hi everyone so it’s me again with a new streaming this time we’ll be working on
[00:01:01] reading on the monkey character so it will be currently I will talk about reading in general and also try to give you some tips to rig a biped character let’s say like a human but this time it will be a monkey so let’s get started let me know if everything sounds fine at your sign if the sound is okay so we are now on this little character so I’ve take the liberty to create a very basic deformation deformation rig here so if I go into edit mode you can see I’ve done only off of the character I’ve also placed here route bone for the
[00:02:04] torso and general route bone here from the position of the wall character thank you Avery it’s always nice to have you here so I’m using the bone layer management it’s an add-on so just search for bone layer management Adam very useful because you can name your bone layers here so it’s very easy to use it all you to hide or lock your bones and it’s way easier to read than the standard layer manager here so I first I first built the deformation bones here so I’m not doing this life because it’s
[00:03:02] quite long especially for me and just aligning everything but you just start from a single bone and start extruding stuff and parent them as a natural bone chain meaning that the leg should be parented to the hip bone and the shoulder to the chest bone and the arm to the sugar etc angel free yeah we all have to work so hope to see you on another stream so from this point there are two things you have to know whenever you are reading something don’t try to put every constraint on a single bone we will decompose every chain by duplicating them and creating new chain
[00:04:00] of parents because you give a function to a bowl then parent it to another bones that add that as another constraint and this is the way you build non baggy let’s say number gear ring so what we will do during the stream is that we will create an Ikea chain for the leg with a foot roll a switchable I K 2 SK ring for the arm and neck follow ring for the head and also those flipping rig for the feathers here and I will also create a more complex treat for the tail even if I won’t be using it in animation it’s just for you to see how you can rig a complex complex chain very angèle so whenever you rig something the last thing here I’ve
[00:05:01] called all my deformation bones death and then the world when they are they are named ok when you give this prefix to a bone you won’t be able to recover the position or any keyframe from from the pose library and this is where you can store stand out here both library I will show you later on while you can store a default position or different position and recall them whenever a bone as this deformation prefix it won’t recon or it won’t be recalled toward the post library so what I do generally is that I duplicate those bone and apply them a constraint copy transform constraint and there is a second reason for that not only the
[00:06:01] deformation problem but also the fact that if I was to create corrective shape keys that allow you to correct the mesh when you have that deformation or our you to create face expression when you are using shape keys to drive the face of your character you will generally want to use the deformation bones because they are the very last in the chain and whenever you make modification and you ring later on you will generally keep your deformation bones as they are so if you have created shape keys that are driven by those deformation bones you are sure that even if you do modification on the ring later on the driver will still work and the second thing here is that I’ve made you a small
[00:07:02] example I have a cube here and it’s this cow is driven by this boom whenever this bone will rotate on its x-axis we can see the cube here scaling okay so it’s pretty simple I’ve created a driver set it to average value and I’m using the X rotation in the local space of this bone all right but the thing here is that if I cancel the rotation it will be set to zero this bone here is parented to this one and whenever I rotate this bone you can see that nothing is happening while this one is rotating but as it is parented it’s rotation in the world space has
[00:08:00] changed but it’s local rotation here hasn’t changed and so as blender is recording this information to drive this cube it won’t work but if I unparent it by pressing out P and clear the parenting and add a copy rotation to it or a copy transform of or whatever control shift to see copy rotation you can see the cream now move and if I rotate this the parent ball the main bone let’s say the Contra bone it will move and this is because the current rotation even if we can’t see here anything the current transportation is set after this bone transformation meaning that the constraint is giving rotation information to the bone and so the driver has something to read and to
[00:09:03] be driven so that’s why you you will always have an intermediate rig before your deformation bones oh it sounds clear so don’t hesitate to ask question on the on the chat I have it right in the corner here okay so let’s get started what I will do is that I will I won’t be using any specifical constraint for the chest bone here for the torso bones because there are only free bones and when animating alight you have control on each one so creating a bending effect also while I will be tweaking it later on using those bones is useless I prefer to directly animate with those bone so what I’ve done here you can see that they are perfectly
[00:10:01] aligned with the world let’s say with the character and they they are all oriented the same way you can see that the Z is pointing backward for everyone’s here so I will unlock this so that you can see what I’m doing so I will press shift D to duplicate those bone and move them to another layer and this will be our torso so now I can display those bone and give them a relevant name with the city rock city or hell prefix okay that’s the Birman but reading you have a lot of renaming to do so I know there are a few atoms that can make it faster but I’ve
[00:11:02] tried them don’t know how to use them okay so now I have my controllers here but nothing is happening so I will go and display also the different deformation layer here I will first select my control spine then select the deformation spine press control-shift to see copy transform and I will repeat this for the other one that is okay and now when I select the torso here controller and rotate it and go to the deformation layer you can see that everything is following so that’s our basic here and by doing this if I was ever to create shape keys also they will
[00:12:02] same will work yeah the model is really really cool it’s made by a manual roof still I will link her outstation page in the description later on she’s the model F of the game project alright so now we will build the arm rig the full arm ring so with a switch able I K to FK and also we will rapidly ring the finger so as you can see I’m walking only on the ALF of the character because he’s same symmetrical and it’s very easy to create symmetry on our character so I will do it right now so that whenever we will create deformation on our rig we will be able to see the result on the carrot so I will go into edit mode and I will select all the bones that has to be near
[00:13:03] long so a long time ago in a fall fall space you had to move out the bone by hand and that was pretty cumbersome let’s say you had to place the 3d cursor like this and use it as a rival then duplicate the bone and mirrored them but the problem is that it often in messed with the bone rotation here the bone roll and you have to reset everything so that was really not ND but now for a pretty long time but maybe you don’t know the feature you can symmetrize the bone by pressing a button w symmetrize and that’s it and the roll is okay everything is perfectly aligned and the to be able to enable this feature let’s
[00:14:03] say you have to put the suffix dot L from left with a capital L to all your bone on the side and when you symmetrize and L will automatically set those bone to dot error far right okay so now I will pop torment the monkey to the to the rigged with automatic wait so that it gets deformed automatically so there will be a lot of weight painting to be done later on but I think we should have at least some basic deformation that will give us cool information during our written so what linda will do is that you will it will create a vertex group when you do this for each bone that as
[00:15:01] the deformation property enabled here the problem is that whenever you create new bones or extract them they will add directly so those were my i’ve clean them at this deformation property here and if you have each time you create a move on to uncheck this this will take ages because i have some rings that where i have like a thousand bone and tween this by n will be a pain but what you can do is select everything and press shift w deform and you can hear a label of disable it which is very any so now i know that all those bone doesn’t have the deformation p’tee enabled so I can go back here select my ring select a bone press ctrl
[00:16:02] P to set parent armature deform with automatic wait and now we should have some deformation alright that’s enough to to understand if our ringing is working fine hey arty you’re welcome so I will now start rigging Neha as we have this so what we will create is that I won’t be sorry now I won’t be caring about the end here for the time being we will just duplicate this so I will hide them and it not sorry and we will create first the FK chain super shift D to duplicate those bone and I will move
[00:17:01] them aside on the y axis gy one unit that’s let’s say 100 unit that’s too much Qi fitted just about readability in doesn’t matter and I will duplicate it again for the the upcoming like a chain but this time I will get now will keep the shoulder bone here thinking I will keep it I will keep it so I will duplicate this sorry shift d gy 50 units and now I will no nameless control shoulder that are important and you can see that they have the deformed property again so this will be this control arm
[00:18:01] okay dot L let’s call it control forearm FK dot L + ctrl + F game alright now I will get rid of the deformation property here for all those new bone shift W deform disabled and I will move them on another layer we call call this arm from timing now let’s call this um FK dot L okay okay so now I will move those on this layer and display everyone so to
[00:19:02] create the FK chain it’s very easy I go into pose mode this is where you set the constraint so we can set the constraint by simply adding it here so I want to copy transform select the armature and then the bone but that’s a pretty tiniest what I will do is that I will select the bone select the target and press control shift to see copy transform so now whatever I do here if I scale it etc this bone will copy the transformation of this one based on the world space so whatever there they are parenting rotation etc whatever happened this will be a transformation based on what we see there is no local space stuff so I will do it again here copy transform and compete transform
[00:20:00] so I don’t do this here now and I will explain you why this is because I want this one to be the shoulder controller for both the AI K and the FK chain so what I will do is that I we going to edit mode get rid of this delayed bone and I will parent the I K arm or the further I care arm to this shoulder keep offset okay now I can set the copy transform and as it will copy the transformation of the bone this will pop on to the other bone copy transform you can see that it moved backward I’m sorry I don’t read Cyrillic you can type it in English so now what I have to do is move this back into position
[00:21:00] gene minus 50 on the y axis and now if I select the arm FK controller everything is in place okay so there is a something liking here so I will and I the deformation and Perrin this to this to the deformation bone so what I can do if I want these two up and also on this side is in the option click x-axis mirror and then they will automatically mirror what I’m doing on the other side keep offset so now I can see the rubbish production ship lying here let’s say that this bone is parented to this one and I can see this here in relation in the bone options
[00:22:04] okay so we have set our FK chain super easy you have a high from from France to our Russian friends I don’t speak Russian please write it in English so let’s switch to the I K and here I will show you that just a little tip and we’ll set the drivers then to be able to switch between those information so I will get rid of the extra option and I will extrude our like a controller bones so ultimately what people do is that their extrude the bone here and then they align it with the end bone so that the IKEA controller is aligned with the
[00:23:03] end and when you move it the end if you set a copy rotation to the end then the hand will move naturally with the bone the problem is that if I I will say this I will open a new blender scene and I haven’t tested 2.88 for a while I’ve tested it like when it was brand new but didn’t got that further in so the problem is that whenever you align a boom let’s say a bit widely in the world space when it comes to animation it becomes pretty complicated if I set here a location keyframe and I will add another bone so that it will be
[00:24:04] easier let’s set location keyframe too and I will open the graph editor the position and the axis of the bone are based on its initial position and it follows the world space what you see here for the curves are sorry the local space of the bone so if I move the Y curve here you can see all the bone is moving and this is very hard to able to see how to say and to figure out how to move your curve while animating to set a position in space if I want to snap the bone for example on this point here it
[00:25:00] that will be pretty hard for me to to figure how to move it you can see when I move it on like so you have to go down go back with X and go down etc that’s very very odd while when your bone is lying in the world space like this it’s very easy because we are used to work with with autographic views when animating so now you can see that I can easily figure out to move it so what I will do is that I will extrude my IKEA controller for example backward and then set a copy rotation to this bone but this will be a bit complicated to figure out what I can do though is to extrude the bone on the x-axis and so it will be pretty much
[00:26:01] aligned with this one but I won’t rotate it and so it will allow me let’s say to figure more easily in the position space I will just have to remember that by Y Direction is set by its X orientation and X Direction is set by is y orientation so we have here our control okay let’s call it and I will set I will unparent it that’s important because as it will be constraining this bone if it’s parented at the same time it will give transformation information to this bone and this one by its parenting will do the same so you will have a cycle I don’t remember the name but it will go
[00:27:00] crazy cycle dependency so let’s set an inroad kinematic and you have to set a length to it so I wanted to affect those two bones the screencast key is here I will make it bigger something like that all right so I will set the chain lengths of two and now when I move this bone the elbow or what we will call an elbow is trying to fall all right and now I can I can add here to this bone to our further controller for the add a copy rotation from local space to local space and now if I rotate this on its
[00:28:03] local z-axis by pressing Z twice you can see the end following but keeping its original state here to fix the so now I will I will set the constraint so that we can see how it looks on the deformation bones I will select my hub here then this one and control shift to see a copy transform and do this here copy transform and with our small bone here dry the hand copy transform and since we are here our first copy transform from the FK chain with an influence of 100% but it’s over written by this one or all override by this one because it’s also at 100% and so glenda
[00:29:02] will apply first disk copy transform and then this one so this will set the copy transform of this one first so if I move it here you can see what’s happening on our character but for the time being here I can’t really give an orientation or have a correct behavior of the hub so you can set a better orientation by using a pull target so I will extra the bone here the parenting and move it backward and I will parent it through our ika controller and I will say to this chain you can use a pole target and this will be this pole so I will copy its name and past it into the constraint and now I
[00:30:00] have to reset the orientation you can see that I get crazy it’s reversed the arm currently so what I will do is select this and reset the polar angle at probably minus 180 so now I can easily move the arm and change its orientation so this is one technique but I don’t like it that much what I prefer to do is delete this pole target go here and get rid of the pole here and I will constraint these two rotates only on one axis that will be the elbow axis so it’s Z rotation because if you think of your arm I don’t know if you can see it here
[00:31:01] you can rotate like that but you can you can’t twist your forearm from the elbow it will twist from the priest like that but you can see my elbow is not moving and then the other orientation we are set by the shoulder so currently the elbow can rotate only on one axis so if I select this going to the bone properties here and inverse kinematic I can lock the X rotation and the Y rotation and now you can see the elbow only rotate on its z axis here but the problem is that I can’t rotate this I can’t set an orientation to the
[00:32:02] elbow and the way to do it I can’t no I can’t but to set a rotation to the elbow you will have to rotate this bone so why I prefer this is that it’s way easier to figure out a rotation than a position of a flying object to set the orientation of the elbow the only problem with this technique is that in certain position it will be buggy because Nana will have an other time to solve the orientation by this way than always trying to point to a pole target when you have a point in space the bone will just point to it but I prefer to use this technique and whenever I met like this some flipping issues that’s on some extreme poses or poses that should not be not to say it
[00:33:02] reachable it’s when you cross at a certain point the source you can see that I can go extreme without the problem with this the only thing you have to know is that to be able to set this your bones here should be slightly rotated one in comparison with the other if you align them perfectly blender wound oh okay which direction do I have to bend initially right here with this light it’s very subtle but that’s enough with this slight rotation here he knows that he has to bend this way okay so now I can i I will name those we
[00:34:02] sit your control arm I K dot L this one is an MCH we don’t care about it so I will create an MCH MCH layer here where I will store all the bones that are only mechanism bone and this one also will be an MC H I K and dot L so I move it to the MCH here so I am my chain here walking okay I will just move it back into place so I will go into edit modes like those G and the y-axis by minus 100 units and now I have this and I was
[00:35:05] moving all the bone at the same time this n ring that is working fine and the shoulder I will make it available on both layers by shift-clicking here I can rotate the shoulder and yeah so I need I think if I check something here I feel this bone is still parented to this one and so yeah it goes crazy because it copy the rotation just after so the end is rotating and I don’t want that I want the end to stay in place so what I will do is that I will get back
[00:36:00] into edit mode and you can see the dingos will be crazy here this is the copy transform yeah that’s weird it said to world space okay let’s reset this this is my death and okay I’m CHR here what’s happening to this bone copy rotation Wow
[00:37:00] Wow why did he good oh I know I’ve forgotten to move it he okay it happens so let’s move this back Gy 100 and the MCH here okay is now it is now okay so those only G 1 minus 100 so let’s see now how it looks so now when I rotate the end nothing happens because I got rid of the copy rotation so I will set it again copy rotation from local space to local space now it rotates and I need to set back a copy transform copy transform on the deformation bone alright so now I should
[00:38:05] yeah this n rotating you should still and this is because our MCH bone here is parented to this chain so what I will do is that I will unparent it l2p clear parent so now he’s kind of floating and this is also a problem you can see that truly turns quite buggy I need to follow the position of this bone so what I will do is that I will set a copy location here and by default it’s set here in this position and you can move it back to the tail here by sliding
[00:39:03] this all right so now it copies the rotation of my I came here and it doesn’t rotate anymore when I’m moving the knee hard but it doesn’t add any parent now and so does the yeah I came here so I will make sure I parent them to the root here control P keep offset so that whenever I will move the warring everything will follow yeah yeah for sure sure so mr. Eskimo say that to Torah and tutorials are always better if something goes wrong yeah that’s right you need you need to show what may happen to you and how to fix it
[00:40:00] okay so don’t hesitate to ask any question we will now learn the switch for those to be able to switch from I K to FK control because now we find a name ball the FK and try to rotate if nothing happens and what we will do is that we will simply create a driver and to this copy transform which is the ika copy transform influence so what I like to do first is to add a new bowl and I will make it bigger Z okay put it here and this will be our properties bone I will disable deform and make it available on all the control
[00:41:04] layers okay now in pose mode I will set a property so you can set a property in any mode but if you set the property in edit mode you won’t be able to access it from while animating and I sometimes see people adding custom properties to the rig but the problem is that the rig won’t be recording its properties into an action and whenever you are doing animation that won’t work because you will add an action for the influence and an action for the current animation so what you have to do to avoid is to make sure that the Christian properties claim is written to the action so into a single animation you have to set it into the bone properties here go to custom
[00:42:01] properties let’s add the new Keystone properties edit it and give it a name okay FK dot L and I will click OK here don’t touch anything else on the property to go from 0 to 1 and I have some this you know here so I press ok and let’s set the first driver single so I right-click on the influence here our driver manually create later and now when I will open the graph editor here and switch here from FK up to driver it appear here so I can click it press the N key and now I have access to the option for the drivers so I want
[00:43:01] to set the driver I don’t want to use a script expression meaning that you can type math and stuff like this to get to a result I want to use a value so I will set it to average value and I were a right-click on my property boon and copy the data path or Aaron Aaron a path of the custom property copy data pass here I will get back to my driver by selecting the bone which is holding it and I want to use a single property taken from a bone from the monkey armature and here he asked for a path this is what we have copied as before I will enter it and now we can see there is no more at the information and now
[00:44:02] when I go here on to properties by selecting this bone I can exchange the influence so we can’t see anything yet but if I move the arm you can see that the arm this part is not following the I get chained anymore it is following the FK chain and if I change the value here you can see it’s getting back in place so what I can do now is just duplicate this driver copy driver and to the other copy transform past driver and now as soon as I will move it it will refresh and you can see it snapping to dik okay so now
[00:45:01] if I display both I K and FK I mean I know which okay this is the FK change you can see I can set a position and set another one for the I K and here switch from one to the other and like I can use keyframe and animate this value which is super important all right so our arm ring is done we will now create the and rig which will be very very easy so I’ll get out H show all the bone here and I will duplicate this palm bone that will allow me to create this wavy deformation or the end by adding a copy
[00:46:03] rotation with different influences on each bone and I will copy those bones also let me think now I will do only one so the thing is that I won’t be animating all the fingers one by one I will be animating all the four with only one bone because in the very beginning for this rig fault for this game we didn’t animate the finger at all and lately I’ve started to animate them honestly from the game point of view that’s very very subtle you can’t see it but for the main characters like the bosses I’ve done it and it’s a bit better so I will I will do it also for for this one because you can create follow full animation when you you can move the answer so I will press tab to enter edit
[00:47:05] mode duplicate those bone and move them on to the arm FK yeah and also on to the arm icon I will hold this control Tom C channel Tom L this one I will make it slightly bigger so I’m using the individual original point so that when I scale it it scales from its head I think yeah and I will extrude another bone and I will align it with this one because let’s say I extrude it like that I want to eat to be aligned here I will select it first and then this one and I think it’s control out a yeah control out a to
[00:48:00] align bones and let’s scale it down this will be the control finger dot l and this one control finger rotation so the idea here is to use two bone to give orientation to the fingers and then be able to rotate them I will make this one slightly smaller so that you can see it when walking and go back to the the deformation bones and I will set in pose mode a copy rotation so for this one I can keep it from mode space toward space I wanted to follow the rotation of this bone but for the other one I want to fall off so I will select
[00:49:01] it again the controller control shift shift the C copy rotation and I will switch from local to local and I will start to add some lower influences of 0.74 and this one copy rotation same thing let’s say zero point three so now when I will rotate this one your door will follow like that and so we can set the position we want it’s pretty decent already maybe here a little less like 0.6 a little more yeah that’s it I have this palm controller that is done you can see it moves pretty naturally so very very easy evening now
[00:50:05] I will do the same for those bone using this one so this will be our orientation controller control shifter see copy rotation from local space to local space and now when I rotate this bone this won’t follow I will add it and if I want to set exactly the same constraint to the other bone I can select them then make the one with the constraint active get to pose constraint copy constraint to selected bones now when I add an ID my controller everyone is following and so I can do exactly the same with this rotation controller ctrl shift C copy rotation local space to local space so the important thing here is to make sure that those two bones are aligned with
[00:51:02] the initial rotation of those and you can see every the axis are pointing up okay this one and so now I will I deselect order drinkable and constraints copy constraints now I can rotate the fingers here here so now we can do the same for the the Sun here and we’re going to encode duplicate this bone making big move it on those layers extrude another bone shorter let’s say that align it with the
[00:52:01] control of bone ctrl alt a all these controls and and this one controls some rotation in pose mode I will select the cell here copy rotation and this one a copy rotation from local to local and copy it’s constrained to the last one all right so the end-rig is now done you can see it’s pretty fast I mean when you are
[00:53:04] used to it for sure so those MCH pole will move them back here to the MCH and this is I can okay control FK has to go here so now I have my eye care rings that is ready handguns so we have our arm ring with a switchable property here which is very
[00:54:00] handy let’s now rig the abbot so I will just move this one it also here to the torso currently and make the MCH folder here right yeah and here get rid of the name okay so now I have my toaster controllers I will make sure they are parented to this one okay it’s already parenting so I can leave it like that okay perfect so the tall so we have already rigged the spine here I’d like to ring the neck and the head so I will duplicate those two bones shifted
[00:55:02] and I will move them here so that I’m free to walk on them easily and I’d the deformation I will call those bone target bones we mean that they will have different constraint and they will copy the transform on the deformation bones but they may not be our main controller and if there are they are sorry I will use them later on I will rename them sorry so this will be targets neck TG key for me and target head now I can set directly the copy transform so from the target head to the death and copy transform and from the targets neck to the death neck
[00:56:07] so what I want to create is a single bone to rotate both the IDI and the neck and be able to then rotate them separately if I want so this is super easy I will extrude a bone under the axis like that and this will be our control head and I will simply set a copy rotation copy rotation to the neck oh it’s flipped so to a rotated bone and it’s local Y to change the roll you press ctrl R and then 180 ok and I will set it to local from local to local space and now when I rotate it the next
[00:57:04] follow ok but I can’t rotate the neck anymore and you can enable it when using a local space by clicking the offset here so now I have control and then it add the rotation from the constraint super Andy and I want a slight movement of the neck so I think 0.3 should be okay yeah we’ll see later on if it’s enough and I will set another copy rotation but this time to knee add from local space to local space I think I have the movement from the neck yeah maybe a bit more like 0.4 yeah I think it’s moving nicely so he’s losing his stiff
[00:58:04] here because blender doesn’t know where to at which bone Perrin them but we’ll fix this later okay now what I would like is that when I rotate here the torso I’d like the ad not to rotate or at least to be I’d like to be able to control this to be able to set it like this also tips like this because you generally don’t move like that and even movement where the ad will follow I prefer not to have the rotation because you need to kwinter animate I prefer to read steel and three-seat as I want along the way so to do this we need to empower in this this ad controller here I will film the parenting but now the
[00:59:03] problem is that when I rotate the torso those bones that doesn’t follow the position I mean this this is gonna be quite complicating things sorry while animating so what I will do is that I will add a copy location from this bone to do this so here I will add copy location said to the tail you and I don’t know if I need to set it also on the neck bone yeah I will have to I think I’m missing something yeah but let’s try ok so now I can
[01:00:06] rotate the torso and then my head controller and it reacts pretty nicely and I can still tweak the neck position here but I don’t have any control whether I wanted to follow or not how to say the rotation of the torso and to do this we need another bone I will extrude one bone here that will be parented to it also so it will follow the torso and then I just need to add a copy rotation to my controller here and whenever i dial in I will be able to set whether it
[01:01:01] fold the top serve or not so I will extrude a new bone we’ll call this M ch ch neck so this boon is parented the torso and does hold the rotation of the torso so if I set to this bone here a copy rotation control shift the C copy rotation you its flipped again that’s when the IH bit okay control are one maybe okay you can see that the ad is following but if i dial down the copy rotation the ad is normal following so if I add a driver here and the Christian
[01:02:01] property I will be able to work on the the this follow rotation property so let’s add here a new Christian property onto our properties bone here and in the name next follow click ok copy the data path here go on to our controller add a driver a driver manually created later open the drivers here so graph editor and it should refresh driver so it will be again a single an average value of a single property from the armature update
[01:03:04] dependencies now if I rotate this and change the property here you can see doesn’t follow anymore all right so now I can make some clean up this will be our neck to him bone don’t so it’s a controller control neck tweak and this will be the control add trick okay so now I can rotate both at the same time or rotate one of the other individually and I can set the follow of the neck and head so you often lis do this father that also and mainly for the
[01:04:02] end to follow the neck so that shoulder the neck to rotate in other way so generally you place this switch also between the head and the neck joint but I know I won’t be using it while animating this specific character so I won’t be adding this option also the neck follow I don’t think I will be using its own so what I could do here maybe make this smaller so that it’s easier for me to read okay and those will be our and our Toso so it will probably create a new layer top so tweaked to be able to remove those bones from the manger so now we
[01:05:06] create the leg rig so it will be only a Nike rig because on my formal character I used to make also an FK switch for this game I mean and I don’t choose it real funny honestly if you have a kick it might be useful if you have around the house kick but in the other case you mainly have this really nice I came movement and also I’m getting used to animate I care for curly movement this is why curve editor is so important because you can set progression time of the movement while when you only keyframe I can movement it looks a bit robotic you don’t have those curves but we will see this in the animation
[01:06:00] string so that’s a label the legs here and I will just create a chain of targeting a chain lock target bone so I will go into edit mode shift D move them on the x-axis by 50 and call those target please ask question if you have a Stepanov thank you finaly GG Tito and let’s set a copy transform and I won’t set it to this
[01:07:05] bond for the time being because it will go crazy if I do or what I will do is for the time being I will set it from local to local so that we can see our I K without movin moving those so the first thing I want is to create the GI case so I will extrude a bone and the y axis here and unparent it and I will set my I K constraint so controller shift to see invert kinematic on two bones and I will lock as beef as for the elbow then you will only rotate on the z-axis here you can’t twitch only or if you do we’ll have some server injuries so I will select this bone and lock both x and y
[01:08:04] yeah x and y as I don’t want to use a pole target so ray Annette asked I have a question or do you get to retopo and rest-pause from a sculpt already in a position do you have to start over how can you possibly skip the rest pose know if you have sculpted character in the strange pose and you have done the RIT apology then you will have a model like that the rest pose must be on to your model and then your rig in rest pose or you can rig in pose but the problem is that your original post the rest pose will be this
[01:09:01] one and you come then reset a position like that where you say okay this is the Rebs pose honestly regain character in that is not into T or a pose or response that’s very bad ID I think it’s gonna be very out so now I can rotate this like that and it looks quite nice yeah I forgotten something very important thing and I’ve forgotten it from the arm so those target target bones here I need to create another chain before so we will get rid of the dik
[01:10:01] because I want to avoid the knee popping okay so I need to duplicate those shifted D X 50 and this will be the MCH and you will understand why and very rapidly MCH in l CH leg so as you can see I want to add another function so I’m creating new new parenting etc this will be an MCH I can because we won’t be you controlling this directly so I will set here a copy transform
[01:11:02] and now I will set to my MCH control-shift to see and in that kinematic with a chain of two and with those locked which is already the case that’s weird and so now when I move my MCH the tagging balloons do exactly the same but what I’d like to do to avoid you know you know maybe not but this this effect here oh that’s good I think I haven’t yeah I haven’t locked this one even lock the correct one maybe x and y that spread she will maybe
[01:12:04] the initial rotation I don’t understand why it’s locked like this okay and why it does flip like that that much let’s see hope you transform the problem Ike a problem and a copy transform so I think it’s what I told you before it’s my original position which is not but it might not be bent enough I believe for it to solve the problem without a poll target so yeah III will have in this
[01:13:01] very case so you can see for for the leg I will have to use a pole target so let’s choose one I will extrude a bone here e Y and clear its parenting move it forward and I will parent it to the I came here so that when I move the foot it will follow and this will be our pole targets and to my constraint here my I K I will select the poor [ __ ] and I think didn’t seems okay now yeah he has a target to fall so what I’d like to add is to avoid sorry for for the line we
[01:14:00] begin you see when you reach this distance yeah the knee goes back in position and super fast so the knee popping you can avoid it by adding a bit of stretching to your bone so when you go here and to the bone with the Heike constraint I can slightly increase the stretch and until I I keep it under 0.1 the bond will stretch at the very last time facetted to an eye value like this you can see it always stretch and the knee is not burning anymore but if I set it to zero point one now the knee is trying to bend before stretching so like that but you can see
[01:15:00] it’s a bit weird and this is because you have to also give this property to the Apollo in here so that there is a kind of shared distraction now I can have a rotation here that looks more nice but the problem is that it’s carrying the bone that are underneath this is why you get this very big leg and stuff like that so we just reduce the value to 0.05 okay so to avoid this and this is why I have created another chain is to set instead of adding a copy transform here on to the dos target bone under I will
[01:16:00] set a copy rotation first so from the I K to the target copy rotation and then a copy scowl and I will only enable the Y from local to local and I will repeat this on the upper one copy rotation get rid of this copy scale from local to local and only the y axis now you can see if I go here I would stretch more naturally because it’s only extending you don’t have this it’s awkward effect where you get very very big okay so now
[01:17:02] let’s create the foot roll so I’m always struggling to remember exactly how to do it to be honest but generally I will under something so first of all we don’t need sorry I have a phone phone call are you just okay we can get rid of this I think where is the copy transform it’s here okay so I will get rid of those bones sorry like that and I will set the copy transform from those two because I other an unwanted chain here so let’s get rid of this copy transform and copy transform so now say for the movement of
[01:18:03] those so what I want to create is the healing role of the food and the fact that the food will rise when you create this to do so you’ll need to set your pivot point so I will go into edit mode here I will just keep those bone by Eileen orders and I will extrude a bone here toward the point I think that will be the the point of rotation and I will clear the parent here I will then extrude another bone on the z-axis clean on the parenting too and i will duplicate this bone on the y-axis this will be our controller okay so let’s call this MCH patrol yet ro foot
[01:19:00] and this will be the secondary or two and this will be our control role fruit hotel so for the time being nothing happens what I want to do is to make this rotate this way when this part is rising and rotate backward from this point when the foot is being getting back so to do so what I can do is parent this one to this one so I select it first and then this one so now in pose mode I can rotate this bone like that as we want and also like this okay but I need to create some automation so what I will do is set a copy rotation here from local space to
[01:20:04] local space no not so many bones that’s really super simple and I will set also copy rotation so now what I want is that when I will rotate this bone forward I won’t want only this bone to rotate so I have to limit the rotation of this one by adding a constraint limit rotation and it will be the X rotation here so I can directly set this one to Euler and get rid of all the rotations so that when I rotate it now I can’t rotate it on the other axis so the limit rotation will be on the x-axis in its local space and let’s try
[01:21:01] to rotate backward here and see if nothing happened so that should be the minus value minus 180 and forward just stop and we just need to add the same constraint you know could limit rotation and the X minimum zero max 180 in its local space and now I got I have this movement so now if I parent the I k2 this ball keep offset the IKEA controller this bond the bond that make the the foot to move will follow this rotation so we have this effect now
[01:22:04] but I don’t want the food to be following and rotating and I do this so what I will do is that I need to unparent the bone from this chain but I I still wanted to copy the location of it so what I can do is that I will and parent it and I will set here copy location to the thing so now it doesn’t rotate and I want it now to rotate along the I K that’s pretty weird
[01:23:06] I feel like I have a strange PA behavior of the of the hill we will see we will see so what I want is I want to have the same orientation with the with this one so I will align this bone with the hiking so I select the I can then this one control out a and I would select the I click controller so I’m CH I K and scale it down now I will set a copy rotation to our target bone now you can see so I don’t know if it was very clear
[01:24:03] if you have any question please ask ok but now as the ika follow the rotation of this bone as it is parented it follows this movement around the toe and around how to say around the hill ok and it followed also the rotation of the IKEA target not of the shin so it behaves this way and now 2 of this to let the toes follow onto the ground I need to add a copy rotation that I never remember which one is I think it’s from this bone never remember
[01:25:03] and if I invert it maybe it’s not this way so I think it will be this one yeah that makes sense because it doesn’t have any limitation from local space to local space and I need a Quinta rotation yeah that makes sense yeah and I don’t want it to rotate all it’s not D so now I have this this effect so we have a slight movement and I think this is due to the to the stretching so to avoid this that’s pretty complex and here it’s it’s pretty subtle of a bag so this is due to the di
[01:26:01] K stretching if I get rid of it and set it to zero here I should not have this movement anymore you see the foot stay still on the ground and this is because there are some some issues for blender to solve the I K with the stretching and as we are setting the position of the foot from the I K the IKEA controller that’s a bit buggy but yeah so Danny it’s about what you want we want to have this stretching effect on this possibility or do you want to avoid this strange movement so I’ve made a couple of tutorial about this where I solve this problem but you need to build another chain with stretching constraints and stuff like this which is
[01:27:01] pretty advanced and I don’t know if I will be able to redo it live like this without thinking that much so I prefer to to avoid this 0.05 here copy past it so now we just need a global controller for the foot so I will select this bone for example extrude it on the y axis and here the parenting and I will move it like that and I will parent all the controls that doesn’t have any parent so this one is not parented and this one ctrl P keep offset now I need to check if everything is follow you can see this little offset due to the stretching this is what create the burgh when there is a contact
[01:28:01] with the ground but yeah that’s I prefer to to avoid the popping and of the the possibility especially on stylus character to to stretch a bit the character like this stretch a bit so I have this that will allow me to control the world foot and this to make the bone roll and then I just need to check my copy rotation here and create an offset so that it will allow me to control the rotation of the of the toes after all so let’s can call this control toe dot L also when I build this one the main controller I’ve made sure by extruding it inside you that it is aligned with the world space so reading the curve of
[01:29:01] the position of the foot will be very easy then so this will be our control foot but L so I don’t do the left case which I just call it control foot and this control roll foot so these are our bone controller I will just move them into another layer here so I will keep space for me harlots put it here Meg I K dot L Paul leg L and I will only be walking with a cane and move those controllers there and I will parent this one to the controller boom - and the control one I will parent it to the main road boom control P keep offset and I should have done this also father the I K which is here I think control i
[01:30:06] key the it was already okay now I can move all on all other bone as an MC H because I won’t be using them so I need to upset everyone first let’s move them so on the MCH layer here MCH and my leg L so I move this back in place G X minus 50 G X minus 100 okay now if I add those controller and the deformation bone I have a foot
[01:31:01] controller and this oh yeah I copy the the rotation also backward that’s fine that’s fine and I am did this foot heel rotation which is not a problem it’s following the rotation that will be very easy to figure out how to to ring and all to animate because then I just have to set the position and when you will lift its foot that’s gonna be gonna be great I have a question on shoe of Crete a captain shaman don’t you have created this kind of armature it is easy to adapt to another mesh more or less yes
[01:32:01] I’ve done this a lot for this game because the first the first roster the first claw or race of creature there were mostly human and so the base rig here I’ve duplicated a lot and applied it to other character and to change the proportions you have to be very careful and this is what you need to organize everything clearly but if for example I have a character with for a big for harm I need to enable everyone going to edit edit mode select everything and make sure I’ll move all the joints together like this and so I can move the end and all the functionalities work before would stay but that’s yeah that’s
[01:33:00] that’s a bit risky but I I’m used to do this but yeah that that’s a good question and yes I I do it so you can definitely but you have to be very careful so leg ring is done for this design at last okay so what do we need now to ring is the feathers that’s gonna be super simple and and the clothes and finally the tail so for the tail I will go a bit more advanced and create and create secondary controller that will allow us to position each don’t here as we want and also have something automated which will be fine but first of all I need I need to be so I will let you wait just
[01:34:04] for a little circle be but like in five not maybe one in it okay I’ll see you in one minute you
[01:36:24] alright alright I’m back online so let’s read first the feathers because this is going to be one of the simplest if you need to rehab so I will create another layer here and I will call this feather or clothes generally I add everything in the same spot I will just duplicate this bone here and currently what I want to
[01:37:01] do shifted as just to create a bone that will all meet to orientate the feather and another one to flip them just as we have done for the fingers so that’s very straightforward I will align them control out a this will be our control ctrl feathers top because I will have a secondary controller for the sign and this will be the top rotation and I will set here so in object mode copy rotation and this will copy rotation from local space to local space and to the other one a copy rotation from the other bone I will
[01:38:03] expand it by duplicating the pause constraint copy and now you can see I’m rotating the these two like the flip I will switch to stick or maybe you can see now you can’t see anything now so those two close here and switch display to stick let me reopen the chat okay you can see so that there are a lot of white painting to be done that that’s fine so now I can copy these constraints
[01:39:02] to the other bone so those ones here the one for the top feathers only and then those for the side that will be exactly the same but with another controller sao paulo’s constraints copy constraints and then select all the following ones and copy this constraint those constraint copy constraints okay so now and I rotate this boom also the homes heritage that that’s a problem of white painting that you have yeah I Dida the feathers are following here so I will do the same with one bone on the side here this one shifted D I will move these to close make it big extrude a rotation
[01:40:02] bone align it with this one control out a call these control feathers by a sign sorry side dot L copy the name passed it here at the rotation it’s just the naming is very important for the organization that doesn’t influence anything else but the paws library have told about in the beginning the throw shifter she had a copy rotation to this bone from local space to local space is it possible eventually to render the bones as if they were meshes I don’t know I never tried them I don’t think so that I don’t know honestly I see what you mean but I mean in case of the day
[01:41:02] more real or stuff like this it could be very interesting but what you can do is switch to local you is to make sure your current render and then make an open G around yeah OpenGL render and you put it in after effect or whatever you know on top of it so if you give them some color you will be you will easily get rid of the background by making a color selection mask of hue lightness okay so my constraint here sorry and here copy rotation to local space to local space and that’s from not the
[01:42:02] right bone here III don’t know to counter them to mesh I’ll see maybe I’ll see ya so let’s try shifted D I will duplicate the mesh here and press alt see mesh from curve and now it’s still area so it doesn’t work okay let’s duplicate those constraint and here we are yeah but you won’t be able I think to render the bones maybe I’m not sure but yeah just just have a
[01:43:00] try maybe maybe I’m wrong okay so now those follow and those follow okay perfect so let’s do this rapidly for the close the only thing for the the this part here is that I’m not sure I want it to follow the hips so that when it moves find select it also here I’m not sure I want them to rotate this way I prefer to have the claw staying still and then I can rotate them by M so what I will do is that I will go to my deformation bones here
[01:44:00] we think I will move them so that it’s camera like that okay so those made this part rotating so let’s build first the outline so I think I will do only one controller for both no no I will do two controller because there might be an offset between the front and back a movement so let’s go into edit mode duplicate this bone scale down and extra another one like that okay control out a to align them now I will set copy rotation but here this bone is aligned with this one so I will set copy rotation in world space so whatever the orientation of the main bone is small one with follow and that
[01:45:00] will help for sure now I can set my secondary constraint here copy rotation this time from local to local space and repeat this invisible okay all right so now I have this effect but I’d like to avoid those here to follow the follow the hips I want them to stay still like that so I don’t want them to copy the rotation of this of the hip
[01:46:02] sorry so what I will do is that I will create an intermediate bone let’s make those extrude them under the axis like that and those two bones will be parented to the heat keep offset and this is all going to be MCH bone and CH close back that’s fine and so I will tell those bones here to be parented to the torso so that they follow the torso and if I rotate it they will follow but I don’t want them to follow the rotation of the hip when I’m using the hip and usually so I will parent them to this bone and then I will tell them to copy the
[01:47:00] location of this one so that if the hip rotate on the side the claws will follow that won’t rotate so a copy location from this bone to this one a copy location to now when I rotate the hip you can see the claws are following but are still pointing toward the ground and gone have a good class and I still have this rotation effect okay so these are my clothes controller and those are MCH spoon and those are the deformation bones okay so now we only have the tail
[01:48:05] to be rigged and we’ll be done so that’s gonna be pretty fast we are slowly reaching two hours of string that’s going so fast that’s crazy so let me know if you would like to see anything else about this model maybe I will achieve by painting or stuff like this so what I will do is that I will duplicate the chain of the tail here shifted II I will move it on the z-axis by 20 units that’s gonna be fine and I will actually I will create another chain shifted is he 20 so the third chain will behave as the feathers and the clothes so I will duplicate this bone and make it longer my like that
[01:49:03] this will be the control tail and this will be the control tale rotation okay so I will add here control shift C copy rotation and here a copy rotation from local to local [Music] all right so I have this and I can change the orientation so you can easily create flapping movement and and flowing or I don’t remember then they follow through animations like this but now I would like to be able to control each joint
[01:50:02] position so what I will do is that I will extrude new bones here and these are going to be our control tweek and now I will constrain this other chain here so first I want to create a stretch to constrain but first I need to clear the parenting of everything here yeah parents why it doesn’t select those
[01:51:05] to pick their parents okay now I can parent this one to this one control P keep offset that’s a trap the tailbone to the produce tricking ball and now in pose mode I will set the constraint damp to this will allow us to have a tracking effect without the bone to flip you can see that it tried to keeps its orientation in my article this the lookout contractor constraint it’s like you you’re rotating yet but you not rotating it like this to to follow something in the air you keep leads with your z-axis upward and I wanted to stretch also so I will add a stretch to constraint and now the stretch so now I
[01:52:01] can rip in this damn track stretch too because if you have only the the if you add only the stretch to you will add the bone flipping that’s why we always add both and you have to first set your orientation so the dump truck first and then the stretch to so then once you’ve constrained the orientation you can pull or push it and now I have the possibility to move its joint and so if I want this chain to obey the first one I will just have to parent this bone to this this one etc so I will get back into edit mode and as it is parenting it will follow the movement but as a child without any
[01:53:03] constraint I will be able to animate it as would a tuile so now if we have a look at this so the rotation is offset so that’s going to be weird but you have something as soon as I will align them one on top of each other yeah that’s better when you do animation and you do your if you do rigging it’s that’s a good thing to make some animation too because you will be more aware of the constraint you are facing especially with born orientation because when you are doing pure ringing you’re more obsessed by the deformation than the functionality then
[01:54:02] and when you are an animator having some ringing notions is important because you can fix some ring or you can understand that early all your animation will behave and all to control it’s based on rig analysis so now I will set a copy transform to the bone shine here and in this case I’m also wondering if I want the tale to follow the rotation of the hip because it will also have a follow-through animation and might have
[01:55:00] to contour animate a lot when rotating the body so I don’t know I will move everything in place first let’s create a tail layer from the time being just to curtail and move those I will move them on another layer and so when I do with those so that it will be your to recover if I need to move them back again so G Z minus 20 I figure and minus 40 is in minus 40 and now that they are
[01:56:02] aligned they will behave properly so if I set display only render can show it move so there are there is way painting to be done for sure but I can now rotate the tail like that and then move it separately if I want there is a slight offset Doh and I don’t know why so that’s why separating them was not that stupid so here it has a copy transform so when I I rotate those here I have [Music] this offset
[01:57:07] copy rotation yeah that’s okay that’s probably a parenting program also maybe I have to reset the stretch we’d probably be a problem of parenting at at some point I don’t understand why I have this offset between the different parts here
[01:58:02] I have a parenting program here okay so I think it’s on this chain here control Twix tail and this one yet diff table okay I shouldn’t name them first I’ve done this before so those are only MGH so but by naming them I should be able to see where the problem is you haven’t firmly correctly the second boom yeah yeah yeah III also think so that the second
[01:59:01] one is it’s following the behavior of the previous chain which is kind of weird this one here I can control tweak on this one not sure but so those are also MCH let’s call them MCH they’ll tweak ha such a suspense that’s boring remaining stuff so [Music] [02:00:01] this is the deformation Wow does the copy transform so it should perfectly follow the second bone you make small mistake then party once you need to go higher so you mean maybe in this chain so this has to be parented to the hips okay and this one to the tail times eh tail one yeah which is fine control tweaked a one this one
[02:01:02] and on the tail and Taylor there is no no strange behavior I guess maybe and the strange thing is that the Taylor has a copy transform that’s annoying computation or maybe one of those is not parented to the the good one that would make sense
[02:02:00] sorry so this one has to be parented to this one is already are this one too yep they are all already correctly parenting so I will do this again I’m sorry for that that was the final touch of the whole theory and it’s just bugging me out I this one is being like that maybe I
[02:03:14] will just try something just clearing the parenting of those okay so now I can see there is problem here so no this one is still behaving super well even with parenting disabled deaf they all know share parent thank you oh it seems to look better yeah it does
[02:04:04] so everything is aligned but I don’t understand no or I fixed it and and where it is now okay it’s on the wrong chain maybe like I can’t even see it now that’s super crazy where are you always copying it seems to be somewhere here copy transform oh I will get rid of the constraint here and I wanted to get a copy transform from Lisbon yeah I think that there was a problem with the copy
[02:05:01] transform here I’ve made upset the wrong bone English in the chain so now it seems to behave more properly and I should be able to reconnect those bone but it might be something I want to avoid for export later on but now NBA’s more as it should be you can see that I can rotate these rotate that and then I’ve control on each single position I will disconnect them because with the stretch option here I might have problem while exporting
[02:06:00] because it will export deformation bones and so with the are parented hit make up here the transformation just after that’s the tricky it’s about the but like that it’s ok it worked but just for exporting case those are very specific all stuff it might be problematic so I will press I’ll pick their parents but for this one but this one okay so now I can move those to be back in the deformation and I won’t be controlling those so those are MCH boom and this is the tape controller so I’ve been moving them here and here move
[02:07:00] those to undertake controller so now I have a more complex tearing so if I do another streaming uh I think I will about rigging maybe I will show you how to set the spline Ikey or other kind of reading but I won’t be using them for video games because the they can be a bit big so now what I would like is to be able to mirror everything I’ve done onto the other side and that’s pretty simple it’s since our character is me or I will just display everything going to edit mode here and I will select everything on the right and get rid of it and since the symmetrized option works perfectly it will also symmetrize
[02:08:03] the constraints I also have to read the mouth it’s gonna be just a copy copy transform so everything is selected here on one side I’m going to get rid of those bones select all bone and the other side to make sure you don’t forget any bone and let’s let’s see me try this and see if there is a any problem so the I K seems to work does yeah I’m missing one bone here this one so let’s get back yeah I’ve forgotten it now it’s not named properly
[02:09:09] probably that’s why I need ya it’s not made properly dot pal okay so as it doesn’t add the C fixed at Alden there wasn’t able to to figure it has to be me odd okay so now it should be okay W symmetrize go back there so now I have my I controller here and I’m able to rotate the fingers Sam is okay I have this control so the leg here are flipped and this is because it didn’t estimate rise the poll target so
[02:10:01] we call this dot L I will symmetrize it and I will set here on my I constraints the poll target when I al it’s okay control here are and set the polar angle to 180 yep I was fine okay so the shooter also moving good and for the feathers that seems to be moving along the way okay okay so everything is now the old so yeah I think you are nearly done now so I will just organize everything properly by
[02:11:03] adding a torso tweak here and move the neck controllers here I need an arm wait wait wait also MCH to target bones so I don’t know no it’s empty now so there is nothing okay next okay so um okay dot R okay that also we need to copy our constraints our drivers and properties
[02:12:01] so let’s see the control arm okay so this is going to be here this one is the SK FK control FK this is control I K and so I can this is the pound and the fingers will go on both all right something like this leg dot are let’s see what we are so those bones I will switch them on this layer and we have this tail layer are you moving everything to close close
[02:13:02] sorry as I didn’t mean to two layers to control so so few so few bones okay now let’s create bones group so that it will look nice and organized so it’s here the armature properties let’s go to bone groups and I will also need to don’t forget to duplicate my properties for the other side so let’s create a first group that we will call root and let’s assign the root bone I will create a second one which will be torso and set its color to red and I will set all the torso bone to it and they will turn to red and also in the dope sheet and in
[02:14:00] the curve their stack will be red so it will be easier to to identify them and I will also set both tricker here with this group so I can ID those now I will set the arm FK color so let’s select everyone here and um FK dot L set it to the next color to the cell here create a new group okay dot R and set another color [Music] I will do the same with the I K so maybe I don’t think I don’t need to separate
[02:15:01] no we’ll just keep it like this because generally when I start an animation when I care i FK I finish it in the same mode so I’ve even those in the same group should be okay all right so I have my humps here and trying to leave the legs leg hotel leg of our so this is the left City to do and the right here set it to pink
[02:16:04] okay so now I will switch to stick that gonna be easier to see I can get rid of the axis for the time being for them he exists or in on the x-ray and I just need to read the mouth so it will be just to copy a copy transform and then set the properties to the other bone so I’m going to edit mode duplicate those move them to toe so here this is going to be the control Joel one so I have two bones which is not currently correct because you have only one jawbone let’s see or it rotates on me on one axis but I like to create for animation on on this
[02:17:04] kind of thing like like the dojo is a bit smooth it’s more more stylish so I will set copy transform from the control to the death copy transform and those two bones will be in the torso group you know something like you when you close the mouth this one is gonna be like this and when the mouth is closed it’s gonna be like that but here the the white paint is really really bad as a beginner what can I do to increase my knowledge of ringing so that I can make more advanced rig and controls well first you can follow the stream there is reading human by pet by Nathan
[02:18:00] tech doll which is the steel the best rigging tutorial Siri you you will ever find so I think it’s still available as DVD on blender or not all and I also think you can find taught or or full of the the cosas on youtube i’m not sure about this so rigging viper reading or principle of freedom by night on deck though if you go onto blender.org I think it’s in the store because it was enough sure one or you can wait for my future cause to be available which will still take time because I only find time to recall more and more so yeah I’m quite late but yeah hopefully it will be before before summer I hope and then you have yellow there is done proved untrue with da n P
[02:19:04] R o is a top trigger with a lot of tutorials on this channel very nice tutorial all later or oriented and we explain everything very very well so I can definitely definitely recommend its its channel so I will just create the latest property here so it will be and I K / f K dot R okay and I will check it my MCH - bones here I will either empty that will be that will be here
[02:20:01] so yeah they don’t have the driver anymore so I will copy this one and paste it here and now if I check my properties here I see that the name is dot R so if I go in the drivers yeah you see it still dot L because I’ve copy and pasted the previous driver I just have to switch it to R and it will read this property here and now I can copy the driver and passed it on the other copy transform here okay so let’s just eat it’s the arm but R if I move di K here
[02:21:03] and DF gained another position and switch it works without problem so we have set bond groups etc we will make some clean up meaning that I will reset and remove deformation from all our controllers bones here shift W deform disable make sure that the control bones doesn’t have any deformation properties okay and I will run a little script to be able to the the UI here the bone list so what I will do is that I will save first and very important I will import
[02:22:02] it from produced rig the spider ring so it was like here here text spider ring and I will explain you or I’ve done this before I will call this monkey it doesn’t matter and I will run it so I will split those two and open the text editor so you can see now I have those information here and there are written just right so the root boon is on layer number one so and x1 is okay so you have just to know that the first one is zero so if you want to have this to appear here you
[02:23:02] have to set the the index to zero so currently and X is the line we can see here and then I can give it a name so the torso here is not the right bone it’s it’s one of the arm so if I check here it’s layer name and are free so it’s the index number free and if I run the script again now you can see my torso bone are on the right higher so I can duplicate those ctrl-c ctrl-v and I will call this come this is the text that will appear in the UI I will just check the so I other and I K and F K so let’s duplicate this
[02:24:01] again and I will say I came before okay oops like that so let’s run it again so we have our list here so the arm FK r is online and online so here it’s number nine I K is supposed to be eight so I’m okay here will be paid I K L is five and so FK l should be four which is already let’s try it so I have to yeah two layers I will get rid of the MCH on L okay and the I K works
[02:25:02] too okay and finally I have those legs which will be the 10 and 11 so first is 11 here and 10 so now I have those two okay and finally I haven’t created a bond group for the cloth so let’s copy this one here it’s the layer number 12 and run the script and now I should have here call this close and sweet across here stuff and this is nice because it’s less invading
[02:26:02] and I’m here to read that how to say it double narrow respond layers are great to build your to build your your rig let’s say but then to work with CEO 12 just like that so we’ll create another group here code sign it here and I need also at also tweak so I will duplicate this one followed the neck bone I can see that the are still appearing here also tweak even if I won’t use them if I have to to give this trick to another another person that’s better and also tweak is on layer sixth also
[02:27:00] tweak six on the street okay turn now my ring is done I think so I need to work on I now need to work on the white painting so I won’t be doing it during the stream here because this is very Tydeus I had some before someone asked me to make video without correct weight painting honestly that’s a bit cheaper boring too to show this because I will sure show you some tips like for example if I want to isolate this and set it to divide as you remember it’s deformed also by the feathers and stuff I will just select
[02:28:01] with ctrl + + 4 for example here I know that all those bones although those mesh here won’t be deformed by anything else than yet I could go into the vertex group and click here and remove from all groups so that it doesn’t add any more influence then search for the add and assign and this is how I do cleanup first of all I get rid of all useless weight and then for the arms and stuff like this I just rework it this way but now if I move the feather you won’t see the the Holy Family [Music] thank you so one last thing before we
[02:29:04] finished I don’t know how to script at all I absolutely don’t know how to write it so what I’ve done is that instead of will you use shape keys on no I won’t be using shape keys because this is to be exported in SDX to one unity unity can deal with shape keys but it’s I don’t know how to do this because I don’t using unity I deliver the FBX to the coder which does it and for such model using shape he as it is pretty low poly will be a waste of time and waste of resources because you can with decent weight painting you can achieve very good deformations without the need of using corrective shape keys so as we
[02:30:01] don’t know first it’s useless they can be it will reduce the performances and as we don’t know to use it let’s keep it very simple you you you you will see more and more especially in action and real engines people using blend keys blend shape I think they call this like this it’s the shape keys in Maya to articulate faces it’s not 100% a bone base they are they are doing this and this kind of framing is very often reused even not very high level like pixel they use a lot blend faces and the fact that they are using kind of shape history when we made the face but it’s combined with a bone based ringing of the face so they can also achieved their extreme poses that are out of the boundaries of the shaky because the problem of the shake is that
[02:31:00] you have a limitation in the movement and it’s a linear move translation movement you can create rotation with shape keys whatever if you want to get so so the rig for me is done here you can see little blood so I have forgotten to parent these two parents um some someone to the heap so it’s not this book always at this one not this one and that this one so maybe on the deformation wow that’s weird and their problem doctor
[02:32:06] okay so I think I have some stuff to rework here first I think yeah this is following but wow that’s crazy hi this is really driving man to find the problem with this tail here everything is parenting to the eat but though one can consistently huh okay I know yeah I think yeah I got
[02:33:01] rid of the deformation on the tail because the tail deformation bones are not in the right place yeah that’s it so if I reset the deform here that will be that will fix the problem it was not a problem but they were rigging itself but I’m disabled it because there weren’t on the correct layer when I reset everything before so yeah sorry again for that so I will show you you know she was sick oh yeah I have achieved that to pick the the code to create this little UI so I will open it here to show you and I will open another instance of blender yeah yeah yeah I had done Pro wow I’m so so super happy you’re here we are just
[02:34:01] finishing the decision it was a very so people who in the chat just say I to Dan pro and bats appear you join us then pro is top Priya is one of the the best on the market regarding Linda and it does super super tutorials very very clean for every level so you should yeah you should subscribe immediately to his channel so yeah we’ve done did this little this little guy here and I haven’t been into white painting we just created all the constraints and the basic stuff I miss and a tail stuff with secondary control a switchable I
[02:35:02] kfk arm with the properties here ok and some some flipping stuff but I haven’t been into weight painting at all because we don’t have time and I was just showing how to get this so let’s add let’s enable the add-on rigify that will allow me to add a human nature ring and I will generate 3 and now so I don’t care about this but what I care about is that there is a review I that appear and here you can
[02:36:02] find the little UI that we are using so one thing is that when you don’t know how to do stuff just see how other people do it and take it that’s it so this one is in the core of blender so I use this method - you see I just copy and plus past it so what you have to do is to have this first input BPI that we open the I think the I don’t even know that the library and the fact that you are a scripting that you are using the Python and then passed the rest of the text and then close close the BPI here
[02:37:03] cutting kid bash absolutely that’s it that’s good in kid bash so you can easily understand this because it easily no but I’ve been okay I’ve maybe learn scripting for three hours and I ate in it but it was enough for me to understand what was what even if I don’t understand anything here or unless I know this is the classification so this is you are going to be that and you will be displayed here and will have this name and will be labeled with these and you will show that okay I passed it and I just reward this stuff and there is a another thing is that and this rig when you select some bones it
[02:38:03] will show you the specific all properties and you can see this so here there are a lot of stuff quite complicated complicated let’s say but if you read it you can see that is just defining a type of a family of bone let’s say that he names controls and I think he defined them before yeah maybe maybe I should do this another time showing you this because this is the snapping Imperato you see all those Matt function etc is for the FK to Ikea snapping which I don’t understand okay FK snappy but yeah there is I need to
[02:39:03] read this again man there there is a way just to also make some code keep bashing and take the pop just to when you select this bone show me this property and that’s quite easy to to to get some to you try the beat those so guys I think that’s gonna be it for this trimming so I won’t do that I won’t do the the white painting because it’s quite boring and and it’s gonna be pretty no maybe I will do a short tutorial about white painting this kind of character but for the time being I don’t think it’s super relevant so that’s gonna be time for me to gonna be time for me to
[02:40:03] say goodbye thanks thank you all for joining me and I’ll see you very very soon thank you