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All right, we have reached the point where our model is pretty much complete.
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We got the finished model, finished texturing, finished UVs, finished everything and we even
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got a little bit of shading going on.
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And now we can move into rigging, which is going to be the stuff we do in this chapter.
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So to do the rig, we are going to just, you know, build a rig from the ground up and we're
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going to match it to the body of the character.
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We pretty much just kind of need the body and then we're going to do some special bones
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for some of the stuff like the cloth and probably some stuff for attaching items to the hands
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and things like that.
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So a little bit of different stuff in there and the rig is going to be fairly simple.
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It's going to be a full IK rig.
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So no FK on the arms, if you know what that means, just IK and IK on the legs.
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That's the way I always animate myself and I think it works just fine.
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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.
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Okay.
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So to start off, I am going to just isolate the body here and then we're going to start
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placing some bones.
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So I'm going to create a new bone here.
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I might jump into this setup here and just have a more simple matcap here.
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We're going to random.
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Yeah.
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I think that's pretty good.
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I just like having something a little bit more simple.
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And then we are going to create an armature.
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We're just going to create a single bone here.
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Then we got that going on and I'm going to move this one up to the pelvis here and we
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need to turn on ghost so we can see through and the idea is that this is going to be kind
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of the point of, not rotation, but the origin point basically and you should be able to
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take this bone and move it anywhere and then the rest of the body will flow.
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So you need to have one point on your body where everything kind of follows with that.
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And we might also want to create a control bone in the bottom.
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Let's do that straight away actually.
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I'm going to create a new bone here, just hitting shift A there.
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Then we have a bone and then this one is going to be parented underneath this one, but it's
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going to be offset like this.
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So this is kind of a control bone.
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And because we're doing rigging, naming is really everything.
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So we'll call this one the main, let's call it main here and then this one will be the
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pelvis like that.
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And now those are named.
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This one will probably be oriented this way and it's kind of just representing the pelvis
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as much as possible.
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So I'm putting it like that and it's going to allow us to do the legs and stuff from
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that point basically.
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Okay, very nice.
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Then I'm going to start doing the spine here and the spine I'm just going to extrude from
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this one.
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And that means that now this one is not parented underneath this one, so we need to parent
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it.
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So we're going to parent this one and we're going to choose to be keep offset.
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So that now when this one moves in a post mode, then the other one follows.
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That's kind of the idea.
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And then when this moves, the whole thing follows.
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So that's the initial setup.
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And this one is going to be spine.
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Let's name it right away.
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We're going to call it spine001.
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And then when we start extruding more from the stuff here, you can see it'll just name
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it correctly here on end.
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We're going to create probably, I think two bones in here is enough.
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Something like that.
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And then a single bone for the chest.
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I don't need a lot of flexibility in here, but the chest would be good to have that.
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I typically like creating my spine fairly close to the edge out here.
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We could do that also, actually, now that I'm thinking about it.
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Let's see here.
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So I have this one and then let's see, something like that.
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Not all the way out, even though that is where the spine kind of would set itself.
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But just in terms of rotation, I feel that the deformation usually is a little bit nicer
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when you have it a little bit further in, but definitely towards the back of the body.
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Your mileage may vary.
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It all depends on what you're rigging.
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Something like that.
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And then from here, I want maybe just two bones and then a single bone for the head.
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And we want to find the point of rotation here, right?
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So that's going to be something like that.
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And then this here kind of goes up there.
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The point of rotation is roughly around here, it's where the head rotates around.
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And then we got the neck there, can move this one forward a little bit.
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Something along those lines right there.
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And that's kind of where you would get your rotation, I think actually a little bit further
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in.
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Something like that.
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Cool.
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This can also come forward a little bit.
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I'm just trying to create that slight curve in the spine here.
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Yep, that looks good to me.
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Then just want to name this one head as the only one that is the head bone.
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And then these other ones can be spine, that's actually fine.
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That rhymes.
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So that means it's probably true.
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Then here we can start extruding things out.
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And I want to extrude out a little bone here to where the leg kind of attaches, somewhere
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around here.
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And this bone is not going to be something that you can move because it's part of the
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pelvis.
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It's just a little support bone to bring out the right rotation point.
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You could also have a floating bone, but I like keeping things connected.
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So I'm going to call this one something a little bit different.
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I'm going to call it L dot, because it's the left leg, so L dot leg dot 00, like this.
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And when 00, that basically tells me that I'm not going to be using it for deforming.
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So I might turn the deforming off later on, but not right now.
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Then I'm bringing this one down and then that becomes leg 001.
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Bring it down to the knee and then this one further down.
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Then I want to place this, and it's important you have a little bit of an angle to the leg.
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That's going to be important for the IK leg setup, et cetera.
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Cool.
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So we've got that going on there.
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Then I can extrude out the foot here, and I just want one bone and then another one,
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like that.
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And this is going to be foot.
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So I'm going to name this one foot dot 001, copy it, and the other one foot 002, like
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that.
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Very nice.
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So that is the leg there.
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Then we need to do something similar for the arms.
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This is where it gets a little bit funny.
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To have a bone follow the chest, basically, then we need to extrude out from here.
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So I'm going to be extruding out somewhere around here to the clavicles, and then the
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clavicles are going to be moving the rest of the stuff here.
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And then extrude that out, basically, like that.
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And I might even move this one into the middle a little bit, just to get some simple deformation.
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And then I want, basically, where the arm will be rotating, so that's something along
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this line here.
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That's probably, it's around finding the right spot, and every model is going to be a little
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bit different where the right spot is.
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I think something like this actually works quite well.
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Then I'm going to call this one the, this one's going to be arm, L dot arm dot 00.
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And then this one's going to be L dot arm 001.
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And then I can start extruding these things out, bringing it down to the elbow.
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Let's see, something like that, and I'm extruding out on E, by the way, there, there as well.
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And then we get the hand, and the hand is going to have its own little partial joint
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here.
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And then I like to actually create finger bones before the fingers start, so you can
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get a little bit more flexibility in how the hand deforms.
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So I'm going to call this one the L dot hand, that's just what it's going to be called.
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And then from this one, I can get out a thumb.
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If you want to play stuff inside the fingers, you could actually use this snapping feature
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volume, and then you can create stuff, and it kind of just tries to settle itself within
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the volume.
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And here we need to have, let's see, oh, is it one, two, three, like that.
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Something along those lines for the thumb, and you can see it kind of perfectly places
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itself within the thumb, so that's super handy.
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Then here we want one bone, two bones, three bones, four bones, and this can come a little
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bit further down, this can also come a little bit further down, something along those lines,
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and you can see it kind of sits within the finger super easily, and that's because of
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that volume snapping, it's super handy.
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And for the knuckle there, one, two, three, and they kind of gradually get shorter and
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shorter towards the end there.
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One, two, three, four, and one, two, three, four, and they got a little bit too, they
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got a little bit over there.
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Very nice, and they sit comfortably inside the finger here, and you can of course move
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them a little bit if you feel the need, I think that I could actually move all of these
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just a little bit outwards, so they sit a little bit closer to the edge there.
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That's pretty good, pretty happy with that.
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Then I could probably pose this one somewhere around there.
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And these extra ones, I actually would use these for deforming, to get a little bit of
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extra variety in how the hand deforms.
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And I did forget to name the fingers, so that's, I'm going to have to do some manual work here.
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So I'm going to say L.Thumb.000, and you can actually just take this, then copy it, and
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then it will auto-rename it, if you just paste it in like this.
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Like that, three.
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And then this one will be L.Index, index.000, and then, I wonder if you can do all of these,
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will it just work?
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No, it definitely didn't work.
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So now I need this one to be one, this one needs to be two, oh, this one needs to be
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Okay, let's say, oh, accidentally subdivided.
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Okay, now this one can be two, and then this one can be three.
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So yeah, rename the bones properly.
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And middle, and then we can do that, do that, do that.
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This one can be ring, ring, copy, paste, paste, and paste.
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And then this one can be little, like so, like so, like so, like so.
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Then we got all the fingers named there as well.
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And the feet, we got those named, yeah, we got foot one and two.
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That's great, we got the fingers there.
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That's looking good, we got the clavicle there.
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And then we got the head there as well.
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Very nice.
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And then we could do additional stuff, like do a bone for the eyes.
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So if we bring in the eyes here, if we just slash everything here,
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hide the items, oh, that actually hit the armature,
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I'm gonna put that in with the character, hide the items.
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Then we have the eyes here, and the eyes technically still have the mirror on,
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so I'm gonna, do I need to apply the mirror?
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No, I probably don't need to apply the mirror.
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So as long as your origin is in one of the eyes,
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then I can now say cursor to selected, so I get my cursor there.
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Then I can go into my rig, and then I can create a new bone
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inside the eye, and just put this one
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to selection to cursor, and then I can move it outwards a little bit.
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And then I have essentially, that's what I want,
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I'm gonna turn off the snapping here.
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So I have this pointing in that direction,
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and then the eye can get parented to that.
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And then I need some kind of bone attachment to this one,
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so I could do a, I actually don't need the head bone to go all the way up there.
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I'm gonna do this one, and selection to cursor,
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and then control P, connect it.
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So then, now that's attached there.
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And this bone here, we'll call this one the L.I.
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I will call it.001,
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and then this one will be 00, in that sense.
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Cool. We could also obviously do one for the mouth.
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I'm not really gonna have any mouth action for this character,
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but you could easily attach another bone,
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and then do some skinning in that regard.
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I will not be doing that right now.
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Okay, and then we more or less have the bones placed,
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so that is pretty good, and we're gonna tackle these bones first,
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and then if we do need to do any additional bones
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for some of the assets and stuff, we'll get to that afterwards.
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We can always modify and add to the rig.
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But let's first test what we got is working.
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We also need to do some orientation here,
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so right now, if I go into pose mode, I want these bones,
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and I say I want to rotate it along its axis,
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it's kind of doing this, and it would be nice if the bones
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were rotating along their natural axis instead,
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and there's a way to do that.
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We're just gonna select everything,
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then I think it's, I said Shift-N, yeah.
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So if we click Shift-N, then we get into this menu
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called Recalculate Roll, which is Bone Roll, Recalculate Roll,
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Shift-N, and then you can play with different ones here.
228
00:16:42,540 --> 00:16:46,539
So if I do this, for example, then I get some kind of rotation.
229
00:16:46,542 --> 00:16:49,539
If I do this, then I get another one, et cetera, et cetera.
230
00:16:49,542 --> 00:16:52,539
So if I choose this global plus axis,
231
00:16:52,542 --> 00:16:57,539
it's gonna try to align itself like this,
232
00:16:57,542 --> 00:17:02,539
and then now the local x-axis for this one
233
00:17:02,542 --> 00:17:05,540
is not really what I want there, I think.
234
00:17:05,700 --> 00:17:08,699
Because then I get y like this,
235
00:17:08,702 --> 00:17:13,699
and then z like that, hmm.
236
00:17:13,702 --> 00:17:18,699
Yeah, I think I want at least, to me,
237
00:17:18,702 --> 00:17:23,699
x should be like that instead.
238
00:17:23,702 --> 00:17:28,699
So let's try another one, let's try this one here.
239
00:17:28,702 --> 00:17:31,700
Let's see what we get here.
240
00:17:31,860 --> 00:17:35,859
Yeah, so now when I'm in the local rotation for this one,
241
00:17:35,862 --> 00:17:38,859
it's rotating the right way, and the same with this one.
242
00:17:38,862 --> 00:17:41,859
And with this one, that's pretty good.
243
00:17:41,862 --> 00:17:44,859
And the toe also, that works for me.
244
00:17:44,862 --> 00:17:49,859
And this one also for the spine here, that all seems fine.
245
00:17:49,862 --> 00:17:52,859
And that works fine there.
246
00:17:52,862 --> 00:17:55,859
And y is always along the axis here.
247
00:17:55,862 --> 00:18:00,860
Then we got this one, and this one is rotating like that.
248
00:18:01,020 --> 00:18:04,019
And the arm going out like that.
249
00:18:04,022 --> 00:18:07,019
I think that actually works pretty well for me.
250
00:18:07,022 --> 00:18:10,019
Then we got this here.
251
00:18:10,022 --> 00:18:13,019
And then to close all the bones,
252
00:18:13,022 --> 00:18:16,019
we have to take them like this,
253
00:18:16,022 --> 00:18:20,019
and double tap set, then go individual origins.
254
00:18:20,022 --> 00:18:23,019
I'm just testing the bones right now, and then on set.
255
00:18:23,022 --> 00:18:26,019
Yeah, I think that's pretty natural, actually.
256
00:18:26,022 --> 00:18:29,020
Yeah, so set there.
257
00:18:29,180 --> 00:18:32,179
To help with the alignment a little bit,
258
00:18:32,182 --> 00:18:35,179
you can always go into viewport display,
259
00:18:35,182 --> 00:18:38,179
and then under the armature,
260
00:18:38,182 --> 00:18:41,179
and then say viewport display,
261
00:18:41,182 --> 00:18:44,179
and then choose axes,
262
00:18:44,182 --> 00:18:47,179
and then you can kind of see
263
00:18:47,182 --> 00:18:50,179
which way the different axes are rotating.
264
00:18:50,182 --> 00:18:53,179
And this matters, definitely take the time to set this up,
265
00:18:53,182 --> 00:18:56,180
because it will affect how your break behaves overall.
266
00:18:56,340 --> 00:18:59,339
Pretty consistent.
267
00:18:59,342 --> 00:19:02,339
Yeah, I think I like this, that the elbow works like this,
268
00:19:02,342 --> 00:19:05,339
and the knee works in the same way.
269
00:19:05,342 --> 00:19:08,339
So it's something to kind of count on,
270
00:19:08,342 --> 00:19:11,339
as to how it's going to respond.
271
00:19:11,342 --> 00:19:14,339
Okay, that's pretty good here.
272
00:19:14,342 --> 00:19:17,339
Let's see, what are we missing?
273
00:19:17,342 --> 00:19:20,339
I think that's it for the bones,
274
00:19:20,342 --> 00:19:23,340
and then I think we can actually get them over to the other side,
275
00:19:23,500 --> 00:19:26,499
so I'm going to select all the bones here on the left side,
276
00:19:26,502 --> 00:19:29,499
and then including these ones,
277
00:19:29,502 --> 00:19:32,499
so all the left bones are selected,
278
00:19:32,502 --> 00:19:35,499
except for the middle bones, right?
279
00:19:35,502 --> 00:19:38,499
And we're going to say armature,
280
00:19:38,502 --> 00:19:41,499
and then we're going to say symmetrize.
281
00:19:41,502 --> 00:19:44,499
And it's going to take all the bones with the same naming,
282
00:19:44,502 --> 00:19:47,499
with the L dot something,
283
00:19:47,502 --> 00:19:50,500
and flip them to the other side,
284
00:19:50,660 --> 00:19:53,659
and then rename them with R dot something instead,
285
00:19:53,662 --> 00:19:56,659
so now all these bones have the right naming.
286
00:19:56,662 --> 00:19:59,659
And the rotation should be mirrored, as far as I remember,
287
00:19:59,662 --> 00:20:02,659
so if I click X like this,
288
00:20:02,662 --> 00:20:05,659
then we get this mirrored behavior,
289
00:20:05,662 --> 00:20:08,659
which is what we want.
290
00:20:08,662 --> 00:20:11,659
And then Z should be symmetrical,
291
00:20:11,662 --> 00:20:14,659
like that.
292
00:20:14,662 --> 00:20:17,660
And that's basically the way we're going to do it.
293
00:20:17,820 --> 00:20:20,819
Just if our rig is kind of working,
294
00:20:20,822 --> 00:20:23,819
I can move it here,
295
00:20:23,822 --> 00:20:26,819
but then I'm going to do a pose
296
00:20:26,822 --> 00:20:29,819
of something where I just test a few
297
00:20:29,822 --> 00:20:32,819
features here, like that.
298
00:20:32,822 --> 00:20:35,819
Testing some...
299
00:20:35,822 --> 00:20:38,819
I'm going to move this one out, like that,
300
00:20:38,822 --> 00:20:41,819
and take the leg to this,
301
00:20:41,822 --> 00:20:44,820
and then do that.
302
00:20:44,980 --> 00:20:47,979
And then I'm going to take the whole thing,
303
00:20:47,982 --> 00:20:50,979
like this is my pose,
304
00:20:50,982 --> 00:20:53,979
press CTRL, oh actually I also need something
305
00:20:53,982 --> 00:20:56,979
on the torso here, like that, cool. Press CTRL C,
306
00:20:56,982 --> 00:20:59,979
and then I'm going to press CTRL SHIFT V,
307
00:20:59,982 --> 00:21:02,979
CTRL SHIFT V, and that's going to
308
00:21:02,982 --> 00:21:05,979
paste the pose on the same one, but inverted.
309
00:21:05,982 --> 00:21:08,979
And if I undo here, yeah,
310
00:21:08,982 --> 00:21:11,980
they look to be completely in alignment.
311
00:21:12,140 --> 00:21:15,140
And that's exactly what I wanted here.
312
00:21:17,140 --> 00:21:20,139
Yep, they are mirrored, and that means
313
00:21:20,142 --> 00:21:23,139
that the bone orientation works the way it should.
314
00:21:23,142 --> 00:21:26,139
I'm going to select everything and press ALT G and ALT R,
315
00:21:26,142 --> 00:21:29,139
just so that everything goes back into its
316
00:21:29,142 --> 00:21:32,139
normal orientation.
317
00:21:32,142 --> 00:21:35,139
Very cool, that essentially means that the bones for the body
318
00:21:35,142 --> 00:21:38,139
are done. Then we're going to do a little bit of
319
00:21:38,142 --> 00:21:41,140
styling here.
320
00:21:41,300 --> 00:21:44,299
I'm going to do some bone groups,
321
00:21:44,302 --> 00:21:47,299
so go over to the armature setup here, then go into bone groups,
322
00:21:47,302 --> 00:21:50,299
and then go into pose mode.
323
00:21:50,302 --> 00:21:53,299
And then I'm going to create a new bone group, I'm going to create one called
324
00:21:53,302 --> 00:21:56,299
middle, I'm going to create one called
325
00:21:56,302 --> 00:21:59,299
left,
326
00:21:59,302 --> 00:22:02,299
I'm going to create one called right,
327
00:22:02,302 --> 00:22:05,299
I'm going to create one called
328
00:22:05,302 --> 00:22:08,300
utility, oh actually no,
329
00:22:08,460 --> 00:22:11,459
none probably, none.
330
00:22:11,462 --> 00:22:14,459
And then I'm going to give them some color, so middle
331
00:22:14,462 --> 00:22:17,459
is going to get yellow, left is going to get blue,
332
00:22:17,462 --> 00:22:20,459
right is going to get red,
333
00:22:20,462 --> 00:22:23,459
and default is going to get just like a grey
334
00:22:23,462 --> 00:22:26,459
theme color set here.
335
00:22:26,462 --> 00:22:29,459
Then we're going to take all the bones here on the
336
00:22:29,462 --> 00:22:32,459
left side,
337
00:22:32,462 --> 00:22:35,460
these ones, these ones,
338
00:22:35,620 --> 00:22:38,619
except for those ones,
339
00:22:38,622 --> 00:22:41,619
and not that one.
340
00:22:41,622 --> 00:22:44,619
Oh, we're actually missing a bone there, I just noticed.
341
00:22:44,622 --> 00:22:47,619
So this one needs to be armature,
342
00:22:47,622 --> 00:22:50,619
and then symmetrize,
343
00:22:50,622 --> 00:22:53,619
and then we need to parent this one up,
344
00:22:53,622 --> 00:22:56,619
connect it,
345
00:22:56,622 --> 00:22:59,619
there we go, almost missed that one,
346
00:22:59,622 --> 00:23:02,620
that was good, I saw that.
347
00:23:02,780 --> 00:23:05,779
So yeah, we're going to select all the bones
348
00:23:05,782 --> 00:23:08,779
here on the left in pose mode,
349
00:23:08,782 --> 00:23:11,779
except for that one, and that one,
350
00:23:11,782 --> 00:23:14,779
and then the eye as well,
351
00:23:14,782 --> 00:23:17,779
and all this stuff here, and then we're going to
352
00:23:17,782 --> 00:23:20,779
add it to the left group, and that's going to turn them blue,
353
00:23:20,782 --> 00:23:23,779
and that just helps us orient ourselves to see where everything is.
354
00:23:23,782 --> 00:23:26,779
Then we're going to do the opposite
355
00:23:26,782 --> 00:23:29,780
on the other side here,
356
00:23:29,940 --> 00:23:32,939
the eye bone, turn them right,
357
00:23:32,942 --> 00:23:35,939
then they are red now, and then we can
358
00:23:35,942 --> 00:23:38,939
do the same thing with the middle here, all the middle bones,
359
00:23:38,942 --> 00:23:41,939
say middle, like that,
360
00:23:41,942 --> 00:23:44,939
I might also turn this one middle, like that,
361
00:23:44,942 --> 00:23:47,939
and then all the bones that we don't want to deform anything,
362
00:23:47,942 --> 00:23:50,939
we're going to make them
363
00:23:50,942 --> 00:23:53,939
be none, and then also
364
00:23:53,942 --> 00:23:56,940
inside the bone options here, I'm going to
365
00:23:57,100 --> 00:24:00,099
alt-click deform, and that means that
366
00:24:00,102 --> 00:24:03,099
all these bones here no longer have the
367
00:24:03,102 --> 00:24:06,099
deform option, so that means that during
368
00:24:06,102 --> 00:24:09,099
skinning, they will not
369
00:24:09,102 --> 00:24:12,099
try to
370
00:24:12,102 --> 00:24:15,099
skin to those bones,
371
00:24:15,102 --> 00:24:18,099
which we don't want, and this one is also not a deformation
372
00:24:18,102 --> 00:24:21,099
bone, so let's untick the deform bone
373
00:24:21,102 --> 00:24:24,100
here.
374
00:24:24,260 --> 00:24:27,259
Alright, then we got
375
00:24:27,262 --> 00:24:30,259
all that stuff covered here,
376
00:24:30,262 --> 00:24:33,259
so that's really good, and we got everything
377
00:24:33,262 --> 00:24:36,259
working still, and this one can move
378
00:24:36,262 --> 00:24:39,259
those things, and then you can have a point of rotation
379
00:24:39,262 --> 00:24:42,259
there, that's good,
380
00:24:42,262 --> 00:24:45,259
the whole thing can rotate like that,
381
00:24:45,262 --> 00:24:48,259
the legs can rotate like that,
382
00:24:48,262 --> 00:24:51,260
we don't really have a control for rotating
383
00:24:51,420 --> 00:24:54,419
the pelvic region without rotating the top,
384
00:24:54,422 --> 00:24:57,419
that could actually maybe be interesting,
385
00:24:57,422 --> 00:25:00,419
if we wanted to be able to
386
00:25:00,422 --> 00:25:03,419
rotate that one without, I still want
387
00:25:03,422 --> 00:25:06,419
to have a point where I can move everything,
388
00:25:06,422 --> 00:25:09,419
but it can also be good sometimes to
389
00:25:09,422 --> 00:25:12,419
be able to rotate that thing,
390
00:25:12,422 --> 00:25:15,419
you don't have to use it, but if we went in here and just subdivided
391
00:25:15,422 --> 00:25:18,420
this, and then
392
00:25:18,580 --> 00:25:21,579
oh, I just need to get the right
393
00:25:21,582 --> 00:25:24,579
there we go,
394
00:25:24,582 --> 00:25:27,579
just get the right thing here
395
00:25:27,582 --> 00:25:30,579
and move this there, then we can
396
00:25:30,582 --> 00:25:33,579
move this one, and everything moves, but then I can
397
00:25:33,582 --> 00:25:36,579
rotate this one here
398
00:25:36,582 --> 00:25:39,579
wait, what's going on?
399
00:25:39,582 --> 00:25:42,579
Ok, so this just needs to be parented to this one
400
00:25:42,582 --> 00:25:45,580
instead, and
401
00:25:45,740 --> 00:25:48,739
go into parent here, and say keep offset,
402
00:25:48,742 --> 00:25:51,739
then this one moves everything,
403
00:25:51,742 --> 00:25:54,739
but then this one only rotates this stuff here
404
00:25:54,742 --> 00:25:57,739
and that's kinda what I was
405
00:25:57,742 --> 00:26:00,739
thinking, that could be actually quite useful
406
00:26:00,742 --> 00:26:03,739
from time to time, just something to
407
00:26:03,742 --> 00:26:06,739
keep in mind, that if you suddenly need to
408
00:26:06,742 --> 00:26:09,739
rotate all this, then you got that one
409
00:26:09,742 --> 00:26:12,740
Ok,
410
00:26:12,900 --> 00:26:15,899
the only problem is that
411
00:26:15,902 --> 00:26:18,899
we probably don't want to deform anything
412
00:26:18,902 --> 00:26:21,899
to this one, so I'm gonna
413
00:26:21,902 --> 00:26:24,899
have this one
414
00:26:24,902 --> 00:26:27,899
oh, that's a good question, where
415
00:26:27,902 --> 00:26:30,899
we should put this one, maybe we should just put it on top
416
00:26:30,902 --> 00:26:33,899
and then they're in the same location
417
00:26:33,902 --> 00:26:36,899
and then we'll, you know, so
418
00:26:36,902 --> 00:26:39,900
we can do this, we can do that, and then we can
419
00:26:40,060 --> 00:26:43,059
select the other bone, which we can't select right now, but we can
420
00:26:43,062 --> 00:26:46,059
turn it into a, we can give it a
421
00:26:46,062 --> 00:26:49,059
shape essentially, so if we
422
00:26:49,062 --> 00:26:52,059
let's just do that now so we can access it, we're gonna be doing this later
423
00:26:52,062 --> 00:26:55,059
for the other bones, but we're gonna create
424
00:26:55,062 --> 00:26:58,059
a shape here
425
00:26:58,062 --> 00:27:01,059
I think it's just a cube
426
00:27:01,062 --> 00:27:04,059
do we wanna use a cube?
427
00:27:04,062 --> 00:27:07,060
yeah, I think
428
00:27:07,220 --> 00:27:10,219
I think a cube can be good for
429
00:27:10,222 --> 00:27:13,219
the entire thing here
430
00:27:13,222 --> 00:27:16,219
something like
431
00:27:16,222 --> 00:27:19,219
this, just to see
432
00:27:19,222 --> 00:27:22,219
and then I'll delete only faces
433
00:27:22,222 --> 00:27:25,219
like that
434
00:27:25,222 --> 00:27:28,219
and then I'll just press Alt G, then
435
00:27:28,222 --> 00:27:31,219
I'm gonna go over here to the bones
436
00:27:31,222 --> 00:27:34,220
and then I'm gonna go into the hierarchy and then essentially that little
437
00:27:34,380 --> 00:27:37,379
bone we had here before
438
00:27:37,382 --> 00:27:40,379
let's see, so we got the pelvis, we got the mane
439
00:27:40,382 --> 00:27:43,379
where did it actually go?
440
00:27:43,382 --> 00:27:46,379
oh, did it delete itself because we had
441
00:27:46,382 --> 00:27:49,379
hmm, did it actually
442
00:27:49,382 --> 00:27:52,379
delete itself?
443
00:27:52,382 --> 00:27:55,379
nice to see here, oh, that's not what I wanted to do
444
00:27:55,382 --> 00:27:58,379
whoa, what's going on here?
445
00:27:58,382 --> 00:28:01,380
so I'm
446
00:28:01,540 --> 00:28:04,539
removing that one
447
00:28:04,542 --> 00:28:07,539
why?
448
00:28:07,542 --> 00:28:10,539
ok, there's some kind of parenting
449
00:28:10,542 --> 00:28:13,539
stuff here that I'm not quite sure
450
00:28:13,542 --> 00:28:16,539
exactly how it's holding together, so we got that
451
00:28:16,542 --> 00:28:19,539
and that, we got the main bone there
452
00:28:19,542 --> 00:28:22,539
ok, I need to reduce this a little bit
453
00:28:22,542 --> 00:28:25,540
so I'm gonna set this to be
454
00:28:25,700 --> 00:28:28,699
so I'm gonna take this one
455
00:28:28,702 --> 00:28:31,699
and Alt P
456
00:28:31,702 --> 00:28:34,699
disconnect bone
457
00:28:34,702 --> 00:28:37,699
and then
458
00:28:37,702 --> 00:28:40,699
Alt P, clear parent
459
00:28:40,702 --> 00:28:43,699
there we go, so now if I move this one
460
00:28:43,702 --> 00:28:46,699
that's fine, take these two
461
00:28:46,702 --> 00:28:49,699
parent it underneath this one, connect it
462
00:28:49,702 --> 00:28:52,700
then I'm gonna move this one down
463
00:28:52,860 --> 00:28:55,859
just on
464
00:28:55,862 --> 00:28:58,859
huh
465
00:28:58,862 --> 00:29:01,859
ok
466
00:29:01,862 --> 00:29:04,859
let's do a little bit of adjustment here
467
00:29:04,862 --> 00:29:07,859
ok, it seems like a bone actually disappeared because they were exactly on top of each other
468
00:29:07,862 --> 00:29:10,859
so we can't do that, so I'm gonna
469
00:29:10,862 --> 00:29:13,859
create a bone in between there again
470
00:29:13,862 --> 00:29:16,859
and then
471
00:29:16,862 --> 00:29:19,860
that'll just have to be fine
472
00:29:20,020 --> 00:29:23,019
this one is connected there
473
00:29:23,022 --> 00:29:26,019
and this one
474
00:29:26,022 --> 00:29:29,019
is gonna be that bone
475
00:29:29,022 --> 00:29:32,019
and this one
476
00:29:32,022 --> 00:29:35,019
is gonna be Alt P, clear parent
477
00:29:35,022 --> 00:29:38,019
this one is gonna be connected to that one
478
00:29:38,022 --> 00:29:41,019
with a keep offset, so now if we move this one here
479
00:29:41,022 --> 00:29:44,019
everything moves, and that's what we want
480
00:29:44,022 --> 00:29:47,020
cool, and this one is called
481
00:29:47,180 --> 00:29:50,179
just bone right now, I'm gonna call this
482
00:29:50,182 --> 00:29:53,179
pelvis
483
00:29:53,182 --> 00:29:56,179
0,0
484
00:29:56,182 --> 00:29:59,179
and this one is called pelvis
485
00:29:59,182 --> 00:30:02,179
0,0,1, that sounds
486
00:30:02,182 --> 00:30:05,179
good, and then
487
00:30:05,182 --> 00:30:08,179
back to pose mode here
488
00:30:08,182 --> 00:30:11,179
oh, that was wrong, back to pose mode
489
00:30:11,182 --> 00:30:14,180
and then this one is gonna be middle, assign
490
00:30:14,340 --> 00:30:17,339
cool, and this one also middle
491
00:30:17,342 --> 00:30:20,339
and then this one now, so this little bone here, because it's so small that we can't really
492
00:30:20,342 --> 00:30:23,339
grab it, I wanna give it a
493
00:30:23,342 --> 00:30:26,339
a visual aid basically
494
00:30:26,342 --> 00:30:29,339
and the way you do that is you go down to viewport display
495
00:30:29,342 --> 00:30:32,339
no, sorry, on the bone, you go down to viewport display
496
00:30:32,342 --> 00:30:35,339
and then here you can say custom shape, and I'm gonna select this
497
00:30:35,342 --> 00:30:38,339
box down here, the cube, and then
498
00:30:38,342 --> 00:30:41,340
that's gonna be the new display
499
00:30:41,500 --> 00:30:44,499
and you can see it's pretty small, because it's just
500
00:30:44,502 --> 00:30:47,499
scaled relative to the bone
501
00:30:47,502 --> 00:30:50,499
but I'm gonna scale this up by a factor of 10
502
00:30:50,502 --> 00:30:53,499
maybe even 50
503
00:30:53,502 --> 00:30:56,499
and then I can
504
00:30:56,502 --> 00:30:59,499
do the final adjustments kinda here
505
00:30:59,502 --> 00:31:02,499
I'm gonna go to object mode
506
00:31:02,502 --> 00:31:05,499
and then just
507
00:31:05,502 --> 00:31:08,499
ok, so it wants to rotate that way
508
00:31:08,502 --> 00:31:11,499
that's also fine
509
00:31:11,502 --> 00:31:14,499
like that, like that
510
00:31:14,502 --> 00:31:17,499
and then
511
00:31:17,502 --> 00:31:20,499
something along those lines
512
00:31:20,502 --> 00:31:23,499
that's gonna become the new
513
00:31:23,502 --> 00:31:26,499
big control for the whole body
514
00:31:26,502 --> 00:31:29,499
there, and then I essentially
515
00:31:29,502 --> 00:31:32,499
have this control for moving everything like that
516
00:31:32,502 --> 00:31:35,499
and we also have this one, oh, that one needs to be
517
00:31:35,502 --> 00:31:38,499
connected, so now this is essentially the bone
518
00:31:38,502 --> 00:31:41,499
so I'm gonna select the bone here
519
00:31:41,502 --> 00:31:44,499
and select that one, and just ctrl P
520
00:31:44,502 --> 00:31:47,499
keep offset, this one
521
00:31:47,502 --> 00:31:50,499
is connected there
522
00:31:50,502 --> 00:31:53,499
and this one can move
523
00:31:53,502 --> 00:31:56,499
there's something else that's connected
524
00:31:56,502 --> 00:31:59,499
to this area here
525
00:31:59,502 --> 00:32:02,499
perhaps the eyes
526
00:32:02,502 --> 00:32:05,499
alt P
527
00:32:05,502 --> 00:32:08,499
it seemed like the eyes were connected to the bone for some reason
528
00:32:08,502 --> 00:32:11,499
maybe I had done that by accident
529
00:32:11,502 --> 00:32:14,499
but now we have that setup, and we have a control to
530
00:32:14,502 --> 00:32:17,499
move the pelvis, we can move the entire thing
531
00:32:17,502 --> 00:32:20,499
like this, we can move that, that's exactly what
532
00:32:20,502 --> 00:32:23,499
we wanted out of this, awesome
533
00:32:23,502 --> 00:32:26,499
now that has been setup, then we can move on to doing some of the
534
00:32:26,502 --> 00:32:29,499
eye case setup for the different parts
535
00:32:29,502 --> 00:32:32,499
of the body, so let's start with
536
00:32:32,502 --> 00:32:35,499
the legs here, they are kind of the easiest
537
00:32:35,502 --> 00:32:38,499
so let's
538
00:32:38,502 --> 00:32:41,499
create some new bones, so the way it works in Blender
539
00:32:41,502 --> 00:32:44,499
if you're not familiar with the rigging stuff
540
00:32:44,502 --> 00:32:47,499
is that you create some bones, and then you apply
541
00:32:47,502 --> 00:32:50,499
some bone constraints to those bones, and they will become
542
00:32:50,502 --> 00:32:53,499
the eye case setup
543
00:32:53,502 --> 00:32:56,500
so it's just all kind of bones basically
544
00:32:57,500 --> 00:33:00,499
I'm going to take this area right there
545
00:33:00,502 --> 00:33:03,499
and then that's going to become
546
00:33:03,502 --> 00:33:06,499
our eye case
547
00:33:06,502 --> 00:33:09,499
handle, and what I want is
548
00:33:09,502 --> 00:33:12,499
in a way for the
549
00:33:12,502 --> 00:33:15,499
eye case handle to sit
550
00:33:15,502 --> 00:33:18,499
probably somewhere like this
551
00:33:18,502 --> 00:33:21,499
and then I can move
552
00:33:21,502 --> 00:33:24,499
that around and rotate it, and the foot rotates with it
553
00:33:24,502 --> 00:33:27,499
or we could make it so
554
00:33:27,502 --> 00:33:30,499
that the eye case handle is the foot itself
555
00:33:30,502 --> 00:33:33,499
that, and then that can be rotated
556
00:33:33,502 --> 00:33:36,499
that probably makes more sense, I'm going to duplicate this bone here
557
00:33:36,502 --> 00:33:39,499
I'm going to create Alt-P clear parent
558
00:33:39,502 --> 00:33:42,499
so it's just floating in space here
559
00:33:42,502 --> 00:33:45,499
I'm going to call this
560
00:33:45,502 --> 00:33:48,499
lEyeCaseLeg
561
00:33:48,502 --> 00:33:51,499
like that, so that's going to be the
562
00:33:51,502 --> 00:33:54,499
eye case handle there, then I'm going to extrude this bone
563
00:33:54,502 --> 00:33:57,499
out here, and then also Alt-P clear parent
564
00:33:57,502 --> 00:34:00,499
and I'm going to
565
00:34:00,502 --> 00:34:03,499
move it out just a tiny bit, like that
566
00:34:03,502 --> 00:34:06,499
and this is going to be lPT
567
00:34:06,502 --> 00:34:09,499
leg, and PT stands for pole target
568
00:34:09,502 --> 00:34:12,499
and then
569
00:34:12,502 --> 00:34:15,499
those are the two handles there I need
570
00:34:15,502 --> 00:34:18,499
so that's pretty good, and then on this bone here
571
00:34:18,502 --> 00:34:21,499
we're going to go into post mode, and it's going to get
572
00:34:21,502 --> 00:34:24,499
the bone constraint here, so I'm going to say
573
00:34:24,502 --> 00:34:27,499
IK, inverse kinematics
574
00:34:27,502 --> 00:34:30,499
here, and then we're going to
575
00:34:30,502 --> 00:34:33,499
select the armature, then we're going to find
576
00:34:33,502 --> 00:34:36,499
the IK leg here
577
00:34:36,502 --> 00:34:39,499
and the pole target is going to be like that
578
00:34:39,502 --> 00:34:42,499
and
579
00:34:42,502 --> 00:34:45,499
PT, that's the pole target there
580
00:34:45,502 --> 00:34:48,499
so now the whole thing kind of flips over, and that's because
581
00:34:48,502 --> 00:34:51,499
we have to define the chain length, we're going to set it to 2
582
00:34:51,502 --> 00:34:54,499
and then the whole thing has kind of been
583
00:34:54,502 --> 00:34:57,499
rotated, and if that happens you just adjust
584
00:34:57,502 --> 00:35:00,499
the rotation angle here, set it to negative 90
585
00:35:00,502 --> 00:35:03,499
and then it now seems to fit
586
00:35:03,502 --> 00:35:06,499
in the right position, and the IK should start
587
00:35:06,502 --> 00:35:09,499
working here, so you can grab the IK foot here
588
00:35:09,502 --> 00:35:12,499
and then
589
00:35:12,502 --> 00:35:15,499
it's actually lining up pretty good
590
00:35:15,502 --> 00:35:18,499
and we've got an IK happening
591
00:35:18,502 --> 00:35:21,499
now what I want, the behavior I want is for the foot to
592
00:35:21,502 --> 00:35:24,499
actually follow the IK bone as well
593
00:35:24,502 --> 00:35:27,499
so that when I rotate the IK bone the foot rotates
594
00:35:27,502 --> 00:35:30,499
but right now we're getting this kind of secondary motion
595
00:35:30,502 --> 00:35:33,499
on the bottom of the foot, and we need to turn that off
596
00:35:33,502 --> 00:35:36,499
so I'm going to select the L foot bone
597
00:35:36,502 --> 00:35:39,499
that's underneath the IK handle right now
598
00:35:39,502 --> 00:35:42,499
and then we're going to go under bone here, I'm going to say inverse kinematics
599
00:35:42,502 --> 00:35:45,499
no sorry, not inverse kinematics
600
00:35:45,502 --> 00:35:48,499
but relations, I'm going to turn off
601
00:35:48,502 --> 00:35:51,499
inherit rotation, that means that the rotation will just
602
00:35:51,502 --> 00:35:54,499
stick, so now if I move the IK bone
603
00:35:54,502 --> 00:35:57,499
you can see that it doesn't rotate, but it still doesn't
604
00:35:57,502 --> 00:36:00,499
follow the bone
605
00:36:00,502 --> 00:36:03,499
so to do that
606
00:36:03,502 --> 00:36:06,499
I just want to make it so it's a little bit more clear, so I'm going to create a
607
00:36:06,502 --> 00:36:09,499
new cube here
608
00:36:09,502 --> 00:36:12,499
a smaller one here, put it there
609
00:36:12,502 --> 00:36:15,499
like that
610
00:36:15,502 --> 00:36:18,499
and delete only faces
611
00:36:18,502 --> 00:36:21,499
that's our new cube, I'm going to
612
00:36:21,502 --> 00:36:24,499
scale it down, I'm also going to scale this one and see if it affects
613
00:36:24,502 --> 00:36:27,499
oh, it's all fine
614
00:36:27,502 --> 00:36:30,499
I'm going to put these into a collection called shapes
615
00:36:30,502 --> 00:36:33,499
so I can
616
00:36:33,502 --> 00:36:36,499
hide them afterwards, and then here on our bones
617
00:36:36,502 --> 00:36:39,499
I'm going to go to the IK
618
00:36:39,502 --> 00:36:42,499
handle or the IK
619
00:36:42,502 --> 00:36:45,499
bone there
620
00:36:45,502 --> 00:36:48,499
just looking for the right
621
00:36:48,502 --> 00:36:51,499
I think that's the one, right there, yeah
622
00:36:51,502 --> 00:36:54,499
that's the one, and then I go to custom
623
00:36:54,502 --> 00:36:57,499
shapes here
624
00:36:57,502 --> 00:37:00,499
I need to go
625
00:37:00,502 --> 00:37:03,499
custom shape, there we go
626
00:37:03,502 --> 00:37:06,499
then I'm going to select that other cube
627
00:37:06,502 --> 00:37:09,499
right there, and then I can scale these
628
00:37:09,502 --> 00:37:12,499
ones up a little bit, and then I get a handle
629
00:37:12,502 --> 00:37:15,499
and then I can see the bone by itself, just so there's a separation
630
00:37:15,502 --> 00:37:18,499
between those two things, then I can hide the shapes here
631
00:37:18,502 --> 00:37:21,499
and then now when I rotate this one
632
00:37:21,502 --> 00:37:24,499
I want the foot to follow that
633
00:37:24,502 --> 00:37:27,500
essentially
634
00:37:28,500 --> 00:37:31,499
let's see here
635
00:37:31,502 --> 00:37:34,499
I'm going to go to bone constraints
636
00:37:34,502 --> 00:37:37,499
and I'm going to simply add a
637
00:37:37,502 --> 00:37:40,499
child of
638
00:37:40,502 --> 00:37:43,499
component, and just set it to
639
00:37:43,502 --> 00:37:46,499
armature, and then set it to IK leg
640
00:37:46,502 --> 00:37:49,499
and that means that now when I rotate
641
00:37:49,502 --> 00:37:52,499
this one, it's all following
642
00:37:52,502 --> 00:37:55,499
along like I want it to
643
00:37:55,502 --> 00:37:58,499
so the IK controls the leg
644
00:37:58,502 --> 00:38:01,499
but also the rotation of the foot, and that's exactly what I want
645
00:38:01,502 --> 00:38:04,499
very nice
646
00:38:04,502 --> 00:38:07,499
and this one is fine the way it is
647
00:38:07,502 --> 00:38:10,499
it could just use a little
648
00:38:10,502 --> 00:38:13,499
color here, so I'm going to set it to left there
649
00:38:13,502 --> 00:38:16,499
nice, and we're actually going to symmetrize these things
650
00:38:16,502 --> 00:38:19,499
over to the other side, which means we're going to lose the colors
651
00:38:19,502 --> 00:38:22,499
I forgot about that, so we'll just have to redo the colors, but that takes like one second
652
00:38:22,502 --> 00:38:25,499
so that was the IK for the leg
653
00:38:25,502 --> 00:38:28,499
so we got that running, and now we can do stuff like this
654
00:38:28,502 --> 00:38:31,499
kind of where the IK is
655
00:38:31,502 --> 00:38:34,499
following there, but we can't do this
656
00:38:34,502 --> 00:38:37,499
we kind of want this thing to follow that, so we have like a master control
657
00:38:37,502 --> 00:38:40,499
so we're going to grab the
658
00:38:40,502 --> 00:38:43,499
IK bone here, select that one
659
00:38:43,502 --> 00:38:46,499
CTRL-P, keep offset, so now
660
00:38:46,502 --> 00:38:49,499
if I move this one, the IK follows, but if I move this one
661
00:38:49,502 --> 00:38:52,499
the IK stays, so you have that flexibility
662
00:38:52,502 --> 00:38:55,499
a little bit, right, we can also do something
663
00:38:55,502 --> 00:38:58,499
like this
664
00:38:58,502 --> 00:39:01,499
so lots of fun controls in that sense
665
00:39:01,502 --> 00:39:04,499
cool, and I've definitely found
666
00:39:04,502 --> 00:39:07,499
this to be the nicest setup for
667
00:39:07,502 --> 00:39:10,499
all these things, in terms of like
668
00:39:10,502 --> 00:39:13,499
what works best, and it's a method
669
00:39:13,502 --> 00:39:16,499
and a variation of the rig
670
00:39:16,502 --> 00:39:19,499
that I just tried so many times, and this definitely is
671
00:39:19,502 --> 00:39:22,499
the best configuration
672
00:39:22,502 --> 00:39:25,499
for most purposes, I feel
673
00:39:25,502 --> 00:39:28,499
then we're going to be doing the arm here
674
00:39:28,502 --> 00:39:31,499
so for this one, we want to be doing an IK from
675
00:39:31,502 --> 00:39:34,499
here
676
00:39:34,502 --> 00:39:37,499
so let's see, we need to get
677
00:39:37,502 --> 00:39:40,499
those duplicates as well, so we're going to duplicate
678
00:39:40,502 --> 00:39:43,499
the hand here, and just place it there
679
00:39:43,502 --> 00:39:46,499
CTRL-P, clear parent, and then we're going to rename it
680
00:39:46,502 --> 00:39:49,499
and it's going to be
681
00:39:49,502 --> 00:39:52,499
L.arm.IK
682
00:39:52,502 --> 00:39:55,499
oh, not.IK, L
683
00:39:55,502 --> 00:39:58,499
IK arm, like that
684
00:39:58,502 --> 00:40:01,499
keep a good naming convention
685
00:40:01,502 --> 00:40:04,499
and that's the hand there
686
00:40:04,502 --> 00:40:07,499
and then we're going to extrude out a pole target
687
00:40:07,502 --> 00:40:10,499
we're going to move that one as well, so we're going to clear parent
688
00:40:10,502 --> 00:40:13,499
bring it out, and we might as well parent it underneath
689
00:40:13,502 --> 00:40:16,499
these ones immediately, so keep offset
690
00:40:16,502 --> 00:40:19,499
and here I have the IK
691
00:40:19,502 --> 00:40:22,499
parent it underneath this one immediately
692
00:40:22,502 --> 00:40:25,499
and then this bone here
693
00:40:25,502 --> 00:40:28,499
we're going to pose mode, it's going to get the
694
00:40:28,502 --> 00:40:31,499
oh, did we name this one?
695
00:40:31,502 --> 00:40:34,499
we didn't name this one, so we just got to call it
696
00:40:34,502 --> 00:40:37,499
PT underscore arm
697
00:40:37,502 --> 00:40:40,499
like that
698
00:40:40,502 --> 00:40:43,499
then this here in pose mode, it's going to get
699
00:40:43,502 --> 00:40:46,499
the bone constraint
700
00:40:46,502 --> 00:40:49,499
it's going to get the inverse kinematics
701
00:40:49,502 --> 00:40:52,499
select the armature, select the IK arm
702
00:40:52,502 --> 00:40:55,499
select the armature
703
00:40:55,502 --> 00:40:58,499
and select the PT arm
704
00:40:58,502 --> 00:41:01,499
like that, and we get that same flippity-flip
705
00:41:01,502 --> 00:41:04,499
where we select the chain length, which is 2 for the arm
706
00:41:04,502 --> 00:41:07,499
the chain is also off, so we set that
707
00:41:07,502 --> 00:41:10,499
back to where it needs to be
708
00:41:10,502 --> 00:41:13,499
and that seems to be positive 90
709
00:41:13,502 --> 00:41:16,499
it's usually positive 90 or negative 90
710
00:41:16,502 --> 00:41:19,499
or something like that, it also happens sometimes that it's
711
00:41:19,502 --> 00:41:22,499
negative, or 180 or something
712
00:41:22,502 --> 00:41:25,499
ok, we got that
713
00:41:25,502 --> 00:41:28,499
settled in right there
714
00:41:28,502 --> 00:41:31,499
that's pretty nice
715
00:41:31,502 --> 00:41:34,499
then we just need to do the same thing where
716
00:41:34,502 --> 00:41:37,499
we have the hand moving here
717
00:41:37,502 --> 00:41:40,499
so I'm going to set a custom shape for this one
718
00:41:40,502 --> 00:41:43,499
I'm going to go down here, custom shape
719
00:41:43,502 --> 00:41:46,499
and reveal these two
720
00:41:46,502 --> 00:41:49,499
select the cube 1
721
00:41:49,502 --> 00:41:52,499
and then set this to 5
722
00:41:52,502 --> 00:41:55,499
it could be a little bit bigger
723
00:41:55,502 --> 00:41:58,499
let's see here, 10
724
00:41:58,502 --> 00:42:01,499
that's quite...
725
00:42:01,502 --> 00:42:04,499
actually that's fine, I think that's pretty good
726
00:42:04,502 --> 00:42:07,499
and then I want this bone here
727
00:42:07,502 --> 00:42:10,499
to not inherit any rotation
728
00:42:10,502 --> 00:42:13,499
from the IK bone
729
00:42:13,502 --> 00:42:16,499
so I'm going to say inherit no rotation
730
00:42:16,502 --> 00:42:19,499
so this way it moves like this, and then I want this
731
00:42:19,502 --> 00:42:22,499
hand here to have a child of component
732
00:42:22,502 --> 00:42:25,499
and that's going to be following the
733
00:42:25,502 --> 00:42:28,499
the IK arm
734
00:42:28,502 --> 00:42:31,499
like that, and then now
735
00:42:31,502 --> 00:42:34,499
this one rotates the hand as well
736
00:42:34,502 --> 00:42:37,499
pretty neat
737
00:42:37,502 --> 00:42:40,499
that's exactly what we wanted there, and this one just needs to get
738
00:42:40,502 --> 00:42:43,499
into the bone group, assign left, so we know
739
00:42:43,502 --> 00:42:46,499
we have a good control of the different things
740
00:42:46,502 --> 00:42:49,499
we can hide the shapes, so that's
741
00:42:49,502 --> 00:42:52,499
essentially IK working on our arm there
742
00:42:52,502 --> 00:42:55,499
and then we just need to symmetrize everything again
743
00:42:55,502 --> 00:42:58,499
so I'm going to go into
744
00:42:58,502 --> 00:43:01,499
selection here, select all this stuff
745
00:43:01,502 --> 00:43:04,499
we didn't do any IK
746
00:43:04,502 --> 00:43:07,499
on the other side, we could do one for the eyes
747
00:43:07,502 --> 00:43:10,499
as well, that would make
748
00:43:10,502 --> 00:43:13,499
sense, we would essentially need
749
00:43:13,502 --> 00:43:16,499
a point for these eyes
750
00:43:16,502 --> 00:43:19,499
to always point at
751
00:43:19,502 --> 00:43:22,499
let's make a little constraint
752
00:43:22,502 --> 00:43:25,499
like that as well, so we are
753
00:43:25,502 --> 00:43:28,499
going to create a new bone here, I'm going to just duplicate
754
00:43:28,502 --> 00:43:31,499
this one, and it's going to be
755
00:43:31,502 --> 00:43:34,499
in the same height as these ones here
756
00:43:34,502 --> 00:43:37,499
like that
757
00:43:37,502 --> 00:43:40,499
and I'm going to call this one the
758
00:43:40,502 --> 00:43:43,499
eye
759
00:43:43,502 --> 00:43:46,500
target
760
00:43:47,500 --> 00:43:50,499
and then the eyes are always going to be
761
00:43:50,502 --> 00:43:53,499
looking towards that, so I'm going to take two bones
762
00:43:53,502 --> 00:43:56,499
like this, and pushing them forward
763
00:43:56,502 --> 00:43:59,499
like that
764
00:43:59,502 --> 00:44:02,499
that's going to be the individual eye aims
765
00:44:02,502 --> 00:44:05,499
basically, so we are going to call this one
766
00:44:05,502 --> 00:44:08,499
left eye
767
00:44:08,502 --> 00:44:11,499
aim
768
00:44:11,502 --> 00:44:14,500
and right eye
769
00:44:15,500 --> 00:44:18,499
aim, and all this stuff here is going to be
770
00:44:18,502 --> 00:44:21,499
clear parent, but then these two
771
00:44:21,502 --> 00:44:24,499
things are going to be underneath this one
772
00:44:24,502 --> 00:44:27,499
keep offset, so now if I move this one
773
00:44:27,502 --> 00:44:30,499
sorry, if I go into pose mode and move this one, the two other ones
774
00:44:30,502 --> 00:44:33,499
follow along with it
775
00:44:33,502 --> 00:44:36,499
and then this bone here
776
00:44:36,502 --> 00:44:39,499
will get a
777
00:44:39,502 --> 00:44:42,499
track 2
778
00:44:42,502 --> 00:44:45,499
and then we will set the target
779
00:44:45,502 --> 00:44:48,499
to be the armature
780
00:44:48,502 --> 00:44:51,499
and then the aim for the left
781
00:44:51,502 --> 00:44:54,499
eye
782
00:44:54,502 --> 00:44:57,499
where is the left eye aim
783
00:44:57,502 --> 00:45:00,499
l.i
784
00:45:00,502 --> 00:45:03,499
underscore aim
785
00:45:03,502 --> 00:45:06,499
l
786
00:45:06,502 --> 00:45:09,500
l.i underscore aim
787
00:45:10,500 --> 00:45:13,499
and then we just need to track it along
788
00:45:13,502 --> 00:45:16,499
with the right one here, so I'm going to say Y
789
00:45:16,502 --> 00:45:19,499
and then
790
00:45:19,502 --> 00:45:22,499
that's the one where
791
00:45:22,502 --> 00:45:25,499
like that, yeah
792
00:45:25,502 --> 00:45:28,499
so Z and then Y, and then essentially this one
793
00:45:28,502 --> 00:45:31,499
decides where this one looks
794
00:45:31,502 --> 00:45:34,499
then we want the same thing on this one, so track 2
795
00:45:34,502 --> 00:45:37,499
say Z, then Y
796
00:45:37,502 --> 00:45:40,499
then armature, and then r.i
797
00:45:40,502 --> 00:45:43,499
r.i
798
00:45:43,502 --> 00:45:46,499
underscore aim
799
00:45:46,502 --> 00:45:49,499
and then when I move this one, the other one should be following along, so essentially
800
00:45:49,502 --> 00:45:52,499
when I move this one, both eyes kind of follow
801
00:45:52,502 --> 00:45:55,499
so this becomes like a thing we can place somewhere
802
00:45:55,502 --> 00:45:58,499
and then everything follows that
803
00:45:58,502 --> 00:46:01,499
we could also create a little control for
804
00:46:01,502 --> 00:46:04,499
that one, so I'm going to go into object mode here
805
00:46:04,502 --> 00:46:07,499
a little circle probably
806
00:46:07,502 --> 00:46:10,499
and I'm just going to give it a little bit less
807
00:46:10,502 --> 00:46:13,500
like 18 or something
808
00:46:16,500 --> 00:46:19,499
and I'm going to rotate it
809
00:46:19,502 --> 00:46:22,499
kind of like this
810
00:46:22,502 --> 00:46:25,499
and put it into the middle
811
00:46:25,502 --> 00:46:28,499
make it a little bit smaller
812
00:46:28,502 --> 00:46:31,499
do something
813
00:46:31,502 --> 00:46:34,499
oh, individual set here
814
00:46:34,502 --> 00:46:37,499
do something kind of
815
00:46:37,502 --> 00:46:40,499
like a pair of glasses-ish thing
816
00:46:40,502 --> 00:46:43,499
and then now this one can get
817
00:46:43,502 --> 00:46:46,499
that custom shape
818
00:46:46,502 --> 00:46:49,499
so I can go to custom shape here and say circle
819
00:46:49,502 --> 00:46:52,499
and I get that
820
00:46:52,502 --> 00:46:55,499
then I can just increase the size a little bit
821
00:46:55,502 --> 00:46:58,499
until it makes sense
822
00:46:58,502 --> 00:47:01,499
maybe three times as big
823
00:47:01,502 --> 00:47:04,499
yeah, then I have this one to grab
824
00:47:04,502 --> 00:47:07,499
and make the eye look in different directions
825
00:47:07,502 --> 00:47:10,499
and that's what I wanted, and this one can go inside of shapes
826
00:47:10,502 --> 00:47:13,499
cool, then I got that
827
00:47:13,502 --> 00:47:16,499
so that's super neat
828
00:47:16,502 --> 00:47:19,499
then, do we need anything else
829
00:47:19,502 --> 00:47:22,499
in terms of custom controls? No, I think our
830
00:47:22,502 --> 00:47:25,499
body is pretty much
831
00:47:25,502 --> 00:47:28,499
done, we have the eye case
832
00:47:28,502 --> 00:47:31,499
here, we got these ones here, the only thing we need
833
00:47:31,502 --> 00:47:34,499
is we need this stuff to be parented to
834
00:47:34,502 --> 00:47:37,499
this one as well, so keep offset
835
00:47:37,502 --> 00:47:40,499
in that sense, so now we can move this one and everything
836
00:47:40,502 --> 00:47:43,499
oh, that one did not follow
837
00:47:43,502 --> 00:47:46,499
that one needs to be
838
00:47:46,502 --> 00:47:49,499
keep offset, like that
839
00:47:49,502 --> 00:47:52,499
yep, then everything has been set
840
00:47:52,502 --> 00:47:55,499
then we can just symmetrize these features
841
00:47:55,502 --> 00:47:58,499
across, so we're gonna
842
00:47:58,502 --> 00:48:01,499
just grab basically all
843
00:48:01,502 --> 00:48:04,499
the side here, all of it
844
00:48:04,502 --> 00:48:07,499
like this, yep
845
00:48:07,502 --> 00:48:10,499
like that, then we're gonna say armature and
846
00:48:10,502 --> 00:48:13,499
symmetrize, and it
847
00:48:13,502 --> 00:48:16,499
replaces the stuff on the other side, so you don't have to worry about that
848
00:48:16,502 --> 00:48:19,499
but then now it also has a setup of
849
00:48:19,502 --> 00:48:22,499
IK and all these things, and it's working
850
00:48:22,502 --> 00:48:25,499
it's just the wrong color right now, so we'll
851
00:48:25,502 --> 00:48:28,499
take that, set it here
852
00:48:28,502 --> 00:48:31,499
oh, and we do have a wrong rotation
853
00:48:31,502 --> 00:48:34,499
on the hand that can happen, so that's
854
00:48:34,502 --> 00:48:37,499
something to also just keep in mind here
855
00:48:37,502 --> 00:48:40,499
but no worries, the fix is pretty simple
856
00:48:40,502 --> 00:48:43,499
we just gotta go into the IK here and then
857
00:48:43,502 --> 00:48:46,499
oh wait, what's going on here
858
00:48:46,502 --> 00:48:49,499
right, it's the inverse
859
00:48:49,502 --> 00:48:52,499
the inverse needs to be set, so I have to select the bone here
860
00:48:52,502 --> 00:48:55,499
then I gotta say clear inverse
861
00:48:55,502 --> 00:48:58,499
I think
862
00:48:58,502 --> 00:49:01,499
and then, nope, what's going on here
863
00:49:01,502 --> 00:49:04,499
gonna undo that
864
00:49:04,502 --> 00:49:07,499
then
865
00:49:07,502 --> 00:49:10,499
ok, we're gonna remove the
866
00:49:10,502 --> 00:49:13,499
thing, and then replace this one, that's right, sometimes that's an issue
867
00:49:13,502 --> 00:49:16,499
with the child of constraint
868
00:49:16,502 --> 00:49:19,499
that's just something to be wary of
869
00:49:19,502 --> 00:49:22,499
nope, R.hand
870
00:49:22,502 --> 00:49:25,499
like that, R.hand
871
00:49:25,502 --> 00:49:28,499
IK, sorry
872
00:49:28,502 --> 00:49:31,499
R.IK.arm
873
00:49:31,502 --> 00:49:34,499
and then, yeah, now we got
874
00:49:34,502 --> 00:49:37,499
that thing settled back
875
00:49:37,502 --> 00:49:40,499
with the foot it worked fine, that's probably because the position was
876
00:49:40,502 --> 00:49:43,499
more neutral
877
00:49:43,502 --> 00:49:46,499
great, then we just gotta color these
878
00:49:46,502 --> 00:49:49,499
we just gotta color these here
879
00:49:49,502 --> 00:49:52,499
and
880
00:49:52,502 --> 00:49:55,499
got these there
881
00:49:55,502 --> 00:49:58,499
add them to the bone group here, right
882
00:49:58,502 --> 00:50:01,499
let's see if we're missing anything
883
00:50:01,502 --> 00:50:04,499
bone groups, bone groups
884
00:50:04,502 --> 00:50:07,499
these ones are there, and then the last thing is just add
885
00:50:07,502 --> 00:50:10,499
everything that's not supposed to deform anything
886
00:50:10,502 --> 00:50:13,499
to the non-deforming list, so I'm gonna select all these bones
887
00:50:13,502 --> 00:50:16,499
like this, this, that, that
888
00:50:16,502 --> 00:50:19,499
that, that
889
00:50:19,502 --> 00:50:22,499
that
890
00:50:22,502 --> 00:50:25,499
that there, and the big one in the middle there
891
00:50:25,502 --> 00:50:28,499
and these ones
892
00:50:28,502 --> 00:50:31,499
then we're just
893
00:50:31,502 --> 00:50:34,499
gonna go to bone here, and say alt-click deform
894
00:50:34,502 --> 00:50:37,499
and that has been removed from all the
895
00:50:37,502 --> 00:50:40,499
deform lists, they're all not
896
00:50:40,502 --> 00:50:43,499
taking part in deforming the
897
00:50:43,502 --> 00:50:46,499
body when we actually get into
898
00:50:46,502 --> 00:50:49,499
skinning the entire body
899
00:50:49,502 --> 00:50:52,499
ok, I think the right
900
00:50:52,502 --> 00:50:55,499
approach would now be to try to skin
901
00:50:55,502 --> 00:50:58,499
the body to this thing before moving on to
902
00:50:58,502 --> 00:51:01,499
some of the other RIK features
903
00:51:01,502 --> 00:51:04,499
alright, let's get into actually skinning
904
00:51:04,502 --> 00:51:07,499
the body and the eyes kinda to
905
00:51:07,502 --> 00:51:10,499
our RIK, so to achieve this
906
00:51:10,502 --> 00:51:13,499
we gotta select our body
907
00:51:13,502 --> 00:51:16,499
and we're just gonna do one object at a time, so we're gonna select our body
908
00:51:16,502 --> 00:51:19,499
and select our RIK, so that our RIK is active
909
00:51:19,502 --> 00:51:22,499
then we're gonna press ctrl-p, and we're gonna say
910
00:51:22,502 --> 00:51:25,499
armature deform with automatic weights
911
00:51:25,502 --> 00:51:28,499
and it's gonna go ahead and do some stuff
912
00:51:28,502 --> 00:51:31,499
and now it should technically
913
00:51:31,502 --> 00:51:34,499
be skinned, so if we start moving things around
914
00:51:34,502 --> 00:51:37,499
let's grab this arm here, everything is
915
00:51:37,502 --> 00:51:40,499
following along here
916
00:51:40,502 --> 00:51:43,499
so I'm just gonna go into object mode here
917
00:51:43,502 --> 00:51:46,499
and just do this, and then
918
00:51:46,502 --> 00:51:49,499
I can start seeing
919
00:51:49,502 --> 00:51:52,499
the stuff in motion here a little bit, I'm gonna go to this mode
920
00:51:52,502 --> 00:51:55,499
and we already have some pretty interesting deformation
921
00:51:55,502 --> 00:51:58,499
going on right there, it's like
922
00:51:58,502 --> 00:52:01,499
it's almost feeling a little bit alive
923
00:52:01,502 --> 00:52:04,499
in the way that that is portrayed there
924
00:52:04,502 --> 00:52:07,499
and then I can bring up the shoulder here
925
00:52:07,502 --> 00:52:10,499
do something like that
926
00:52:10,502 --> 00:52:13,499
then we're getting our deformation
927
00:52:13,502 --> 00:52:16,499
and there's definitely some room for improvement
928
00:52:16,502 --> 00:52:19,499
of the way that it's skinned
929
00:52:19,502 --> 00:52:22,499
like what should it drag with it, and what shouldn't it drag with it
930
00:52:22,502 --> 00:52:25,499
all in all, it's
931
00:52:25,502 --> 00:52:28,499
already kinda
932
00:52:28,502 --> 00:52:31,499
working pretty well here
933
00:52:31,502 --> 00:52:34,499
so that is super
934
00:52:34,502 --> 00:52:37,499
awesome to see, and we can start doing
935
00:52:37,502 --> 00:52:40,499
much more neutral pose
936
00:52:40,502 --> 00:52:43,499
getting hands down
937
00:52:43,502 --> 00:52:46,499
just see how that looks on the
938
00:52:46,502 --> 00:52:49,499
mesh here
939
00:52:49,502 --> 00:52:52,499
anything like that
940
00:52:52,502 --> 00:52:55,499
see what we get here
941
00:52:55,502 --> 00:52:58,499
we're definitely getting a lot of
942
00:52:58,502 --> 00:53:01,499
stretching from this side that maybe is not super
943
00:53:01,502 --> 00:53:04,499
desirable
944
00:53:04,502 --> 00:53:07,499
definitely want the
945
00:53:07,502 --> 00:53:10,499
shoulders to take less of the arm
946
00:53:10,502 --> 00:53:13,499
there, but that's ok
947
00:53:13,502 --> 00:53:16,500
and
948
00:53:17,500 --> 00:53:20,499
and so on
949
00:53:20,502 --> 00:53:23,499
let's see what we got there, it's resetting all the bones
950
00:53:23,502 --> 00:53:26,499
then we can check out the legs here
951
00:53:26,502 --> 00:53:29,499
we got that going on here
952
00:53:29,502 --> 00:53:32,499
and there's also some
953
00:53:32,502 --> 00:53:35,499
kinda decent deformation here and there
954
00:53:35,502 --> 00:53:38,499
on the legs, it doesn't actually look too bad
955
00:53:38,502 --> 00:53:41,499
and we're getting that leg out there
956
00:53:41,502 --> 00:53:44,499
and then we can
957
00:53:44,502 --> 00:53:47,499
try the pole target
958
00:53:47,502 --> 00:53:50,499
see what that looks like
959
00:53:50,502 --> 00:53:53,499
get that there, get the foot rotating
960
00:53:53,502 --> 00:53:56,499
all kinds of things like that
961
00:53:56,502 --> 00:53:59,499
yeah
962
00:53:59,502 --> 00:54:02,499
it's not too bad, also a little bit too much
963
00:54:02,502 --> 00:54:05,499
action it's taking from, but it's
964
00:54:05,502 --> 00:54:08,499
not bad at all
965
00:54:08,502 --> 00:54:11,500
cool
966
00:54:12,500 --> 00:54:15,499
we can get this back here, we can try
967
00:54:15,502 --> 00:54:18,499
this is obviously gonna move all this stuff here, but it feels
968
00:54:18,502 --> 00:54:21,499
kinda good, so we have this one moving the hips here
969
00:54:21,502 --> 00:54:24,499
this is where we start getting into the funny things
970
00:54:24,502 --> 00:54:27,499
see how that behaves, so it's just a process of testing
971
00:54:27,502 --> 00:54:30,499
how the different stuff is affecting the rig here
972
00:54:30,502 --> 00:54:33,499
that actually seems pretty good
973
00:54:33,502 --> 00:54:36,499
also pretty good, and this one is
974
00:54:36,502 --> 00:54:39,500
kinda stretching where I would want it to stretch
975
00:54:40,500 --> 00:54:43,499
so that's good, we definitely have some funky action
976
00:54:43,502 --> 00:54:46,499
with the face here, the face is kinda
977
00:54:46,502 --> 00:54:49,499
being controlled in
978
00:54:49,502 --> 00:54:52,499
slightly different positions than
979
00:54:52,502 --> 00:54:55,499
what's potentially, I think it's because the eye bones are
980
00:54:55,502 --> 00:54:58,499
getting a little bit of that control
981
00:54:58,502 --> 00:55:01,499
ooh that looks funky
982
00:55:01,502 --> 00:55:04,499
that's a very good face actually, right there
983
00:55:04,502 --> 00:55:07,499
I might just
984
00:55:07,502 --> 00:55:10,499
copy that for later
985
00:55:10,502 --> 00:55:13,499
and save it
986
00:55:13,502 --> 00:55:16,499
and then we get
987
00:55:16,502 --> 00:55:19,499
equally something quite good right there
988
00:55:19,502 --> 00:55:22,499
also save that for later, just a little sidestep
989
00:55:22,502 --> 00:55:25,499
ok nice, but that's all stuff that we can
990
00:55:25,502 --> 00:55:28,499
fix
991
00:55:28,502 --> 00:55:31,499
and we want to do that
992
00:55:31,502 --> 00:55:34,500
cool, ok we're gonna reset all the bones here
993
00:55:35,500 --> 00:55:38,499
just so we got a neutral position again
994
00:55:38,502 --> 00:55:41,499
and I also want to test just the neck here
995
00:55:41,502 --> 00:55:44,499
ok
996
00:55:44,502 --> 00:55:47,499
it seems to respond, I'm kinda looking at the back neck
997
00:55:47,502 --> 00:55:50,499
a bit more here
998
00:55:50,502 --> 00:55:53,499
this seems fairly decent, and then we want to test the fingers
999
00:55:53,502 --> 00:55:56,499
and I'm hoping for
1000
00:55:56,502 --> 00:55:59,499
something good
1001
00:55:59,502 --> 00:56:02,500
take the one finger at a time here
1002
00:56:03,500 --> 00:56:06,499
yep, that is exactly what I want
1003
00:56:06,502 --> 00:56:09,499
yep, and then if I
1004
00:56:09,502 --> 00:56:12,499
grab this one here
1005
00:56:12,502 --> 00:56:15,499
actually the fingers just work
1006
00:56:15,502 --> 00:56:18,499
perfect
1007
00:56:18,502 --> 00:56:21,499
really, absolutely perfect, that's great
1008
00:56:21,502 --> 00:56:24,499
and then we get these ones here
1009
00:56:24,502 --> 00:56:27,499
and we get some rotation
1010
00:56:27,502 --> 00:56:30,500
on the thumbs there as well, that is awesome
1011
00:56:31,500 --> 00:56:34,499
anything else to check here
1012
00:56:34,502 --> 00:56:37,499
nope, I think that's
1013
00:56:37,502 --> 00:56:40,499
pretty much it for checking, then we can start getting into
1014
00:56:40,502 --> 00:56:43,499
the formula thing, one thing we could have added to our rig
1015
00:56:43,502 --> 00:56:46,499
is adding
1016
00:56:46,502 --> 00:56:49,499
another bone in between here, that essentially would
1017
00:56:49,502 --> 00:56:52,499
let us twist
1018
00:56:52,502 --> 00:56:55,499
the arm bone, and
1019
00:56:55,502 --> 00:56:58,499
it's something akin to kinda doing this
1020
00:56:58,502 --> 00:57:01,499
and then
1021
00:57:01,502 --> 00:57:04,499
rotating
1022
00:57:04,502 --> 00:57:07,499
but then the linkage wouldn't work anymore
1023
00:57:07,502 --> 00:57:10,499
so we'd want an extra bone in here just for rotating
1024
00:57:10,502 --> 00:57:13,499
the upper front arm a little bit
1025
00:57:13,502 --> 00:57:16,499
so that when you're kinda rotating your hand
1026
00:57:16,502 --> 00:57:19,499
like this
1027
00:57:19,502 --> 00:57:22,499
then it kinda affects a bit more
1028
00:57:22,502 --> 00:57:25,499
of the arm over there
1029
00:57:25,502 --> 00:57:28,499
but I think for such a simple character
1030
00:57:28,502 --> 00:57:31,499
it's a little bit overkill
1031
00:57:31,502 --> 00:57:34,499
but there's many ways you could do it, you could also do it with a blend shape
1032
00:57:34,502 --> 00:57:37,499
when you rotate this essentially that activates a
1033
00:57:37,502 --> 00:57:40,499
blend shape here or something like that
1034
00:57:40,502 --> 00:57:43,499
or when we have rotation
1035
00:57:43,502 --> 00:57:46,499
here which you don't really have ever
1036
00:57:46,502 --> 00:57:49,499
then you could have
1037
00:57:49,502 --> 00:57:52,499
something going on there as well
1038
00:57:52,502 --> 00:57:55,499
because you kinda only want to rotate it around the X
1039
00:57:55,502 --> 00:57:58,499
there
1040
00:57:58,502 --> 00:58:01,499
so you could say that if you wanted to
1041
00:58:01,502 --> 00:58:04,499
you could do something like that just to
1042
00:58:04,502 --> 00:58:07,499
make it less bad
1043
00:58:07,502 --> 00:58:10,499
but we won't get into that, I think that's too much detail
1044
00:58:10,502 --> 00:58:13,499
for such a simple character
1045
00:58:13,502 --> 00:58:16,499
but it's something you could think about adding
1046
00:58:16,502 --> 00:58:19,499
figuring that out for the exploration
1047
00:58:19,502 --> 00:58:22,499
ok, let's get into fixing some of these
1048
00:58:22,502 --> 00:58:25,499
different stretching stuff here, so to fix it
1049
00:58:25,502 --> 00:58:28,499
we need to go into the thing called weight painting
1050
00:58:28,502 --> 00:58:31,499
so I'm gonna select a model, ctrl shift here
1051
00:58:31,502 --> 00:58:34,499
and then I'm gonna go into weight painting
1052
00:58:34,502 --> 00:58:37,499
and here we can do the weight painting
1053
00:58:37,502 --> 00:58:40,499
but to actually define the different
1054
00:58:40,502 --> 00:58:43,499
areas, we wanna
1055
00:58:43,502 --> 00:58:46,499
collect the bones first, then the model
1056
00:58:46,502 --> 00:58:49,499
then ctrl shift and then weight paint
1057
00:58:49,502 --> 00:58:52,499
and then now you can ctrl click on the bones
1058
00:58:52,502 --> 00:58:55,499
and you see the weight distributed on each separate bone
1059
00:58:55,502 --> 00:58:58,499
you also wanna turn on X so that you get
1060
00:58:58,502 --> 00:59:01,499
mirroring when you are weight painting
1061
00:59:01,502 --> 00:59:04,499
that'll hopefully
1062
00:59:04,502 --> 00:59:07,499
make it a lot easier, that's important
1063
00:59:07,502 --> 00:59:10,499
because otherwise you'll have some asymmetric behavior
1064
00:59:10,502 --> 00:59:13,499
so the first thing was kinda how
1065
00:59:13,502 --> 00:59:16,499
much this stuff is taking control
1066
00:59:16,502 --> 00:59:19,499
of the chest pieces here and I think what I'm gonna do is just
1067
00:59:19,502 --> 00:59:22,499
let it be a little bit more influenced on this one
1068
00:59:22,502 --> 00:59:25,499
overall, so the weight is set to 1
1069
00:59:25,502 --> 00:59:28,499
the radius is set here, then I'm gonna start
1070
00:59:28,502 --> 00:59:31,499
just painting it a little bit, you can see we're getting some
1071
00:59:31,502 --> 00:59:34,499
symmetry but it's not perfect symmetry
1072
00:59:34,502 --> 00:59:37,499
you know
1073
00:59:37,502 --> 00:59:40,499
and the symmetry could maybe be made better by going
1074
00:59:40,502 --> 00:59:43,499
to topology mirror here, then we're getting
1075
00:59:43,502 --> 00:59:46,499
perfect symmetry-ish, so I get this to
1076
00:59:46,502 --> 00:59:49,499
really take control of this
1077
00:59:49,502 --> 00:59:52,499
area, I want the
1078
00:59:52,502 --> 00:59:55,499
chest bone to control that
1079
00:59:55,502 --> 00:59:58,499
as much as possible and then we can
1080
00:59:58,502 --> 01:00:01,499
blur out the sides here a little bit more
1081
01:00:01,502 --> 01:00:04,499
blur out the sides
1082
01:00:04,502 --> 01:00:07,499
like that, and then this one here
1083
01:00:07,502 --> 01:00:10,499
I wanna put the weight
1084
01:00:10,502 --> 01:00:13,499
or I could use the smudge, the smear tool to kinda
1085
01:00:13,502 --> 01:00:16,499
bring it over there a little bit more
1086
01:00:16,502 --> 01:00:19,499
so it doesn't quite take
1087
01:00:19,502 --> 01:00:22,499
I don't really want it to deform
1088
01:00:22,502 --> 01:00:25,499
that much of this stuff here, that's a little bit too much
1089
01:00:25,502 --> 01:00:28,499
it's a little bit too much
1090
01:00:28,502 --> 01:00:31,499
then I could blur it a little bit
1091
01:00:31,502 --> 01:00:34,499
you can see how
1092
01:00:34,502 --> 01:00:37,499
you can see how that feels
1093
01:00:37,502 --> 01:00:40,499
if I go to post mode here
1094
01:00:40,502 --> 01:00:43,499
and I think I'm gonna set a keyframe, so I'm gonna turn on the keyframing
1095
01:00:43,502 --> 01:00:46,499
thing here and just
1096
01:00:46,502 --> 01:00:49,499
move it like anywhere
1097
01:00:49,502 --> 01:00:52,499
oh, I need to remove this one
1098
01:00:52,502 --> 01:00:55,499
move it over here
1099
01:00:55,502 --> 01:00:58,499
and then I move it a little bit here and then I'll reset it
1100
01:00:58,502 --> 01:01:01,499
and then essentially now we got this little
1101
01:01:01,502 --> 01:01:04,499
movement, so I'm gonna make it go a little bit higher up
1102
01:01:04,502 --> 01:01:07,499
get a more of an extreme position
1103
01:01:07,502 --> 01:01:10,499
kinda like that
1104
01:01:10,502 --> 01:01:13,499
and then turn off the keyframing
1105
01:01:13,502 --> 01:01:16,499
and then when I go into
1106
01:01:16,502 --> 01:01:19,499
weight painting here, I'm gonna select the bones, select the body, weight painting
1107
01:01:19,502 --> 01:01:22,499
then I can flip between
1108
01:01:22,502 --> 01:01:25,499
all this stuff and just see
1109
01:01:25,502 --> 01:01:28,499
what it looks like, I'm gonna turn off this stuff here
1110
01:01:28,502 --> 01:01:31,499
actually here
1111
01:01:31,502 --> 01:01:34,499
and then off with this
1112
01:01:34,502 --> 01:01:37,499
back into post mode, then turn on this
1113
01:01:37,502 --> 01:01:40,499
and then weight paint
1114
01:01:40,502 --> 01:01:43,499
there we go
1115
01:01:43,502 --> 01:01:46,499
then I can always turn this off to see everything
1116
01:01:46,502 --> 01:01:49,499
and as you can see we're getting quite a lot of
1117
01:01:49,502 --> 01:01:52,499
deformation here
1118
01:01:52,502 --> 01:01:55,499
what we would need probably is for
1119
01:01:55,502 --> 01:01:58,499
this bone here to also rotate up
1120
01:01:58,502 --> 01:02:01,499
right, that's kinda how that would be done
1121
01:02:01,502 --> 01:02:04,499
then it looks a little bit less bad
1122
01:02:04,502 --> 01:02:07,499
so let's just say that we
1123
01:02:07,502 --> 01:02:10,499
wanna maybe bring in a little bit more weight
1124
01:02:10,502 --> 01:02:13,499
on this one
1125
01:02:13,502 --> 01:02:16,499
so this one should come up with it
1126
01:02:16,502 --> 01:02:19,499
or it should
1127
01:02:19,502 --> 01:02:22,499
let's set this one to
1128
01:02:22,502 --> 01:02:25,499
zero here
1129
01:02:25,502 --> 01:02:28,499
or should we give it a bit more
1130
01:02:28,502 --> 01:02:31,499
it's a fine balancing act
1131
01:02:31,502 --> 01:02:34,499
usually, you wanna figure out what works
1132
01:02:34,502 --> 01:02:37,499
and it's gonna be a compromise because none of it is gonna look really good
1133
01:02:37,502 --> 01:02:40,499
the best thing you could do would probably be to introduce some blend shapes
1134
01:02:40,502 --> 01:02:43,499
that help
1135
01:02:43,502 --> 01:02:46,499
with those areas of stretching
1136
01:02:46,502 --> 01:02:49,499
but this is a pretty
1137
01:02:49,502 --> 01:02:52,499
this is pretty close actually
1138
01:02:52,502 --> 01:02:55,499
especially when we go into this section here
1139
01:02:55,502 --> 01:02:58,499
I think that can be forgiven
1140
01:02:58,502 --> 01:03:01,499
it's quite a lot
1141
01:03:01,502 --> 01:03:04,499
of deformation right there
1142
01:03:04,502 --> 01:03:07,499
let's see here
1143
01:03:07,502 --> 01:03:10,499
weight painting
1144
01:03:10,502 --> 01:03:13,499
maybe we can smear that out a little bit
1145
01:03:13,502 --> 01:03:16,499
just see how we
1146
01:03:16,502 --> 01:03:19,499
well maybe it just needs a little bit more
1147
01:03:19,502 --> 01:03:22,499
so we
1148
01:03:22,502 --> 01:03:25,499
just blur this out
1149
01:03:25,502 --> 01:03:28,499
let's try this one
1150
01:03:28,502 --> 01:03:31,499
and let's try a little bit more weight
1151
01:03:31,502 --> 01:03:34,499
just
1152
01:03:34,502 --> 01:03:37,499
smear it
1153
01:03:37,502 --> 01:03:40,499
and
1154
01:03:40,502 --> 01:03:43,499
maybe
1155
01:03:43,502 --> 01:03:46,499
smear it
1156
01:03:46,502 --> 01:03:49,500
and then blur it a little bit
1157
01:03:54,500 --> 01:03:57,499
yeah it's a little bit better
1158
01:03:57,502 --> 01:04:00,499
this is gonna be very hard to deal with
1159
01:04:00,502 --> 01:04:03,499
it's gonna be near impossible
1160
01:04:03,502 --> 01:04:06,499
but
1161
01:04:06,502 --> 01:04:09,499
maybe
1162
01:04:09,502 --> 01:04:12,499
the right posing and stuff can
1163
01:04:12,502 --> 01:04:15,499
make that work
1164
01:04:15,502 --> 01:04:18,499
let's see what we can get here
1165
01:04:18,502 --> 01:04:21,499
we can get some twists here as well
1166
01:04:21,502 --> 01:04:24,499
yeah
1167
01:04:24,502 --> 01:04:27,499
like that
1168
01:04:27,502 --> 01:04:30,499
and this all depends on like which
1169
01:04:30,502 --> 01:04:33,499
where you're starting off doing your
1170
01:04:33,502 --> 01:04:36,499
deformation like if you had a T pose then it would be easy to do
1171
01:04:36,502 --> 01:04:39,499
poses like this definitely with the hands above the head
1172
01:04:39,502 --> 01:04:42,499
but I'm keeping it down here
1173
01:04:42,502 --> 01:04:45,499
and then I'd rather correct this with a
1174
01:04:45,502 --> 01:04:48,499
blend shape but that's kind of
1175
01:04:48,502 --> 01:04:51,499
beyond the scope a little bit
1176
01:04:51,502 --> 01:04:54,499
let's see if we get this one there
1177
01:04:54,502 --> 01:04:57,499
and
1178
01:04:57,502 --> 01:05:00,499
then I guess the elbow here
1179
01:05:00,502 --> 01:05:03,499
that also helps with it
1180
01:05:03,502 --> 01:05:06,499
getting that in there yeah okay
1181
01:05:06,502 --> 01:05:09,499
I think that looks pretty good and then the behavior should be
1182
01:05:09,502 --> 01:05:12,499
similar on the other side already awesome
1183
01:05:12,502 --> 01:05:15,499
then we need to deal with the head here so I'm just gonna go
1184
01:05:15,502 --> 01:05:18,499
back then we go into this
1185
01:05:18,502 --> 01:05:21,499
this and then weight painting then we have the
1186
01:05:21,502 --> 01:05:24,499
head here and there we can literally take all of it
1187
01:05:24,502 --> 01:05:27,499
and just set it to one
1188
01:05:27,502 --> 01:05:30,499
essentially
1189
01:05:30,502 --> 01:05:33,499
all this with the jaw as well
1190
01:05:33,502 --> 01:05:36,499
all the stuff here all the stuff inside
1191
01:05:36,502 --> 01:05:39,499
all that stuff there
1192
01:05:39,502 --> 01:05:42,499
and all this stuff here that's really not gonna move
1193
01:05:42,502 --> 01:05:45,499
the ears are not gonna move
1194
01:05:45,502 --> 01:05:48,499
all this stuff
1195
01:05:48,502 --> 01:05:51,499
like that and then we can just
1196
01:05:51,502 --> 01:05:54,499
blur everything a little bit here and there
1197
01:05:54,502 --> 01:05:57,499
and then this
1198
01:05:57,502 --> 01:06:00,500
we'll get a zero weight on this stuff here
1199
01:06:03,500 --> 01:06:06,499
we don't want anything to be affecting this
1200
01:06:06,502 --> 01:06:09,500
really
1201
01:06:12,500 --> 01:06:15,499
nope
1202
01:06:15,502 --> 01:06:18,499
not the ears either like that pretty good
1203
01:06:18,502 --> 01:06:21,499
and then same with the eye bones
1204
01:06:21,502 --> 01:06:24,499
this is really gonna just
1205
01:06:24,502 --> 01:06:27,499
not affect anything
1206
01:06:27,502 --> 01:06:30,500
like that
1207
01:06:31,500 --> 01:06:34,499
none of this at all
1208
01:06:34,502 --> 01:06:37,499
this one there
1209
01:06:37,502 --> 01:06:40,499
these ones obviously they don't connect to anything because they have deform
1210
01:06:40,502 --> 01:06:43,499
and that one is now zero because we have mirror on it
1211
01:06:43,502 --> 01:06:46,499
and these ones also no deform
1212
01:06:46,502 --> 01:06:49,499
so that's good oh and these ones could also just get
1213
01:06:49,502 --> 01:06:52,499
zero weight on this here
1214
01:06:52,502 --> 01:06:55,499
nice and that means that if I
1215
01:06:55,502 --> 01:06:58,499
went here and selected
1216
01:06:58,502 --> 01:07:01,499
a bone like that and then
1217
01:07:01,502 --> 01:07:04,499
deformed it the whole face would now
1218
01:07:04,502 --> 01:07:07,499
follow along with it and that's kinda what I wanted
1219
01:07:07,502 --> 01:07:10,499
and we do get a little bit of stretching there
1220
01:07:10,502 --> 01:07:13,499
could introduce some
1221
01:07:13,502 --> 01:07:16,499
bit of additional weighting there
1222
01:07:16,502 --> 01:07:19,499
just to make that
1223
01:07:19,502 --> 01:07:22,499
yeah that feels pretty good
1224
01:07:22,502 --> 01:07:25,499
that feels pretty good
1225
01:07:25,502 --> 01:07:28,499
and then this one also looks pretty good
1226
01:07:28,502 --> 01:07:31,499
and this one that also looks pretty good
1227
01:07:31,502 --> 01:07:34,500
then we have the pelvis here
1228
01:07:38,500 --> 01:07:41,499
this one doesn't have anything that's good
1229
01:07:41,502 --> 01:07:44,499
this one's kinda doing that
1230
01:07:44,502 --> 01:07:47,499
which is not too bad
1231
01:07:47,502 --> 01:07:50,499
I think
1232
01:07:50,502 --> 01:07:53,499
this one's doing that that's actually pretty good but this one is getting a little bit
1233
01:07:53,502 --> 01:07:56,499
too high up so if I
1234
01:07:56,502 --> 01:07:59,499
am selecting this one
1235
01:07:59,502 --> 01:08:02,499
then that one is definitely
1236
01:08:02,502 --> 01:08:05,499
a little bit too
1237
01:08:05,502 --> 01:08:08,499
violent there so I'm gonna set the weight
1238
01:08:08,502 --> 01:08:11,499
down here or maybe just this much actually
1239
01:08:11,502 --> 01:08:14,499
that might help a little bit so I'm gonna
1240
01:08:14,502 --> 01:08:17,499
bring this down here just to
1241
01:08:17,502 --> 01:08:20,499
control this a little bit more
1242
01:08:20,502 --> 01:08:23,499
like that
1243
01:08:23,502 --> 01:08:26,499
like that
1244
01:08:26,502 --> 01:08:29,499
and then
1245
01:08:29,502 --> 01:08:32,499
maybe just blur it a little bit
1246
01:08:32,502 --> 01:08:35,499
again just bringing it slightly
1247
01:08:35,502 --> 01:08:38,499
back here
1248
01:08:38,502 --> 01:08:41,499
it does kinda deform in on itself here
1249
01:08:41,502 --> 01:08:44,500
and that's kinda unavoidable
1250
01:08:45,500 --> 01:08:48,500
I can minimize it at least
1251
01:08:50,500 --> 01:08:53,499
let's try this here
1252
01:08:53,502 --> 01:08:56,499
let's see what we get here
1253
01:08:56,502 --> 01:08:59,499
it's especially difficult on these characters
1254
01:08:59,502 --> 01:09:02,499
that look a little bit more realistic than the
1255
01:09:02,502 --> 01:09:05,499
deformation is not gonna be
1256
01:09:05,502 --> 01:09:08,499
amazing here
1257
01:09:08,502 --> 01:09:11,499
so the back is also suffering
1258
01:09:11,502 --> 01:09:14,499
a little bit there
1259
01:09:14,502 --> 01:09:17,499
gonna grab that one and just bring it
1260
01:09:17,502 --> 01:09:20,499
upwards and bring
1261
01:09:20,502 --> 01:09:23,499
this one
1262
01:09:23,502 --> 01:09:26,499
upwards as well
1263
01:09:26,502 --> 01:09:29,499
kinda get that going on
1264
01:09:29,502 --> 01:09:32,499
see how that deforms that one, not too bad
1265
01:09:32,502 --> 01:09:35,499
and then something like this
1266
01:09:35,502 --> 01:09:38,500
how does that deform
1267
01:09:39,500 --> 01:09:42,499
you know what, I think that actually
1268
01:09:42,502 --> 01:09:45,499
that actually works pretty well
1269
01:09:45,502 --> 01:09:48,499
ok, I think that's
1270
01:09:48,502 --> 01:09:51,499
that one, let's see this one here
1271
01:09:51,502 --> 01:09:54,499
yeah, that seems pretty good
1272
01:09:54,502 --> 01:09:57,499
this one, also pretty good
1273
01:09:57,502 --> 01:10:00,499
I think we kinda got
1274
01:10:00,502 --> 01:10:03,499
the body there, nice, then I'm just gonna
1275
01:10:03,502 --> 01:10:06,499
get the eyes, and the eyes are really simple
1276
01:10:06,502 --> 01:10:09,499
because they just need to be fully
1277
01:10:09,502 --> 01:10:12,499
parented, so I'm gonna select these ones
1278
01:10:12,502 --> 01:10:15,499
and say Ctrl-P, and then I'm gonna say with empty groups
1279
01:10:15,502 --> 01:10:18,499
this time, so now
1280
01:10:18,502 --> 01:10:21,499
in the eyes, we have all these vertex groups
1281
01:10:21,502 --> 01:10:24,499
for each bone
1282
01:10:24,502 --> 01:10:27,499
the body also has that, but for the eyes
1283
01:10:27,502 --> 01:10:30,499
they're essentially just empty, and then I can find
1284
01:10:30,502 --> 01:10:33,499
the right bones here, and they'll be
1285
01:10:33,502 --> 01:10:36,499
left eye, so left eye 1
1286
01:10:36,502 --> 01:10:39,499
that one, and then
1287
01:10:39,502 --> 01:10:42,499
if we're going to edge mode
1288
01:10:42,502 --> 01:10:45,499
here, I can just select the eye, Ctrl-L for selecting
1289
01:10:45,502 --> 01:10:48,499
the entire eye, and just say assign
1290
01:10:48,502 --> 01:10:51,499
and then now, if I move
1291
01:10:51,502 --> 01:10:54,499
this thing here, you can see that the eye
1292
01:10:54,502 --> 01:10:57,499
moves, and that one over there
1293
01:10:57,502 --> 01:11:00,499
apparently also moves
1294
01:11:00,502 --> 01:11:03,499
with the thing, I guess it's
1295
01:11:03,502 --> 01:11:06,499
because, it seems like something
1296
01:11:06,502 --> 01:11:09,499
is going on here
1297
01:11:09,502 --> 01:11:12,499
no, it seems right actually
1298
01:11:12,502 --> 01:11:15,499
is it because it mirrored?
1299
01:11:15,502 --> 01:11:18,499
I guess it's because it mirrored
1300
01:11:18,502 --> 01:11:21,499
so if I go on, oh right, it's because
1301
01:11:21,502 --> 01:11:24,499
the eyes are mirrored, they have a mirror modifier
1302
01:11:24,502 --> 01:11:27,499
on them, and the mirror modifier copies the vertex groups
1303
01:11:27,502 --> 01:11:30,499
of the other one, and it respects
1304
01:11:30,502 --> 01:11:33,499
the names basically, so you can see here
1305
01:11:33,502 --> 01:11:36,499
it mirror vertex groups, example R
1306
01:11:36,502 --> 01:11:39,499
to L, so it mirrors them, and then
1307
01:11:39,502 --> 01:11:42,499
now we can apply the mirror
1308
01:11:42,502 --> 01:11:45,499
and then it works, but we don't have to, we can also just
1309
01:11:45,502 --> 01:11:48,499
keep it with the mirror like this, and it still
1310
01:11:48,502 --> 01:11:51,499
totally works, and then we can even do
1311
01:11:51,502 --> 01:11:54,500
one eye like this, then we have it look like
1312
01:11:55,500 --> 01:11:58,500
like that essentially
1313
01:12:00,500 --> 01:12:03,499
awesome
1314
01:12:03,502 --> 01:12:06,499
that is great
1315
01:12:06,502 --> 01:12:09,499
and then we can go back to our
1316
01:12:09,502 --> 01:12:12,499
armature here, and just
1317
01:12:12,502 --> 01:12:15,499
reset everything
1318
01:12:15,502 --> 01:12:18,499
and then our character can essentially be
1319
01:12:18,502 --> 01:12:21,499
animated, at least this part of the
1320
01:12:21,502 --> 01:12:24,499
character can be animated
1321
01:12:24,502 --> 01:12:27,499
the body itself, then all we need now
1322
01:12:27,502 --> 01:12:30,499
are the items, and we're gonna get on that
1323
01:12:30,502 --> 01:12:33,499
in the next chapter
1324
01:12:33,502 --> 01:12:36,500
so that's it for now
95983
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