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Original subtitles

Hello and welcome to this chapter. So in this chapter we are going to be rigging all the items.

In the last chapter we got the body rigged and skinned and now we're going to do the same thing for the items.

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.

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

just to be able to handle them a little bit better.

So the first thing that we'll be doing is probably skinning some of the easier bits.

And those are probably stuff like the helmet, sandals and the underpants and stuff as they are kind of close to the skin-ish.

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.

And then the cloth and the cloth will be the last thing we do because it requires a little bit more attention in a different way.

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Okay, let's get started with the helmet here and the underpants and the sandals.

I think it might be good just to separate out some things. I've actually separated out this cloth by itself.

So the underpants are on their own and then I'll hide this one as well and hide the sword.

Then I'm kind of left with this underpants model guy.

And these are the three things we'll try to skin first here.

So I don't really want to do automatic skinning for the helmet because it's not really going to fit

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.

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.

So then I get all the stuff deformed to the rig but with empty groups so I can start applying all the information myself.

And I'm just going to press Alt-H here. I was hiding the helmet there for a bit.

So what I need to do is I need to take the helmet, the entire helmet selection here.

So I'm going to select the hood, press CTRL-I and then I get all the little bits of the helmet.

And that I'm going to then assign that to a vertex group.

And we've got all these vertex groups over here.

I'm going to find the head one. I'm going to assign it to that one.

So now the helmet should be following the head bone and it does and that's what we want.

And then we just need to skin this by hand to the rest.

Because this is glass it's going to be a little bit softer the way it moves around.

So we want it to behave a little bit differently here.

So to see everything a little bit better I'm going to go back into edit mode and just hide the helmet.

Then when I go into the weight painting, so select armature, then the hood, weight painting.

Then I only see the hood. That way I can skin that a little bit nicer.

So we want this top here to be fairly well skinned to the head.

We want this whole nasal area to fit.

So I'm going to grab this gradient tool over here.

Set it to 1. And the gradient tool allows us to do something kind of like this.

And then you get this nice kind of skinned section here.

I'm going to make sure that everything in the red, that's going to be following it 100%.

So I'm getting that stuff right there. So that's pretty good.

Then we can blur it out a little bit if we need to.

Just get a little bit of a softer transition.

Something along those lines there.

And then I'm getting that. That's pretty good.

Then this one, we can do something similar.

We can't really create a gradient in the middle of everything.

But what we can do instead is we can have two gradients kind of meet.

So I'm going to have this one come up.

Kind of like that-ish. Something along those lines.

And then I'm going to set the weight to 0.

And then I can meet it on the other side with this one.

So we just get that band in the middle there.

And then now I can move the head here.

And I want this to just be a little bit more red up there.

So I'm going to take this and just not have it affect as much right here.

I'm going to take this and that looks a little bit better.

Just at the edge here.

Selecting this one and then just bringing that in a little bit.

Yeah, that feels pretty good.

And then I can see the head also. The back head is kind of suffering a little bit.

Let's try that. Yeah, I think that's pretty good.

That's how high up can we actually get the head here.

You'd probably do something like this if you wanted to look straight up.

And that seems to be deforming pretty well. Nice.

Then we're going to get- just reset these here.

Reset these. Reset that. Cool.

Then we got the bottom one here and we're going to do something similar.

Set the weight to something along these lines here.

Something like that. Then we can weight paint that.

And then set it to zero and just let it meet here.

Then I want a lot of this actually to be more tied directly to the chest here.

So I'm going to set a weight to one and really make it follow that basically.

So if I move this here then they kind of try to stay a bit more.

And that seems pretty good.

Maybe I can even get it to stay a little bit more.

And this can affect a little bit less here.

Like that.

Then we have the sides here that definitely also need to not be affected as much.

So I will select this here and just bring that in.

And you kind of- I need to have X on here but I can see it's not really affecting it that much.

And I'm guessing it's because of the topology mirror.

So I'm going to turn on topology mirror and then that should actually affect it but it doesn't.

Okay.

Not sure why not.

Topology mirror here.

And then X values.

Maybe it's because of the way the mesh is.

Well that's something to keep in mind here that you might-

Oh right it's because it's the same bone.

So you don't get this kind of mirrored effect happening in that sense.

Okay.

Got that.

Also need this to come down here.

This to come down here.

And let's see we got that, we got that.

And then definitely this can be weighted there.

We can also just bring in the weight a little bit.

There and there.

But then pull it a lot for the shoulder blades here.

So if I do this here then it should really be following that one.

And this one's also not mirroring.

Okay maybe something is going on here where the mirroring is slightly broken.

Let's see there.

For this mesh in particular.

Don't know why that would be.

Okay then let's test it out.

So we got that going on there.

So that is definitely causing a little bit too much of an issue.

Like that.

Let's see here.

Kind of got that going on there.

Okay so it's also this one that's kind of really doing a lot here.

Like that.

Okay.

It's a little bit harder to do here now because of the way the mirror is not working on this one.

I don't know why.

Why it's not working but it just seems to be a little bit.

The way it's working here.

Okay.

Let's see maybe we can get just a little bit here.

Okay so it seems to be working.

Okay maybe it's with the gradient tool that it doesn't work.

But it works with the brush.

Okay.

We got this and that.

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Oh that's a little bit better.

Yeah.

And then we got that stuff going on here.

Gonna try to get.

Yeah okay so that's what was going on.

So it's the gradient tool that wasn't mirroring.

Skinning tools I think in all software is always a pain.

It's never really something that's been solved in a really nice way.

I got that there.

I'm just trying to not get it to really affect that area so much.

And I think it's probably because.

Okay so this was some stuff here.

So I'm gonna get that out of the way there.

Get that out of the way there.

And we got that.

Got that.

Okay.

So then if I move this one here.

That also comes along like that.

If I move this one.

Then this one moves up.

And maybe.

This can be.

A bit more on this one.

Oh actually.

Maybe that's what's causing the problem there.

Okay.

That's also fine.

That seems to kind of do the job.

Also sometimes you really.

You know you target the skinning to what you need your model to do.

And I need my model to do all kinds of things.

So I'm just trying to get the best compromise between everything.

And that's what I'm kind of going by.

Getting this here.

This there.

Yeah.

I think that's.

For me skin poking is almost more important than.

Oh and then we get some extra action down there.

So that's.

There must have been an oversight there.

Let's see here.

It seems to.

The neck has somehow gotten a hold of.

The lower back.

Specifically.

That bone only.

There must have been a mistake we made during.

And also.

This one is kind of doing something down there.

Okay.

So let's let's just go into the body and fix that real quick here.

Weight painting.

It does happen from time to time that you.

Did you get these little mistakes here?

Aha.

Okay.

So let's just try isolating these here.

So we can see exactly what we're doing.

It's weight painting.

And then yeah.

There's a big spot there for some reason.

And let's just check here.

There.

There.

There.

Nope.

Specifically just.

That neck bone there.

Let's just set it to zero.

Okay.

That was it.

Then.

Back with the items.

Okay.

So we got this one now.

And I think.

It's kind of working pretty well.

Like we're not going to go that far down with the head.

We're going to probably go.

Max here.

And from a distance like this.

Then.

That's going to work out.

Pretty fine.

Yeah.

Like that.

That looks pretty.

Pretty good.

Nice.

So that was the.

The hat there.

Then we've got this one.

This one can probably get.

Some kind of.

Automatic skinning.

But I think what we can do instead here.

Is that we can actually transfer the weights from the body.

To the underpants here.

Because they're so close to the skin.

That that might actually be the best solution.

So in order to do that.

We are going to select the body.

And then we're going to shift select the underpants.

Then we're going to go to a weight paint here.

And turn that off.

Just so it's all blue like this.

I'm going to go to weights.

Then transfer weights.

And then I'm going to set this to vertex group.

All that is fine.

Vertex mapping.

Nearest vertex.

That's fine.

And then I'm going to set it to.

By name.

All layers.

And replace.

And what this is going to do.

Is that it's going to.

Look for the closest vertices.

On the mesh.

Then it's going to try to assign the same weight.

To the underpants.

That is around it.

And that essentially means.

That this underpants now.

Will be skinned.

Oh.

Did it actually do it.

Let's try again here.

Weight paint.

Oh did we actually.

Okay we didn't deform it to the mesh yet.

So that's why.

So we need to take the underpants.

Click the armature here.

Control P.

And attach it with empty group.

There we go.

Then we select the body.

Then the underpants.

Then we go to weight paint.

Just turn this off.

So it's like this.

And then we're going to go weights.

Transfer weights.

Vertex group.

Nearest vertex.

Object transform.

My name.

All layers.

And replace.

And then that should be it.

And then now.

These are.

Essentially.

Skinned.

And this is more than good enough.

And that means that.

That just kind of works.

So that is awesome.

And I think we could probably do the same thing.

For the sandals.

So we just gotta make sure to.

Deform them to the mesh here.

So I'll set.

Control P.

Empty groups.

Then they have been.

Deformed.

But they're not following yet.

So then we shift select.

There.

Go into weight painting.

Then we say weights.

And we say transfer weights.

Do exactly the same thing.

The settings are correct.

Then we go here.

And then we try moving something.

And then it looks like.

Our sandals already.

Pretty well skinned here.

Awesome.

Because it's so close to the skin.

So it just kind of works.

And this is more than good enough.

For what we need here.

Absolutely perfect.

Tada.

Brilliant.

Okay.

All right.

Then we can move on here.

Let's unhide some of the stuff here.

What do we have?

Here.

Like that.

So now this is the next challenge here.

Is the belt.

The cloth.

We need to get those things.

And the sword.

The sword we're going to do.

Maybe we're going to do it last.

Because of the way it interacts with the body rig.

That's going to be a little bit special.

But we will get to that.

We essentially had to add something to the body rig.

In order to animate the sword.

But that's going to be just fine.

Okay.

Let's see here.

What do we want to do?

Let's try to get the belt to work here.

Now this is going to be a little bit interesting.

Because it would maybe be nice to have a separate bone for the scabbard.

So we could move that one around.

And that would mean adding something to the existing body rig.

Right.

We need to add a bone here.

So I'm going to go into edit mode.

And just see here.

If we go there.

There we go.

And then edit mode.

And then see through.

There we go.

And then we're going to create a new bone.

I'm going to reset the 3D cursor here.

So it's at the world origin.

And then I'm going to create a new bone here.

And this bone.

We just need to place it somewhere.

And it's going to be something along these lines here.

And I'm just.

The orientation of it doesn't really matter that much.

But we can of course set it how we want.

But the placement.

It would be nice to have that just a little bit more where it should be.

But it's really not super essential that it's perfect.

Only if we decide to change the scabbard here.

I think something.

Something like that.

That looks pretty good to me.

Or we could actually align it a little bit nicer.

So that way we have an anchor point for the sword.

Let's do that.

So I'll go into edit mode here.

Set my cursor to selected.

And then back here.

Selection to cursor.

And then I'll go here.

Select an edge loop.

Cursor to selected.

And then back into this.

Selection to cursor.

That way it's exactly down the middle here.

And then I need this one to rotate.

And I think the way I'm going to rotate is actually just going to be by hand.

So I'm going to go over here to roll.

And then now I can kind of roll this one.

A bit more right.

I'm just lining it up kind of by eye here.

That seems pretty close.

A little bit.

A little bit there.

And we could align this with how the sword actually looks.

So if I go back into object mode.

Then what's the orientation of the sword here?

We can see that by selecting this one.

So we've got.

And then setting it to local.

We've got X pointing down.

And Y going out in that sense.

So that means if we have X pointing down on the scabbard.

And Z going that way.

And then Y going out there.

But that's not really going to work.

Because the bone Y is going to point that way.

So we'd have to adjust it no matter what.

Okay.

So that didn't really pan out the way I thought.

But yeah.

Let's just keep it like that then.

Then we have.

What else do we have here?

We have the bone for the sword there.

Or for the scabbard.

So we can move that one around.

Then maybe we want to create.

Some kind of point for the sword.

So we could move the origin point for this one.

If I go to options, origin.

And then we'll just move this one up there.

Like that.

Then we could create an attachment point up here for the sword.

That's kind of parented underneath this one.

If I go up here.

Scale it along.

Kind of.

Let's see here.

What do we get?

And we got this one.

Then local.

Normal.

Normal.

There we go.

Normal.

And then I can scale this one up here somewhere.

And place it.

And this bone is going to be for attaching the sword to the.

To the hilt.

Basically.

So let's see.

We got this one.

I'm going to say cursor to select it.

And back into the rig here.

This one.

Selection to cursor.

Oh.

So that's the question there.

How much.

Where should it exactly sit?

Hmm.

Probably.

Let's try that actually.

And see what happens.

And I set cursor to.

Selection to cursor.

Oh.

Cursor to selected.

There we go.

And then cursor to that one.

Then we get this.

And the question is where do I want the sword to.

To sit inside the.

The hilt here.

And it's a little bit rotated now.

So I'll.

Rotate it along it's.

It's a.

Local axis here.

Like that.

Get a little bit closer.

There.

There.

And this.

I think that's probably how it's supposed to sit.

Inside the hilt.

So selection to cursor.

So that's a little bit too far away.

Does it actually go inside the thing here.

Okay.

So we could load that one a little bit.

Or I could heighten the.

The hilt.

So I'll take this one.

And just push this one down a little bit.

Like that.

Then now it sits inside the sword.

Then we could take the origin for this one.

And set that to.

Be where the 3d cursor is right now.

So that's the origin for the sword.

Or.

Actually we could move it in a little bit.

Like that.

And then origin to 3d cursor.

So now that kind of snaps with that bone.

It's the idea at least.

So to get this to.

Be able to snap here.

We need to have some kind of constraint relationship.

And we also need to really pay attention to the origin points here.

If I go to.

Global here.

And set it to local.

Then we can see this stuff is pointing in this direction.

Where over here.

It's pointing in a slightly different direction.

We've got the Y going down there.

And that means that if I am.

Placing this one.

On this bone exactly.

We could try doing that by going to.

The sword hilt here.

Say modifier.

And then we're going to say.

So not modifier.

Constraints.

Up your constraints.

Say channel off.

Select the armature here.

And then this one is called bone 001.

And then you can see it.

It rotates itself over there.

So I'm going to say.

Clear inverse here.

Actually I'm going to reset this one.

And clear inverse.

There we go.

So I reset it to.

The ground here.

Then this is its natural position.

When it's attached.

To the bone.

And what we want.

If we want.

This.

Basically.

So we want this to.

Rotate in there.

And sit right there.

Which means that we need to.

Apply some rotations here.

And we can actually do it.

While it's in the state.

So I'm going to say.

Apply rotation.

And then now.

When I let go of the.

Child of here.

It's going to snap back.

And now the sword is in a new rotation.

But if we.

Reapply that child of.

To the armature.

And then to the bone.

It's going to snap into the.

Right position.

Except for the fact.

That it's apparently a little bit.

Rotated there.

What happened there?

Is that something happened to the bone?

Maybe.

That could be.

The bone.

Is slightly.

Slightly rotated there.

So that one sits there.

And then this one.

I'm going to just check.

It's normal here.

There.

And then.

It seems fine.

But potentially.

The sword is a little bit.

Crooked in its.

Rotation.

So but not to worry.

We can just rotate it around its.

Set axis a little bit here.

So rotate that.

Holding and shift.

To get minor adjustments.

Then we get.

That's what we want here.

And then.

I need to apply that new rotation.

Rotation and scale.

Like that.

And then if I.

Remove the influence here.

On the sword.

Then.

And reset it.

Then we get this.

And the sword is now slightly.

Not completely straight.

But it.

But that's fine.

It's actually the tip.

It's actually kind of in the middle there.

And the sword is like that.

Awesome.

And then the sword can essentially sit.

There now which is the whole plan.

So let's.

Let's give this a new name.

We're going to go in here and call this bone.

The scabbard.

It's called the scabbard.

Slot.

And this one can be the scabbard.

Like that.

And then they.

They have their place.

This one when this one moves then.

We want this one to move along with it.

So we're going to say control P.

Keep offset.

And then like that.

We can move the scabbard in that sense.

That's awesome.

And this one we probably want this bone.

To follow.

The hip here.

And not the.

This one.

That could be.

That's not the best way.

But we'll figure out.

So I'm going to select this one.

And then select the tiny bone there.

Select this tiny bone.

Control P.

Keep offset.

It's all moving along with it here.

Yep.

And then that thing is going there.

That's pretty good.

Let's see here.

What do we have?

What do we have next here?

Then we need to skin all that stuff.

Together.

So.

Let's get on that.

And we want to skin the entire belt.

The entire area here.

To the model somehow.

If we could check the really easy route.

And skin it to the.

This hip thing first.

Then we can move the hip underneath.

I think that might actually be.

The best way.

But it all depends on.

Twisting this body.

And then what's going to happen.

To all this stuff here.

Underneath right.

Maybe it actually has more in common.

With the body there.

Let's try that.

Let's.

Let's take the elements here.

This one.

Say Control P.

And armature deform with empty groups.

And then I'm going to start.

With the belt here.

And I think.

With the belt we can.

Select everything.

That is there.

And I'm going to ignore the ropes for now.

To all.

The stuff here.

And just deform it to that spine.

In the bottom there.

And that will be.

Spine one.

Spine one.

And then now when I modify.

This.

That kind of comes along with it.

I'm just going to hide this.

So we can see a little bit better.

So this all comes along with it.

I can move this here.

That looks pretty good.

And I can move.

This hip here underneath.

And then the belt is not.

Affected.

I think that kind of makes sense.

We wouldn't.

Yeah I think actually that looks pretty good.

That's what I want.

Then we have.

The ropes here.

The ropes are a little bit more tricky.

Because they are going to vary.

Depending on where they sit.

But let's.

Try something here.

Hmm.

Because this one would need that one.

And so on so forth.

So we could probably use a lot of gradient stuff.

Going on here.

So I'm going to select all the ropes.

Go into weight painting.

And then.

Oh I also need to select the bones.

So bones like this one.

Weight painting. There we go.

This is a little bit confusing to look at.

So I'll be.

Select here. I'm just clicking control.

To reselect the stuff.

There we go.

And then.

Getting out of this.

So I can select some bones.

Okay so we have.

That there.

I need that bone.

To be.

Oh this one is actually not following.

I should probably fix that also.

But let's try this for now.

Here.

We can also just make.

The whole thing follow with a gradient.

So we take weight here.

And just pull it down.

Oh that's radial.

Linear.

Something.

Along those lines.

And then just you know.

Setting the weight.

Back here.

Definitely.

Don't want it here.

I'm going to make that.

Go away a little bit.

Like that.

So we have those ropes there.

We got a little bit of the back here.

Try the.

This one.

See what happens there.

Okay.

Maybe that's creating something.

That we want.

And then try this one.

Just to see what we get here.

I'm going to try this selection here.

And just select all the stuff.

All the stuff here.

That I don't want to have any influence.

Weight here.

Set it to.

Zero. That's not really working.

Why is that not working here?

Maybe with the.

Draw. There we go.

And this one actually.

Control.

There.

Don't want any influence on that.

That thing there.

Then we have the back here.

I'm going to just select.

Double tap A.

Control click here.

Control click there.

And then this stuff.

I definitely don't want any of that.

So I can.

I can just remove all of it actually.

I think.

With the ropes I'm not quite sure yet.

It could be that it's really useful.

To have the rope be there.

Okay.

Let's try this out.

I'm going to move that.

Oh I can see that.

Some things are happening on the back.

That I don't want.

But the belt is moving along.

And.

We got some definite glitching.

Everywhere so we need to fix that.

Skinning is never.

I don't think it's a very fun task.

I have to be honest.

It's a little bit of a pain sometimes.

Like that.

And.

Let's see here.

Got to select.

This ones and then weight painting.

There we go.

That's the wrong one sorry.

That one and then the belt.

And then weight painting. There we go.

Something is happening.

In there.

Maybe we can hide.

The bones for now.

Where do we have the bones.

We could also change the look of the bones actually.

Just so they are a little bit easier to read.

So I'm going to go to the armature thing here.

Let's say viewport display and then instead of.

Octahedral I'm just going to set it to wire.

Then it's a bit clearer.

Or it could be.

Stick.

Yeah stick is a little bit. That's a good compromise.

There weight paint.

Then we can still select the bones in here.

If we need to.

Let's see.

What are we getting.

Some kind of deformation.

Let's try the different bones here.

These ones.

These ones nothing is there.

Nothing is there.

Okay.

So let's just try.

We could also hide the body here.

For a little bit.

And the underpants.

Then it should be a little bit clearer.

Sorry it's.

A little bit of back and forth here.

Okay so this one.

It's definitely trying to.

Mess with me.

So I'm going to set this to zero.

And just bring that up here.

So I don't get any of that stuff.

Affecting this.

It's like really simple.

Like that.

And then here.

I could do the same thing.

Or bring in a gradient like that.

Just to not have anything affected there.

Then set the weight here to.

One.

Try to get that down there.

Okay.

Yeah that's a lot better.

So now that is free.

And the ropes are slightly following here and there.

A little bit the top of the bag.

Is also following.

So I want to get rid of that.

I think I'm just going to.

Select all of this.

We're into weight painting.

Set that to zero.

Set that to zero.

Oh.

I forgot to turn this on.

Set this to zero.

Just checking that.

Yeah okay.

Got a little bit of the bag here left.

So just selecting those things.

Getting.

That out of the way here.

That's a little bit of a tricky area there.

I'm going to turn on this one.

Where we only see this.

Then I got the bag separated.

Okay.

Nice and then we got the ropes there.

That is pretty good.

Then I can reset the rotation on that one.

Got the bag free.

Okay.

Okay, okay, okay.

Getting control.

Then we got this scabbard here.

I think we can literally just select the whole thing.

Like this, like this.

Like that, like that.

And then attach it to the scabbard.

If we can find it.

The bottom there.

And assign.

And we need these two little dots also.

Assign.

So if we move.

This one.

The whole scabbard comes along with it.

And that's what we want.

And then we got the rope here.

Weight paint.

And we could probably just paint in with some.

Brush here.

So this rope definitely I want it to follow completely.

Yeah.

And then this one.

Is a bit more like.

Let's see what we can do with it.

Like that.

Like that.

Maybe some.

A bit of radial.

Stuff going on.

And then some blurring.

Like this.

Just to get it to.

Behave a little bit.

Softer depending on.

Where it's attached.

And a little bit of blurring.

Here as well.

Yeah.

This is kind of moving along there.

Getting a little bit on the back there.

But this is kind of doing.

What I kind of want.

Yeah.

Then just send that back.

Then we just got to remove that again.

From the back here.

Let's see.

Set that to zero.

Just remove that.

Whatever happened there on the back.

Definitely needs to.

Weight paint.

Yeah.

So that's gone from the back there.

That's good.

Then we have this lower one here.

And that's the one.

Where I'm thinking that.

We can start attaching some things.

Like the bag for example.

So let's try to.

Get that in.

Let's see here.

Get the bag in here.

Like this.

So this is also a thing where.

Separating your objects can really help you out.

If you want.

To make your life a little bit easier.

With the weight painting here.

There's not a perfect science.

To like.

How you should deal with.

Weight painting like this.

Every model is a little bit different.

With models.

You need to.

Kind of think differently.

Every time you're weight painting.

Like okay.

What group and what way.

Because of how I want to skin it.

And it's just many micro problems.

You're solving with weight painting constantly.

Which you know.

It can also be kind of fun.

But mostly it's like.

It's fun when you solved it all.

Not when you're doing it.

And it never really looks great.

So it's always.

I'm going to compromise somewhere.

Like that.

Like that.

And then I might get.

A little bit like that.

I might select this also.

This one here.

Then I can.

More easily.

If I select here.

Then I can a bit more easily.

Just blur the stuff out.

Be like okay.

That should work like that.

That should work like that.

This should probably be red.

This should probably also be red.

And then I can blur it out like here.

And.

This can be red.

Then it can be blurred out.

Like that.

Like so.

Yeah that's pretty good.

Then turn that off.

Select this bone.

Just look at what should be here.

Let's do it then.

Let's try moving some stuff.

We're getting a lot of deformation there.

So let's try.

Selecting this stuff here again.

That kind of stuff.

That kind of stuff.

That kind of stuff.

All this stuff here.

That stuff there.

And then we go into weight painting.

Weight painting.

And then we just try to.

Include a little bit more of this stuff.

Like that.

Like that.

Then also blur this out a little bit.

Yep. Yep. Yep.

Getting that involved there.

And this big knot here.

Something along those lines.

And then blur that out.

Then we'll see.

Once we.

Rotate this here.

So that's fine there.

Then this one.

Yeah that doesn't look too bad.

And this one.

This one.

Also that looks pretty good.

Any really bad rope.

Stretching anywhere.

We got a little bit there.

But that's survivable.

And then these ones.

They sit like that.

That's pretty good.

Awesome. Okay.

I think we got the belt sorted out there.

That took a little bit of time.

But I think it's going to be absolutely worth it.

Okay.

Belt.

Scabbard.

Helmet. Sandals.

We're only missing the cloth.

And getting the sword into the.

Into the hand here.

So the cloth is going to be.

A little bit interesting.

Because we had to add some.

Specific bones to.

The whole thing.

And what I'm thinking is that we're going to do.

Four bones.

One in the front, one on each side.

And one in the back.

And those bones will control.

The cloth.

If I was in Unreal or Unity.

Putting the character into that.

Then I might just do some.

Simple cloth sim.

Then with some collision on the legs and stuff.

But just to get it working in Blender.

All over the shape of the cloth.

I think we're just going to do some.

Bones.

So I'm going to jump into the rig here.

I'm going to select only this.

And the rig.

So I want to.

Select this and this.

And then just click slash.

So we're only looking at this.

And then we want to create bones for this one.

I'm going to ghost this.

So we can see through.

There we go.

Here we need to create some bones.

So.

Where do we want these bones to be.

Attached.

So this upper part here.

We kind of want that to follow all this area.

So that's fine.

But the lower bones.

They are probably going to follow.

The central one here.

So let's create some bones here.

I'm going to create a.

Cursor to world origin.

Create a bone.

Like this.

And.

What's going on.

It's set to normal.

So then.

This bone here.

We're going to call it.

Cloth.

Dot.

Actually.

L.

Cloth.

Dot.

That's 0, 0, 0.

Or 0, 0, 1.

Yeah.

Like that actually.

And that's going to go.

Somewhere over here.

And then.

I'm going to rotate it like this.

And I might just turn on.

The octahedral again.

So I can see the direction a little bit clearer.

And then this one.

Is going to go over here.

On the side.

Like so.

And I don't want to make it.

Super detailed.

It's just going to be something.

Like this kind of.

Like that.

And then.

Give it one more bone here.

And one more bone.

And then we could give it a last bone.

That would probably be.

Sensible.

We've got this chain of bones here.

And then.

And then I could take these.

And parent them underneath.

This central one here.

That means that if.

Yeah I think that makes sense.

Control P and keep offset.

Then I could take these bones.

And symmetrize them.

Armature symmetrize.

Then they go on the other side.

And then those are the first chains here.

And then I'll take this row here.

Selection to cursor.

Print in the middle.

Rotate them around.

The 3D cursor.

90 degrees.

For the back here.

Then I'll also place some.

Right there.

And then I'll take them again.

And rotate them.

And then we get the front here.

As well.

And I might adjust these a little bit.

And these ones.

They probably need a new name here.

They probably need let's say.

F.cloth.000.

For front.

And go here.

Go there.

Go there.

And then do the same thing.

To the back here.

A little bit hard to see with all these bones now.

That's how it works.

F.cloth.000.

Back to B.cloth.000.

Back to B.cloth.000.

Back to B.cloth.000.

And then.

We just copy that name.

In there.

Like so.

Then we got.

Those bones.

And that means that if we are moving.

This one here.

Then.

The cloth kind of follows along.

In that sense.

And this all depends on.

You know how you.

Want to deal with the cloth.

I think this is.

Probably going to be the.

Probably going to be the easiest way.

It also just depends on.

How you want to animate the stuff.

What you want your stuff to be in relation to.

But I think this kind of works.

Then we are going to.

Go into.

The cloth and the bones here.

So we are going to take the bones and the cloth.

Actually we are going to take the cloth.

And the bones.

And then we want to deform them.

To these bones.

So the best way to do this right now.

Would be to.

Make it.

So that it doesn't touch.

Any of the other bones.

So how would we do that.

We would go.

Okay.

So the best way to do it.

Is that we can.

Go into.

The mesh.

And then say we only want to automatically.

Weight paint to.

Select the bones.

In order to do that.

We have to first deform it to the skeleton.

So I'm going to select.

The cloth and the skeleton.

Hit control P.

And I'm just going to do armature deform.

With no groups whatsoever.

Hit armature modifier.

And we get zero groups.

Which is what we want.

Then I'm going to go into my skeleton here.

And then I'm going to select.

All the bones that.

That we had for the cloth.

All the bones we want.

This thing to automatically skin to.

So I'm going to select all these.

There.

Not that one.

This one.

And then.

Essentially also.

This one.

And that one.

I think.

Yeah to get a little bit of deformation from those as well.

I think that makes sense.

For this area essentially.

But then.

Not from the legs.

I think so that if this move forward.

No I want to just control that by hand.

So that the cloth behaves.

Entirely on its own.

But up here it's fine.

Then they are selected.

Yeah let's still select in pose mode.

I'm going to go out to object mode.

Then I'm going to select the skeleton.

I'm going to go to the.

To the mesh.

Go into weight painting.

And then in here there's this option up in weights.

Called assign automatic from bones.

And now it's automatically assigned.

Automatic weights to all the different.

Bones here.

So that is.

Super awesome.

It does look like.

These ones did not get the.

Best treatment right there.

But that's okay.

Let's.

Let's just try to go out of this.

For a moment here.

And see what we have.

We got these bones.

Coming out there.

So that is definitely affecting it.

A little bit more than I would like.

But that's okay.

We can just hand correct that.

Essentially now these bones are.

Let's just set it back to sticks.

So it's a little bit easier to see.

These bones are now controlling.

The cloth.

So I'm going to set this to individual.

Like that.

Like that.

And then we can start doing stuff with the cloth.

Essentially doing animation.

Which is the.

The whole idea.

I can select the bones.

Then the cloth.

And just isolate it again.

And get into a weight painting.

And then this stuff here.

We're going to make it.

Not affect it as much.

So I'm going to say zero here.

And just pull that down.

A little bit.

Pull it down here also.

If you don't get all that.

Affected.

Pull that down here a little bit.

And around the butt also.

Pull that down a little bit.

Like that.

But then this here.

It can get quite a lot.

So we got this one also.

This one doesn't really affect it that much.

I guess I think it's just going to be this one.

And then.

Doing linear.

Like so.

That's going to be pretty.

Affected by this bone.

Affected by this bone at least.

That's what I want.

Then now.

If I move this stuff around.

I'm just going to unhide everything.

Then.

Yeah.

That behaves a lot more like.

I was imagining.

Something like that.

And we're going to get some intersections and things.

Because this piece of cloth is going to be very unruly.

But that's why we have multiple controls.

And you could put way more controls on it.

If you wanted to.

You could also do something where you have this.

And then a subdivision surface modifier.

On top.

Not a triangulate.

A subdivision surface modifier on top.

And then you just get everything smoothed out.

A little bit more.

If you don't like the edginess.

Or something like that.

You could also try that.

If you're just working with it inside of Blender.

And yeah.

Then we got.

That settled there.

That's pretty good.

We got those bones. We got the scabbard there.

Then the only thing we're missing is.

Being able to attach the sword.

To the hand.

Now from experience.

What tells me.

The best way to do it.

Is essentially to create a bone here.

That is free flowing.

And that bone.

Will then control.

The IK setup.

With the hand.

So the arms can just follow along with that bone.

And it's something you can turn on and off.

And then that bone you can attach.

Whatever item you want.

So it's essentially a bone in each hand.

That is the pick up place.

Essentially for that hand.

So let's add that.

Let's go into the armature here.

Turn on this thing again.

And then.

Go into edit mode here.

So this bone.

We want it to match up.

With the sword.

So let's take the sword.

And just place it.

Where we would.

Naturally place the sword.

Not there.

Then we get.

This.

Like so.

Then.

We get.

That there.

That seems.

Pretty good.

I think.

That's kind of where I would naturally place.

The sword.

And so I want to use this as a guide for.

The orientation.

I'm going to set this to local.

And then just median point.

And then that's going to be my orientation for.

The bone there.

And.

I could maybe borrow this one.

Right here.

Alt P. Clear parent.

And then I know that.

If.

It.

If it rotates here.

We could say.

Normal.

I'm going to just turn on.

These once again.

Just to make it a little bit easier.

And then something.

Along those lines here.

If.

This is.

Truly the way.

Something.

Along that.

And then I think.

The sword is there now.

So I want this one to.

Follow the sword.

So let's say selection to a cursor.

Like that.

Then that becomes the bone.

Of attachment.

That makes.

Sense to me.

That's cool.

I can just reset the sword here now.

Now it's done its purpose.

And this one will rename this one.

R.

Item.

Item essentially.

So that's the item where we're holding.

In our hand.

And then this will be.

A.

This is essentially the item.

That we're going to be moving around.

And then the arms will follow that.

So this bone here.

Will be a child.

Of this.

So we'll say control P.

Keep offset.

Like that.

And then.

The IK setup.

So this.

So in here.

So this one.

Child of system.

So bone constraint will say child of.

I will make it a child.

Of the armature.

And then the R.

Item essentially.

So that means that if I move this one.

The entire IK setup kind of moves along.

With it right.

Then.

I could make the sword fly out of the hand.

Or whatever.

And if we don't want that relation anymore.

We can go over here.

So everything kind of behaves normally again.

And that's the idea essentially.

With the.

With this item here.

Cool.

And then.

We have that set there.

That's pretty good.

And let's see.

We have it here.

Anything else we need to do with this?

No essentially then we can wrap everything around there.

That should be good.

And then we can.

Simply symmetrize it to the other side.

So armature.

And symmetrize.

Then that becomes a thing.

And then we just need to do the same thing.

With the IK setup over here.

Child of.

Armature.

L.

Item.

Then we have a similar setup here.

So that we could do that.

And if you wanted.

To do a.

Like a two handed thing.

Then you could add another.

Child of thing.

Where.

Where both things are kind of following.

Or you could set what item here.

For example this one.

To follow the right hand.

So let's say child of.

Actually this guy is left handed.

So let's do it the other way around.

So this one could be a child of.

This one and then the L.

Item.

So this one everything moves like that.

And that one could by default.

Just be turned off.

Like that.

So that it can move on it's own.

But you could always turn it on if you needed to.

For some kind of setup.

And.

Yeah.

Let's just test out our rig.

Really quick.

With some quick posing.

Just to see if we've done everything.

Correctly.

So let's grab our sword.

And.

Give it a.

Constraint here.

So we're going to say it's a child of.

The item instead.

So not the body sorry.

But the armature.

And then the R.

No L.

I think.

Like that.

And oh actually that needs to be rotated.

So already there is one mistake.

So let's just.

Take this one.

And.

We're going to.

Rotate it by 180.

So we need to go to bone roll.

And set that to.

Like that.

Then that has been corrected.

And then let's just test.

With the other one here.

So that bone roll.

That this is happening because.

There was a child of.

Constraint on that one.

So just going to disable it.

And put it back on again.

And then.

L.

Let's see if.

How it behaves on the other one.

So R.

R.item.

And there it behaves correctly.

So it was just because of the symmetry.

That it got a little bit messed.

Okay.

I'm going to set it back to the L.item.

Like that.

Then.

Obviously when we move the hand.

That's not going to move.

Because you're essentially controlling the sword.

And then everything else moves along with that.

So that's.

A different way of thinking about it.

But from experience that's definitely.

The stuff that's worked the best.

When we control the sword.

With our actual hand.

We think more about the edge alignment.

And our hands just kind of follow.

We don't really think.

Okay turn my wrist like this.

We think the sword needs to go there.

So this is easier for making a curve.

So like okay.

That's where the curve is.

And then the hand kind of just.

It's a lot more practical.

In that sense.

Okay.

Let's try making a pose.

Because essentially the entire character.

Should be rigged now.

So let's try making a fist here.

Etc.

So I'm going to go to.

Global.

Individual origins.

Curling the fingers in here.

Around the sword.

That all looks good.

Bringing this out.

Bringing this in here.

Making a thumb.

Yeah.

That looks good.

Let's see here.

Could bring this in a little bit.

Around the sword.

Something like that.

I could even give it a little bit of a detailing.

Like this.

Just for the lols.

That just looks weird.

I regret everything.

And.

Get that moving in there.

And clench it back.

Clench it back.

Clench it back.

That kind of a situation there.

That's better.

Then we got that there.

Then.

Let's see what we can do with our.

Pelvis here.

Do some kind of.

Contrapposto.

And why is the.

Cloth not following.

Did we not deform this.

To the thing.

Maybe it got deleted.

Good to know.

It still has the vertex groups on it.

So it all should be fine.

So you can just press.

Control P and then armature deform.

And then it should behave.

The way it did before.

Good note.

But that's kind of the neat thing in Blender.

That it works like that.

Then we can.

Deform this here.

Deform our.

Bone.

Let's say.

Give a bit more of a.

Interesting stance here.

Like that.

Do a toe flip.

Something like that.

And then.

Also bring out the knee.

In this sense.

And there's quite a lot.

Of bones right now.

We can do something about it.

And I will show you.

Let's see here.

There.

There.

There.

And I like just animating on the.

Bones and just controlling the bones.

You know we have created custom controllers.

For some of them but.

I actually find just selecting the bones.

To be just fine.

So this one is.

Kind of following the way it's supposed to follow.

So that's great.

And let's see what we can get here.

Maybe we can even have one where he's.

Holding on to this one.

Grabbing the.

This one here.

Just seeing what.

The shoulder thing here can do.

And we're getting a lot overlaps here.

Of like bones and.

That's also why you would create controls.

Is to not have as much clutter.

Of course.

Something like that.

And then.

Maybe all of these here.

I.

Like this.

And let's see what we get here.

So we got this going on.

Like that and it's really cool that the way the hand.

Can I.

Sit there in the midair.

And then we could.

Be pushing this one down just to also.

Stretch.

That one feels.

Maybe it's just like that.

And the sword.

Here.

Did we not clench the fingers.

I guess they got.

Reset.

Like so.

And then we can.

Deformed the cloth a little bit.

Kind of like the way that the leg.

Is poking through.

That's also a little bit interesting.

So we got that.

That cloth there.

And it's getting a little bit hard to see.

So a way to deal with.

Stuff getting a little bit hard to see.

Is just putting stuff into bone groups.

So I'm going to create a new.

Bone group here.

Called.

Items I think.

And we need to be in post mode.

And I call it items.

Assign.

Oh no sorry.

I'm going to assign everything.

That I want to be in that group.

And it's going to be.

All this stuff here.

That stuff.

This stuff.

That stuff.

Probably the.

This one here.

The item bone.

And the.

This one.

And the other item bone.

That one.

And let's see.

Anything else.

Anything else.

Nope.

I'm going to assign that.

And it's going to get green.

And then you can always come in here.

And just hide them.

On each.

And I think actually.

The non bones.

We can select those.

And just hide them.

Because we never need those.

We never want to manipulate those by accident.

And then.

The items we can select those.

And just hide them.

Pretty simple.

And then now.

Or we could do the.

The.

The opposite right.

So items select.

Unhide.

Or hide.

Select.

And then unhide stuff.

Very nice.

We can also go into none for example.

Say select.

And then we can hide them permanently.

So if we go over to.

Those.

I think.

If we go into.

Stuff like these ones.

Let's just say select.

Then bones here.

Then we go into viewport display.

We can just say hide.

If all click.

But then this is going to be able to.

Alt hide here.

Or we could give them a custom object where.

They.

They're not as visible.

But it's fine like this.

Then I think I'm going to hide.

Select this.

And hide it.

Select this.

And hide it.

So I can just.

Control on the cloth here.

Like so.

Like that.

And.

Let's see here.

Maybe not that one.

Maybe this one here.

Drag back there a little bit.

Then we're kind of getting.

A bit more.

Something.

And this one's kind of falling down.

Behind there that actually.

Kind of works.

Behind there.

And this one could also.

Drape down.

Like that.

Maybe this one could even have.

A bit more.

Flair like that.

So it's not a perfect.

You're never going to get anything perfect.

But from this distance.

It's definitely going to look.

And here we have.

A kind of pose.

A little bit dynamic here.

We can probably get the.

The sword to.

Move out a little bit more.

Actually looks great when the arm moves.

I think that actually worked out really great.

Then we got some kind of pose here.

So yeah.

That's pretty much the rigging.

And all that stuff done.

For the entire model.

Usually during animation.

You find little bits and bobs where you're like.

I wish this behaved just a little bit differently.

With the skinning.

So there might be some.

Adjustment over time.

But I think for now.

It's ready to go into animation.

So that's it for this chapter.

And then we'll move on.

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