that stuff there
and all this stuff here that's really not gonna move
the ears are not gonna move
all this stuff
like that and then we can just
blur everything a little bit here and there
and then this
we'll get a zero weight on this stuff here
we don't want anything to be affecting this
really
nope
not the ears either like that pretty good
and then same with the eye bones
this is really gonna just
not affect anything
like that
none of this at all
this one there
these ones obviously they don't connect to anything because they have deform
and that one is now zero because we have mirror on it
and these ones also no deform
so that's good oh and these ones could also just get
zero weight on this here
nice and that means that if I
went here and selected
a bone like that and then
deformed it the whole face would now
follow along with it and that's kinda what I wanted
and we do get a little bit of stretching there
could introduce some
bit of additional weighting there
just to make that
yeah that feels pretty good
that feels pretty good
and then this one also looks pretty good
and this one that also looks pretty good
then we have the pelvis here
this one doesn't have anything that's good
this one's kinda doing that
which is not too bad
I think
this one's doing that that's actually pretty good but this one is getting a little bit
too high up so if I
am selecting this one
then that one is definitely
a little bit too
violent there so I'm gonna set the weight
down here or maybe just this much actually
that might help a little bit so I'm gonna
bring this down here just to
control this a little bit more
like that
like that
and then
maybe just blur it a little bit
again just bringing it slightly
back here
it does kinda deform in on itself here
and that's kinda unavoidable
I can minimize it at least
let's try this here
let's see what we get here
it's especially difficult on these characters
that look a little bit more realistic than the
deformation is not gonna be
amazing here
so the back is also suffering
a little bit there
gonna grab that one and just bring it
upwards and bring
this one
upwards as well
kinda get that going on
see how that deforms that one, not too bad
and then something like this
how does that deform
you know what, I think that actually
that actually works pretty well
ok, I think that's
that one, let's see this one here
yeah, that seems pretty good
this one, also pretty good
I think we kinda got
the body there, nice, then I'm just gonna
get the eyes, and the eyes are really simple
because they just need to be fully
parented, so I'm gonna select these ones
and say Ctrl-P, and then I'm gonna say with empty groups
this time, so now
in the eyes, we have all these vertex groups
for each bone
the body also has that, but for the eyes
they're essentially just empty, and then I can find
the right bones here, and they'll be
left eye, so left eye 1
that one, and then
if we're going to edge mode
here, I can just select the eye, Ctrl-L for selecting
the entire eye, and just say assign
and then now, if I move
this thing here, you can see that the eye
moves, and that one over there
apparently also moves
with the thing, I guess it's
because, it seems like something
is going on here
no, it seems right actually
is it because it mirrored?
I guess it's because it mirrored
so if I go on, oh right, it's because
the eyes are mirrored, they have a mirror modifier
on them, and the mirror modifier copies the vertex groups
of the other one, and it respects
the names basically, so you can see here
it mirror vertex groups, example R
to L, so it mirrors them, and then
now we can apply the mirror
and then it works, but we don't have to, we can also just
keep it with the mirror like this, and it still
totally works, and then we can even do
one eye like this, then we have it look like
like that essentially
awesome
that is great
and then we can go back to our
armature here, and just
reset everything
and then our character can essentially be
animated, at least this part of the
character can be animated
the body itself, then all we need now
are the items, and we're gonna get on that
in the next chapter
so that's it for now
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