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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,999 All right, we have reached the point where our model is pretty much complete. 2 00:00:05,002 --> 00:00:09,599 We got the finished model, finished texturing, finished UVs, finished everything and we even 3 00:00:09,602 --> 00:00:11,879 got a little bit of shading going on. 4 00:00:11,882 --> 00:00:16,919 And now we can move into rigging, which is going to be the stuff we do in this chapter. 5 00:00:16,922 --> 00:00:22,959 So to do the rig, we are going to just, you know, build a rig from the ground up and we're 6 00:00:22,962 --> 00:00:28,919 going to match it to the body of the character. 7 00:00:28,922 --> 00:00:31,759 We pretty much just kind of need the body and then we're going to do some special bones 8 00:00:31,762 --> 00:00:40,239 for some of the stuff like the cloth and probably some stuff for attaching items to the hands 9 00:00:40,242 --> 00:00:41,239 and things like that. 10 00:00:41,242 --> 00:00:45,839 So a little bit of different stuff in there and the rig is going to be fairly simple. 11 00:00:45,842 --> 00:00:47,359 It's going to be a full IK rig. 12 00:00:47,362 --> 00:00:51,919 So no FK on the arms, if you know what that means, just IK and IK on the legs. 13 00:00:51,922 --> 00:00:57,839 That's the way I always animate myself and I think it works just fine. 14 00:00:57,842 --> 00:01:00,962 Doing an FK setup is a little bit beyond scope and this is also just the ability to 15 00:01:00,963 --> 00:01:03,183 Subtitled by online-courses.club We compress knowledge for you! 16 00:01:03,184 --> 00:01:07,119 do a simple rig where you can start getting some animation done on your own models. 17 00:01:07,122 --> 00:01:08,119 Okay. 18 00:01:08,122 --> 00:01:11,959 So to start off, I am going to just isolate the body here and then we're going to start 19 00:01:11,962 --> 00:01:14,719 placing some bones. 20 00:01:14,722 --> 00:01:16,199 So I'm going to create a new bone here. 21 00:01:16,202 --> 00:01:24,239 I might jump into this setup here and just have a more simple matcap here. 22 00:01:24,242 --> 00:01:26,839 We're going to random. 23 00:01:26,842 --> 00:01:27,839 Yeah. 24 00:01:27,842 --> 00:01:28,839 I think that's pretty good. 25 00:01:28,842 --> 00:01:31,519 I just like having something a little bit more simple. 26 00:01:31,522 --> 00:01:34,519 And then we are going to create an armature. 27 00:01:34,522 --> 00:01:38,399 We're just going to create a single bone here. 28 00:01:38,402 --> 00:01:47,199 Then we got that going on and I'm going to move this one up to the pelvis here and we 29 00:01:47,202 --> 00:01:54,239 need to turn on ghost so we can see through and the idea is that this is going to be kind 30 00:01:54,242 --> 00:02:04,079 of the point of, not rotation, but the origin point basically and you should be able to 31 00:02:04,082 --> 00:02:08,799 take this bone and move it anywhere and then the rest of the body will flow. 32 00:02:08,802 --> 00:02:15,239 So you need to have one point on your body where everything kind of follows with that. 33 00:02:15,242 --> 00:02:19,799 And we might also want to create a control bone in the bottom. 34 00:02:19,802 --> 00:02:21,159 Let's do that straight away actually. 35 00:02:21,162 --> 00:02:24,639 I'm going to create a new bone here, just hitting shift A there. 36 00:02:24,642 --> 00:02:29,039 Then we have a bone and then this one is going to be parented underneath this one, but it's 37 00:02:29,042 --> 00:02:31,319 going to be offset like this. 38 00:02:31,322 --> 00:02:33,199 So this is kind of a control bone. 39 00:02:33,202 --> 00:02:36,679 And because we're doing rigging, naming is really everything. 40 00:02:36,682 --> 00:02:43,039 So we'll call this one the main, let's call it main here and then this one will be the 41 00:02:43,042 --> 00:02:46,199 pelvis like that. 42 00:02:46,202 --> 00:02:48,879 And now those are named. 43 00:02:48,882 --> 00:02:56,479 This one will probably be oriented this way and it's kind of just representing the pelvis 44 00:02:56,482 --> 00:02:57,479 as much as possible. 45 00:02:57,482 --> 00:03:07,599 So I'm putting it like that and it's going to allow us to do the legs and stuff from 46 00:03:07,602 --> 00:03:09,119 that point basically. 47 00:03:09,122 --> 00:03:11,319 Okay, very nice. 48 00:03:11,322 --> 00:03:14,479 Then I'm going to start doing the spine here and the spine I'm just going to extrude from 49 00:03:14,482 --> 00:03:15,759 this one. 50 00:03:15,762 --> 00:03:20,959 And that means that now this one is not parented underneath this one, so we need to parent 51 00:03:20,962 --> 00:03:21,959 it. 52 00:03:21,962 --> 00:03:27,719 So we're going to parent this one and we're going to choose to be keep offset. 53 00:03:27,722 --> 00:03:32,599 So that now when this one moves in a post mode, then the other one follows. 54 00:03:32,602 --> 00:03:33,599 That's kind of the idea. 55 00:03:33,602 --> 00:03:35,599 And then when this moves, the whole thing follows. 56 00:03:35,602 --> 00:03:37,119 So that's the initial setup. 57 00:03:37,122 --> 00:03:38,359 And this one is going to be spine. 58 00:03:38,362 --> 00:03:39,840 Let's name it right away. 59 00:03:40,280 --> 00:03:43,039 We're going to call it spine001. 60 00:03:43,042 --> 00:03:47,879 And then when we start extruding more from the stuff here, you can see it'll just name 61 00:03:47,882 --> 00:03:50,559 it correctly here on end. 62 00:03:50,562 --> 00:03:58,279 We're going to create probably, I think two bones in here is enough. 63 00:03:58,282 --> 00:03:59,279 Something like that. 64 00:03:59,282 --> 00:04:02,359 And then a single bone for the chest. 65 00:04:02,362 --> 00:04:07,439 I don't need a lot of flexibility in here, but the chest would be good to have that. 66 00:04:07,442 --> 00:04:14,879 I typically like creating my spine fairly close to the edge out here. 67 00:04:14,882 --> 00:04:20,199 We could do that also, actually, now that I'm thinking about it. 68 00:04:20,202 --> 00:04:21,199 Let's see here. 69 00:04:21,202 --> 00:04:29,799 So I have this one and then let's see, something like that. 70 00:04:29,802 --> 00:04:34,859 Not all the way out, even though that is where the spine kind of would set itself. 71 00:04:34,862 --> 00:04:41,059 But just in terms of rotation, I feel that the deformation usually is a little bit nicer 72 00:04:41,062 --> 00:04:47,019 when you have it a little bit further in, but definitely towards the back of the body. 73 00:04:47,022 --> 00:04:48,019 Your mileage may vary. 74 00:04:48,022 --> 00:04:49,779 It all depends on what you're rigging. 75 00:04:49,782 --> 00:04:51,739 Something like that. 76 00:04:51,742 --> 00:04:59,339 And then from here, I want maybe just two bones and then a single bone for the head. 77 00:04:59,342 --> 00:05:03,859 And we want to find the point of rotation here, right? 78 00:05:03,862 --> 00:05:06,979 So that's going to be something like that. 79 00:05:06,982 --> 00:05:12,219 And then this here kind of goes up there. 80 00:05:12,222 --> 00:05:18,499 The point of rotation is roughly around here, it's where the head rotates around. 81 00:05:18,502 --> 00:05:25,159 And then we got the neck there, can move this one forward a little bit. 82 00:05:25,162 --> 00:05:29,539 Something along those lines right there. 83 00:05:29,542 --> 00:05:35,019 And that's kind of where you would get your rotation, I think actually a little bit further 84 00:05:35,022 --> 00:05:36,939 in. 85 00:05:36,942 --> 00:05:37,939 Something like that. 86 00:05:37,942 --> 00:05:38,939 Cool. 87 00:05:38,942 --> 00:05:41,899 This can also come forward a little bit. 88 00:05:41,902 --> 00:05:45,899 I'm just trying to create that slight curve in the spine here. 89 00:05:45,902 --> 00:05:49,339 Yep, that looks good to me. 90 00:05:49,342 --> 00:05:55,259 Then just want to name this one head as the only one that is the head bone. 91 00:05:55,262 --> 00:05:58,739 And then these other ones can be spine, that's actually fine. 92 00:05:58,742 --> 00:05:59,739 That rhymes. 93 00:05:59,742 --> 00:06:01,899 So that means it's probably true. 94 00:06:01,902 --> 00:06:03,899 Then here we can start extruding things out. 95 00:06:03,902 --> 00:06:11,859 And I want to extrude out a little bone here to where the leg kind of attaches, somewhere 96 00:06:11,862 --> 00:06:12,859 around here. 97 00:06:12,862 --> 00:06:16,059 And this bone is not going to be something that you can move because it's part of the 98 00:06:16,062 --> 00:06:17,059 pelvis. 99 00:06:17,062 --> 00:06:21,759 It's just a little support bone to bring out the right rotation point. 100 00:06:21,762 --> 00:06:25,779 You could also have a floating bone, but I like keeping things connected. 101 00:06:25,782 --> 00:06:28,340 So I'm going to call this one something a little bit different. 102 00:06:28,940 --> 00:06:39,219 I'm going to call it L dot, because it's the left leg, so L dot leg dot 00, like this. 103 00:06:39,222 --> 00:06:46,139 And when 00, that basically tells me that I'm not going to be using it for deforming. 104 00:06:46,142 --> 00:06:50,979 So I might turn the deforming off later on, but not right now. 105 00:06:50,982 --> 00:06:56,539 Then I'm bringing this one down and then that becomes leg 001. 106 00:06:56,542 --> 00:07:00,499 Bring it down to the knee and then this one further down. 107 00:07:00,502 --> 00:07:09,219 Then I want to place this, and it's important you have a little bit of an angle to the leg. 108 00:07:09,222 --> 00:07:14,059 That's going to be important for the IK leg setup, et cetera. 109 00:07:14,062 --> 00:07:15,059 Cool. 110 00:07:15,062 --> 00:07:18,739 So we've got that going on there. 111 00:07:18,742 --> 00:07:26,459 Then I can extrude out the foot here, and I just want one bone and then another one, 112 00:07:26,462 --> 00:07:27,459 like that. 113 00:07:27,462 --> 00:07:28,459 And this is going to be foot. 114 00:07:28,462 --> 00:07:36,619 So I'm going to name this one foot dot 001, copy it, and the other one foot 002, like 115 00:07:36,622 --> 00:07:37,619 that. 116 00:07:37,622 --> 00:07:38,619 Very nice. 117 00:07:38,622 --> 00:07:42,099 So that is the leg there. 118 00:07:42,102 --> 00:07:44,859 Then we need to do something similar for the arms. 119 00:07:44,862 --> 00:07:45,859 This is where it gets a little bit funny. 120 00:07:45,862 --> 00:07:53,179 To have a bone follow the chest, basically, then we need to extrude out from here. 121 00:07:53,182 --> 00:08:05,779 So I'm going to be extruding out somewhere around here to the clavicles, and then the 122 00:08:05,782 --> 00:08:12,379 clavicles are going to be moving the rest of the stuff here. 123 00:08:12,382 --> 00:08:17,819 And then extrude that out, basically, like that. 124 00:08:17,822 --> 00:08:24,299 And I might even move this one into the middle a little bit, just to get some simple deformation. 125 00:08:24,302 --> 00:08:35,099 And then I want, basically, where the arm will be rotating, so that's something along 126 00:08:35,102 --> 00:08:37,859 this line here. 127 00:08:37,862 --> 00:08:42,819 That's probably, it's around finding the right spot, and every model is going to be a little 128 00:08:42,822 --> 00:08:44,219 bit different where the right spot is. 129 00:08:44,222 --> 00:08:46,859 I think something like this actually works quite well. 130 00:08:46,862 --> 00:08:56,459 Then I'm going to call this one the, this one's going to be arm, L dot arm dot 00. 131 00:08:56,462 --> 00:09:00,899 And then this one's going to be L dot arm 001. 132 00:09:00,902 --> 00:09:06,380 And then I can start extruding these things out, bringing it down to the elbow. 133 00:09:07,380 --> 00:09:22,099 Let's see, something like that, and I'm extruding out on E, by the way, there, there as well. 134 00:09:22,102 --> 00:09:28,459 And then we get the hand, and the hand is going to have its own little partial joint 135 00:09:28,462 --> 00:09:31,819 here. 136 00:09:31,822 --> 00:09:37,659 And then I like to actually create finger bones before the fingers start, so you can 137 00:09:37,662 --> 00:09:40,619 get a little bit more flexibility in how the hand deforms. 138 00:09:40,622 --> 00:09:49,139 So I'm going to call this one the L dot hand, that's just what it's going to be called. 139 00:09:49,142 --> 00:09:53,059 And then from this one, I can get out a thumb. 140 00:09:53,062 --> 00:09:56,619 If you want to play stuff inside the fingers, you could actually use this snapping feature 141 00:09:56,622 --> 00:10:01,322 volume, and then you can create stuff, and it kind of just tries to settle itself within 142 00:10:01,323 --> 00:10:03,367 Subtitled by online-courses.club We compress knowledge for you! 143 00:10:03,368 --> 00:10:03,299 the volume. 144 00:10:03,302 --> 00:10:15,819 And here we need to have, let's see, oh, is it one, two, three, like that. 145 00:10:15,822 --> 00:10:20,979 Something along those lines for the thumb, and you can see it kind of perfectly places 146 00:10:20,982 --> 00:10:23,740 itself within the thumb, so that's super handy. 147 00:10:24,300 --> 00:10:31,939 Then here we want one bone, two bones, three bones, four bones, and this can come a little 148 00:10:31,942 --> 00:10:37,579 bit further down, this can also come a little bit further down, something along those lines, 149 00:10:37,582 --> 00:10:40,899 and you can see it kind of sits within the finger super easily, and that's because of 150 00:10:40,902 --> 00:10:44,419 that volume snapping, it's super handy. 151 00:10:44,422 --> 00:10:52,059 And for the knuckle there, one, two, three, and they kind of gradually get shorter and 152 00:10:52,062 --> 00:10:55,779 shorter towards the end there. 153 00:10:55,782 --> 00:11:08,259 One, two, three, four, and one, two, three, four, and they got a little bit too, they 154 00:11:08,262 --> 00:11:10,939 got a little bit over there. 155 00:11:10,942 --> 00:11:18,299 Very nice, and they sit comfortably inside the finger here, and you can of course move 156 00:11:18,302 --> 00:11:23,219 them a little bit if you feel the need, I think that I could actually move all of these 157 00:11:23,222 --> 00:11:29,139 just a little bit outwards, so they sit a little bit closer to the edge there. 158 00:11:29,142 --> 00:11:32,699 That's pretty good, pretty happy with that. 159 00:11:32,702 --> 00:11:38,299 Then I could probably pose this one somewhere around there. 160 00:11:38,302 --> 00:11:42,619 And these extra ones, I actually would use these for deforming, to get a little bit of 161 00:11:42,622 --> 00:11:46,899 extra variety in how the hand deforms. 162 00:11:46,902 --> 00:11:51,619 And I did forget to name the fingers, so that's, I'm going to have to do some manual work here. 163 00:11:51,622 --> 00:11:59,819 So I'm going to say L.Thumb.000, and you can actually just take this, then copy it, and 164 00:11:59,822 --> 00:12:05,779 then it will auto-rename it, if you just paste it in like this. 165 00:12:05,782 --> 00:12:06,780 Like that, three. 166 00:12:06,940 --> 00:12:20,939 And then this one will be L.Index, index.000, and then, I wonder if you can do all of these, 167 00:12:20,942 --> 00:12:23,939 will it just work? 168 00:12:23,942 --> 00:12:27,939 No, it definitely didn't work. 169 00:12:27,942 --> 00:12:34,940 So now I need this one to be one, this one needs to be two, oh, this one needs to be 170 00:12:35,100 --> 00:12:40,099 Okay, let's say, oh, accidentally subdivided. 171 00:12:40,102 --> 00:12:44,099 Okay, now this one can be two, and then this one can be three. 172 00:12:44,102 --> 00:12:48,099 So yeah, rename the bones properly. 173 00:12:48,102 --> 00:13:01,100 And middle, and then we can do that, do that, do that. 174 00:13:01,260 --> 00:13:14,259 This one can be ring, ring, copy, paste, paste, and paste. 175 00:13:14,262 --> 00:13:28,260 And then this one can be little, like so, like so, like so, like so. 176 00:13:28,420 --> 00:13:31,419 Then we got all the fingers named there as well. 177 00:13:31,422 --> 00:13:35,419 And the feet, we got those named, yeah, we got foot one and two. 178 00:13:35,422 --> 00:13:37,419 That's great, we got the fingers there. 179 00:13:37,422 --> 00:13:41,419 That's looking good, we got the clavicle there. 180 00:13:41,422 --> 00:13:47,419 And then we got the head there as well. 181 00:13:47,422 --> 00:13:50,419 Very nice. 182 00:13:50,422 --> 00:13:54,420 And then we could do additional stuff, like do a bone for the eyes. 183 00:13:54,580 --> 00:13:59,579 So if we bring in the eyes here, if we just slash everything here, 184 00:13:59,582 --> 00:14:03,579 hide the items, oh, that actually hit the armature, 185 00:14:03,582 --> 00:14:06,579 I'm gonna put that in with the character, hide the items. 186 00:14:06,582 --> 00:14:11,579 Then we have the eyes here, and the eyes technically still have the mirror on, 187 00:14:11,582 --> 00:14:15,579 so I'm gonna, do I need to apply the mirror? 188 00:14:15,582 --> 00:14:17,579 No, I probably don't need to apply the mirror. 189 00:14:17,582 --> 00:14:19,579 So as long as your origin is in one of the eyes, 190 00:14:19,582 --> 00:14:23,580 then I can now say cursor to selected, so I get my cursor there. 191 00:14:23,740 --> 00:14:28,739 Then I can go into my rig, and then I can create a new bone 192 00:14:28,742 --> 00:14:34,739 inside the eye, and just put this one 193 00:14:34,742 --> 00:14:40,739 to selection to cursor, and then I can move it outwards a little bit. 194 00:14:40,742 --> 00:14:44,739 And then I have essentially, that's what I want, 195 00:14:44,742 --> 00:14:48,739 I'm gonna turn off the snapping here. 196 00:14:48,742 --> 00:14:50,740 So I have this pointing in that direction, 197 00:14:50,900 --> 00:14:53,899 and then the eye can get parented to that. 198 00:14:53,902 --> 00:14:59,899 And then I need some kind of bone attachment to this one, 199 00:14:59,902 --> 00:15:03,899 so I could do a, I actually don't need the head bone to go all the way up there. 200 00:15:03,902 --> 00:15:06,899 I'm gonna do this one, and selection to cursor, 201 00:15:06,902 --> 00:15:09,899 and then control P, connect it. 202 00:15:09,902 --> 00:15:11,899 So then, now that's attached there. 203 00:15:11,902 --> 00:15:16,900 And this bone here, we'll call this one the L.I. 204 00:15:17,060 --> 00:15:21,059 I will call it.001, 205 00:15:21,062 --> 00:15:27,059 and then this one will be 00, in that sense. 206 00:15:27,062 --> 00:15:30,059 Cool. We could also obviously do one for the mouth. 207 00:15:30,062 --> 00:15:35,059 I'm not really gonna have any mouth action for this character, 208 00:15:35,062 --> 00:15:38,059 but you could easily attach another bone, 209 00:15:38,062 --> 00:15:42,059 and then do some skinning in that regard. 210 00:15:42,062 --> 00:15:46,060 I will not be doing that right now. 211 00:15:46,220 --> 00:15:49,219 Okay, and then we more or less have the bones placed, 212 00:15:49,222 --> 00:15:53,219 so that is pretty good, and we're gonna tackle these bones first, 213 00:15:53,222 --> 00:15:56,219 and then if we do need to do any additional bones 214 00:15:56,222 --> 00:16:01,219 for some of the assets and stuff, we'll get to that afterwards. 215 00:16:01,222 --> 00:16:04,219 We can always modify and add to the rig. 216 00:16:04,222 --> 00:16:08,219 But let's first test what we got is working. 217 00:16:08,222 --> 00:16:10,219 We also need to do some orientation here, 218 00:16:10,222 --> 00:16:13,219 so right now, if I go into pose mode, I want these bones, 219 00:16:13,222 --> 00:16:15,220 and I say I want to rotate it along its axis, 220 00:16:15,380 --> 00:16:18,379 it's kind of doing this, and it would be nice if the bones 221 00:16:18,382 --> 00:16:22,379 were rotating along their natural axis instead, 222 00:16:22,382 --> 00:16:24,379 and there's a way to do that. 223 00:16:24,382 --> 00:16:26,379 We're just gonna select everything, 224 00:16:26,382 --> 00:16:29,379 then I think it's, I said Shift-N, yeah. 225 00:16:29,382 --> 00:16:32,379 So if we click Shift-N, then we get into this menu 226 00:16:32,382 --> 00:16:37,379 called Recalculate Roll, which is Bone Roll, Recalculate Roll, 227 00:16:37,382 --> 00:16:42,380 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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