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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,999 Hello and welcome to this chapter. So in this chapter we are going to be rigging all the items. 2 00:00:05,002 --> 00:00:11,999 In the last chapter we got the body rigged and skinned and now we're going to do the same thing for the items. 3 00:00:12,002 --> 00:00:17,999 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. 4 00:00:18,002 --> 00:00:24,999 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 5 00:00:25,002 --> 00:00:28,999 just to be able to handle them a little bit better. 6 00:00:29,002 --> 00:00:40,999 So the first thing that we'll be doing is probably skinning some of the easier bits. 7 00:00:41,002 --> 00:00:48,999 And those are probably stuff like the helmet, sandals and the underpants and stuff as they are kind of close to the skin-ish. 8 00:00:49,002 --> 00:00:57,999 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. 9 00:00:58,002 --> 00:01:03,061 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. 10 00:01:03,063 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:06,000 --> 00:01:13,999 Okay, let's get started with the helmet here and the underpants and the sandals. 12 00:01:14,002 --> 00:01:19,999 I think it might be good just to separate out some things. I've actually separated out this cloth by itself. 13 00:01:20,002 --> 00:01:25,999 So the underpants are on their own and then I'll hide this one as well and hide the sword. 14 00:01:26,002 --> 00:01:28,999 Then I'm kind of left with this underpants model guy. 15 00:01:29,002 --> 00:01:32,999 And these are the three things we'll try to skin first here. 16 00:01:33,002 --> 00:01:45,999 So I don't really want to do automatic skinning for the helmet because it's not really going to fit 17 00:01:46,002 --> 00:01:53,999 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. 18 00:01:54,002 --> 00:02:05,999 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 00:02:06,002 --> 00:02:15,999 So then I get all the stuff deformed to the rig but with empty groups so I can start applying all the information myself. 20 00:02:16,002 --> 00:02:19,999 And I'm just going to press Alt-H here. I was hiding the helmet there for a bit. 21 00:02:20,002 --> 00:02:28,999 So what I need to do is I need to take the helmet, the entire helmet selection here. 22 00:02:29,002 --> 00:02:33,999 So I'm going to select the hood, press CTRL-I and then I get all the little bits of the helmet. 23 00:02:34,002 --> 00:02:39,999 And that I'm going to then assign that to a vertex group. 24 00:02:40,002 --> 00:02:42,999 And we've got all these vertex groups over here. 25 00:02:43,002 --> 00:02:45,999 I'm going to find the head one. I'm going to assign it to that one. 26 00:02:46,002 --> 00:02:51,999 So now the helmet should be following the head bone and it does and that's what we want. 27 00:02:52,002 --> 00:02:56,999 And then we just need to skin this by hand to the rest. 28 00:02:57,002 --> 00:02:59,999 Because this is glass it's going to be a little bit softer the way it moves around. 29 00:03:00,002 --> 00:03:02,999 So we want it to behave a little bit differently here. 30 00:03:03,002 --> 00:03:08,000 So to see everything a little bit better I'm going to go back into edit mode and just hide the helmet. 31 00:03:09,000 --> 00:03:15,999 Then when I go into the weight painting, so select armature, then the hood, weight painting. 32 00:03:16,002 --> 00:03:20,999 Then I only see the hood. That way I can skin that a little bit nicer. 33 00:03:21,002 --> 00:03:26,999 So we want this top here to be fairly well skinned to the head. 34 00:03:27,002 --> 00:03:29,999 We want this whole nasal area to fit. 35 00:03:30,002 --> 00:03:32,999 So I'm going to grab this gradient tool over here. 36 00:03:33,002 --> 00:03:38,999 Set it to 1. And the gradient tool allows us to do something kind of like this. 37 00:03:39,002 --> 00:03:45,999 And then you get this nice kind of skinned section here. 38 00:03:46,002 --> 00:03:49,999 I'm going to make sure that everything in the red, that's going to be following it 100%. 39 00:03:50,002 --> 00:03:54,999 So I'm getting that stuff right there. So that's pretty good. 40 00:03:55,002 --> 00:03:57,999 Then we can blur it out a little bit if we need to. 41 00:03:58,002 --> 00:04:01,000 Just get a little bit of a softer transition. 42 00:04:02,000 --> 00:04:04,000 Something along those lines there. 43 00:04:06,000 --> 00:04:09,999 And then I'm getting that. That's pretty good. 44 00:04:10,002 --> 00:04:12,999 Then this one, we can do something similar. 45 00:04:13,002 --> 00:04:16,999 We can't really create a gradient in the middle of everything. 46 00:04:17,002 --> 00:04:19,999 But what we can do instead is we can have two gradients kind of meet. 47 00:04:20,002 --> 00:04:22,999 So I'm going to have this one come up. 48 00:04:23,002 --> 00:04:27,999 Kind of like that-ish. Something along those lines. 49 00:04:28,002 --> 00:04:30,999 And then I'm going to set the weight to 0. 50 00:04:31,002 --> 00:04:35,999 And then I can meet it on the other side with this one. 51 00:04:36,002 --> 00:04:37,999 So we just get that band in the middle there. 52 00:04:38,002 --> 00:04:40,999 And then now I can move the head here. 53 00:04:41,002 --> 00:04:44,999 And I want this to just be a little bit more red up there. 54 00:04:45,002 --> 00:04:52,000 So I'm going to take this and just not have it affect as much right here. 55 00:04:53,000 --> 00:04:56,999 I'm going to take this and that looks a little bit better. 56 00:04:57,002 --> 00:04:59,999 Just at the edge here. 57 00:05:00,002 --> 00:05:04,999 Selecting this one and then just bringing that in a little bit. 58 00:05:05,002 --> 00:05:05,999 Yeah, that feels pretty good. 59 00:05:06,002 --> 00:05:11,000 And then I can see the head also. The back head is kind of suffering a little bit. 60 00:05:12,000 --> 00:05:15,999 Let's try that. Yeah, I think that's pretty good. 61 00:05:16,002 --> 00:05:19,999 That's how high up can we actually get the head here. 62 00:05:20,002 --> 00:05:24,999 You'd probably do something like this if you wanted to look straight up. 63 00:05:25,002 --> 00:05:29,999 And that seems to be deforming pretty well. Nice. 64 00:05:30,002 --> 00:05:33,999 Then we're going to get- just reset these here. 65 00:05:34,002 --> 00:05:36,999 Reset these. Reset that. Cool. 66 00:05:37,002 --> 00:05:40,999 Then we got the bottom one here and we're going to do something similar. 67 00:05:41,002 --> 00:05:46,999 Set the weight to something along these lines here. 68 00:05:47,002 --> 00:05:49,999 Something like that. Then we can weight paint that. 69 00:05:50,002 --> 00:05:54,999 And then set it to zero and just let it meet here. 70 00:05:55,002 --> 00:06:00,999 Then I want a lot of this actually to be more tied directly to the chest here. 71 00:06:01,002 --> 00:06:10,000 So I'm going to set a weight to one and really make it follow that basically. 72 00:06:11,000 --> 00:06:18,000 So if I move this here then they kind of try to stay a bit more. 73 00:06:21,000 --> 00:06:26,999 And that seems pretty good. 74 00:06:27,002 --> 00:06:29,999 Maybe I can even get it to stay a little bit more. 75 00:06:30,002 --> 00:06:34,999 And this can affect a little bit less here. 76 00:06:35,002 --> 00:06:36,999 Like that. 77 00:06:37,002 --> 00:06:43,999 Then we have the sides here that definitely also need to not be affected as much. 78 00:06:44,002 --> 00:06:49,999 So I will select this here and just bring that in. 79 00:06:50,002 --> 00:06:54,999 And you kind of- I need to have X on here but I can see it's not really affecting it that much. 80 00:06:55,002 --> 00:06:58,999 And I'm guessing it's because of the topology mirror. 81 00:06:59,002 --> 00:07:05,999 So I'm going to turn on topology mirror and then that should actually affect it but it doesn't. 82 00:07:06,002 --> 00:07:07,999 Okay. 83 00:07:08,002 --> 00:07:10,999 Not sure why not. 84 00:07:11,002 --> 00:07:12,999 Topology mirror here. 85 00:07:13,002 --> 00:07:16,999 And then X values. 86 00:07:17,002 --> 00:07:20,999 Maybe it's because of the way the mesh is. 87 00:07:21,002 --> 00:07:24,999 Well that's something to keep in mind here that you might- 88 00:07:25,002 --> 00:07:27,999 Oh right it's because it's the same bone. 89 00:07:28,002 --> 00:07:35,999 So you don't get this kind of mirrored effect happening in that sense. 90 00:07:36,002 --> 00:07:37,999 Okay. 91 00:07:38,002 --> 00:07:39,999 Got that. 92 00:07:40,002 --> 00:07:41,999 Also need this to come down here. 93 00:07:42,002 --> 00:07:45,999 This to come down here. 94 00:07:46,002 --> 00:07:49,999 And let's see we got that, we got that. 95 00:07:50,002 --> 00:07:54,999 And then definitely this can be weighted there. 96 00:07:55,002 --> 00:07:57,999 We can also just bring in the weight a little bit. 97 00:07:58,002 --> 00:08:00,999 There and there. 98 00:08:01,002 --> 00:08:03,999 But then pull it a lot for the shoulder blades here. 99 00:08:04,002 --> 00:08:08,999 So if I do this here then it should really be following that one. 100 00:08:09,002 --> 00:08:10,999 And this one's also not mirroring. 101 00:08:11,002 --> 00:08:21,999 Okay maybe something is going on here where the mirroring is slightly broken. 102 00:08:22,002 --> 00:08:23,999 Let's see there. 103 00:08:24,002 --> 00:08:26,999 For this mesh in particular. 104 00:08:27,002 --> 00:08:30,999 Don't know why that would be. 105 00:08:31,002 --> 00:08:33,999 Okay then let's test it out. 106 00:08:34,002 --> 00:08:35,999 So we got that going on there. 107 00:08:36,002 --> 00:08:44,999 So that is definitely causing a little bit too much of an issue. 108 00:08:45,002 --> 00:08:48,999 Like that. 109 00:08:49,002 --> 00:08:51,999 Let's see here. 110 00:08:52,002 --> 00:08:54,999 Kind of got that going on there. 111 00:08:55,002 --> 00:09:08,999 Okay so it's also this one that's kind of really doing a lot here. 112 00:09:09,002 --> 00:09:11,999 Like that. 113 00:09:12,002 --> 00:09:17,999 Okay. 114 00:09:18,002 --> 00:09:22,999 It's a little bit harder to do here now because of the way the mirror is not working on this one. 115 00:09:23,002 --> 00:09:25,999 I don't know why. 116 00:09:26,002 --> 00:09:34,999 Why it's not working but it just seems to be a little bit. 117 00:09:35,002 --> 00:09:36,999 The way it's working here. 118 00:09:37,002 --> 00:09:42,999 Okay. 119 00:09:43,002 --> 00:09:46,999 Let's see maybe we can get just a little bit here. 120 00:09:47,002 --> 00:09:48,999 Okay so it seems to be working. 121 00:09:49,002 --> 00:09:50,999 Okay maybe it's with the gradient tool that it doesn't work. 122 00:09:51,002 --> 00:09:55,999 But it works with the brush. 123 00:09:56,002 --> 00:09:58,999 Okay. 124 00:09:59,002 --> 00:10:00,000 We got this and that. 125 00:10:00,345 --> 00:10:02,217 Subtitled by online-courses.club We compress knowledge for you! 126 00:10:02,218 --> 00:10:00,999 Oh that's a little bit better. 127 00:10:01,002 --> 00:10:03,999 Yeah. 128 00:10:04,002 --> 00:10:08,999 And then we got that stuff going on here. 129 00:10:09,002 --> 00:10:11,999 Gonna try to get. 130 00:10:12,002 --> 00:10:13,999 Yeah okay so that's what was going on. 131 00:10:14,002 --> 00:10:19,999 So it's the gradient tool that wasn't mirroring. 132 00:10:20,002 --> 00:10:23,999 Skinning tools I think in all software is always a pain. 133 00:10:24,002 --> 00:10:31,999 It's never really something that's been solved in a really nice way. 134 00:10:32,002 --> 00:10:34,999 I got that there. 135 00:10:35,002 --> 00:10:39,999 I'm just trying to not get it to really affect that area so much. 136 00:10:40,002 --> 00:10:41,999 And I think it's probably because. 137 00:10:42,002 --> 00:10:47,999 Okay so this was some stuff here. 138 00:10:48,002 --> 00:10:51,999 So I'm gonna get that out of the way there. 139 00:10:52,002 --> 00:10:55,999 Get that out of the way there. 140 00:10:56,002 --> 00:11:01,999 And we got that. 141 00:11:02,002 --> 00:11:04,999 Got that. 142 00:11:05,002 --> 00:11:05,999 Okay. 143 00:11:06,002 --> 00:11:07,999 So then if I move this one here. 144 00:11:08,002 --> 00:11:10,999 That also comes along like that. 145 00:11:11,002 --> 00:11:12,999 If I move this one. 146 00:11:13,002 --> 00:11:14,999 Then this one moves up. 147 00:11:15,002 --> 00:11:17,999 And maybe. 148 00:11:18,002 --> 00:11:20,999 This can be. 149 00:11:21,002 --> 00:11:23,999 A bit more on this one. 150 00:11:24,002 --> 00:11:25,999 Oh actually. 151 00:11:26,002 --> 00:11:28,999 Maybe that's what's causing the problem there. 152 00:11:29,002 --> 00:11:29,999 Okay. 153 00:11:30,002 --> 00:11:31,999 That's also fine. 154 00:11:32,002 --> 00:11:35,999 That seems to kind of do the job. 155 00:11:36,002 --> 00:11:36,999 Also sometimes you really. 156 00:11:37,002 --> 00:11:40,999 You know you target the skinning to what you need your model to do. 157 00:11:41,002 --> 00:11:42,999 And I need my model to do all kinds of things. 158 00:11:43,002 --> 00:11:45,999 So I'm just trying to get the best compromise between everything. 159 00:11:46,002 --> 00:11:49,999 And that's what I'm kind of going by. 160 00:11:50,002 --> 00:11:50,999 Getting this here. 161 00:11:51,002 --> 00:11:51,999 This there. 162 00:11:52,002 --> 00:11:53,999 Yeah. 163 00:11:54,002 --> 00:11:54,999 I think that's. 164 00:11:55,002 --> 00:11:56,999 For me skin poking is almost more important than. 165 00:11:57,002 --> 00:11:59,999 Oh and then we get some extra action down there. 166 00:12:00,002 --> 00:12:00,999 So that's. 167 00:12:01,002 --> 00:12:02,999 There must have been an oversight there. 168 00:12:03,002 --> 00:12:05,999 Let's see here. 169 00:12:06,002 --> 00:12:07,999 It seems to. 170 00:12:08,002 --> 00:12:10,999 The neck has somehow gotten a hold of. 171 00:12:11,002 --> 00:12:12,999 The lower back. 172 00:12:13,002 --> 00:12:13,999 Specifically. 173 00:12:14,002 --> 00:12:16,999 That bone only. 174 00:12:17,002 --> 00:12:18,999 There must have been a mistake we made during. 175 00:12:19,002 --> 00:12:19,999 And also. 176 00:12:20,002 --> 00:12:22,999 This one is kind of doing something down there. 177 00:12:23,002 --> 00:12:23,999 Okay. 178 00:12:24,002 --> 00:12:26,999 So let's let's just go into the body and fix that real quick here. 179 00:12:27,002 --> 00:12:28,000 Weight painting. 180 00:12:29,000 --> 00:12:32,999 It does happen from time to time that you. 181 00:12:33,002 --> 00:12:34,999 Did you get these little mistakes here? 182 00:12:35,002 --> 00:12:35,999 Aha. 183 00:12:36,002 --> 00:12:36,999 Okay. 184 00:12:37,002 --> 00:12:38,999 So let's just try isolating these here. 185 00:12:39,002 --> 00:12:41,999 So we can see exactly what we're doing. 186 00:12:42,002 --> 00:12:42,999 It's weight painting. 187 00:12:43,002 --> 00:12:43,999 And then yeah. 188 00:12:44,002 --> 00:12:47,999 There's a big spot there for some reason. 189 00:12:48,002 --> 00:12:48,999 And let's just check here. 190 00:12:49,002 --> 00:12:49,999 There. 191 00:12:50,002 --> 00:12:50,999 There. 192 00:12:51,002 --> 00:12:51,999 There. 193 00:12:52,002 --> 00:12:52,999 Nope. 194 00:12:53,002 --> 00:12:54,999 Specifically just. 195 00:12:55,002 --> 00:12:56,999 That neck bone there. 196 00:12:57,002 --> 00:13:00,999 Let's just set it to zero. 197 00:13:01,002 --> 00:13:01,999 Okay. 198 00:13:02,002 --> 00:13:03,999 That was it. 199 00:13:04,002 --> 00:13:04,999 Then. 200 00:13:05,002 --> 00:13:06,999 Back with the items. 201 00:13:07,002 --> 00:13:07,999 Okay. 202 00:13:08,002 --> 00:13:08,999 So we got this one now. 203 00:13:09,002 --> 00:13:09,999 And I think. 204 00:13:10,002 --> 00:13:11,999 It's kind of working pretty well. 205 00:13:12,002 --> 00:13:13,999 Like we're not going to go that far down with the head. 206 00:13:14,002 --> 00:13:15,999 We're going to probably go. 207 00:13:16,002 --> 00:13:16,999 Max here. 208 00:13:17,002 --> 00:13:18,999 And from a distance like this. 209 00:13:19,002 --> 00:13:20,999 Then. 210 00:13:21,002 --> 00:13:21,999 That's going to work out. 211 00:13:22,002 --> 00:13:28,999 Pretty fine. 212 00:13:29,002 --> 00:13:29,999 Yeah. 213 00:13:30,002 --> 00:13:30,999 Like that. 214 00:13:31,002 --> 00:13:31,999 That looks pretty. 215 00:13:32,002 --> 00:13:33,999 Pretty good. 216 00:13:34,002 --> 00:13:34,999 Nice. 217 00:13:35,002 --> 00:13:35,999 So that was the. 218 00:13:36,002 --> 00:13:36,999 The hat there. 219 00:13:37,002 --> 00:13:37,999 Then we've got this one. 220 00:13:38,002 --> 00:13:40,999 This one can probably get. 221 00:13:41,002 --> 00:13:42,999 Some kind of. 222 00:13:43,002 --> 00:13:44,999 Automatic skinning. 223 00:13:45,002 --> 00:13:46,999 But I think what we can do instead here. 224 00:13:47,002 --> 00:13:49,999 Is that we can actually transfer the weights from the body. 225 00:13:50,002 --> 00:13:51,999 To the underpants here. 226 00:13:52,002 --> 00:13:53,999 Because they're so close to the skin. 227 00:13:54,002 --> 00:13:55,999 That that might actually be the best solution. 228 00:13:56,002 --> 00:13:56,999 So in order to do that. 229 00:13:57,002 --> 00:13:58,999 We are going to select the body. 230 00:13:59,002 --> 00:14:00,999 And then we're going to shift select the underpants. 231 00:14:01,002 --> 00:14:03,999 Then we're going to go to a weight paint here. 232 00:14:04,002 --> 00:14:05,999 And turn that off. 233 00:14:06,002 --> 00:14:07,999 Just so it's all blue like this. 234 00:14:08,002 --> 00:14:08,999 I'm going to go to weights. 235 00:14:09,002 --> 00:14:10,999 Then transfer weights. 236 00:14:11,002 --> 00:14:13,999 And then I'm going to set this to vertex group. 237 00:14:14,002 --> 00:14:14,999 All that is fine. 238 00:14:15,002 --> 00:14:15,999 Vertex mapping. 239 00:14:16,002 --> 00:14:16,999 Nearest vertex. 240 00:14:17,002 --> 00:14:18,000 That's fine. 241 00:14:19,000 --> 00:14:19,999 And then I'm going to set it to. 242 00:14:20,002 --> 00:14:21,999 By name. 243 00:14:22,002 --> 00:14:22,999 All layers. 244 00:14:23,002 --> 00:14:23,999 And replace. 245 00:14:24,002 --> 00:14:24,999 And what this is going to do. 246 00:14:25,002 --> 00:14:26,999 Is that it's going to. 247 00:14:27,002 --> 00:14:27,999 Look for the closest vertices. 248 00:14:28,002 --> 00:14:28,999 On the mesh. 249 00:14:29,002 --> 00:14:31,999 Then it's going to try to assign the same weight. 250 00:14:32,002 --> 00:14:33,999 To the underpants. 251 00:14:34,002 --> 00:14:35,999 That is around it. 252 00:14:36,002 --> 00:14:36,999 And that essentially means. 253 00:14:37,002 --> 00:14:38,999 That this underpants now. 254 00:14:39,002 --> 00:14:40,999 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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