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Hello and welcome to this chapter. So in this chapter we are going to be rigging all the items.
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In the last chapter we got the body rigged and skinned and now we're going to do the same thing for the items.
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The items are going to be done in a slightly different way because it's not this uniform mesh, it's lots of different pieces.
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So some of the methods are a little bit different and we might want to separate out some of the bits in a specific way
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just to be able to handle them a little bit better.
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So the first thing that we'll be doing is probably skinning some of the easier bits.
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And those are probably stuff like the helmet, sandals and the underpants and stuff as they are kind of close to the skin-ish.
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Stuff that's more tricky is the stuff that's happening here around the waist, the belt and the sword of course and the scabbard.
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And then the cloth and the cloth will be the last thing we do because it requires a little bit more attention in a different way.
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Okay, let's get started with the helmet here and the underpants and the sandals.
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I think it might be good just to separate out some things. I've actually separated out this cloth by itself.
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So the underpants are on their own and then I'll hide this one as well and hide the sword.
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Then I'm kind of left with this underpants model guy.
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And these are the three things we'll try to skin first here.
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So I don't really want to do automatic skinning for the helmet because it's not really going to fit
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because the helmet is a hard surface thing and kind of like the eyes it needs the full weight onto one single bone which is going to be the head bone.
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So instead I'm going to take this thing, go over to the armature here, press CTRL-P and then armature deform with empty groups.
19
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So then I get all the stuff deformed to the rig but with empty groups so I can start applying all the information myself.
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And I'm just going to press Alt-H here. I was hiding the helmet there for a bit.
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So what I need to do is I need to take the helmet, the entire helmet selection here.
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So I'm going to select the hood, press CTRL-I and then I get all the little bits of the helmet.
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And that I'm going to then assign that to a vertex group.
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And we've got all these vertex groups over here.
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I'm going to find the head one. I'm going to assign it to that one.
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So now the helmet should be following the head bone and it does and that's what we want.
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And then we just need to skin this by hand to the rest.
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Because this is glass it's going to be a little bit softer the way it moves around.
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So we want it to behave a little bit differently here.
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So to see everything a little bit better I'm going to go back into edit mode and just hide the helmet.
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Then when I go into the weight painting, so select armature, then the hood, weight painting.
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Then I only see the hood. That way I can skin that a little bit nicer.
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So we want this top here to be fairly well skinned to the head.
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We want this whole nasal area to fit.
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So I'm going to grab this gradient tool over here.
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Set it to 1. And the gradient tool allows us to do something kind of like this.
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And then you get this nice kind of skinned section here.
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I'm going to make sure that everything in the red, that's going to be following it 100%.
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So I'm getting that stuff right there. So that's pretty good.
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Then we can blur it out a little bit if we need to.
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Just get a little bit of a softer transition.
42
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Something along those lines there.
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And then I'm getting that. That's pretty good.
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Then this one, we can do something similar.
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We can't really create a gradient in the middle of everything.
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But what we can do instead is we can have two gradients kind of meet.
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So I'm going to have this one come up.
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Kind of like that-ish. Something along those lines.
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And then I'm going to set the weight to 0.
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And then I can meet it on the other side with this one.
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So we just get that band in the middle there.
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And then now I can move the head here.
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And I want this to just be a little bit more red up there.
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So I'm going to take this and just not have it affect as much right here.
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I'm going to take this and that looks a little bit better.
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Just at the edge here.
57
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Selecting this one and then just bringing that in a little bit.
58
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Yeah, that feels pretty good.
59
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And then I can see the head also. The back head is kind of suffering a little bit.
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Let's try that. Yeah, I think that's pretty good.
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That's how high up can we actually get the head here.
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You'd probably do something like this if you wanted to look straight up.
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And that seems to be deforming pretty well. Nice.
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Then we're going to get- just reset these here.
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Reset these. Reset that. Cool.
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Then we got the bottom one here and we're going to do something similar.
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Set the weight to something along these lines here.
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Something like that. Then we can weight paint that.
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And then set it to zero and just let it meet here.
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Then I want a lot of this actually to be more tied directly to the chest here.
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So I'm going to set a weight to one and really make it follow that basically.
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So if I move this here then they kind of try to stay a bit more.
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And that seems pretty good.
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Maybe I can even get it to stay a little bit more.
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And this can affect a little bit less here.
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Like that.
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Then we have the sides here that definitely also need to not be affected as much.
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So I will select this here and just bring that in.
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And you kind of- I need to have X on here but I can see it's not really affecting it that much.
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And I'm guessing it's because of the topology mirror.
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So I'm going to turn on topology mirror and then that should actually affect it but it doesn't.
82
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Okay.
83
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Not sure why not.
84
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Topology mirror here.
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And then X values.
86
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Maybe it's because of the way the mesh is.
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Well that's something to keep in mind here that you might-
88
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Oh right it's because it's the same bone.
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So you don't get this kind of mirrored effect happening in that sense.
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Okay.
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Got that.
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Also need this to come down here.
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This to come down here.
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And let's see we got that, we got that.
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And then definitely this can be weighted there.
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We can also just bring in the weight a little bit.
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There and there.
98
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But then pull it a lot for the shoulder blades here.
99
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So if I do this here then it should really be following that one.
100
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And this one's also not mirroring.
101
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Okay maybe something is going on here where the mirroring is slightly broken.
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Let's see there.
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For this mesh in particular.
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Don't know why that would be.
105
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Okay then let's test it out.
106
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So we got that going on there.
107
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So that is definitely causing a little bit too much of an issue.
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Like that.
109
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Let's see here.
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Kind of got that going on there.
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Okay so it's also this one that's kind of really doing a lot here.
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Like that.
113
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Okay.
114
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It's a little bit harder to do here now because of the way the mirror is not working on this one.
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I don't know why.
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Why it's not working but it just seems to be a little bit.
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The way it's working here.
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Okay.
119
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Let's see maybe we can get just a little bit here.
120
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Okay so it seems to be working.
121
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Okay maybe it's with the gradient tool that it doesn't work.
122
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But it works with the brush.
123
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Okay.
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We got this and that.
125
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Oh that's a little bit better.
127
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Yeah.
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And then we got that stuff going on here.
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Gonna try to get.
130
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Yeah okay so that's what was going on.
131
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So it's the gradient tool that wasn't mirroring.
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Skinning tools I think in all software is always a pain.
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It's never really something that's been solved in a really nice way.
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I got that there.
135
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I'm just trying to not get it to really affect that area so much.
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And I think it's probably because.
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Okay so this was some stuff here.
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So I'm gonna get that out of the way there.
139
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Get that out of the way there.
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And we got that.
141
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Got that.
142
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Okay.
143
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So then if I move this one here.
144
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That also comes along like that.
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If I move this one.
146
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Then this one moves up.
147
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And maybe.
148
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This can be.
149
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A bit more on this one.
150
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Oh actually.
151
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Maybe that's what's causing the problem there.
152
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Okay.
153
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That's also fine.
154
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That seems to kind of do the job.
155
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Also sometimes you really.
156
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You know you target the skinning to what you need your model to do.
157
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And I need my model to do all kinds of things.
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So I'm just trying to get the best compromise between everything.
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And that's what I'm kind of going by.
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Getting this here.
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This there.
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Yeah.
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I think that's.
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For me skin poking is almost more important than.
165
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Oh and then we get some extra action down there.
166
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So that's.
167
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There must have been an oversight there.
168
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Let's see here.
169
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It seems to.
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The neck has somehow gotten a hold of.
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The lower back.
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Specifically.
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That bone only.
174
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There must have been a mistake we made during.
175
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And also.
176
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This one is kind of doing something down there.
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Okay.
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So let's let's just go into the body and fix that real quick here.
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Weight painting.
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It does happen from time to time that you.
181
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Did you get these little mistakes here?
182
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Aha.
183
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Okay.
184
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So let's just try isolating these here.
185
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So we can see exactly what we're doing.
186
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It's weight painting.
187
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And then yeah.
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There's a big spot there for some reason.
189
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And let's just check here.
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There.
191
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There.
192
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There.
193
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Nope.
194
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Specifically just.
195
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That neck bone there.
196
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Let's just set it to zero.
197
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Okay.
198
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That was it.
199
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Then.
200
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Back with the items.
201
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Okay.
202
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So we got this one now.
203
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And I think.
204
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It's kind of working pretty well.
205
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Like we're not going to go that far down with the head.
206
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We're going to probably go.
207
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Max here.
208
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And from a distance like this.
209
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Then.
210
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That's going to work out.
211
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Pretty fine.
212
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Yeah.
213
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Like that.
214
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That looks pretty.
215
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Pretty good.
216
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Nice.
217
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So that was the.
218
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The hat there.
219
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Then we've got this one.
220
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This one can probably get.
221
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Some kind of.
222
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Automatic skinning.
223
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But I think what we can do instead here.
224
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Is that we can actually transfer the weights from the body.
225
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To the underpants here.
226
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Because they're so close to the skin.
227
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That that might actually be the best solution.
228
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So in order to do that.
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We are going to select the body.
230
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And then we're going to shift select the underpants.
231
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Then we're going to go to a weight paint here.
232
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And turn that off.
233
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Just so it's all blue like this.
234
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I'm going to go to weights.
235
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Then transfer weights.
236
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And then I'm going to set this to vertex group.
237
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All that is fine.
238
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Vertex mapping.
239
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Nearest vertex.
240
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That's fine.
241
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And then I'm going to set it to.
242
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By name.
243
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All layers.
244
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And replace.
245
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And what this is going to do.
246
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Is that it's going to.
247
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Look for the closest vertices.
248
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On the mesh.
249
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Then it's going to try to assign the same weight.
250
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To the underpants.
251
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That is around it.
252
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And that essentially means.
253
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That this underpants now.
254
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Will be skinned.
255
00:14:41,002 --> 00:14:41,999
Oh.
256
00:14:42,002 --> 00:14:43,999
Did it actually do it.
257
00:14:44,002 --> 00:14:44,999
Let's try again here.
258
00:14:45,002 --> 00:14:46,999
Weight paint.
259
00:14:47,002 --> 00:14:47,999
Oh did we actually.
260
00:14:48,002 --> 00:14:49,999
Okay we didn't deform it to the mesh yet.
261
00:14:50,002 --> 00:14:50,999
So that's why.
262
00:14:51,002 --> 00:14:52,999
So we need to take the underpants.
263
00:14:53,002 --> 00:14:53,999
Click the armature here.
264
00:14:54,002 --> 00:14:54,999
Control P.
265
00:14:55,002 --> 00:14:57,999
And attach it with empty group.
266
00:14:58,002 --> 00:14:58,999
There we go.
267
00:14:59,002 --> 00:14:59,999
Then we select the body.
268
00:15:00,002 --> 00:15:00,999
Then the underpants.
269
00:15:01,002 --> 00:15:03,999
Then we go to weight paint.
270
00:15:04,002 --> 00:15:04,999
Just turn this off.
271
00:15:05,002 --> 00:15:05,999
So it's like this.
272
00:15:06,002 --> 00:15:07,999
And then we're going to go weights.
273
00:15:08,002 --> 00:15:08,999
Transfer weights.
274
00:15:09,002 --> 00:15:10,999
Vertex group.
275
00:15:11,002 --> 00:15:12,999
Nearest vertex.
276
00:15:13,002 --> 00:15:15,999
Object transform.
277
00:15:16,002 --> 00:15:16,999
My name.
278
00:15:17,002 --> 00:15:17,999
All layers.
279
00:15:18,002 --> 00:15:18,999
And replace.
280
00:15:19,002 --> 00:15:20,999
And then that should be it.
281
00:15:21,002 --> 00:15:23,999
And then now.
282
00:15:24,002 --> 00:15:26,999
These are.
283
00:15:27,002 --> 00:15:27,999
Essentially.
284
00:15:28,002 --> 00:15:29,999
Skinned.
285
00:15:30,002 --> 00:15:30,999
And this is more than good enough.
286
00:15:31,002 --> 00:15:32,999
And that means that.
287
00:15:33,002 --> 00:15:33,999
That just kind of works.
288
00:15:34,002 --> 00:15:35,999
So that is awesome.
289
00:15:36,002 --> 00:15:37,999
And I think we could probably do the same thing.
290
00:15:38,002 --> 00:15:39,999
For the sandals.
291
00:15:40,002 --> 00:15:42,999
So we just gotta make sure to.
292
00:15:43,002 --> 00:15:44,999
Deform them to the mesh here.
293
00:15:45,002 --> 00:15:45,999
So I'll set.
294
00:15:46,002 --> 00:15:46,999
Control P.
295
00:15:47,002 --> 00:15:47,999
Empty groups.
296
00:15:48,002 --> 00:15:49,999
Then they have been.
297
00:15:50,002 --> 00:15:50,999
Deformed.
298
00:15:51,002 --> 00:15:51,999
But they're not following yet.
299
00:15:52,002 --> 00:15:53,999
So then we shift select.
300
00:15:54,002 --> 00:15:54,999
There.
301
00:15:55,002 --> 00:15:55,999
Go into weight painting.
302
00:15:56,002 --> 00:15:57,999
Then we say weights.
303
00:15:58,002 --> 00:15:59,999
And we say transfer weights.
304
00:16:00,002 --> 00:16:01,999
Do exactly the same thing.
305
00:16:02,002 --> 00:16:03,999
The settings are correct.
306
00:16:04,002 --> 00:16:04,999
Then we go here.
307
00:16:05,002 --> 00:16:06,999
And then we try moving something.
308
00:16:07,002 --> 00:16:07,999
And then it looks like.
309
00:16:08,002 --> 00:16:09,999
Our sandals already.
310
00:16:10,002 --> 00:16:11,999
Pretty well skinned here.
311
00:16:12,002 --> 00:16:13,999
Awesome.
312
00:16:14,002 --> 00:16:14,999
Because it's so close to the skin.
313
00:16:15,002 --> 00:16:15,999
So it just kind of works.
314
00:16:16,002 --> 00:16:17,999
And this is more than good enough.
315
00:16:18,002 --> 00:16:22,999
For what we need here.
316
00:16:23,002 --> 00:16:26,999
Absolutely perfect.
317
00:16:27,002 --> 00:16:28,999
Tada.
318
00:16:29,002 --> 00:16:29,999
Brilliant.
319
00:16:30,002 --> 00:16:31,999
Okay.
320
00:16:32,002 --> 00:16:32,999
All right.
321
00:16:33,002 --> 00:16:33,999
Then we can move on here.
322
00:16:34,002 --> 00:16:36,999
Let's unhide some of the stuff here.
323
00:16:37,002 --> 00:16:38,999
What do we have?
324
00:16:39,002 --> 00:16:39,999
Here.
325
00:16:40,002 --> 00:16:40,999
Like that.
326
00:16:41,002 --> 00:16:43,999
So now this is the next challenge here.
327
00:16:44,002 --> 00:16:44,999
Is the belt.
328
00:16:45,002 --> 00:16:46,999
The cloth.
329
00:16:47,002 --> 00:16:47,999
We need to get those things.
330
00:16:48,002 --> 00:16:48,999
And the sword.
331
00:16:49,002 --> 00:16:50,999
The sword we're going to do.
332
00:16:51,002 --> 00:16:51,999
Maybe we're going to do it last.
333
00:16:52,002 --> 00:16:54,999
Because of the way it interacts with the body rig.
334
00:16:55,002 --> 00:16:56,999
That's going to be a little bit special.
335
00:16:57,002 --> 00:16:58,999
But we will get to that.
336
00:16:59,002 --> 00:17:01,999
We essentially had to add something to the body rig.
337
00:17:02,002 --> 00:17:05,999
In order to animate the sword.
338
00:17:06,002 --> 00:17:08,999
But that's going to be just fine.
339
00:17:09,002 --> 00:17:10,999
Okay.
340
00:17:11,002 --> 00:17:13,999
Let's see here.
341
00:17:14,002 --> 00:17:15,999
What do we want to do?
342
00:17:16,002 --> 00:17:19,999
Let's try to get the belt to work here.
343
00:17:20,002 --> 00:17:21,999
Now this is going to be a little bit interesting.
344
00:17:22,002 --> 00:17:25,999
Because it would maybe be nice to have a separate bone for the scabbard.
345
00:17:26,002 --> 00:17:27,999
So we could move that one around.
346
00:17:28,002 --> 00:17:31,999
And that would mean adding something to the existing body rig.
347
00:17:32,002 --> 00:17:32,999
Right.
348
00:17:33,002 --> 00:17:34,999
We need to add a bone here.
349
00:17:35,002 --> 00:17:36,999
So I'm going to go into edit mode.
350
00:17:37,002 --> 00:17:39,999
And just see here.
351
00:17:40,002 --> 00:17:41,999
If we go there.
352
00:17:42,002 --> 00:17:42,999
There we go.
353
00:17:43,002 --> 00:17:43,999
And then edit mode.
354
00:17:44,002 --> 00:17:44,999
And then see through.
355
00:17:45,002 --> 00:17:45,999
There we go.
356
00:17:46,002 --> 00:17:47,999
And then we're going to create a new bone.
357
00:17:48,002 --> 00:17:50,999
I'm going to reset the 3D cursor here.
358
00:17:51,002 --> 00:17:52,999
So it's at the world origin.
359
00:17:53,002 --> 00:17:55,999
And then I'm going to create a new bone here.
360
00:17:56,002 --> 00:17:58,999
And this bone.
361
00:17:59,002 --> 00:18:02,999
We just need to place it somewhere.
362
00:18:03,002 --> 00:18:06,999
And it's going to be something along these lines here.
363
00:18:07,002 --> 00:18:07,999
And I'm just.
364
00:18:08,002 --> 00:18:11,999
The orientation of it doesn't really matter that much.
365
00:18:12,002 --> 00:18:15,999
But we can of course set it how we want.
366
00:18:16,002 --> 00:18:17,999
But the placement.
367
00:18:18,002 --> 00:18:24,999
It would be nice to have that just a little bit more where it should be.
368
00:18:25,002 --> 00:18:29,999
But it's really not super essential that it's perfect.
369
00:18:30,002 --> 00:18:33,999
Only if we decide to change the scabbard here.
370
00:18:34,002 --> 00:18:36,999
I think something.
371
00:18:37,002 --> 00:18:39,999
Something like that.
372
00:18:40,002 --> 00:18:41,999
That looks pretty good to me.
373
00:18:42,002 --> 00:18:44,999
Or we could actually align it a little bit nicer.
374
00:18:45,002 --> 00:18:46,999
So that way we have an anchor point for the sword.
375
00:18:47,002 --> 00:18:48,999
Let's do that.
376
00:18:49,002 --> 00:18:51,999
So I'll go into edit mode here.
377
00:18:52,002 --> 00:18:54,999
Set my cursor to selected.
378
00:18:55,002 --> 00:18:55,999
And then back here.
379
00:18:56,002 --> 00:18:57,999
Selection to cursor.
380
00:18:58,002 --> 00:18:59,999
And then I'll go here.
381
00:19:00,002 --> 00:19:01,999
Select an edge loop.
382
00:19:02,002 --> 00:19:03,999
Cursor to selected.
383
00:19:04,002 --> 00:19:05,999
And then back into this.
384
00:19:06,002 --> 00:19:06,999
Selection to cursor.
385
00:19:07,002 --> 00:19:09,999
That way it's exactly down the middle here.
386
00:19:10,002 --> 00:19:11,999
And then I need this one to rotate.
387
00:19:12,002 --> 00:19:14,999
And I think the way I'm going to rotate is actually just going to be by hand.
388
00:19:15,002 --> 00:19:16,999
So I'm going to go over here to roll.
389
00:19:17,002 --> 00:19:20,999
And then now I can kind of roll this one.
390
00:19:21,002 --> 00:19:23,999
A bit more right.
391
00:19:24,002 --> 00:19:27,999
I'm just lining it up kind of by eye here.
392
00:19:28,002 --> 00:19:32,999
That seems pretty close.
393
00:19:33,002 --> 00:19:37,999
A little bit.
394
00:19:38,002 --> 00:19:39,999
A little bit there.
395
00:19:40,002 --> 00:19:43,999
And we could align this with how the sword actually looks.
396
00:19:44,002 --> 00:19:45,999
So if I go back into object mode.
397
00:19:46,002 --> 00:19:48,999
Then what's the orientation of the sword here?
398
00:19:49,002 --> 00:19:50,999
We can see that by selecting this one.
399
00:19:51,002 --> 00:19:53,999
So we've got.
400
00:19:54,002 --> 00:19:57,999
And then setting it to local.
401
00:19:58,002 --> 00:19:59,999
We've got X pointing down.
402
00:20:00,002 --> 00:20:04,999
And Y going out in that sense.
403
00:20:05,002 --> 00:20:07,999
So that means if we have X pointing down on the scabbard.
404
00:20:08,002 --> 00:20:09,999
And Z going that way.
405
00:20:10,002 --> 00:20:12,999
And then Y going out there.
406
00:20:13,002 --> 00:20:13,999
But that's not really going to work.
407
00:20:14,002 --> 00:20:19,000
Because the bone Y is going to point that way.
408
00:20:20,000 --> 00:20:22,999
So we'd have to adjust it no matter what.
409
00:20:23,002 --> 00:20:23,999
Okay.
410
00:20:24,002 --> 00:20:26,999
So that didn't really pan out the way I thought.
411
00:20:27,002 --> 00:20:27,999
But yeah.
412
00:20:28,002 --> 00:20:30,999
Let's just keep it like that then.
413
00:20:31,002 --> 00:20:32,999
Then we have.
414
00:20:33,002 --> 00:20:35,999
What else do we have here?
415
00:20:36,002 --> 00:20:38,999
We have the bone for the sword there.
416
00:20:39,002 --> 00:20:39,999
Or for the scabbard.
417
00:20:40,002 --> 00:20:40,999
So we can move that one around.
418
00:20:41,002 --> 00:20:43,999
Then maybe we want to create.
419
00:20:44,002 --> 00:20:45,999
Some kind of point for the sword.
420
00:20:46,002 --> 00:20:49,999
So we could move the origin point for this one.
421
00:20:50,002 --> 00:20:51,999
If I go to options, origin.
422
00:20:52,002 --> 00:20:55,999
And then we'll just move this one up there.
423
00:20:56,002 --> 00:20:56,999
Like that.
424
00:20:57,002 --> 00:21:02,999
Then we could create an attachment point up here for the sword.
425
00:21:03,002 --> 00:21:04,999
That's kind of parented underneath this one.
426
00:21:05,002 --> 00:21:08,999
If I go up here.
427
00:21:09,002 --> 00:21:10,999
Scale it along.
428
00:21:11,002 --> 00:21:14,999
Kind of.
429
00:21:15,002 --> 00:21:15,999
Let's see here.
430
00:21:16,002 --> 00:21:19,999
What do we get?
431
00:21:20,002 --> 00:21:21,999
And we got this one.
432
00:21:22,002 --> 00:21:22,999
Then local.
433
00:21:23,002 --> 00:21:23,999
Normal.
434
00:21:24,002 --> 00:21:24,999
Normal.
435
00:21:25,002 --> 00:21:25,999
There we go.
436
00:21:26,002 --> 00:21:26,999
Normal.
437
00:21:27,002 --> 00:21:29,999
And then I can scale this one up here somewhere.
438
00:21:30,002 --> 00:21:30,999
And place it.
439
00:21:31,002 --> 00:21:35,999
And this bone is going to be for attaching the sword to the.
440
00:21:36,002 --> 00:21:36,999
To the hilt.
441
00:21:37,002 --> 00:21:38,999
Basically.
442
00:21:39,002 --> 00:21:39,999
So let's see.
443
00:21:40,002 --> 00:21:40,999
We got this one.
444
00:21:41,002 --> 00:21:43,999
I'm going to say cursor to select it.
445
00:21:44,002 --> 00:21:46,999
And back into the rig here.
446
00:21:47,002 --> 00:21:47,999
This one.
447
00:21:48,002 --> 00:21:50,999
Selection to cursor.
448
00:21:51,002 --> 00:21:53,999
Oh.
449
00:21:54,002 --> 00:21:54,999
So that's the question there.
450
00:21:55,002 --> 00:21:57,999
How much.
451
00:21:58,002 --> 00:21:59,999
Where should it exactly sit?
452
00:22:00,002 --> 00:22:02,999
Hmm.
453
00:22:03,002 --> 00:22:05,999
Probably.
454
00:22:06,002 --> 00:22:06,999
Let's try that actually.
455
00:22:07,002 --> 00:22:09,000
And see what happens.
456
00:22:10,000 --> 00:22:13,999
And I set cursor to.
457
00:22:14,002 --> 00:22:14,999
Selection to cursor.
458
00:22:15,002 --> 00:22:15,999
Oh.
459
00:22:16,002 --> 00:22:16,999
Cursor to selected.
460
00:22:17,002 --> 00:22:17,999
There we go.
461
00:22:18,002 --> 00:22:21,999
And then cursor to that one.
462
00:22:22,002 --> 00:22:23,999
Then we get this.
463
00:22:24,002 --> 00:22:27,999
And the question is where do I want the sword to.
464
00:22:28,002 --> 00:22:30,999
To sit inside the.
465
00:22:31,002 --> 00:22:31,999
The hilt here.
466
00:22:32,002 --> 00:22:33,999
And it's a little bit rotated now.
467
00:22:34,002 --> 00:22:35,999
So I'll.
468
00:22:36,002 --> 00:22:38,999
Rotate it along it's.
469
00:22:39,002 --> 00:22:40,999
It's a.
470
00:22:41,002 --> 00:22:42,999
Local axis here.
471
00:22:43,002 --> 00:22:45,999
Like that.
472
00:22:46,002 --> 00:22:47,999
Get a little bit closer.
473
00:22:48,002 --> 00:22:51,999
There.
474
00:22:52,002 --> 00:22:53,999
There.
475
00:22:54,002 --> 00:22:54,999
And this.
476
00:22:55,002 --> 00:22:56,999
I think that's probably how it's supposed to sit.
477
00:22:57,002 --> 00:22:57,999
Inside the hilt.
478
00:22:58,002 --> 00:22:59,999
So selection to cursor.
479
00:23:00,002 --> 00:23:02,999
So that's a little bit too far away.
480
00:23:03,002 --> 00:23:05,999
Does it actually go inside the thing here.
481
00:23:06,002 --> 00:23:06,999
Okay.
482
00:23:07,002 --> 00:23:07,999
So we could load that one a little bit.
483
00:23:08,002 --> 00:23:09,999
Or I could heighten the.
484
00:23:10,002 --> 00:23:12,999
The hilt.
485
00:23:13,002 --> 00:23:14,999
So I'll take this one.
486
00:23:15,002 --> 00:23:17,999
And just push this one down a little bit.
487
00:23:18,002 --> 00:23:20,999
Like that.
488
00:23:21,002 --> 00:23:22,999
Then now it sits inside the sword.
489
00:23:23,002 --> 00:23:24,999
Then we could take the origin for this one.
490
00:23:25,002 --> 00:23:26,999
And set that to.
491
00:23:27,002 --> 00:23:28,999
Be where the 3d cursor is right now.
492
00:23:29,002 --> 00:23:31,999
So that's the origin for the sword.
493
00:23:32,002 --> 00:23:34,999
Or.
494
00:23:35,002 --> 00:23:36,999
Actually we could move it in a little bit.
495
00:23:37,002 --> 00:23:37,999
Like that.
496
00:23:38,002 --> 00:23:39,999
And then origin to 3d cursor.
497
00:23:40,002 --> 00:23:42,999
So now that kind of snaps with that bone.
498
00:23:43,002 --> 00:23:44,999
It's the idea at least.
499
00:23:45,002 --> 00:23:47,999
So to get this to.
500
00:23:48,002 --> 00:23:49,999
Be able to snap here.
501
00:23:50,002 --> 00:23:51,999
We need to have some kind of constraint relationship.
502
00:23:52,002 --> 00:23:53,999
And we also need to really pay attention to the origin points here.
503
00:23:54,002 --> 00:23:55,999
If I go to.
504
00:23:56,002 --> 00:23:57,999
Global here.
505
00:23:58,002 --> 00:23:58,999
And set it to local.
506
00:23:59,002 --> 00:24:01,999
Then we can see this stuff is pointing in this direction.
507
00:24:02,002 --> 00:24:03,999
Where over here.
508
00:24:04,002 --> 00:24:05,999
It's pointing in a slightly different direction.
509
00:24:06,002 --> 00:24:07,999
We've got the Y going down there.
510
00:24:08,002 --> 00:24:10,999
And that means that if I am.
511
00:24:11,002 --> 00:24:12,999
Placing this one.
512
00:24:13,002 --> 00:24:13,999
On this bone exactly.
513
00:24:14,002 --> 00:24:16,999
We could try doing that by going to.
514
00:24:17,002 --> 00:24:19,999
The sword hilt here.
515
00:24:20,002 --> 00:24:20,999
Say modifier.
516
00:24:21,002 --> 00:24:21,999
And then we're going to say.
517
00:24:22,002 --> 00:24:23,999
So not modifier.
518
00:24:24,002 --> 00:24:24,999
Constraints.
519
00:24:25,002 --> 00:24:25,999
Up your constraints.
520
00:24:26,002 --> 00:24:26,999
Say channel off.
521
00:24:27,002 --> 00:24:27,999
Select the armature here.
522
00:24:28,002 --> 00:24:31,999
And then this one is called bone 001.
523
00:24:32,002 --> 00:24:32,999
And then you can see it.
524
00:24:33,002 --> 00:24:33,999
It rotates itself over there.
525
00:24:34,002 --> 00:24:36,999
So I'm going to say.
526
00:24:37,002 --> 00:24:37,999
Clear inverse here.
527
00:24:38,002 --> 00:24:40,999
Actually I'm going to reset this one.
528
00:24:41,002 --> 00:24:41,999
And clear inverse.
529
00:24:42,002 --> 00:24:42,999
There we go.
530
00:24:43,002 --> 00:24:43,999
So I reset it to.
531
00:24:44,002 --> 00:24:44,999
The ground here.
532
00:24:45,002 --> 00:24:46,999
Then this is its natural position.
533
00:24:47,002 --> 00:24:48,999
When it's attached.
534
00:24:49,002 --> 00:24:49,999
To the bone.
535
00:24:50,002 --> 00:24:50,999
And what we want.
536
00:24:51,002 --> 00:24:51,999
If we want.
537
00:24:52,002 --> 00:24:52,999
This.
538
00:24:53,002 --> 00:24:53,999
Basically.
539
00:24:54,002 --> 00:24:54,999
So we want this to.
540
00:24:55,002 --> 00:24:55,999
Rotate in there.
541
00:24:56,002 --> 00:24:56,999
And sit right there.
542
00:24:57,002 --> 00:24:59,999
Which means that we need to.
543
00:25:00,002 --> 00:25:01,999
Apply some rotations here.
544
00:25:02,002 --> 00:25:02,999
And we can actually do it.
545
00:25:03,002 --> 00:25:03,999
While it's in the state.
546
00:25:04,002 --> 00:25:04,999
So I'm going to say.
547
00:25:05,002 --> 00:25:05,999
Apply rotation.
548
00:25:06,002 --> 00:25:07,999
And then now.
549
00:25:08,002 --> 00:25:09,999
When I let go of the.
550
00:25:10,002 --> 00:25:11,999
Child of here.
551
00:25:12,002 --> 00:25:12,999
It's going to snap back.
552
00:25:13,002 --> 00:25:13,999
And now the sword is in a new rotation.
553
00:25:14,002 --> 00:25:15,999
But if we.
554
00:25:16,002 --> 00:25:17,999
Reapply that child of.
555
00:25:18,002 --> 00:25:19,999
To the armature.
556
00:25:20,002 --> 00:25:22,000
And then to the bone.
557
00:25:23,000 --> 00:25:24,999
It's going to snap into the.
558
00:25:25,002 --> 00:25:25,999
Right position.
559
00:25:26,002 --> 00:25:26,999
Except for the fact.
560
00:25:27,002 --> 00:25:28,999
That it's apparently a little bit.
561
00:25:29,002 --> 00:25:30,999
Rotated there.
562
00:25:31,002 --> 00:25:32,999
What happened there?
563
00:25:33,002 --> 00:25:33,999
Is that something happened to the bone?
564
00:25:34,002 --> 00:25:35,999
Maybe.
565
00:25:36,002 --> 00:25:37,999
That could be.
566
00:25:38,002 --> 00:25:39,999
The bone.
567
00:25:40,002 --> 00:25:41,999
Is slightly.
568
00:25:42,002 --> 00:25:43,999
Slightly rotated there.
569
00:25:44,002 --> 00:25:45,999
So that one sits there.
570
00:25:46,002 --> 00:25:48,000
And then this one.
571
00:25:52,000 --> 00:25:53,999
I'm going to just check.
572
00:25:54,002 --> 00:25:55,999
It's normal here.
573
00:25:56,002 --> 00:25:57,999
There.
574
00:25:58,002 --> 00:25:59,999
And then.
575
00:26:00,002 --> 00:26:01,999
It seems fine.
576
00:26:02,002 --> 00:26:03,999
But potentially.
577
00:26:04,002 --> 00:26:05,999
The sword is a little bit.
578
00:26:06,002 --> 00:26:07,999
Crooked in its.
579
00:26:08,002 --> 00:26:09,999
Rotation.
580
00:26:10,002 --> 00:26:11,999
So but not to worry.
581
00:26:12,002 --> 00:26:13,999
We can just rotate it around its.
582
00:26:14,002 --> 00:26:15,999
Set axis a little bit here.
583
00:26:16,002 --> 00:26:17,999
So rotate that.
584
00:26:18,002 --> 00:26:19,999
Holding and shift.
585
00:26:20,002 --> 00:26:21,999
To get minor adjustments.
586
00:26:22,002 --> 00:26:23,999
Then we get.
587
00:26:24,002 --> 00:26:25,999
That's what we want here.
588
00:26:26,002 --> 00:26:27,999
And then.
589
00:26:28,002 --> 00:26:29,999
I need to apply that new rotation.
590
00:26:30,002 --> 00:26:31,999
Rotation and scale.
591
00:26:32,002 --> 00:26:33,999
Like that.
592
00:26:34,002 --> 00:26:35,999
And then if I.
593
00:26:36,002 --> 00:26:37,999
Remove the influence here.
594
00:26:38,002 --> 00:26:39,999
On the sword.
595
00:26:40,002 --> 00:26:41,999
Then.
596
00:26:42,002 --> 00:26:43,999
And reset it.
597
00:26:44,002 --> 00:26:45,999
Then we get this.
598
00:26:46,002 --> 00:26:47,999
And the sword is now slightly.
599
00:26:48,002 --> 00:26:49,999
Not completely straight.
600
00:26:50,002 --> 00:26:51,999
But it.
601
00:26:52,002 --> 00:26:53,999
But that's fine.
602
00:26:54,002 --> 00:26:55,999
It's actually the tip.
603
00:26:56,002 --> 00:26:57,999
It's actually kind of in the middle there.
604
00:26:58,002 --> 00:26:59,999
And the sword is like that.
605
00:27:00,002 --> 00:27:01,999
Awesome.
606
00:27:02,002 --> 00:27:03,999
And then the sword can essentially sit.
607
00:27:04,002 --> 00:27:05,999
There now which is the whole plan.
608
00:27:06,002 --> 00:27:07,999
So let's.
609
00:27:08,002 --> 00:27:09,999
Let's give this a new name.
610
00:27:10,002 --> 00:27:11,999
We're going to go in here and call this bone.
611
00:27:12,002 --> 00:27:13,999
The scabbard.
612
00:27:14,002 --> 00:27:15,999
It's called the scabbard.
613
00:27:16,002 --> 00:27:17,999
Slot.
614
00:27:18,002 --> 00:27:19,999
And this one can be the scabbard.
615
00:27:20,002 --> 00:27:21,999
Like that.
616
00:27:22,002 --> 00:27:24,000
And then they.
617
00:27:26,000 --> 00:27:27,999
They have their place.
618
00:27:28,002 --> 00:27:29,999
This one when this one moves then.
619
00:27:30,002 --> 00:27:31,999
We want this one to move along with it.
620
00:27:32,002 --> 00:27:33,999
So we're going to say control P.
621
00:27:34,002 --> 00:27:35,999
Keep offset.
622
00:27:36,002 --> 00:27:37,999
And then like that.
623
00:27:38,002 --> 00:27:39,999
We can move the scabbard in that sense.
624
00:27:40,002 --> 00:27:41,999
That's awesome.
625
00:27:42,002 --> 00:27:43,999
And this one we probably want this bone.
626
00:27:44,002 --> 00:27:45,999
To follow.
627
00:27:46,002 --> 00:27:48,000
The hip here.
628
00:27:50,000 --> 00:27:51,999
And not the.
629
00:27:52,002 --> 00:27:54,000
This one.
630
00:27:56,000 --> 00:27:57,999
That could be.
631
00:27:58,002 --> 00:27:59,999
That's not the best way.
632
00:28:00,002 --> 00:28:01,999
But we'll figure out.
633
00:28:02,002 --> 00:28:03,999
So I'm going to select this one.
634
00:28:04,002 --> 00:28:05,999
And then select the tiny bone there.
635
00:28:06,002 --> 00:28:07,999
Select this tiny bone.
636
00:28:08,002 --> 00:28:09,999
Control P.
637
00:28:10,002 --> 00:28:11,999
Keep offset.
638
00:28:12,002 --> 00:28:14,000
It's all moving along with it here.
639
00:28:16,000 --> 00:28:17,999
Yep.
640
00:28:18,002 --> 00:28:19,999
And then that thing is going there.
641
00:28:20,002 --> 00:28:22,000
That's pretty good.
642
00:28:24,000 --> 00:28:25,999
Let's see here.
643
00:28:26,002 --> 00:28:27,999
What do we have?
644
00:28:28,002 --> 00:28:29,999
What do we have next here?
645
00:28:30,002 --> 00:28:31,999
Then we need to skin all that stuff.
646
00:28:32,002 --> 00:28:33,999
Together.
647
00:28:34,002 --> 00:28:35,999
So.
648
00:28:36,002 --> 00:28:37,999
Let's get on that.
649
00:28:38,002 --> 00:28:39,999
And we want to skin the entire belt.
650
00:28:40,002 --> 00:28:41,999
The entire area here.
651
00:28:42,002 --> 00:28:43,999
To the model somehow.
652
00:28:44,002 --> 00:28:45,999
If we could check the really easy route.
653
00:28:46,002 --> 00:28:47,999
And skin it to the.
654
00:28:48,002 --> 00:28:49,999
This hip thing first.
655
00:28:50,002 --> 00:28:51,999
Then we can move the hip underneath.
656
00:28:52,002 --> 00:28:53,999
I think that might actually be.
657
00:28:54,002 --> 00:28:55,999
The best way.
658
00:28:56,002 --> 00:28:57,999
But it all depends on.
659
00:28:58,002 --> 00:28:59,999
Twisting this body.
660
00:29:00,002 --> 00:29:01,999
And then what's going to happen.
661
00:29:02,002 --> 00:29:03,999
To all this stuff here.
662
00:29:04,002 --> 00:29:05,999
Underneath right.
663
00:29:06,002 --> 00:29:07,999
Maybe it actually has more in common.
664
00:29:08,002 --> 00:29:09,999
With the body there.
665
00:29:10,002 --> 00:29:11,999
Let's try that.
666
00:29:12,002 --> 00:29:13,999
Let's.
667
00:29:14,002 --> 00:29:15,999
Let's take the elements here.
668
00:29:16,002 --> 00:29:17,999
This one.
669
00:29:18,002 --> 00:29:19,999
Say Control P.
670
00:29:20,002 --> 00:29:21,999
And armature deform with empty groups.
671
00:29:22,002 --> 00:29:23,999
And then I'm going to start.
672
00:29:24,002 --> 00:29:25,999
With the belt here.
673
00:29:26,002 --> 00:29:27,999
And I think.
674
00:29:28,002 --> 00:29:29,999
With the belt we can.
675
00:29:30,002 --> 00:29:31,999
Select everything.
676
00:29:32,002 --> 00:29:33,999
That is there.
677
00:29:34,002 --> 00:29:35,999
And I'm going to ignore the ropes for now.
678
00:29:36,002 --> 00:29:37,999
To all.
679
00:29:38,002 --> 00:29:39,999
The stuff here.
680
00:29:40,002 --> 00:29:41,999
And just deform it to that spine.
681
00:29:42,002 --> 00:29:43,999
In the bottom there.
682
00:29:44,002 --> 00:29:45,999
And that will be.
683
00:29:46,002 --> 00:29:47,999
Spine one.
684
00:29:48,002 --> 00:29:49,999
Spine one.
685
00:29:50,002 --> 00:29:51,999
And then now when I modify.
686
00:29:52,002 --> 00:29:53,999
This.
687
00:29:54,002 --> 00:29:55,999
That kind of comes along with it.
688
00:29:56,002 --> 00:29:57,999
I'm just going to hide this.
689
00:29:58,002 --> 00:29:59,999
So we can see a little bit better.
690
00:30:00,002 --> 00:30:01,999
So this all comes along with it.
691
00:30:02,002 --> 00:30:03,999
I can move this here.
692
00:30:04,002 --> 00:30:05,999
That looks pretty good.
693
00:30:06,002 --> 00:30:07,999
And I can move.
694
00:30:08,002 --> 00:30:09,999
This hip here underneath.
695
00:30:10,002 --> 00:30:11,999
And then the belt is not.
696
00:30:12,002 --> 00:30:13,999
Affected.
697
00:30:14,002 --> 00:30:15,999
I think that kind of makes sense.
698
00:30:16,002 --> 00:30:17,999
We wouldn't.
699
00:30:18,002 --> 00:30:19,999
Yeah I think actually that looks pretty good.
700
00:30:20,002 --> 00:30:21,999
That's what I want.
701
00:30:22,002 --> 00:30:23,999
Then we have.
702
00:30:24,002 --> 00:30:25,999
The ropes here.
703
00:30:26,002 --> 00:30:27,999
The ropes are a little bit more tricky.
704
00:30:28,002 --> 00:30:29,999
Because they are going to vary.
705
00:30:30,002 --> 00:30:31,999
Depending on where they sit.
706
00:30:32,002 --> 00:30:33,999
But let's.
707
00:30:34,002 --> 00:30:35,999
Try something here.
708
00:30:36,002 --> 00:30:37,999
Hmm.
709
00:30:38,002 --> 00:30:39,999
Because this one would need that one.
710
00:30:40,002 --> 00:30:41,999
And so on so forth.
711
00:30:42,002 --> 00:30:43,999
So we could probably use a lot of gradient stuff.
712
00:30:44,002 --> 00:30:45,999
Going on here.
713
00:30:46,002 --> 00:30:47,999
So I'm going to select all the ropes.
714
00:30:48,002 --> 00:30:49,999
Go into weight painting.
715
00:30:50,002 --> 00:30:51,999
And then.
716
00:30:52,002 --> 00:30:53,999
Oh I also need to select the bones.
717
00:30:54,002 --> 00:30:55,999
So bones like this one.
718
00:30:56,002 --> 00:30:57,999
Weight painting. There we go.
719
00:30:58,002 --> 00:30:59,999
This is a little bit confusing to look at.
720
00:31:00,002 --> 00:31:02,000
So I'll be.
721
00:31:08,000 --> 00:31:09,999
Select here. I'm just clicking control.
722
00:31:10,002 --> 00:31:11,999
To reselect the stuff.
723
00:31:12,002 --> 00:31:13,999
There we go.
724
00:31:14,002 --> 00:31:15,999
And then.
725
00:31:16,002 --> 00:31:17,999
Getting out of this.
726
00:31:18,002 --> 00:31:19,999
So I can select some bones.
727
00:31:20,002 --> 00:31:21,999
Okay so we have.
728
00:31:22,002 --> 00:31:24,000
That there.
729
00:31:26,000 --> 00:31:27,999
I need that bone.
730
00:31:28,002 --> 00:31:29,999
To be.
731
00:31:30,002 --> 00:31:31,999
Oh this one is actually not following.
732
00:31:32,002 --> 00:31:33,999
I should probably fix that also.
733
00:31:34,002 --> 00:31:35,999
But let's try this for now.
734
00:31:36,002 --> 00:31:37,999
Here.
735
00:31:38,002 --> 00:31:39,999
We can also just make.
736
00:31:40,002 --> 00:31:41,999
The whole thing follow with a gradient.
737
00:31:42,002 --> 00:31:43,999
So we take weight here.
738
00:31:44,002 --> 00:31:46,000
And just pull it down.
739
00:31:48,000 --> 00:31:49,999
Oh that's radial.
740
00:31:50,002 --> 00:31:52,000
Linear.
741
00:31:54,000 --> 00:31:55,999
Something.
742
00:31:56,002 --> 00:31:57,999
Along those lines.
743
00:31:58,002 --> 00:31:59,999
And then just you know.
744
00:32:00,002 --> 00:32:01,999
Setting the weight.
745
00:32:02,002 --> 00:32:04,000
Back here.
746
00:32:08,000 --> 00:32:09,999
Definitely.
747
00:32:10,002 --> 00:32:11,999
Don't want it here.
748
00:32:12,002 --> 00:32:13,999
I'm going to make that.
749
00:32:14,002 --> 00:32:16,000
Go away a little bit.
750
00:32:18,000 --> 00:32:19,999
Like that.
751
00:32:20,002 --> 00:32:21,999
So we have those ropes there.
752
00:32:22,002 --> 00:32:23,999
We got a little bit of the back here.
753
00:32:24,002 --> 00:32:25,999
Try the.
754
00:32:26,002 --> 00:32:27,999
This one.
755
00:32:28,002 --> 00:32:30,000
See what happens there.
756
00:32:32,000 --> 00:32:33,999
Okay.
757
00:32:34,002 --> 00:32:35,999
Maybe that's creating something.
758
00:32:36,002 --> 00:32:37,999
That we want.
759
00:32:38,002 --> 00:32:39,999
And then try this one.
760
00:32:40,002 --> 00:32:42,000
Just to see what we get here.
761
00:32:48,000 --> 00:32:50,000
I'm going to try this selection here.
762
00:32:51,000 --> 00:32:53,000
And just select all the stuff.
763
00:32:56,000 --> 00:32:57,999
All the stuff here.
764
00:32:58,002 --> 00:32:59,999
That I don't want to have any influence.
765
00:33:00,002 --> 00:33:01,999
Weight here.
766
00:33:02,002 --> 00:33:04,000
Set it to.
767
00:33:06,000 --> 00:33:07,999
Zero. That's not really working.
768
00:33:08,002 --> 00:33:10,000
Why is that not working here?
769
00:33:12,000 --> 00:33:13,999
Maybe with the.
770
00:33:14,002 --> 00:33:15,999
Draw. There we go.
771
00:33:16,002 --> 00:33:17,999
And this one actually.
772
00:33:18,002 --> 00:33:19,999
Control.
773
00:33:20,002 --> 00:33:21,999
There.
774
00:33:22,002 --> 00:33:23,999
Don't want any influence on that.
775
00:33:24,002 --> 00:33:25,999
That thing there.
776
00:33:26,002 --> 00:33:28,000
Then we have the back here.
777
00:33:30,000 --> 00:33:32,000
I'm going to just select.
778
00:33:34,000 --> 00:33:35,999
Double tap A.
779
00:33:36,002 --> 00:33:38,000
Control click here.
780
00:33:40,000 --> 00:33:41,999
Control click there.
781
00:33:42,002 --> 00:33:43,999
And then this stuff.
782
00:33:44,002 --> 00:33:45,999
I definitely don't want any of that.
783
00:33:46,002 --> 00:33:47,999
So I can.
784
00:33:48,002 --> 00:33:49,999
I can just remove all of it actually.
785
00:33:50,002 --> 00:33:51,999
I think.
786
00:33:52,002 --> 00:33:53,999
With the ropes I'm not quite sure yet.
787
00:33:54,002 --> 00:33:55,999
It could be that it's really useful.
788
00:33:56,002 --> 00:33:57,999
To have the rope be there.
789
00:33:58,002 --> 00:33:59,999
Okay.
790
00:34:00,002 --> 00:34:01,999
Let's try this out.
791
00:34:02,002 --> 00:34:03,999
I'm going to move that.
792
00:34:04,002 --> 00:34:05,999
Oh I can see that.
793
00:34:06,002 --> 00:34:07,999
Some things are happening on the back.
794
00:34:08,002 --> 00:34:09,999
That I don't want.
795
00:34:10,002 --> 00:34:11,999
But the belt is moving along.
796
00:34:12,002 --> 00:34:13,999
And.
797
00:34:14,002 --> 00:34:15,999
We got some definite glitching.
798
00:34:16,002 --> 00:34:18,000
Everywhere so we need to fix that.
799
00:34:20,000 --> 00:34:21,999
Skinning is never.
800
00:34:22,002 --> 00:34:23,999
I don't think it's a very fun task.
801
00:34:24,002 --> 00:34:25,999
I have to be honest.
802
00:34:26,002 --> 00:34:27,999
It's a little bit of a pain sometimes.
803
00:34:28,002 --> 00:34:29,999
Like that.
804
00:34:30,002 --> 00:34:32,000
And.
805
00:34:34,000 --> 00:34:35,999
Let's see here.
806
00:34:36,002 --> 00:34:37,999
Got to select.
807
00:34:38,002 --> 00:34:39,999
This ones and then weight painting.
808
00:34:40,002 --> 00:34:41,999
There we go.
809
00:34:42,002 --> 00:34:43,999
That's the wrong one sorry.
810
00:34:44,002 --> 00:34:45,999
That one and then the belt.
811
00:34:46,002 --> 00:34:48,000
And then weight painting. There we go.
812
00:34:50,000 --> 00:34:51,999
Something is happening.
813
00:34:52,002 --> 00:34:53,999
In there.
814
00:34:54,002 --> 00:34:55,999
Maybe we can hide.
815
00:34:56,002 --> 00:34:57,999
The bones for now.
816
00:34:58,002 --> 00:34:59,999
Where do we have the bones.
817
00:35:00,002 --> 00:35:01,999
We could also change the look of the bones actually.
818
00:35:02,002 --> 00:35:03,999
Just so they are a little bit easier to read.
819
00:35:04,002 --> 00:35:05,999
So I'm going to go to the armature thing here.
820
00:35:06,002 --> 00:35:07,999
Let's say viewport display and then instead of.
821
00:35:08,002 --> 00:35:09,999
Octahedral I'm just going to set it to wire.
822
00:35:10,002 --> 00:35:11,999
Then it's a bit clearer.
823
00:35:12,002 --> 00:35:13,999
Or it could be.
824
00:35:14,002 --> 00:35:15,999
Stick.
825
00:35:16,002 --> 00:35:17,999
Yeah stick is a little bit. That's a good compromise.
826
00:35:18,002 --> 00:35:19,999
There weight paint.
827
00:35:20,002 --> 00:35:21,999
Then we can still select the bones in here.
828
00:35:22,002 --> 00:35:24,000
If we need to.
829
00:35:26,000 --> 00:35:27,999
Let's see.
830
00:35:28,002 --> 00:35:29,999
What are we getting.
831
00:35:30,002 --> 00:35:31,999
Some kind of deformation.
832
00:35:32,002 --> 00:35:33,999
Let's try the different bones here.
833
00:35:34,002 --> 00:35:35,999
These ones.
834
00:35:36,002 --> 00:35:37,999
These ones nothing is there.
835
00:35:38,002 --> 00:35:40,000
Nothing is there.
836
00:35:46,000 --> 00:35:47,999
Okay.
837
00:35:48,002 --> 00:35:50,000
So let's just try.
838
00:35:52,000 --> 00:35:53,999
We could also hide the body here.
839
00:35:54,002 --> 00:35:56,000
For a little bit.
840
00:35:58,000 --> 00:35:59,999
And the underpants.
841
00:36:00,002 --> 00:36:01,999
Then it should be a little bit clearer.
842
00:36:02,002 --> 00:36:03,999
Sorry it's.
843
00:36:04,002 --> 00:36:05,999
A little bit of back and forth here.
844
00:36:06,002 --> 00:36:07,999
Okay so this one.
845
00:36:08,002 --> 00:36:09,999
It's definitely trying to.
846
00:36:10,002 --> 00:36:11,999
Mess with me.
847
00:36:12,002 --> 00:36:13,999
So I'm going to set this to zero.
848
00:36:14,002 --> 00:36:15,999
And just bring that up here.
849
00:36:16,002 --> 00:36:17,999
So I don't get any of that stuff.
850
00:36:18,002 --> 00:36:19,999
Affecting this.
851
00:36:20,002 --> 00:36:21,999
It's like really simple.
852
00:36:22,002 --> 00:36:23,999
Like that.
853
00:36:24,002 --> 00:36:25,999
And then here.
854
00:36:26,002 --> 00:36:27,999
I could do the same thing.
855
00:36:28,002 --> 00:36:30,000
Or bring in a gradient like that.
856
00:36:32,000 --> 00:36:33,999
Just to not have anything affected there.
857
00:36:34,002 --> 00:36:35,999
Then set the weight here to.
858
00:36:36,002 --> 00:36:37,999
One.
859
00:36:38,002 --> 00:36:39,999
Try to get that down there.
860
00:36:40,002 --> 00:36:41,999
Okay.
861
00:36:42,002 --> 00:36:43,999
Yeah that's a lot better.
862
00:36:44,002 --> 00:36:45,999
So now that is free.
863
00:36:46,002 --> 00:36:47,999
And the ropes are slightly following here and there.
864
00:36:48,002 --> 00:36:49,999
A little bit the top of the bag.
865
00:36:50,002 --> 00:36:51,999
Is also following.
866
00:36:52,002 --> 00:36:54,000
So I want to get rid of that.
867
00:36:56,000 --> 00:36:57,999
I think I'm just going to.
868
00:36:58,002 --> 00:36:59,999
Select all of this.
869
00:37:00,002 --> 00:37:01,999
We're into weight painting.
870
00:37:02,002 --> 00:37:03,999
Set that to zero.
871
00:37:04,002 --> 00:37:05,999
Set that to zero.
872
00:37:06,002 --> 00:37:07,999
Oh.
873
00:37:08,002 --> 00:37:09,999
I forgot to turn this on.
874
00:37:10,002 --> 00:37:12,000
Set this to zero.
875
00:37:14,000 --> 00:37:16,000
Just checking that.
876
00:37:20,000 --> 00:37:22,000
Yeah okay.
877
00:37:24,000 --> 00:37:26,000
Got a little bit of the bag here left.
878
00:37:28,000 --> 00:37:29,999
So just selecting those things.
879
00:37:30,002 --> 00:37:32,000
Getting.
880
00:37:34,000 --> 00:37:35,999
That out of the way here.
881
00:37:36,002 --> 00:37:37,999
That's a little bit of a tricky area there.
882
00:37:38,002 --> 00:37:40,000
I'm going to turn on this one.
883
00:37:42,000 --> 00:37:43,999
Where we only see this.
884
00:37:44,002 --> 00:37:45,999
Then I got the bag separated.
885
00:37:46,002 --> 00:37:47,999
Okay.
886
00:37:48,002 --> 00:37:49,999
Nice and then we got the ropes there.
887
00:37:50,002 --> 00:37:52,000
That is pretty good.
888
00:37:54,000 --> 00:37:55,999
Then I can reset the rotation on that one.
889
00:37:56,002 --> 00:37:57,999
Got the bag free.
890
00:37:58,002 --> 00:37:59,999
Okay.
891
00:38:00,002 --> 00:38:01,999
Okay, okay, okay.
892
00:38:02,002 --> 00:38:03,999
Getting control.
893
00:38:04,002 --> 00:38:05,999
Then we got this scabbard here.
894
00:38:06,002 --> 00:38:08,000
I think we can literally just select the whole thing.
895
00:38:10,000 --> 00:38:11,999
Like this, like this.
896
00:38:12,002 --> 00:38:13,999
Like that, like that.
897
00:38:14,002 --> 00:38:15,999
And then attach it to the scabbard.
898
00:38:16,002 --> 00:38:17,999
If we can find it.
899
00:38:18,002 --> 00:38:19,999
The bottom there.
900
00:38:20,002 --> 00:38:21,999
And assign.
901
00:38:22,002 --> 00:38:24,000
And we need these two little dots also.
902
00:38:25,000 --> 00:38:26,999
Assign.
903
00:38:27,002 --> 00:38:28,999
So if we move.
904
00:38:29,002 --> 00:38:30,999
This one.
905
00:38:31,002 --> 00:38:32,999
The whole scabbard comes along with it.
906
00:38:33,002 --> 00:38:34,999
And that's what we want.
907
00:38:35,002 --> 00:38:36,999
And then we got the rope here.
908
00:38:37,002 --> 00:38:39,000
Weight paint.
909
00:38:41,000 --> 00:38:43,000
And we could probably just paint in with some.
910
00:38:45,000 --> 00:38:46,999
Brush here.
911
00:38:47,002 --> 00:38:49,000
So this rope definitely I want it to follow completely.
912
00:38:55,000 --> 00:38:56,999
Yeah.
913
00:38:57,002 --> 00:38:58,999
And then this one.
914
00:38:59,002 --> 00:39:01,000
Is a bit more like.
915
00:39:02,000 --> 00:39:04,000
Let's see what we can do with it.
916
00:39:07,000 --> 00:39:08,999
Like that.
917
00:39:09,002 --> 00:39:10,999
Like that.
918
00:39:11,002 --> 00:39:12,999
Maybe some.
919
00:39:13,002 --> 00:39:14,999
A bit of radial.
920
00:39:15,002 --> 00:39:17,000
Stuff going on.
921
00:39:19,000 --> 00:39:21,000
And then some blurring.
922
00:39:22,000 --> 00:39:24,000
Like this.
923
00:39:26,000 --> 00:39:27,999
Just to get it to.
924
00:39:28,002 --> 00:39:29,999
Behave a little bit.
925
00:39:30,002 --> 00:39:31,999
Softer depending on.
926
00:39:32,002 --> 00:39:33,999
Where it's attached.
927
00:39:34,002 --> 00:39:35,999
And a little bit of blurring.
928
00:39:36,002 --> 00:39:38,000
Here as well.
929
00:39:42,000 --> 00:39:43,999
Yeah.
930
00:39:44,002 --> 00:39:45,999
This is kind of moving along there.
931
00:39:46,002 --> 00:39:48,000
Getting a little bit on the back there.
932
00:39:51,000 --> 00:39:53,000
But this is kind of doing.
933
00:39:55,000 --> 00:39:56,999
What I kind of want.
934
00:39:57,002 --> 00:39:58,999
Yeah.
935
00:39:59,002 --> 00:40:00,999
Then just send that back.
936
00:40:01,002 --> 00:40:02,999
Then we just got to remove that again.
937
00:40:03,002 --> 00:40:04,999
From the back here.
938
00:40:05,002 --> 00:40:06,999
Let's see.
939
00:40:07,002 --> 00:40:08,999
Set that to zero.
940
00:40:09,002 --> 00:40:10,999
Just remove that.
941
00:40:11,002 --> 00:40:12,999
Whatever happened there on the back.
942
00:40:13,002 --> 00:40:15,000
Definitely needs to.
943
00:40:17,000 --> 00:40:19,000
Weight paint.
944
00:40:21,000 --> 00:40:22,999
Yeah.
945
00:40:23,002 --> 00:40:24,999
So that's gone from the back there.
946
00:40:25,002 --> 00:40:26,999
That's good.
947
00:40:27,002 --> 00:40:28,999
Then we have this lower one here.
948
00:40:29,002 --> 00:40:30,999
And that's the one.
949
00:40:31,002 --> 00:40:32,999
Where I'm thinking that.
950
00:40:33,002 --> 00:40:34,999
We can start attaching some things.
951
00:40:35,002 --> 00:40:37,000
Like the bag for example.
952
00:40:39,000 --> 00:40:40,999
So let's try to.
953
00:40:41,002 --> 00:40:43,000
Get that in.
954
00:40:47,000 --> 00:40:48,999
Let's see here.
955
00:40:49,002 --> 00:40:50,999
Get the bag in here.
956
00:40:51,002 --> 00:40:52,999
Like this.
957
00:40:53,002 --> 00:40:54,999
So this is also a thing where.
958
00:40:55,002 --> 00:40:56,999
Separating your objects can really help you out.
959
00:40:57,002 --> 00:40:58,999
If you want.
960
00:40:59,002 --> 00:41:00,999
To make your life a little bit easier.
961
00:41:01,002 --> 00:41:03,000
With the weight painting here.
962
00:41:05,000 --> 00:41:06,999
There's not a perfect science.
963
00:41:07,002 --> 00:41:08,999
To like.
964
00:41:09,002 --> 00:41:10,999
How you should deal with.
965
00:41:11,002 --> 00:41:12,999
Weight painting like this.
966
00:41:13,002 --> 00:41:14,999
Every model is a little bit different.
967
00:41:15,002 --> 00:41:16,999
With models.
968
00:41:17,002 --> 00:41:18,999
You need to.
969
00:41:19,002 --> 00:41:20,999
Kind of think differently.
970
00:41:21,002 --> 00:41:22,999
Every time you're weight painting.
971
00:41:23,002 --> 00:41:24,999
Like okay.
972
00:41:25,002 --> 00:41:26,999
What group and what way.
973
00:41:27,002 --> 00:41:28,999
Because of how I want to skin it.
974
00:41:29,002 --> 00:41:30,999
And it's just many micro problems.
975
00:41:31,002 --> 00:41:32,999
You're solving with weight painting constantly.
976
00:41:33,002 --> 00:41:34,999
Which you know.
977
00:41:35,002 --> 00:41:36,999
It can also be kind of fun.
978
00:41:37,002 --> 00:41:38,999
But mostly it's like.
979
00:41:39,002 --> 00:41:40,999
It's fun when you solved it all.
980
00:41:41,002 --> 00:41:42,999
Not when you're doing it.
981
00:41:43,002 --> 00:41:44,999
And it never really looks great.
982
00:41:45,002 --> 00:41:46,999
So it's always.
983
00:41:47,002 --> 00:41:49,000
I'm going to compromise somewhere.
984
00:41:51,000 --> 00:41:52,999
Like that.
985
00:41:53,002 --> 00:41:55,000
Like that.
986
00:42:01,000 --> 00:42:02,999
And then I might get.
987
00:42:03,002 --> 00:42:05,000
A little bit like that.
988
00:42:07,000 --> 00:42:09,000
I might select this also.
989
00:42:11,000 --> 00:42:12,999
This one here.
990
00:42:13,002 --> 00:42:14,999
Then I can.
991
00:42:15,002 --> 00:42:16,999
More easily.
992
00:42:17,002 --> 00:42:18,999
If I select here.
993
00:42:19,002 --> 00:42:20,999
Then I can a bit more easily.
994
00:42:21,002 --> 00:42:22,999
Just blur the stuff out.
995
00:42:23,002 --> 00:42:24,999
Be like okay.
996
00:42:25,002 --> 00:42:26,999
That should work like that.
997
00:42:27,002 --> 00:42:28,999
That should work like that.
998
00:42:29,002 --> 00:42:31,000
This should probably be red.
999
00:42:33,000 --> 00:42:35,000
This should probably also be red.
1000
00:42:37,000 --> 00:42:38,999
And then I can blur it out like here.
1001
00:42:39,002 --> 00:42:40,999
And.
1002
00:42:41,002 --> 00:42:42,999
This can be red.
1003
00:42:43,002 --> 00:42:44,999
Then it can be blurred out.
1004
00:42:45,002 --> 00:42:47,000
Like that.
1005
00:42:55,000 --> 00:42:57,000
Like so.
1006
00:42:59,000 --> 00:43:00,999
Yeah that's pretty good.
1007
00:43:01,002 --> 00:43:02,999
Then turn that off.
1008
00:43:03,002 --> 00:43:04,999
Select this bone.
1009
00:43:05,002 --> 00:43:06,999
Just look at what should be here.
1010
00:43:07,002 --> 00:43:08,999
Let's do it then.
1011
00:43:09,002 --> 00:43:10,999
Let's try moving some stuff.
1012
00:43:11,002 --> 00:43:13,000
We're getting a lot of deformation there.
1013
00:43:15,000 --> 00:43:17,000
So let's try.
1014
00:43:19,000 --> 00:43:20,999
Selecting this stuff here again.
1015
00:43:21,002 --> 00:43:22,999
That kind of stuff.
1016
00:43:23,002 --> 00:43:24,999
That kind of stuff.
1017
00:43:25,002 --> 00:43:26,999
That kind of stuff.
1018
00:43:27,002 --> 00:43:28,999
All this stuff here.
1019
00:43:29,002 --> 00:43:30,999
That stuff there.
1020
00:43:31,002 --> 00:43:32,999
And then we go into weight painting.
1021
00:43:33,002 --> 00:43:34,999
Weight painting.
1022
00:43:35,002 --> 00:43:36,999
And then we just try to.
1023
00:43:37,002 --> 00:43:39,000
Include a little bit more of this stuff.
1024
00:43:41,000 --> 00:43:43,000
Like that.
1025
00:43:47,000 --> 00:43:49,000
Like that.
1026
00:43:51,000 --> 00:43:53,000
Then also blur this out a little bit.
1027
00:43:59,000 --> 00:44:00,999
Yep. Yep. Yep.
1028
00:44:01,002 --> 00:44:03,000
Getting that involved there.
1029
00:44:07,000 --> 00:44:09,000
And this big knot here.
1030
00:44:19,000 --> 00:44:20,999
Something along those lines.
1031
00:44:21,002 --> 00:44:23,000
And then blur that out.
1032
00:44:25,000 --> 00:44:26,999
Then we'll see.
1033
00:44:27,002 --> 00:44:28,999
Once we.
1034
00:44:29,002 --> 00:44:30,999
Rotate this here.
1035
00:44:31,002 --> 00:44:32,999
So that's fine there.
1036
00:44:33,002 --> 00:44:34,999
Then this one.
1037
00:44:35,002 --> 00:44:36,999
Yeah that doesn't look too bad.
1038
00:44:37,002 --> 00:44:38,999
And this one.
1039
00:44:39,002 --> 00:44:40,999
This one.
1040
00:44:41,002 --> 00:44:42,999
Also that looks pretty good.
1041
00:44:43,002 --> 00:44:44,999
Any really bad rope.
1042
00:44:45,002 --> 00:44:46,999
Stretching anywhere.
1043
00:44:47,002 --> 00:44:48,999
We got a little bit there.
1044
00:44:49,002 --> 00:44:50,999
But that's survivable.
1045
00:44:51,002 --> 00:44:52,999
And then these ones.
1046
00:44:53,002 --> 00:44:54,999
They sit like that.
1047
00:44:55,002 --> 00:44:57,000
That's pretty good.
1048
00:44:59,000 --> 00:45:00,999
Awesome. Okay.
1049
00:45:01,002 --> 00:45:02,999
I think we got the belt sorted out there.
1050
00:45:03,002 --> 00:45:04,999
That took a little bit of time.
1051
00:45:05,002 --> 00:45:06,999
But I think it's going to be absolutely worth it.
1052
00:45:07,002 --> 00:45:08,999
Okay.
1053
00:45:09,002 --> 00:45:10,999
Belt.
1054
00:45:11,002 --> 00:45:12,999
Scabbard.
1055
00:45:13,002 --> 00:45:14,999
Helmet. Sandals.
1056
00:45:15,002 --> 00:45:16,999
We're only missing the cloth.
1057
00:45:17,002 --> 00:45:18,999
And getting the sword into the.
1058
00:45:19,002 --> 00:45:20,999
Into the hand here.
1059
00:45:21,002 --> 00:45:22,999
So the cloth is going to be.
1060
00:45:23,002 --> 00:45:24,999
A little bit interesting.
1061
00:45:25,002 --> 00:45:26,999
Because we had to add some.
1062
00:45:27,002 --> 00:45:28,999
Specific bones to.
1063
00:45:29,002 --> 00:45:30,999
The whole thing.
1064
00:45:31,002 --> 00:45:32,999
And what I'm thinking is that we're going to do.
1065
00:45:33,002 --> 00:45:34,999
Four bones.
1066
00:45:35,002 --> 00:45:36,999
One in the front, one on each side.
1067
00:45:37,002 --> 00:45:38,999
And one in the back.
1068
00:45:39,002 --> 00:45:40,999
And those bones will control.
1069
00:45:41,002 --> 00:45:42,999
The cloth.
1070
00:45:43,002 --> 00:45:44,999
If I was in Unreal or Unity.
1071
00:45:45,002 --> 00:45:46,999
Putting the character into that.
1072
00:45:47,002 --> 00:45:48,999
Then I might just do some.
1073
00:45:49,002 --> 00:45:50,999
Simple cloth sim.
1074
00:45:51,002 --> 00:45:52,999
Then with some collision on the legs and stuff.
1075
00:45:53,002 --> 00:45:54,999
But just to get it working in Blender.
1076
00:45:55,002 --> 00:45:56,999
All over the shape of the cloth.
1077
00:45:57,002 --> 00:45:58,999
I think we're just going to do some.
1078
00:45:59,002 --> 00:46:00,999
Bones.
1079
00:46:01,002 --> 00:46:02,999
So I'm going to jump into the rig here.
1080
00:46:03,002 --> 00:46:04,999
I'm going to select only this.
1081
00:46:05,002 --> 00:46:06,999
And the rig.
1082
00:46:07,002 --> 00:46:08,999
So I want to.
1083
00:46:09,002 --> 00:46:10,999
Select this and this.
1084
00:46:11,002 --> 00:46:12,999
And then just click slash.
1085
00:46:13,002 --> 00:46:14,999
So we're only looking at this.
1086
00:46:15,002 --> 00:46:16,999
And then we want to create bones for this one.
1087
00:46:17,002 --> 00:46:18,999
I'm going to ghost this.
1088
00:46:19,002 --> 00:46:20,999
So we can see through.
1089
00:46:21,002 --> 00:46:22,999
There we go.
1090
00:46:23,002 --> 00:46:24,999
Here we need to create some bones.
1091
00:46:25,002 --> 00:46:26,999
So.
1092
00:46:27,002 --> 00:46:28,999
Where do we want these bones to be.
1093
00:46:29,002 --> 00:46:30,999
Attached.
1094
00:46:31,002 --> 00:46:32,999
So this upper part here.
1095
00:46:33,002 --> 00:46:34,999
We kind of want that to follow all this area.
1096
00:46:35,002 --> 00:46:36,999
So that's fine.
1097
00:46:37,002 --> 00:46:38,999
But the lower bones.
1098
00:46:39,002 --> 00:46:40,999
They are probably going to follow.
1099
00:46:41,002 --> 00:46:42,999
The central one here.
1100
00:46:43,002 --> 00:46:44,999
So let's create some bones here.
1101
00:46:45,002 --> 00:46:46,999
I'm going to create a.
1102
00:46:47,002 --> 00:46:48,999
Cursor to world origin.
1103
00:46:49,002 --> 00:46:50,999
Create a bone.
1104
00:46:51,002 --> 00:46:52,999
Like this.
1105
00:46:53,002 --> 00:46:54,999
And.
1106
00:46:55,002 --> 00:46:56,999
What's going on.
1107
00:46:57,002 --> 00:46:58,999
It's set to normal.
1108
00:46:59,002 --> 00:47:00,999
So then.
1109
00:47:01,002 --> 00:47:02,999
This bone here.
1110
00:47:03,002 --> 00:47:04,999
We're going to call it.
1111
00:47:05,002 --> 00:47:06,999
Cloth.
1112
00:47:07,002 --> 00:47:08,999
Dot.
1113
00:47:09,002 --> 00:47:10,999
Actually.
1114
00:47:11,002 --> 00:47:12,999
L.
1115
00:47:13,002 --> 00:47:14,999
Cloth.
1116
00:47:15,002 --> 00:47:16,999
Dot.
1117
00:47:17,002 --> 00:47:18,999
That's 0, 0, 0.
1118
00:47:19,002 --> 00:47:20,999
Or 0, 0, 1.
1119
00:47:21,002 --> 00:47:22,999
Yeah.
1120
00:47:23,002 --> 00:47:24,999
Like that actually.
1121
00:47:25,002 --> 00:47:26,999
And that's going to go.
1122
00:47:27,002 --> 00:47:28,999
Somewhere over here.
1123
00:47:29,002 --> 00:47:30,999
And then.
1124
00:47:31,002 --> 00:47:32,999
I'm going to rotate it like this.
1125
00:47:33,002 --> 00:47:34,999
And I might just turn on.
1126
00:47:35,002 --> 00:47:36,999
The octahedral again.
1127
00:47:37,002 --> 00:47:38,999
So I can see the direction a little bit clearer.
1128
00:47:39,002 --> 00:47:40,999
And then this one.
1129
00:47:41,002 --> 00:47:42,999
Is going to go over here.
1130
00:47:43,002 --> 00:47:44,999
On the side.
1131
00:47:45,002 --> 00:47:47,000
Like so.
1132
00:47:49,000 --> 00:47:50,999
And I don't want to make it.
1133
00:47:51,002 --> 00:47:52,999
Super detailed.
1134
00:47:53,002 --> 00:47:54,999
It's just going to be something.
1135
00:47:55,002 --> 00:47:56,999
Like this kind of.
1136
00:47:57,002 --> 00:47:58,999
Like that.
1137
00:47:59,002 --> 00:48:00,999
And then.
1138
00:48:01,002 --> 00:48:02,999
Give it one more bone here.
1139
00:48:03,002 --> 00:48:05,000
And one more bone.
1140
00:48:07,000 --> 00:48:08,999
And then we could give it a last bone.
1141
00:48:09,002 --> 00:48:10,999
That would probably be.
1142
00:48:11,002 --> 00:48:12,999
Sensible.
1143
00:48:13,002 --> 00:48:14,999
We've got this chain of bones here.
1144
00:48:15,002 --> 00:48:16,999
And then.
1145
00:48:17,002 --> 00:48:18,999
And then I could take these.
1146
00:48:19,002 --> 00:48:20,999
And parent them underneath.
1147
00:48:21,002 --> 00:48:23,000
This central one here.
1148
00:48:25,000 --> 00:48:26,999
That means that if.
1149
00:48:27,002 --> 00:48:29,000
Yeah I think that makes sense.
1150
00:48:31,000 --> 00:48:32,999
Control P and keep offset.
1151
00:48:33,002 --> 00:48:34,999
Then I could take these bones.
1152
00:48:35,002 --> 00:48:36,999
And symmetrize them.
1153
00:48:37,002 --> 00:48:38,999
Armature symmetrize.
1154
00:48:39,002 --> 00:48:40,999
Then they go on the other side.
1155
00:48:41,002 --> 00:48:42,999
And then those are the first chains here.
1156
00:48:43,002 --> 00:48:45,000
And then I'll take this row here.
1157
00:48:47,000 --> 00:48:48,999
Selection to cursor.
1158
00:48:49,002 --> 00:48:50,999
Print in the middle.
1159
00:48:51,002 --> 00:48:52,999
Rotate them around.
1160
00:48:53,002 --> 00:48:54,999
The 3D cursor.
1161
00:48:55,002 --> 00:48:56,999
90 degrees.
1162
00:48:57,002 --> 00:48:58,999
For the back here.
1163
00:48:59,002 --> 00:49:00,999
Then I'll also place some.
1164
00:49:01,002 --> 00:49:02,999
Right there.
1165
00:49:03,002 --> 00:49:05,000
And then I'll take them again.
1166
00:49:07,000 --> 00:49:09,000
And rotate them.
1167
00:49:11,000 --> 00:49:12,999
And then we get the front here.
1168
00:49:13,002 --> 00:49:14,999
As well.
1169
00:49:15,002 --> 00:49:16,999
And I might adjust these a little bit.
1170
00:49:17,002 --> 00:49:18,999
And these ones.
1171
00:49:19,002 --> 00:49:20,999
They probably need a new name here.
1172
00:49:21,002 --> 00:49:22,999
They probably need let's say.
1173
00:49:23,002 --> 00:49:24,999
F.cloth.000.
1174
00:49:25,002 --> 00:49:27,000
For front.
1175
00:49:29,000 --> 00:49:31,000
And go here.
1176
00:49:33,000 --> 00:49:34,999
Go there.
1177
00:49:35,002 --> 00:49:36,999
Go there.
1178
00:49:37,002 --> 00:49:38,999
And then do the same thing.
1179
00:49:39,002 --> 00:49:40,999
To the back here.
1180
00:49:41,002 --> 00:49:42,999
A little bit hard to see with all these bones now.
1181
00:49:43,002 --> 00:49:44,999
That's how it works.
1182
00:49:45,002 --> 00:49:46,999
F.cloth.000.
1183
00:49:47,002 --> 00:49:48,999
Back to B.cloth.000.
1184
00:49:49,002 --> 00:49:50,999
Back to B.cloth.000.
1185
00:49:51,002 --> 00:49:52,999
Back to B.cloth.000.
1186
00:49:53,002 --> 00:49:54,999
And then.
1187
00:49:55,002 --> 00:49:56,999
We just copy that name.
1188
00:49:57,002 --> 00:49:58,999
In there.
1189
00:49:59,002 --> 00:50:00,999
Like so.
1190
00:50:01,002 --> 00:50:02,999
Then we got.
1191
00:50:03,002 --> 00:50:04,999
Those bones.
1192
00:50:05,002 --> 00:50:06,999
And that means that if we are moving.
1193
00:50:07,002 --> 00:50:08,999
This one here.
1194
00:50:09,002 --> 00:50:10,999
Then.
1195
00:50:11,002 --> 00:50:12,999
The cloth kind of follows along.
1196
00:50:13,002 --> 00:50:14,999
In that sense.
1197
00:50:15,002 --> 00:50:16,999
And this all depends on.
1198
00:50:17,002 --> 00:50:18,999
You know how you.
1199
00:50:19,002 --> 00:50:20,999
Want to deal with the cloth.
1200
00:50:21,002 --> 00:50:22,999
I think this is.
1201
00:50:23,002 --> 00:50:24,999
Probably going to be the.
1202
00:50:25,002 --> 00:50:26,999
Probably going to be the easiest way.
1203
00:50:27,002 --> 00:50:28,999
It also just depends on.
1204
00:50:29,002 --> 00:50:30,999
How you want to animate the stuff.
1205
00:50:31,002 --> 00:50:32,999
What you want your stuff to be in relation to.
1206
00:50:33,002 --> 00:50:34,999
But I think this kind of works.
1207
00:50:35,002 --> 00:50:36,999
Then we are going to.
1208
00:50:37,002 --> 00:50:38,999
Go into.
1209
00:50:39,002 --> 00:50:40,999
The cloth and the bones here.
1210
00:50:41,002 --> 00:50:42,999
So we are going to take the bones and the cloth.
1211
00:50:43,002 --> 00:50:44,999
Actually we are going to take the cloth.
1212
00:50:45,002 --> 00:50:46,999
And the bones.
1213
00:50:47,002 --> 00:50:48,999
And then we want to deform them.
1214
00:50:49,002 --> 00:50:50,999
To these bones.
1215
00:50:51,002 --> 00:50:52,999
So the best way to do this right now.
1216
00:50:53,002 --> 00:50:54,999
Would be to.
1217
00:50:55,002 --> 00:50:56,999
Make it.
1218
00:50:57,002 --> 00:50:58,999
So that it doesn't touch.
1219
00:50:59,002 --> 00:51:00,999
Any of the other bones.
1220
00:51:01,002 --> 00:51:02,999
So how would we do that.
1221
00:51:03,002 --> 00:51:04,999
We would go.
1222
00:51:05,002 --> 00:51:06,999
Okay.
1223
00:51:07,002 --> 00:51:08,999
So the best way to do it.
1224
00:51:09,002 --> 00:51:10,999
Is that we can.
1225
00:51:11,002 --> 00:51:12,999
Go into.
1226
00:51:13,002 --> 00:51:14,999
The mesh.
1227
00:51:15,002 --> 00:51:16,999
And then say we only want to automatically.
1228
00:51:17,002 --> 00:51:18,999
Weight paint to.
1229
00:51:19,002 --> 00:51:20,999
Select the bones.
1230
00:51:21,002 --> 00:51:22,999
In order to do that.
1231
00:51:23,002 --> 00:51:24,999
We have to first deform it to the skeleton.
1232
00:51:25,002 --> 00:51:26,999
So I'm going to select.
1233
00:51:27,002 --> 00:51:28,999
The cloth and the skeleton.
1234
00:51:29,002 --> 00:51:30,999
Hit control P.
1235
00:51:31,002 --> 00:51:32,999
And I'm just going to do armature deform.
1236
00:51:33,002 --> 00:51:34,999
With no groups whatsoever.
1237
00:51:35,002 --> 00:51:36,999
Hit armature modifier.
1238
00:51:37,002 --> 00:51:38,999
And we get zero groups.
1239
00:51:39,002 --> 00:51:40,999
Which is what we want.
1240
00:51:41,002 --> 00:51:42,999
Then I'm going to go into my skeleton here.
1241
00:51:43,002 --> 00:51:44,999
And then I'm going to select.
1242
00:51:45,002 --> 00:51:46,999
All the bones that.
1243
00:51:47,002 --> 00:51:48,999
That we had for the cloth.
1244
00:51:49,002 --> 00:51:50,999
All the bones we want.
1245
00:51:51,002 --> 00:51:52,999
This thing to automatically skin to.
1246
00:51:53,002 --> 00:51:54,999
So I'm going to select all these.
1247
00:51:55,002 --> 00:51:56,999
There.
1248
00:51:57,002 --> 00:51:58,999
Not that one.
1249
00:51:59,002 --> 00:52:00,999
This one.
1250
00:52:01,002 --> 00:52:02,999
And then.
1251
00:52:03,002 --> 00:52:04,999
Essentially also.
1252
00:52:05,002 --> 00:52:06,999
This one.
1253
00:52:07,002 --> 00:52:08,999
And that one.
1254
00:52:09,002 --> 00:52:10,999
I think.
1255
00:52:11,002 --> 00:52:12,999
Yeah to get a little bit of deformation from those as well.
1256
00:52:13,002 --> 00:52:14,999
I think that makes sense.
1257
00:52:15,002 --> 00:52:16,999
For this area essentially.
1258
00:52:17,002 --> 00:52:18,999
But then.
1259
00:52:19,002 --> 00:52:20,999
Not from the legs.
1260
00:52:21,002 --> 00:52:22,999
I think so that if this move forward.
1261
00:52:23,002 --> 00:52:24,999
No I want to just control that by hand.
1262
00:52:25,002 --> 00:52:26,999
So that the cloth behaves.
1263
00:52:27,002 --> 00:52:28,999
Entirely on its own.
1264
00:52:29,002 --> 00:52:30,999
But up here it's fine.
1265
00:52:31,002 --> 00:52:32,999
Then they are selected.
1266
00:52:33,002 --> 00:52:34,999
Yeah let's still select in pose mode.
1267
00:52:35,002 --> 00:52:36,999
I'm going to go out to object mode.
1268
00:52:37,002 --> 00:52:38,999
Then I'm going to select the skeleton.
1269
00:52:39,002 --> 00:52:40,999
I'm going to go to the.
1270
00:52:41,002 --> 00:52:42,999
To the mesh.
1271
00:52:43,002 --> 00:52:44,999
Go into weight painting.
1272
00:52:45,002 --> 00:52:46,999
And then in here there's this option up in weights.
1273
00:52:47,002 --> 00:52:48,999
Called assign automatic from bones.
1274
00:52:49,002 --> 00:52:50,999
And now it's automatically assigned.
1275
00:52:51,002 --> 00:52:52,999
Automatic weights to all the different.
1276
00:52:53,002 --> 00:52:54,999
Bones here.
1277
00:52:55,002 --> 00:52:56,999
So that is.
1278
00:52:57,002 --> 00:52:58,999
Super awesome.
1279
00:52:59,002 --> 00:53:00,999
It does look like.
1280
00:53:01,002 --> 00:53:02,999
These ones did not get the.
1281
00:53:03,002 --> 00:53:04,999
Best treatment right there.
1282
00:53:05,002 --> 00:53:06,999
But that's okay.
1283
00:53:07,002 --> 00:53:08,999
Let's.
1284
00:53:09,002 --> 00:53:10,999
Let's just try to go out of this.
1285
00:53:11,002 --> 00:53:12,999
For a moment here.
1286
00:53:13,002 --> 00:53:14,999
And see what we have.
1287
00:53:15,002 --> 00:53:16,999
We got these bones.
1288
00:53:17,002 --> 00:53:18,999
Coming out there.
1289
00:53:19,002 --> 00:53:20,999
So that is definitely affecting it.
1290
00:53:21,002 --> 00:53:22,999
A little bit more than I would like.
1291
00:53:23,002 --> 00:53:24,999
But that's okay.
1292
00:53:25,002 --> 00:53:26,999
We can just hand correct that.
1293
00:53:27,002 --> 00:53:28,999
Essentially now these bones are.
1294
00:53:29,002 --> 00:53:30,999
Let's just set it back to sticks.
1295
00:53:31,002 --> 00:53:32,999
So it's a little bit easier to see.
1296
00:53:33,002 --> 00:53:34,999
These bones are now controlling.
1297
00:53:35,002 --> 00:53:37,000
The cloth.
1298
00:53:39,000 --> 00:53:41,000
So I'm going to set this to individual.
1299
00:53:43,000 --> 00:53:44,999
Like that.
1300
00:53:45,002 --> 00:53:46,999
Like that.
1301
00:53:47,002 --> 00:53:48,999
And then we can start doing stuff with the cloth.
1302
00:53:49,002 --> 00:53:50,999
Essentially doing animation.
1303
00:53:51,002 --> 00:53:52,999
Which is the.
1304
00:53:53,002 --> 00:53:54,999
The whole idea.
1305
00:53:55,002 --> 00:53:56,999
I can select the bones.
1306
00:53:57,002 --> 00:53:58,999
Then the cloth.
1307
00:53:59,002 --> 00:54:00,999
And just isolate it again.
1308
00:54:01,002 --> 00:54:02,999
And get into a weight painting.
1309
00:54:03,002 --> 00:54:04,999
And then this stuff here.
1310
00:54:05,002 --> 00:54:06,999
We're going to make it.
1311
00:54:07,002 --> 00:54:08,999
Not affect it as much.
1312
00:54:09,002 --> 00:54:10,999
So I'm going to say zero here.
1313
00:54:11,002 --> 00:54:12,999
And just pull that down.
1314
00:54:13,002 --> 00:54:14,999
A little bit.
1315
00:54:15,002 --> 00:54:16,999
Pull it down here also.
1316
00:54:17,002 --> 00:54:18,999
If you don't get all that.
1317
00:54:19,002 --> 00:54:20,999
Affected.
1318
00:54:21,002 --> 00:54:23,000
Pull that down here a little bit.
1319
00:54:25,000 --> 00:54:26,999
And around the butt also.
1320
00:54:27,002 --> 00:54:28,999
Pull that down a little bit.
1321
00:54:29,002 --> 00:54:30,999
Like that.
1322
00:54:31,002 --> 00:54:32,999
But then this here.
1323
00:54:33,002 --> 00:54:34,999
It can get quite a lot.
1324
00:54:35,002 --> 00:54:36,999
So we got this one also.
1325
00:54:37,002 --> 00:54:38,999
This one doesn't really affect it that much.
1326
00:54:39,002 --> 00:54:40,999
I guess I think it's just going to be this one.
1327
00:54:41,002 --> 00:54:42,999
And then.
1328
00:54:43,002 --> 00:54:45,000
Doing linear.
1329
00:54:47,000 --> 00:54:48,999
Like so.
1330
00:54:49,002 --> 00:54:50,999
That's going to be pretty.
1331
00:54:51,002 --> 00:54:52,999
Affected by this bone.
1332
00:54:53,002 --> 00:54:54,999
Affected by this bone at least.
1333
00:54:55,002 --> 00:54:56,999
That's what I want.
1334
00:54:57,002 --> 00:54:58,999
Then now.
1335
00:54:59,002 --> 00:55:00,999
If I move this stuff around.
1336
00:55:01,002 --> 00:55:02,999
I'm just going to unhide everything.
1337
00:55:03,002 --> 00:55:04,999
Then.
1338
00:55:05,002 --> 00:55:06,999
Yeah.
1339
00:55:07,002 --> 00:55:08,999
That behaves a lot more like.
1340
00:55:09,002 --> 00:55:10,999
I was imagining.
1341
00:55:11,002 --> 00:55:12,999
Something like that.
1342
00:55:13,002 --> 00:55:14,999
And we're going to get some intersections and things.
1343
00:55:15,002 --> 00:55:16,999
Because this piece of cloth is going to be very unruly.
1344
00:55:17,002 --> 00:55:18,999
But that's why we have multiple controls.
1345
00:55:19,002 --> 00:55:20,999
And you could put way more controls on it.
1346
00:55:21,002 --> 00:55:22,999
If you wanted to.
1347
00:55:23,002 --> 00:55:24,999
You could also do something where you have this.
1348
00:55:25,002 --> 00:55:26,999
And then a subdivision surface modifier.
1349
00:55:27,002 --> 00:55:28,999
On top.
1350
00:55:29,002 --> 00:55:30,999
Not a triangulate.
1351
00:55:31,002 --> 00:55:32,999
A subdivision surface modifier on top.
1352
00:55:33,002 --> 00:55:34,999
And then you just get everything smoothed out.
1353
00:55:35,002 --> 00:55:36,999
A little bit more.
1354
00:55:37,002 --> 00:55:38,999
If you don't like the edginess.
1355
00:55:39,002 --> 00:55:40,999
Or something like that.
1356
00:55:41,002 --> 00:55:42,999
You could also try that.
1357
00:55:43,002 --> 00:55:44,999
If you're just working with it inside of Blender.
1358
00:55:45,002 --> 00:55:46,999
And yeah.
1359
00:55:47,002 --> 00:55:48,999
Then we got.
1360
00:55:49,002 --> 00:55:50,999
That settled there.
1361
00:55:51,002 --> 00:55:52,999
That's pretty good.
1362
00:55:53,002 --> 00:55:54,999
We got those bones. We got the scabbard there.
1363
00:55:55,002 --> 00:55:56,999
Then the only thing we're missing is.
1364
00:55:57,002 --> 00:55:58,999
Being able to attach the sword.
1365
00:55:59,002 --> 00:56:00,999
To the hand.
1366
00:56:01,002 --> 00:56:02,999
Now from experience.
1367
00:56:03,002 --> 00:56:04,999
What tells me.
1368
00:56:05,002 --> 00:56:06,999
The best way to do it.
1369
00:56:07,002 --> 00:56:08,999
Is essentially to create a bone here.
1370
00:56:09,002 --> 00:56:10,999
That is free flowing.
1371
00:56:11,002 --> 00:56:12,999
And that bone.
1372
00:56:13,002 --> 00:56:14,999
Will then control.
1373
00:56:15,002 --> 00:56:16,999
The IK setup.
1374
00:56:17,002 --> 00:56:18,999
With the hand.
1375
00:56:19,002 --> 00:56:20,999
So the arms can just follow along with that bone.
1376
00:56:21,002 --> 00:56:22,999
And it's something you can turn on and off.
1377
00:56:23,002 --> 00:56:24,999
And then that bone you can attach.
1378
00:56:25,002 --> 00:56:26,999
Whatever item you want.
1379
00:56:27,002 --> 00:56:28,999
So it's essentially a bone in each hand.
1380
00:56:29,002 --> 00:56:30,999
That is the pick up place.
1381
00:56:31,002 --> 00:56:32,999
Essentially for that hand.
1382
00:56:33,002 --> 00:56:34,999
So let's add that.
1383
00:56:35,002 --> 00:56:36,999
Let's go into the armature here.
1384
00:56:37,002 --> 00:56:38,999
Turn on this thing again.
1385
00:56:39,002 --> 00:56:40,999
And then.
1386
00:56:41,002 --> 00:56:42,999
Go into edit mode here.
1387
00:56:43,002 --> 00:56:44,999
So this bone.
1388
00:56:45,002 --> 00:56:46,999
We want it to match up.
1389
00:56:47,002 --> 00:56:48,999
With the sword.
1390
00:56:49,002 --> 00:56:50,999
So let's take the sword.
1391
00:56:51,002 --> 00:56:52,999
And just place it.
1392
00:56:53,002 --> 00:56:54,999
Where we would.
1393
00:56:55,002 --> 00:56:56,999
Naturally place the sword.
1394
00:56:57,002 --> 00:56:58,999
Not there.
1395
00:56:59,002 --> 00:57:00,999
Then we get.
1396
00:57:01,002 --> 00:57:03,000
This.
1397
00:57:05,000 --> 00:57:06,999
Like so.
1398
00:57:07,002 --> 00:57:08,999
Then.
1399
00:57:09,002 --> 00:57:10,999
We get.
1400
00:57:11,002 --> 00:57:12,999
That there.
1401
00:57:13,002 --> 00:57:14,999
That seems.
1402
00:57:15,002 --> 00:57:16,999
Pretty good.
1403
00:57:17,002 --> 00:57:18,999
I think.
1404
00:57:19,002 --> 00:57:20,999
That's kind of where I would naturally place.
1405
00:57:21,002 --> 00:57:22,999
The sword.
1406
00:57:23,002 --> 00:57:24,999
And so I want to use this as a guide for.
1407
00:57:25,002 --> 00:57:26,999
The orientation.
1408
00:57:27,002 --> 00:57:28,999
I'm going to set this to local.
1409
00:57:29,002 --> 00:57:30,999
And then just median point.
1410
00:57:31,002 --> 00:57:32,999
And then that's going to be my orientation for.
1411
00:57:33,002 --> 00:57:34,999
The bone there.
1412
00:57:35,002 --> 00:57:36,999
And.
1413
00:57:37,002 --> 00:57:38,999
I could maybe borrow this one.
1414
00:57:39,002 --> 00:57:40,999
Right here.
1415
00:57:41,002 --> 00:57:42,999
Alt P. Clear parent.
1416
00:57:43,002 --> 00:57:44,999
And then I know that.
1417
00:57:45,002 --> 00:57:46,999
If.
1418
00:57:47,002 --> 00:57:48,999
It.
1419
00:57:49,002 --> 00:57:50,999
If it rotates here.
1420
00:57:51,002 --> 00:57:52,999
We could say.
1421
00:57:53,002 --> 00:57:54,999
Normal.
1422
00:57:55,002 --> 00:57:56,999
I'm going to just turn on.
1423
00:57:57,002 --> 00:57:58,999
These once again.
1424
00:57:59,002 --> 00:58:00,999
Just to make it a little bit easier.
1425
00:58:01,002 --> 00:58:02,999
And then something.
1426
00:58:03,002 --> 00:58:04,999
Along those lines here.
1427
00:58:05,002 --> 00:58:06,999
If.
1428
00:58:07,002 --> 00:58:08,999
This is.
1429
00:58:09,002 --> 00:58:11,000
Truly the way.
1430
00:58:15,000 --> 00:58:16,999
Something.
1431
00:58:17,002 --> 00:58:18,999
Along that.
1432
00:58:19,002 --> 00:58:20,999
And then I think.
1433
00:58:21,002 --> 00:58:22,999
The sword is there now.
1434
00:58:23,002 --> 00:58:24,999
So I want this one to.
1435
00:58:25,002 --> 00:58:26,999
Follow the sword.
1436
00:58:27,002 --> 00:58:28,999
So let's say selection to a cursor.
1437
00:58:29,002 --> 00:58:30,999
Like that.
1438
00:58:31,002 --> 00:58:32,999
Then that becomes the bone.
1439
00:58:33,002 --> 00:58:34,999
Of attachment.
1440
00:58:35,002 --> 00:58:36,999
That makes.
1441
00:58:37,002 --> 00:58:38,999
Sense to me.
1442
00:58:39,002 --> 00:58:40,999
That's cool.
1443
00:58:41,002 --> 00:58:42,999
I can just reset the sword here now.
1444
00:58:43,002 --> 00:58:44,999
Now it's done its purpose.
1445
00:58:45,002 --> 00:58:46,999
And this one will rename this one.
1446
00:58:47,002 --> 00:58:48,999
R.
1447
00:58:49,002 --> 00:58:50,999
Item.
1448
00:58:51,002 --> 00:58:52,999
Item essentially.
1449
00:58:53,002 --> 00:58:54,999
So that's the item where we're holding.
1450
00:58:55,002 --> 00:58:56,999
In our hand.
1451
00:58:57,002 --> 00:58:58,999
And then this will be.
1452
00:58:59,002 --> 00:59:00,999
A.
1453
00:59:01,002 --> 00:59:02,999
This is essentially the item.
1454
00:59:03,002 --> 00:59:04,999
That we're going to be moving around.
1455
00:59:05,002 --> 00:59:06,999
And then the arms will follow that.
1456
00:59:07,002 --> 00:59:08,999
So this bone here.
1457
00:59:09,002 --> 00:59:10,999
Will be a child.
1458
00:59:11,002 --> 00:59:12,999
Of this.
1459
00:59:13,002 --> 00:59:14,999
So we'll say control P.
1460
00:59:15,002 --> 00:59:16,999
Keep offset.
1461
00:59:17,002 --> 00:59:18,999
Like that.
1462
00:59:19,002 --> 00:59:20,999
And then.
1463
00:59:21,002 --> 00:59:22,999
The IK setup.
1464
00:59:23,002 --> 00:59:24,999
So this.
1465
00:59:25,002 --> 00:59:26,999
So in here.
1466
00:59:27,002 --> 00:59:28,999
So this one.
1467
00:59:29,002 --> 00:59:30,999
Child of system.
1468
00:59:31,002 --> 00:59:32,999
So bone constraint will say child of.
1469
00:59:33,002 --> 00:59:34,999
I will make it a child.
1470
00:59:35,002 --> 00:59:36,999
Of the armature.
1471
00:59:37,002 --> 00:59:38,999
And then the R.
1472
00:59:39,002 --> 00:59:40,999
Item essentially.
1473
00:59:41,002 --> 00:59:42,999
So that means that if I move this one.
1474
00:59:43,002 --> 00:59:44,999
The entire IK setup kind of moves along.
1475
00:59:45,002 --> 00:59:46,999
With it right.
1476
00:59:47,002 --> 00:59:48,999
Then.
1477
00:59:49,002 --> 00:59:50,999
I could make the sword fly out of the hand.
1478
00:59:51,002 --> 00:59:52,999
Or whatever.
1479
00:59:53,002 --> 00:59:54,999
And if we don't want that relation anymore.
1480
00:59:55,002 --> 00:59:56,999
We can go over here.
1481
00:59:57,002 --> 00:59:58,999
So everything kind of behaves normally again.
1482
00:59:59,002 --> 01:00:00,999
And that's the idea essentially.
1483
01:00:01,002 --> 01:00:02,999
With the.
1484
01:00:03,002 --> 01:00:04,999
With this item here.
1485
01:00:05,002 --> 01:00:06,999
Cool.
1486
01:00:07,002 --> 01:00:08,999
And then.
1487
01:00:09,002 --> 01:00:10,999
We have that set there.
1488
01:00:11,002 --> 01:00:12,999
That's pretty good.
1489
01:00:13,002 --> 01:00:14,999
And let's see.
1490
01:00:15,002 --> 01:00:16,999
We have it here.
1491
01:00:17,002 --> 01:00:18,999
Anything else we need to do with this?
1492
01:00:19,002 --> 01:00:20,999
No essentially then we can wrap everything around there.
1493
01:00:21,002 --> 01:00:22,999
That should be good.
1494
01:00:23,002 --> 01:00:24,999
And then we can.
1495
01:00:25,002 --> 01:00:26,999
Simply symmetrize it to the other side.
1496
01:00:27,002 --> 01:00:28,999
So armature.
1497
01:00:29,002 --> 01:00:30,999
And symmetrize.
1498
01:00:31,002 --> 01:00:32,999
Then that becomes a thing.
1499
01:00:33,002 --> 01:00:34,999
And then we just need to do the same thing.
1500
01:00:35,002 --> 01:00:36,999
With the IK setup over here.
1501
01:00:37,002 --> 01:00:38,999
Child of.
1502
01:00:39,002 --> 01:00:40,999
Armature.
1503
01:00:41,002 --> 01:00:42,999
L.
1504
01:00:43,002 --> 01:00:44,999
Item.
1505
01:00:45,002 --> 01:00:46,999
Then we have a similar setup here.
1506
01:00:47,002 --> 01:00:48,999
So that we could do that.
1507
01:00:49,002 --> 01:00:50,999
And if you wanted.
1508
01:00:51,002 --> 01:00:52,999
To do a.
1509
01:00:53,002 --> 01:00:54,999
Like a two handed thing.
1510
01:00:55,002 --> 01:00:56,999
Then you could add another.
1511
01:00:57,002 --> 01:00:58,999
Child of thing.
1512
01:00:59,002 --> 01:01:00,999
Where.
1513
01:01:01,002 --> 01:01:02,999
Where both things are kind of following.
1514
01:01:03,002 --> 01:01:04,999
Or you could set what item here.
1515
01:01:05,002 --> 01:01:06,999
For example this one.
1516
01:01:07,002 --> 01:01:08,999
To follow the right hand.
1517
01:01:09,002 --> 01:01:10,999
So let's say child of.
1518
01:01:11,002 --> 01:01:12,999
Actually this guy is left handed.
1519
01:01:13,002 --> 01:01:14,999
So let's do it the other way around.
1520
01:01:15,002 --> 01:01:16,999
So this one could be a child of.
1521
01:01:17,002 --> 01:01:18,999
This one and then the L.
1522
01:01:19,002 --> 01:01:20,999
Item.
1523
01:01:21,002 --> 01:01:22,999
So this one everything moves like that.
1524
01:01:23,002 --> 01:01:24,999
And that one could by default.
1525
01:01:25,002 --> 01:01:26,999
Just be turned off.
1526
01:01:27,002 --> 01:01:28,999
Like that.
1527
01:01:29,002 --> 01:01:30,999
So that it can move on it's own.
1528
01:01:31,002 --> 01:01:32,999
But you could always turn it on if you needed to.
1529
01:01:33,002 --> 01:01:34,999
For some kind of setup.
1530
01:01:35,002 --> 01:01:36,999
And.
1531
01:01:37,002 --> 01:01:38,999
Yeah.
1532
01:01:39,002 --> 01:01:40,999
Let's just test out our rig.
1533
01:01:41,002 --> 01:01:42,999
Really quick.
1534
01:01:43,002 --> 01:01:44,999
With some quick posing.
1535
01:01:45,002 --> 01:01:46,999
Just to see if we've done everything.
1536
01:01:47,002 --> 01:01:48,999
Correctly.
1537
01:01:49,002 --> 01:01:50,999
So let's grab our sword.
1538
01:01:51,002 --> 01:01:52,999
And.
1539
01:01:53,002 --> 01:01:54,999
Give it a.
1540
01:01:55,002 --> 01:01:56,999
Constraint here.
1541
01:01:57,002 --> 01:01:58,999
So we're going to say it's a child of.
1542
01:01:59,002 --> 01:02:00,999
The item instead.
1543
01:02:01,002 --> 01:02:02,999
So not the body sorry.
1544
01:02:03,002 --> 01:02:04,999
But the armature.
1545
01:02:05,002 --> 01:02:06,999
And then the R.
1546
01:02:07,002 --> 01:02:08,999
No L.
1547
01:02:09,002 --> 01:02:10,999
I think.
1548
01:02:11,002 --> 01:02:12,999
Like that.
1549
01:02:13,002 --> 01:02:14,999
And oh actually that needs to be rotated.
1550
01:02:15,002 --> 01:02:16,999
So already there is one mistake.
1551
01:02:17,002 --> 01:02:18,999
So let's just.
1552
01:02:19,002 --> 01:02:20,999
Take this one.
1553
01:02:21,002 --> 01:02:22,999
And.
1554
01:02:23,002 --> 01:02:24,999
We're going to.
1555
01:02:25,002 --> 01:02:27,000
Rotate it by 180.
1556
01:02:31,000 --> 01:02:33,000
So we need to go to bone roll.
1557
01:02:37,000 --> 01:02:39,000
And set that to.
1558
01:02:41,000 --> 01:02:42,999
Like that.
1559
01:02:43,002 --> 01:02:44,999
Then that has been corrected.
1560
01:02:45,002 --> 01:02:46,999
And then let's just test.
1561
01:02:47,002 --> 01:02:49,000
With the other one here.
1562
01:02:51,000 --> 01:02:52,999
So that bone roll.
1563
01:02:53,002 --> 01:02:54,999
That this is happening because.
1564
01:02:55,002 --> 01:02:56,999
There was a child of.
1565
01:02:57,002 --> 01:02:58,999
Constraint on that one.
1566
01:02:59,002 --> 01:03:00,999
So just going to disable it.
1567
01:03:01,002 --> 01:03:02,999
And put it back on again.
1568
01:03:03,002 --> 01:03:04,999
And then.
1569
01:03:05,002 --> 01:03:06,999
L.
1570
01:03:07,002 --> 01:03:08,999
Let's see if.
1571
01:03:09,002 --> 01:03:10,999
How it behaves on the other one.
1572
01:03:11,002 --> 01:03:12,999
So R.
1573
01:03:13,002 --> 01:03:14,999
R.item.
1574
01:03:15,002 --> 01:03:16,999
And there it behaves correctly.
1575
01:03:17,002 --> 01:03:18,999
So it was just because of the symmetry.
1576
01:03:19,002 --> 01:03:20,999
That it got a little bit messed.
1577
01:03:21,002 --> 01:03:22,999
Okay.
1578
01:03:23,002 --> 01:03:24,999
I'm going to set it back to the L.item.
1579
01:03:25,002 --> 01:03:26,999
Like that.
1580
01:03:27,002 --> 01:03:29,000
Then.
1581
01:03:31,000 --> 01:03:32,999
Obviously when we move the hand.
1582
01:03:33,002 --> 01:03:34,999
That's not going to move.
1583
01:03:35,002 --> 01:03:36,999
Because you're essentially controlling the sword.
1584
01:03:37,002 --> 01:03:38,999
And then everything else moves along with that.
1585
01:03:39,002 --> 01:03:40,999
So that's.
1586
01:03:41,002 --> 01:03:42,999
A different way of thinking about it.
1587
01:03:43,002 --> 01:03:44,999
But from experience that's definitely.
1588
01:03:45,002 --> 01:03:46,999
The stuff that's worked the best.
1589
01:03:47,002 --> 01:03:48,999
When we control the sword.
1590
01:03:49,002 --> 01:03:50,999
With our actual hand.
1591
01:03:51,002 --> 01:03:52,999
We think more about the edge alignment.
1592
01:03:53,002 --> 01:03:54,999
And our hands just kind of follow.
1593
01:03:55,002 --> 01:03:56,999
We don't really think.
1594
01:03:57,002 --> 01:03:58,999
Okay turn my wrist like this.
1595
01:03:59,002 --> 01:04:00,999
We think the sword needs to go there.
1596
01:04:01,002 --> 01:04:02,999
So this is easier for making a curve.
1597
01:04:03,002 --> 01:04:04,999
So like okay.
1598
01:04:05,002 --> 01:04:06,999
That's where the curve is.
1599
01:04:07,002 --> 01:04:08,999
And then the hand kind of just.
1600
01:04:09,002 --> 01:04:10,999
It's a lot more practical.
1601
01:04:11,002 --> 01:04:12,999
In that sense.
1602
01:04:13,002 --> 01:04:14,999
Okay.
1603
01:04:15,002 --> 01:04:16,999
Let's try making a pose.
1604
01:04:17,002 --> 01:04:18,999
Because essentially the entire character.
1605
01:04:19,002 --> 01:04:20,999
Should be rigged now.
1606
01:04:21,002 --> 01:04:23,000
So let's try making a fist here.
1607
01:04:25,000 --> 01:04:26,999
Etc.
1608
01:04:27,002 --> 01:04:28,999
So I'm going to go to.
1609
01:04:29,002 --> 01:04:30,999
Global.
1610
01:04:31,002 --> 01:04:32,999
Individual origins.
1611
01:04:33,002 --> 01:04:34,999
Curling the fingers in here.
1612
01:04:35,002 --> 01:04:36,999
Around the sword.
1613
01:04:37,002 --> 01:04:38,999
That all looks good.
1614
01:04:39,002 --> 01:04:40,999
Bringing this out.
1615
01:04:41,002 --> 01:04:42,999
Bringing this in here.
1616
01:04:43,002 --> 01:04:44,999
Making a thumb.
1617
01:04:45,002 --> 01:04:46,999
Yeah.
1618
01:04:47,002 --> 01:04:48,999
That looks good.
1619
01:04:49,002 --> 01:04:50,999
Let's see here.
1620
01:04:51,002 --> 01:04:53,000
Could bring this in a little bit.
1621
01:04:55,000 --> 01:04:56,999
Around the sword.
1622
01:04:57,002 --> 01:04:59,000
Something like that.
1623
01:05:01,000 --> 01:05:02,999
I could even give it a little bit of a detailing.
1624
01:05:03,002 --> 01:05:05,000
Like this.
1625
01:05:07,000 --> 01:05:09,000
Just for the lols.
1626
01:05:13,000 --> 01:05:14,999
That just looks weird.
1627
01:05:15,002 --> 01:05:17,000
I regret everything.
1628
01:05:19,000 --> 01:05:20,999
And.
1629
01:05:21,002 --> 01:05:22,999
Get that moving in there.
1630
01:05:23,002 --> 01:05:24,999
And clench it back.
1631
01:05:25,002 --> 01:05:26,999
Clench it back.
1632
01:05:27,002 --> 01:05:29,000
Clench it back.
1633
01:05:31,000 --> 01:05:32,999
That kind of a situation there.
1634
01:05:33,002 --> 01:05:34,999
That's better.
1635
01:05:35,002 --> 01:05:36,999
Then we got that there.
1636
01:05:37,002 --> 01:05:38,999
Then.
1637
01:05:39,002 --> 01:05:40,999
Let's see what we can do with our.
1638
01:05:41,002 --> 01:05:42,999
Pelvis here.
1639
01:05:43,002 --> 01:05:44,999
Do some kind of.
1640
01:05:45,002 --> 01:05:46,999
Contrapposto.
1641
01:05:47,002 --> 01:05:49,000
And why is the.
1642
01:05:51,000 --> 01:05:53,000
Cloth not following.
1643
01:05:55,000 --> 01:05:56,999
Did we not deform this.
1644
01:05:57,002 --> 01:05:58,999
To the thing.
1645
01:05:59,002 --> 01:06:00,999
Maybe it got deleted.
1646
01:06:01,002 --> 01:06:02,999
Good to know.
1647
01:06:03,002 --> 01:06:04,999
It still has the vertex groups on it.
1648
01:06:05,002 --> 01:06:06,999
So it all should be fine.
1649
01:06:07,002 --> 01:06:08,999
So you can just press.
1650
01:06:09,002 --> 01:06:10,999
Control P and then armature deform.
1651
01:06:11,002 --> 01:06:12,999
And then it should behave.
1652
01:06:13,002 --> 01:06:14,999
The way it did before.
1653
01:06:15,002 --> 01:06:16,999
Good note.
1654
01:06:17,002 --> 01:06:18,999
But that's kind of the neat thing in Blender.
1655
01:06:19,002 --> 01:06:20,999
That it works like that.
1656
01:06:21,002 --> 01:06:22,999
Then we can.
1657
01:06:23,002 --> 01:06:24,999
Deform this here.
1658
01:06:25,002 --> 01:06:26,999
Deform our.
1659
01:06:27,002 --> 01:06:28,999
Bone.
1660
01:06:29,002 --> 01:06:30,999
Let's say.
1661
01:06:31,002 --> 01:06:32,999
Give a bit more of a.
1662
01:06:33,002 --> 01:06:35,000
Interesting stance here.
1663
01:06:39,000 --> 01:06:40,999
Like that.
1664
01:06:41,002 --> 01:06:43,000
Do a toe flip.
1665
01:06:45,000 --> 01:06:47,000
Something like that.
1666
01:06:49,000 --> 01:06:50,999
And then.
1667
01:06:51,002 --> 01:06:52,999
Also bring out the knee.
1668
01:06:53,002 --> 01:06:54,999
In this sense.
1669
01:06:55,002 --> 01:06:56,999
And there's quite a lot.
1670
01:06:57,002 --> 01:06:58,999
Of bones right now.
1671
01:06:59,002 --> 01:07:00,999
We can do something about it.
1672
01:07:01,002 --> 01:07:03,000
And I will show you.
1673
01:07:05,000 --> 01:07:06,999
Let's see here.
1674
01:07:07,002 --> 01:07:08,999
There.
1675
01:07:09,002 --> 01:07:10,999
There.
1676
01:07:11,002 --> 01:07:12,999
There.
1677
01:07:13,002 --> 01:07:14,999
And I like just animating on the.
1678
01:07:15,002 --> 01:07:16,999
Bones and just controlling the bones.
1679
01:07:17,002 --> 01:07:18,999
You know we have created custom controllers.
1680
01:07:19,002 --> 01:07:20,999
For some of them but.
1681
01:07:21,002 --> 01:07:22,999
I actually find just selecting the bones.
1682
01:07:23,002 --> 01:07:25,000
To be just fine.
1683
01:07:26,000 --> 01:07:27,999
So this one is.
1684
01:07:28,002 --> 01:07:29,999
Kind of following the way it's supposed to follow.
1685
01:07:30,002 --> 01:07:31,999
So that's great.
1686
01:07:32,002 --> 01:07:34,000
And let's see what we can get here.
1687
01:07:38,000 --> 01:07:39,999
Maybe we can even have one where he's.
1688
01:07:40,002 --> 01:07:41,999
Holding on to this one.
1689
01:07:42,002 --> 01:07:44,000
Grabbing the.
1690
01:07:45,000 --> 01:07:47,000
This one here.
1691
01:07:49,000 --> 01:07:50,999
Just seeing what.
1692
01:07:51,002 --> 01:07:53,000
The shoulder thing here can do.
1693
01:07:55,000 --> 01:07:56,999
And we're getting a lot overlaps here.
1694
01:07:57,002 --> 01:07:58,999
Of like bones and.
1695
01:07:59,002 --> 01:08:00,999
That's also why you would create controls.
1696
01:08:01,002 --> 01:08:02,999
Is to not have as much clutter.
1697
01:08:03,002 --> 01:08:05,000
Of course.
1698
01:08:07,000 --> 01:08:09,000
Something like that.
1699
01:08:12,000 --> 01:08:14,000
And then.
1700
01:08:15,000 --> 01:08:16,999
Maybe all of these here.
1701
01:08:17,002 --> 01:08:19,000
I.
1702
01:08:23,000 --> 01:08:25,000
Like this.
1703
01:08:34,000 --> 01:08:35,999
And let's see what we get here.
1704
01:08:36,002 --> 01:08:37,999
So we got this going on.
1705
01:08:38,002 --> 01:08:39,999
Like that and it's really cool that the way the hand.
1706
01:08:40,002 --> 01:08:41,999
Can I.
1707
01:08:42,002 --> 01:08:44,000
Sit there in the midair.
1708
01:08:45,000 --> 01:08:46,999
And then we could.
1709
01:08:47,002 --> 01:08:48,999
Be pushing this one down just to also.
1710
01:08:49,002 --> 01:08:50,999
Stretch.
1711
01:08:51,002 --> 01:08:53,000
That one feels.
1712
01:08:54,000 --> 01:08:55,999
Maybe it's just like that.
1713
01:08:56,002 --> 01:08:57,999
And the sword.
1714
01:08:58,002 --> 01:08:59,999
Here.
1715
01:09:00,002 --> 01:09:02,000
Did we not clench the fingers.
1716
01:09:03,000 --> 01:09:04,999
I guess they got.
1717
01:09:05,002 --> 01:09:07,000
Reset.
1718
01:09:15,000 --> 01:09:17,000
Like so.
1719
01:09:22,000 --> 01:09:23,999
And then we can.
1720
01:09:24,002 --> 01:09:25,999
Deformed the cloth a little bit.
1721
01:09:26,002 --> 01:09:27,999
Kind of like the way that the leg.
1722
01:09:28,002 --> 01:09:28,999
Is poking through.
1723
01:09:29,002 --> 01:09:31,000
That's also a little bit interesting.
1724
01:09:32,000 --> 01:09:33,999
So we got that.
1725
01:09:34,002 --> 01:09:36,000
That cloth there.
1726
01:09:37,000 --> 01:09:37,999
And it's getting a little bit hard to see.
1727
01:09:38,002 --> 01:09:39,999
So a way to deal with.
1728
01:09:40,002 --> 01:09:40,999
Stuff getting a little bit hard to see.
1729
01:09:41,002 --> 01:09:42,999
Is just putting stuff into bone groups.
1730
01:09:43,002 --> 01:09:44,999
So I'm going to create a new.
1731
01:09:45,002 --> 01:09:46,999
Bone group here.
1732
01:09:47,002 --> 01:09:48,999
Called.
1733
01:09:49,002 --> 01:09:50,999
Items I think.
1734
01:09:51,002 --> 01:09:52,999
And we need to be in post mode.
1735
01:09:53,002 --> 01:09:54,999
And I call it items.
1736
01:09:55,002 --> 01:09:56,999
Assign.
1737
01:09:57,002 --> 01:09:58,999
Oh no sorry.
1738
01:09:59,002 --> 01:10:00,999
I'm going to assign everything.
1739
01:10:01,002 --> 01:10:02,999
That I want to be in that group.
1740
01:10:03,002 --> 01:10:04,999
And it's going to be.
1741
01:10:05,002 --> 01:10:07,000
All this stuff here.
1742
01:10:09,000 --> 01:10:10,999
That stuff.
1743
01:10:11,002 --> 01:10:12,999
This stuff.
1744
01:10:13,002 --> 01:10:15,000
That stuff.
1745
01:10:17,000 --> 01:10:18,999
Probably the.
1746
01:10:19,002 --> 01:10:20,999
This one here.
1747
01:10:21,002 --> 01:10:23,000
The item bone.
1748
01:10:25,000 --> 01:10:27,000
And the.
1749
01:10:29,000 --> 01:10:30,999
This one.
1750
01:10:31,002 --> 01:10:32,999
And the other item bone.
1751
01:10:33,002 --> 01:10:34,999
That one.
1752
01:10:35,002 --> 01:10:36,999
And let's see.
1753
01:10:37,002 --> 01:10:38,999
Anything else.
1754
01:10:39,002 --> 01:10:41,000
Anything else.
1755
01:10:43,000 --> 01:10:44,999
Nope.
1756
01:10:45,002 --> 01:10:46,999
I'm going to assign that.
1757
01:10:47,002 --> 01:10:48,999
And it's going to get green.
1758
01:10:49,002 --> 01:10:50,999
And then you can always come in here.
1759
01:10:51,002 --> 01:10:52,999
And just hide them.
1760
01:10:53,002 --> 01:10:54,999
On each.
1761
01:10:55,002 --> 01:10:56,999
And I think actually.
1762
01:10:57,002 --> 01:10:58,999
The non bones.
1763
01:10:59,002 --> 01:11:00,999
We can select those.
1764
01:11:01,002 --> 01:11:02,999
And just hide them.
1765
01:11:03,002 --> 01:11:04,999
Because we never need those.
1766
01:11:05,002 --> 01:11:06,999
We never want to manipulate those by accident.
1767
01:11:07,002 --> 01:11:08,999
And then.
1768
01:11:09,002 --> 01:11:10,999
The items we can select those.
1769
01:11:11,002 --> 01:11:12,999
And just hide them.
1770
01:11:13,002 --> 01:11:14,999
Pretty simple.
1771
01:11:15,002 --> 01:11:16,999
And then now.
1772
01:11:17,002 --> 01:11:18,999
Or we could do the.
1773
01:11:19,002 --> 01:11:20,999
The.
1774
01:11:21,002 --> 01:11:22,999
The opposite right.
1775
01:11:23,002 --> 01:11:24,999
So items select.
1776
01:11:25,002 --> 01:11:26,999
Unhide.
1777
01:11:27,002 --> 01:11:28,999
Or hide.
1778
01:11:29,002 --> 01:11:30,999
Select.
1779
01:11:31,002 --> 01:11:32,999
And then unhide stuff.
1780
01:11:33,002 --> 01:11:34,999
Very nice.
1781
01:11:35,002 --> 01:11:36,999
We can also go into none for example.
1782
01:11:37,002 --> 01:11:38,999
Say select.
1783
01:11:39,002 --> 01:11:40,999
And then we can hide them permanently.
1784
01:11:41,002 --> 01:11:42,999
So if we go over to.
1785
01:11:43,002 --> 01:11:44,999
Those.
1786
01:11:45,002 --> 01:11:46,999
I think.
1787
01:11:47,002 --> 01:11:48,999
If we go into.
1788
01:11:49,002 --> 01:11:50,999
Stuff like these ones.
1789
01:11:51,002 --> 01:11:52,999
Let's just say select.
1790
01:11:53,002 --> 01:11:54,999
Then bones here.
1791
01:11:55,002 --> 01:11:56,999
Then we go into viewport display.
1792
01:11:57,002 --> 01:11:58,999
We can just say hide.
1793
01:11:59,002 --> 01:12:00,999
If all click.
1794
01:12:01,002 --> 01:12:02,999
But then this is going to be able to.
1795
01:12:03,002 --> 01:12:04,999
Alt hide here.
1796
01:12:05,002 --> 01:12:06,999
Or we could give them a custom object where.
1797
01:12:07,002 --> 01:12:08,999
They.
1798
01:12:09,002 --> 01:12:10,999
They're not as visible.
1799
01:12:11,002 --> 01:12:12,999
But it's fine like this.
1800
01:12:13,002 --> 01:12:14,999
Then I think I'm going to hide.
1801
01:12:15,002 --> 01:12:16,999
Select this.
1802
01:12:17,002 --> 01:12:18,999
And hide it.
1803
01:12:19,002 --> 01:12:20,999
Select this.
1804
01:12:21,002 --> 01:12:22,999
And hide it.
1805
01:12:23,002 --> 01:12:24,999
So I can just.
1806
01:12:25,002 --> 01:12:27,000
Control on the cloth here.
1807
01:12:33,000 --> 01:12:35,000
Like so.
1808
01:12:37,000 --> 01:12:39,000
Like that.
1809
01:12:43,000 --> 01:12:44,999
And.
1810
01:12:45,002 --> 01:12:46,999
Let's see here.
1811
01:12:47,002 --> 01:12:48,999
Maybe not that one.
1812
01:12:49,002 --> 01:12:50,999
Maybe this one here.
1813
01:12:51,002 --> 01:12:53,000
Drag back there a little bit.
1814
01:12:55,000 --> 01:12:56,999
Then we're kind of getting.
1815
01:12:57,002 --> 01:12:58,999
A bit more.
1816
01:12:59,002 --> 01:13:00,999
Something.
1817
01:13:01,002 --> 01:13:02,999
And this one's kind of falling down.
1818
01:13:03,002 --> 01:13:04,999
Behind there that actually.
1819
01:13:05,002 --> 01:13:06,999
Kind of works.
1820
01:13:07,002 --> 01:13:08,999
Behind there.
1821
01:13:09,002 --> 01:13:10,999
And this one could also.
1822
01:13:11,002 --> 01:13:12,999
Drape down.
1823
01:13:13,002 --> 01:13:14,999
Like that.
1824
01:13:15,002 --> 01:13:16,999
Maybe this one could even have.
1825
01:13:17,002 --> 01:13:18,999
A bit more.
1826
01:13:19,002 --> 01:13:20,999
Flair like that.
1827
01:13:21,002 --> 01:13:22,999
So it's not a perfect.
1828
01:13:23,002 --> 01:13:24,999
You're never going to get anything perfect.
1829
01:13:25,002 --> 01:13:26,999
But from this distance.
1830
01:13:27,002 --> 01:13:28,999
It's definitely going to look.
1831
01:13:29,002 --> 01:13:30,999
And here we have.
1832
01:13:31,002 --> 01:13:32,999
A kind of pose.
1833
01:13:33,002 --> 01:13:34,999
A little bit dynamic here.
1834
01:13:35,002 --> 01:13:36,999
We can probably get the.
1835
01:13:37,002 --> 01:13:38,999
The sword to.
1836
01:13:39,002 --> 01:13:41,000
Move out a little bit more.
1837
01:13:45,000 --> 01:13:46,999
Actually looks great when the arm moves.
1838
01:13:47,002 --> 01:13:49,000
I think that actually worked out really great.
1839
01:13:51,000 --> 01:13:52,999
Then we got some kind of pose here.
1840
01:13:53,002 --> 01:13:54,999
So yeah.
1841
01:13:55,002 --> 01:13:56,999
That's pretty much the rigging.
1842
01:13:57,002 --> 01:13:58,999
And all that stuff done.
1843
01:13:59,002 --> 01:14:00,999
For the entire model.
1844
01:14:01,002 --> 01:14:02,999
Usually during animation.
1845
01:14:03,002 --> 01:14:04,999
You find little bits and bobs where you're like.
1846
01:14:05,002 --> 01:14:06,999
I wish this behaved just a little bit differently.
1847
01:14:07,002 --> 01:14:08,999
With the skinning.
1848
01:14:09,002 --> 01:14:10,999
So there might be some.
1849
01:14:11,002 --> 01:14:12,999
Adjustment over time.
1850
01:14:13,002 --> 01:14:14,999
But I think for now.
1851
01:14:15,002 --> 01:14:16,999
It's ready to go into animation.
1852
01:14:17,002 --> 01:14:18,999
So that's it for this chapter.
1853
01:14:19,002 --> 01:14:21,000
And then we'll move on.
113425
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