Transcripts
1. Introduction: Hi, I'm Southern shoddy
and I'm an animator that works in Silicon Valley at
a social media tech giant. I also run Southern shoddy
where I teach Blender 3D. And today we're gonna be looking at how to do your
first character rig. These skills are
necessary for anyone looking to pursue a
3D career will be rigging this character while
learning the basics of preparing a character for
animation in blender, filler and rigging tools, weight painting and tricks
to speed up your workflow. Feel free to follow along with the classic sample
or make your own. Now this class assumes you
have used blender before. If this is your first time, I recommend checking out my ear first day and blender class, which covers the
basics of opening blender for the first time. This course is intended to teach you how to build your first rig. But we'll also talk about some advanced techniques you can explore after this class. So let's get started.
2. The Project Overview: In this project
will be completing a character rig for the algebra, my most popular
Skillshare course, my first 3D character. This is a beginner
focused rigging course and will be creating
a simple first RIG. Feel free to download the
project files to follow along if you don't want to
complete that course first. We'll also show you how
to use a free add-on, making it easy to rake
humanoid characters as well. Final project files are
included as reference as well. And with that being said, let's dive in and begin
learning about rigging.
3. Understanding Topology: Now if you've taken my
intermediate modeling class, you may recognize the opening of this lesson as a portion from the topology
and that section. And that's because
topology plays a large role in
character rigging. So first we're going to talk
about topology in general, and then we're
going to dive into how it applies to rigging. Specifically, Topology refers
to the distribution of vertices and edges that make up the face is seen on your object. The direction these pieces come together forms your
topology flow. Having a good flow is good for texturing and animation
or character. Today we will have
some simple topology. So let's look at a
more advanced example. Here we have a humanoid model. I've gone ahead and marked
some important areas red to illustrate my point when
modeling your artwork, especially with characters, it's important to keep your
edge flow in mind. The flow is primarily controlled
by edge loops and pulls. An edge loop is a continuous
ring on your model. You can select a
loop by Alt clicking in Blender, there
are exceptions, but you should pretty
much always be aiming to have quad based faces, meaning they only
have four edges. This will keep your
edge loops flowing. However, it's worth noting most game engines use triangles, but you can convert quads to triangles easily with the
triangulate modifier. A poll is when five
vertices connected 1, you'll notice that the flow
stops in some areas here. That's because there
was a poll here. Those are great ways
to redirect topology. This makes it easier
to adjust pieces of the model anime and
subdivide these models, pulls our best use around defining features
such as the eyes, mouth, ears, shoulders or legs. You'll notice it's usually
wearing an appendage or feature is
attached to the body. So that's an overview
of topology. Now let's look at how it can
apply to our character rigs. Well, using this basic example, I'm going to
illustrate that point. So when we go ahead and attach our character models to
a character armature, what will then
happen is we can go ahead and pose our bones. And when we move
those bones around, based on how the model is
attached to each bone, it will try and move those faces around in a natural way
to follow that bone. So it's important that
you have good edge loops, good topology, and a
good enough amount of topology that there's
enough things to Ben. Let me illustrate here
with these two examples, let me switch to pose mode here. You can see here
that we have a box on the left with very
little topology. There's only a couple of faces. And over here we have one
with quite a bit faces. So if we go ahead
and take this and we turn these over here, you can see how the box
is contributing and distorting and not
bending naturally. That's because there's not
enough information for this bone to be able to translate
that movement smoothly. Let's look at this
example over here on the one on the right where
we have more information. We go ahead and we rotate this. We can see that there's bending and contrasting
these faces, shrinking faces, rotating
faces and moving them around so that we can get a much more natural looking bend. When we bend our little box. Let's take a look at
a character example. This character is
called Snow and it is a free rig from the
blender Foundation. If you'd like to download
it to play with, I will put a link
in the description. So let's go ahead and
switch to pose mode here. And then I'm going to
zoom in on her character. You can see here
that our character has a lot of what
are called pole directions and edge loops here around the
deformation points. So we can see up here, if we go to the eye that
we have clear geometry encapsulating the eye through these kind of
circular edge loops. And if we grabbed these,
we can go ahead and move that and you see how much
of a natural motion we get. Let's go ahead and look at an easier example to understand. We'll go to the top view here. Let's look at this
arm. We can see that we have extra edge loops here on the elbow with
some redirected poles here that will allow us to get a much more natural movement
when go ahead and grab this hand and move
it in and you can see how it naturally
deforms and bends. And likewise on the wrist we have plenty of geometry there. So you can see how
having good topology, a good amount of topology
and kind of edge loops where it matters can really
help with deformation. Another great spot
to look is here on the knees and other spot
that is going to bend a lot. If we go ahead and
grab this foot down here and we'd bend it, you can see how it uses all
the topology there to bend. And you can even see
that in the back of the knee where it's
bending the most, they've actually put
even more edge loops. So this is a great example of good topology and
efficient topology that will easily animate. Taking a look at the
class project example. Now, this is a class aimed
at creating your first rigs. So we're going to be doing
a simpler character rig. And there are a lot
of complicated things which we'll talk
about a bit later, such as shape keys and
weight painting and things like that
that come into play when rigging your character. But here in this example, we're going to be using a
technique that a lot of video games use
that if I go ahead and switch over to
wireframe view, you can see that a lot
of these ligaments aren't actually
attached to the model. And they're of joining
inside of the model. And what this will do is make rigging a bit easier for us. So what you can do is actually
just go ahead and download this class project example and follow along with this model
throughout the course.
4. Using Your Own Character: However you may be wanting to follow on it and rig
your own character, say the character that you made from your first 3D
character class. So let's go ahead
and take a look. Here's the original OWL
from that character. If you're in following the
instructions from that class, you may get something like this. If I click this character, you can actually just turn
on the subdivision and we can see that the subdivisions
adding on a topology. So if you want to go ahead and use your
character from that class, I recommend just applying
that subdivision surface. You can also go through
in here and manually add some edge loops by grabbing places a little
bin like the legs, we can hit Control R
and then rotate up on our mouse wheel and add a little bit of
extra topology there, which will allow things
like your legs to bend. So we can go through and add a couple extra edge
loops where you think points on your character
might bend if you'd like to follow along
with your own character. Now for the sake of simplicity and this being your
first character, I do recommend separating
out your limbs. So what you could
go ahead and do is here where these
legs are attached. So we can switch to edge mode. We can go ahead and
grab those edges there. And then what we can do is press V and that will
split those edges. So if I switch into
Wireframe view here, this is now its own
separate edge loop. We can go ahead and press E and extrude that up
into our character. And then if I was to
press L to select that object and H to hide it. You can see that now we
kinda have this hole here. So we can go ahead, grab those edge loops and press
F to fill that hole. And then if you are using your
character from that class, I recommend going ahead, switching out to object mode. I'm gonna go ahead
and apply the mirror, so divider and the
subdivision subdividing, and then it'll be ready
for character rigging. That's how you go
about following along with your own
character in this course.
5. The Basics of Rigging: To create a character
rig, we're going to need a character model and
a character skeleton. And then we will
attach that model to the skeleton and
use the skeleton, the move around
portions of the model. So the way you go about creating a skeleton is
through an armature. So we can hit Shift a armature and you can add a
single bone here. And if I tap into edit mode, I can then begin adding
more bones up here, you'll see how I
have the bone info. So if I was to grab this bone, I could go ahead and
press E to extrude and z, and that will create
another bone there. Now if I tap into
pose mode here, I can go ahead and rotate
that bone and you see how that top bone is
attached because that is parented this bone, but tab into edit mode here. I can hit Alt P to
clear the parent. And I can choose to
clear the parent of the bone or disconnect
the balance. So if I disconnect the bone, I can move that bone away, switch back into pose mode and it's disconnected
off on its own, but it's still attached, but I can grab it
and move it around the tap back and edit mode
and clear parent completely. And go back into pose mode. You see that those bones no
longer attached one another. That's the basics
of how these bones will be attached to one another. They can get more
complicated than that, but that's all you need
to know at the moment. Now one thing to consider too, is the accesses of the bone. So here you can see
that in local mode, when I have this bone, the rotation gizmo selected, I can rotate it on the
y and the z in the x. Let's go ahead and reset
that by pressing Alt R. Now if I tab into edit mode here we have this thing
called bone roll. And you can see here
that it's set to 0. But if I go ahead and rotate this and turn on my axis is for visibility to see that
each one of these bones has their own axis and that
bone roll is rotating that. Now if I tap back
into pose mode, you can see that
the axis's here are different than the ones here
because the bone has rolled. Now when you're rigging certain
elements of characters, for example, say if you have strands of hair on a character, you may want to roll these
bones to match the direction that you planned to rotate
those pieces of the character. Now we're not going
to be doing anything complicated with the
bone roll in this class. So try not to get
too overwhelmed by it if you don't quite
understand it yet. But this is just a basic
intro into how it works. Now here is a Rig
skeleton example with no character
model attached. And this is how things can
get a lot more complicated. Where when I tap
into pose mode here, if I grab one of these feet here and I move this
in the side view, you can see how
it's automatically rotating all of these
bones to follow. And that's something
called an IK system, which we'll talk about
a bit more later. But this is what's called
a bone constraint. So the come here to the bone constraint tab with
that bone selected. You can see some of the
constraints I have attached, in this case, a copy scale, so you can add bone
constraints and creep pretty complex
rigs will be doing a simple bone constraint
on our character, which we'll talk
more about later. It's also worth noting
that you may notice none of these are actual bones. If I tab into edit mode here, you'll see that
these are all bones. This is the actual
skeleton and edit view. When we tap on into pose mode, you can see that we
have all these what are called custom controls. These don't serve any purpose besides just being
visually easier to use for animators and making things stand out a bit more when you have complex rigs bike, this will go through
how to create your own custom controls
later in this class as well. So we know that we need
a model and that we need a rig to create a character rig. But how do we go about telling the character rig which
portions in the model to move? So you know that if we grabbed, for example, this hip here, it's only going
to move the bones and portions of the body
associated with the hip. Well, it's through a technique
called weight painting. So let's go ahead and
take a look at that. If I switch over
here to object view, I'm gonna go into weight
painting mode on the arms. And you'll notice here that
over in the vertex group tab, all the bones and the rig are
listed in the vertex group. And that's because when we
parent our model to the rig, it is going to create a
vertex group for every bone. And then we can go through and these vertex groups and
assign painted weights to each one of them to determine what portions of the model
that bone will move. So here you can see that we have the deformation forearm
bone selected on the left side of our
character and that everything red is a 100%
under that bones control. And then as it
tapers off to blue, it goes out to 0% of control. And if I go ahead and
grab the next bone and that you can see how those begin to overlap
and share in-between. To make this even a bit
easier to understand, let's go ahead and take a look at some of the thumb bones here. And then we can
switch back out into pose mode, grab that bone, and you can see how that corresponds to the
weight paint and is only affecting the bones
associated with that. There are a couple
of different ways to assign weights in Blender. One way is through the
way painting tool, which should be of
the bone selected and urine the weight painting mode. You can actually go ahead and just begin painting in that. And there are various
tools up here such as blurring and we'll use
some of these later. You also have the
option of tabbing into edit mode and selecting points, and then going ahead
and assigning them a weight on a one to 0 scale. So if I go ahead and grab all of these and go ahead
and assign one, and then switch back
to weight point mode. You can see how now this bone
is controlling everything. Now one thing worth
noting is that if two bones are controlling
the same area, it may cause some issues. So as we just went ahead and assign all these
to this thumb bone, if I come out here
and grab this bone, you can see now that when
I grabbed this bone, but it's causing a whole
host of issues as it is now fighting the other bones for
the same area of the model. Now blender has a
normalised future. If you come up here to wait, normalize all what
we'll do is try and normalize all the bones so that no two bones are fighting too much oversized
portions of the model. And this will fix
some simpler issues. But as you're painting
in weight paints, this is something you
want to be mindful of. Now, again, our character
rigs going to be simple, so this shouldn't be too
much of an issue for us. So that's how we
go about attaching the model to our armature. As I said, this may seem a bit overwhelming at this moment, but with our character
will be doing a much more simple example. And I promise you'll understand
by the end of class. Now shaped keys
are a cool feature that allows you to take a model and then edit that version of the model and create
a new version. And then you can use
this slider here to strange in-between
the two versions. Now this can be helpful
on character rigs using something called
corrective shape keys. So if I move our
character leg up here, it's likely that not all of this geometry would
deform as we want it to. If you look over here
and the sheep Q menu, you can see that by
moving this leg up, a lot of these
values have changed. And that's because
these are purple indicating that they
have drivers on them. Meaning that the
position of the bone can drive the value of this. We'll be looking
at how to do this later in the course with a blinking rig for
our owl character. So you should
hopefully understand that a bit more by the end. But if I go ahead and start
deleting the shape case, pay attention up here. You will see how begins changing the shape and how
that defamation doesn't necessarily
look realistic with the hip kinda dipping in. Those corrective shape keys
can be used across the rig to allow you to do more
extreme motions and get a natural deformation.
6. Using Bendy Bones: Bendy bones are a unique
feature to Blender, which allows us to kind of
curve and bend bones almost like you would a curve with a pin tool and an
Adobe application. Let's look at how we can create
this simple little Laura, which we'll be using
later in the class. Now blender has a unique
feature called bendy bones. And we're gonna look at
a cool bendy bones rig we can create using
a constraint, which is what I
mentioned before. So let's go ahead
and add a bone here. And our mode, we're
going to hit Shift a. We're gonna go to armature. We're going to add
a single bone. Then we're going to tab
into edit view here. We're going to grab
the top of that bone, will turn on our Move Gizmo, We're gonna go ahead and
move this down here. We're going to
press E to extrude, and we'll tap z and move
that up on the z-axis. Then we're going to do
that one more time. Press E and then Z. Move that up just a little bit. Now what we're going
to do is to have an object mode
grabber bone here. Over here on the armature tab. We're going to change our
viewport display from octahedral to bend the bone. Now this doesn't change anything except for the way
that the bones are drawn on the screen, just making it easier to
see what we're doing. So great. Now let's tab back
into edit mode. We're going to go ahead
grab this bone here. And over here you'll
see that we have a bone tab where we can
edit individual bones. So let's go ahead grab
this bone tab here. Twirl down bendy bones. We're gonna go ahead and add a bunch of segments and you can see how it's adding segments. And what this is going to let
us do is curved the bone. So great. Now we have ten
segments on this bone. Let's go ahead grab
this top bone, press Alt P, and we're
going to clear the parent. Now what we're
going to do is name these bones to make it easier. So there's a couple of
ways we can do that. We're gonna go ahead
grab this first bone here and then the bone tab. The easiest way is
to type it up here. You can also press
F2 in the viewport. So go ahead, press Start. We'll grab this bone here. We'll call this middle. We'll grab this bone
here and call this end. Now if we want to add a
constraint to a bone, we need to be in post mode. So we're gonna go back
out to object mode. Now I need to switch to pose mode in order to
add constraints. You can switch your modes. Up here on the top left, I have my tab for
Pie Menu turned on, so I'm just going to use that. So let's switch to pose mode. We're going to grab this
middle bone because this is the one we want to
add the constraint on. So you can see
that on both mode, we have our armature tab or bone tab and a new tab here
where we can add constraints. So let's go ahead and
add a constraint. Will add a bone constraint
and we're going to use a stretch to constraint. So we'll click stretch two. And then we need
to choose a target for this bone to stretch two, which we want it to stretch
to this bone up here. Let's go ahead, grab
this little eyedropper and click that bone right there. And it's going to select
our armature right there, which is named armature three. Then we're going
to select the bone and we're going to select end. And nothing will
happen quite yet. So what we're going
to do now is we're going to come under to
the bone control here. We're going to come
down here to the start handle and the end handle. We're going to change both
of these two absolute. And then for the start handle, we will choose our star bone. And for the handle we
will choose our inbound. Now, when we grabbed
this, we can go ahead, press G to move that
around and you can see how that stretches to our bone. And then we will also follow
the curve if we rotate it. This is kind of a fun little rigging example
we can do in Blender. And this is actually
something we will be using on our character. Next up, let's look at
what AI can constraint is, which we will also be
using on our characters.
7. Inverse v.s. Forward Kinematics: Returning to our character rig here we will use this
as an example to show the difference
between inverse and forward kinematics. Forward kinematics is
where the bone kinda drives the bone in
front of it forward. Whereas inverse kinematics will automatically kind of
inverse the bones to follow. Let me show you by an example. And this example, I
have the right side of our character set
to ford kinematics and the left side
of our character set to inverse kinematics. So if I go over here and grab
this hand or grab this leg, you can see how everything is automatically moving
up that bone chain. And if I grab these elements, I can go ahead and rotate
which way that is pointing. Whereas over here on the right
with the ford kinematics, I need to go through
and rotate each bone individually in order to
make those bones move, which is called ford kinematics. And I'll show an example
here on the arm. Now both have their advantages. For example, ford kinematics
is great when you want control over every single bone and how you're
animating that bone. Or a common use
case examples when your character is
reaching for an object, it might be easier to do in ford kinematics,
whereas for example, a walk cycle per se, probably going to be easier
using inverse kinematics. Both have their strengths and weaknesses and
use case scenarios. And we're going to be creating a simple inverse
kinematic system for our character's legs, which you can turn on and
off to use when you want.
8. How to Use Rigify: Now we're going to be creating a custom character rig that fits our character specifically. However, blender ships with
a free atom which you can enable under the add-on
preferences called rigor phi. And what Berger phi does is add a couple of presets
under the armature menu. So for example, assume
we have a bird, cat or shark wolf, and then we have
some humanoid ones. I'm gonna go ahead and
add a basic human. Then I'm gonna come
over here to the armature tab and click in front so we can see it in
front of our character. Now rigor phi is a complex tool that has a lot of
advanced options. But the great appeal of
rigor phi is that it has these preset armatures which allow you to kinda just
position the bones over your character and
automatically generate a rig. Problem being if you've created a stylized character or a special character doesn't
fit one of these presets, it can be difficult
to get it to work. But if you're looking
to do something like a simple
humanoid character, also need to do is position the rig over your
character and then tab into edit mode and you can move all the bones until
the appropriate place. Now one thing to
note is that when you're doing a
humanoid character, we want to make sure that
there's a slight bend in the elbows and the knees. That way when you
go to switch to pose mode, it doesn't lock. When it locks, it can create
some unnatural positions and things for having
just a slight bend can prevent those from locking. After you've gotten all
the bones and the place, you can go ahead and just click Generate rig under the
rigor phi section, the armature tab, and then
that will create a rig. You can go ahead and delete the original armature and then you can grab
your character model, and then you can grab the rig. If I rig and you can hit
Control P to parent, then you can use armature,
then select Automatic. And what that will do is
automatically try and assign weight paints to the bones that it believes will work best. It doesn't always
get it right though. So you can tab into weight
paint mode and fix it, which will be going
through how to do later with our own
character rig. And just like that, you have a humanoid character rig
that is ready to go.
9. Creating our Skeleton: Now as we dive into
kind of create our rig, I just want to point out
again that this class assumes you know how to
navigate around blender. So I'm not going
to be calling out every keyboard shortcut. I will have those down here. And the big thing we're
gonna be doing is switching views quite a bit, which you can do up here under
the View menu over here, or on your numpad. Not this is something
you're not comfortable with and you need
more help navigating. I do have a class just
about opening blender for the first time and
I recommend maybe returning to that to
refresh your memory. But with that being said,
let's get started on our rig. Great. So the first thing we
need to do is create an armature for our characters. So we're gonna go ahead
and hit Shift a here, and we're gonna go to armature. We're going to just start
with a single bone. And you notice that that's
hidden behind our character. So over here on
the armature tab, what we're going
to do is come down here to viewport display. And we're going
to tick in front. What that will do is make it impure in front of
our character from any angle so that we can always have a good
visibility on our bones. Now let's go ahead before we get started to keep
things organized. We're going to name our
rigs. We're gonna go ahead, tap this rig here. We're going to press F2 or you can double-click
it up here and we're going to do our rig. Great. Now we're going to
tab into edit mode. So let's go ahead tab
here into edit mode. And this bone right here is
going to be our root bone. Was that means is it's going to be at the root of our character. So we'll keep it down
here at the center. And then we'll parent a
lot of our other bones to that so that we can
then use the root bone.
10. Adding Constraints: So first of all, let's go
ahead and do the leg first. We're going to add an inverse kinematic constraint to our leg. So we'll grab the shin bone right here and we'll come
over to the bone constraint. ****, that's a little blue line. We're gonna go to
add bone constraint. And then we'll see that we have an inverse kinematics
here under the tracking. So we'll go ahead
and click that. And we need to
target our armature. So we'll go ahead and
we'll select our rig. And then for here
under the bone, we need to select
the foot control. So we'll go ahead
and type in foot. Select foot control
there. Great. Then we need a poll target,
which was our knee. So we'll go ahead
and type in knee. We'll go ahead, click our rig. I'll click bone and
we'll type in knee. Knee will pop up and you'll
see that everything breaks. And that's because we
need to go ahead and change some of these
settings here. So first of all, we need to
change the chain length. We have two bones and the
length of change that we want to be affected by the
inverse kinematic system. So I'll go ahead and turn
this up to two and you'll see how most things they're
kinda snap back into place. And then for the pole angle, we'll want this to be
set to negative 90, so that way it's facing forward. Now if I grab our foot
here and begin to move, you'll see that it's breaking
and not working correctly. And I'd left this on purpose
so that I could show this example because
I feel like this happens a lot to beginners. So if you remember me
mentioning before, we needed to add a slight
bend to our bones. If we tab here into
edit mode and we grab this little knee
bone right here. And this is usually only
true for knees and elbows. So we'll go ahead and
we'll just bend this forward over so slightly. And then we'll also
take our knee here and we'll parent that
to her foot control. So go ahead. Parent that to the foot control. Keep offset will tie
back into pose mode. And now when we grab our foot
control and move forward, you can see how our knee
is bending naturally. Great. So you can lift your knee up there and then
move your foot up. So how the knee works is
we can grab our knee. If I move back here
in the front view, you can see that
wherever we put it, it will point towards that. So that's how you can go about rotating your knee on your leg. Now I'm gonna go ahead. I'm
going to grab everything with Select All and I'm going
to press Alt and Alt G. They'll snapback
everything into place. We have another constraint
that we're going to add to make this foot rig work
a little bit better. We're gonna go overhead
here and we're going to grab this first
foot bone here, and we're going to add
a copy of rotation. So we're going to go ahead to the bone Constraints
tab, copy rotation. We're going to target
our algorithm. Then we're going to
target our foot controls. So if we type in foot, we
can select Control. Great. And you'll notice
everything flips backwards. That's because right now
the target and the owner, or set the world space, which is this out here in the world. But we want to focus
on the local space of the bones and where
they're oriented. So it's simple James
world space to look with parents and
local with parents. And it should pop
right back into space. Now when we lift this up, you'll see that our
foot stays flat and it doesn't rotate until we
rotate our foot control. Great. Now let's go ahead and focus on adding a constraint
to our wings. So I'm just gonna
go ahead and select everything with a here. And I'm going to
press Alt R, and G, and that'll reset all of our
bones back to rest post. Great, Let's go ahead and
focus on this arm next. So for this, we're
gonna be using that same bendy
bones rig as before. So we'll go ahead. We'll grab this arm here. We're going to click here
on the armature time. We're going to
change the display of our armature to bendy bones. And this will just
allow us to see the segments on the bones. Technically, all bones
are bendy bones. They just don't show it
until they had the segments. Let's go ahead and add
some segments here. I'm gonna go ahead
and add around eight. And you can do that under
here on the bone tab, under bendy bones,
just like before. Great. Now we'll come down
to the constraint tab and we're going to go ahead and we're going to
add a stretch to them. We're going to
select our owl rig. And then we're going to type in wing and we're going
to select that wing. O2 is that's the last one there. Now what we're going
to do is come back to the bone tab and we're going to add so that
it follows the curve. So right now it
will stretch to it, but it's not really
following the curve, which is why we do this. Next step. We'll take our start handle, set that to absolute and our n handle and send
that to absolute. We'll go ahead and change
these stowing dot 000. Awesome. Now we can use these to rotate our arms and get a
correct rotation there. So if I wanted to
go ahead and grab the wings and make
this a bit more, I could go ahead and
rotate that down. Great. Again, we're gonna go ahead
and reset everything. Now we're ready to
symmetrized the bones. So we're gonna go
ahead, we're going to tap back into edit mode
and we're going to press a or Box Select,
deselect everything. We come up here to armature. And we'll come here
down to symmetries. And you'll see here
that it's flipped over and put our rig there. Now if we grabbed
these bones, you'll see that they're
named the same thing, but dot r to indicate
that they're the right side of our character. So we'll go ahead and make
sure everything's working. Sometimes when using the
inverse kinematics systems, you have to go ahead
and rotate the legs. So if I hit Control three, it'll take me to
that other side view so I can go ahead and grab this bone and see
that everything's working as according to plan. Now you'll notice
that some of these bones look really thick, making it hard to see
what you're doing. If you want, you
can go ahead and change it back to
an octahedral bone now that we hit the
bunny bones setup and that'll make
it a bit easier. One last step. If you want to turn
off the IK systems, what you would do is
you'd grab your shin bone and come over here. You've come to the
constraints and you would see here that you'd have
this influence. If you turn off that influence, it will then work like a
Ford kinematic system. So we can go ahead
and just rotate those bones as you see fit. It is worth noting though, that if you try and switch
this mid animation, it can lead to some glitches. So be careful when you go about switching back and forth
between these two setups. Great. Let's go ahead and
test out our rig. I'm going to grab our rig here and just play with this a bit. So we'll grab our hips here, rotate our hips. Cool. I'll see that everything
is working as anticipated. Great. So now we're ready to begin attaching our
character to this rig.
11. Basics of Weight Painting: So what we're going to
do is we're going to go ahead and grab
our character here. And then we're going to grab our armature and we're going to hit Control P. Now, automatic weights
isn't likely to work here because our
character is very stylized and it has objects
intersecting into itself. What we're trying to
do is empty groups. So go ahead and attach
them to groups. And you'll see
that when we post, nothing changes and that's because we attached
it with empty groups. So if we come over here,
select our character. We come here into
the vertex group, will see that we have all
of our bone groups here. But if we tab over and await
pain, they're all empty. So that's what we're
going to work on next is weight painting
our character. So let's get some of the simple ones out
of the way first. One simple way to do this as
if we're tab into edit mode, we know that some of
these are going to be attached to just certain
portions of our care. So some of these
bones are going to be simple with the body
being the most complex. So let's go ahead and go
through the simple ones first. So we'll go ahead here and we'll tab into edit mode and we can attach some of these
things fully to each bone. So I'm gonna go ahead and
switch to Face Selection Mode. Then if I hold L over these
little feathers and press L, I will select each
one of those objects. I'm gonna come over here to the vertex group and I'm going
to find the Featherstone. Here. I have a weight set to one. That means that if I
assign this to that group, these will fully
follow that bone. So I'm going to click
feathers and click assign. You see here I have a
remove button as well. Now, if I switch back
out to pose mode, you can see that that is moving my feathers around. Great. So let's look at a couple
of other easy bones. We can do that too. We know that we only want the tailbone
to follow detail, so we'll go ahead and make sure that you have
these de-selected. You can do that by pressing a work, clicking
off to the side. Press L over here on the tail. And we'll go ahead. We'll grab tail,
we'll click Assign, will click off to the side
here to get rid of that. Next, let's go ahead
and attach the wings. So we'll take this
wing left here. And we're gonna go ahead and
find wing in our list here. And we're going to be
attaching this the wing dot 00 L because we only wanted
to attach to that bendy bone. Great. Let's click off here
and do the same thing with this wing as well. But with the right side. Great. Now if we switch back
out into pose mode, I'm gonna go to front view here. We can see how these are all kind of attached
and working. So next up, we're going to
work on the legs and the feet. So what I'm going to do is go ahead into
the body view here. And we'll go ahead
and grab this body. And we're going to switch
on wireframe mode. And then now I'm going to
switch to vertex mode. So what we're gonna
do is we want to hide the portions that
are already selected. We only want to
focus on this body. So we'll go ahead
and grab the body, the beak pieces, the head, and all the, i's here. Now what we can do an edit mode, Let's press Control I, and that'll select the Inverse
and then compress h. That makes it so that we only have this body in front of us, making it a little bit
easier to work with. Great. I'm going to switch
back to wireframe mode. Now we see that the head
bone ends around here. We're gonna do in
wireframe mode. We're gonna go ahead and
we're going to box select. We're going to drag
this down just a little bit below that bone. And then what we can do
is you can come here to the head bone and click Assign. Now what we're going to do,
so we're going to drag right under that and go down a
little bit further there. And we're going to
assign this to the body. Then again, we're
going to drag below that body and get these
vertex down here. And I'm gonna go ahead
and deselect these. I can press C and then use my middle mouse button
to de-select those. Great, and if I right-click, I'll be back in the
box selection mode. Then what I can do is
apply these to hip 001. Let's click Assign. Great. Now when we switch back
into our post mode, Let's take a look at how that's looking. I rotate the head. You can see that it's rotating that part at the bottom where we're getting this
really sharp edge here. And likewise, we'll see
the same thing with the body as well. And
that's not what we want. So let's go ahead. We'll reset the pose here. Now what we're going to do, we're going to click
our body again. And we're going to go
into weight paint mode. And if we look at our hip
and our body and our head, we see that there's
almost no blur there. Now we have a couple
of tools over here. So if I click tool here, you can see that we have a
draw and add and subtract. Those can be add to, add, weight pointing, or to
subtract pretty painting. And by default, symmetries
aren't going to go ahead twirl down
symmetry and turn that off. So that's how we can
go about painting and things manually if we want. And this is how a lot
of people do things. There's also this
blur tool here. You can see that we can
grab that and blur. Just go ahead and use this blur tool to maybe
blur the influence of bit. So what we'll do is we'll
come here with the blur tool. We'll turn our strength up to 100 and we're just going to drag back-and-forth a couple
of times until that looks a bit more smeared. Great. We'll go ahead,
rotate over here. And we'll just rotate
it around the body. Blurring that ever
so slightly. Great. Now, for some people, depending on what
settings you have, you may not be able
to paint directly. And you might want
to check and see if you have this button on here. This paint mask will
make it so that you can only paint what is
selected in edit mode. So you can select
certain portions and only paint those portions when you go back to white paint. But I'm choosing to
turn mine off so that I can paint
everything at once. So if you're struggling to
paint, that may be why. And I can go ahead
and kinda blur out this bottom. Yet again. Let's look at another way
we can simply blur sum. So what we're gonna do is
select our body group over here will come into pose mode mixture our
body bone selected, go back out to object mode, grab our object, switching
the weight paint mode. And that's just so that
we make sure we have the active bone group selected. We're gonna go ahead
here. Go to Weights, click Smooth, and we'll get this option to
smooth down here. If we turn up the
iterations here, you can see how
it's blurring out those bones a bit
more naturally. Great. Now let's go ahead and do the same thing for
our hip 00 bone. So we'll go ahead
and grab this bone. Zeros 01 will go back
into object mode, grab our object here, and then we'll come over
here to our hip dot 001, switch to white
paint, will come, come up here to
weights and smooth. And do that again. Great. Now when we come
back out into pose mode, Let's look at how we can
improve that further. So I'm just gonna go ahead, tap back out into
object mode here. I'm going to grab into
weight paint mode. We're going to come back up
here to that smooth option. And this time instead
of active group, I'm going to choose
all groups and just leave that
around three or four. What that's going to
do is go ahead and blur all of the
bones in the group. Great. Now what I can do is
tap back out into object mode to havoc and
in pose mode and check. And you can see how things are looking much smoother there. Great. Now what we can do is come back into our weight paint
mode on our object. We're gonna do is go to
Weights, normalize all. And what that's going to
do is make it so that it equally spreads out the control
of each verse over bones. That way they're
not fighting for things as we shared earlier. And these, so go ahead and see that things are looking
quite a bit better here. Now, another thing we can do, as well as we can grab
our character here and come over here to the
modifier properties. And you see here that
we have a subdivision. So we can go ahead
and we can turn that subdivision on,
on our character. Now what this will do
is affect our armature. So I can see here that
if I go ahead and rotate this here and here, because we have more geometry, it's giving us a
smoother result. Now the order of the subdivision
matters how defects, if it's before the armature, that means that
the armature will have more geometry to the form. If you put it after
the armature, it may yield smoother results. So you can choose which
one works best for you. For now, I'm gonna go
ahead and turn this off. And the viewport, we're going to go ahead and grab our pose mode, select everything, hit Alt
R to reset that rotation. And next up we're
going to do the legs. So what we're going to do is select our object here
in front view mode, and we're going to
tab in edit mode. Now we're going to press
Alt H to reveal everything, and we'll press a so that we can de-select everything or you can right-click off to the side. In this next portion,
I'm going to start with how we can actually
separate pieces of the body and do certain sections is
automatic weight painting. And by separating
certain pieces, we can kinda help blender get a better accurate
representation of what to do. Because the automatic weight painting really only works for simple objects or more like humanoid objects
when we're doing kind of stylized
characters like this, broken in pieces
would want to do is create kind of a broken mess. So let's look at
how we can kind of maybe work around that a bit. So we're gonna do
is in front view here and our object mode, we're going to tab
into edit mode here. And we're going to press
Alt H to reveal everything. If you haven't
already done that, we're going to do
is select our legs. So we'll go ahead and
grab our legs here. And then we can press P
and separate by selection. Now what that does is create
two separate objects. So now we have our body as
one and our likes this one. So we can go ahead,
grab our body, and we can go ahead
and hide that body. Now without the
rest of the mesh. In the way, what we can
do is tell blender to just automatically paint these with just a select few bones. But there's one more
step we have to do. So there's certain bones in here labeled as deformed bones. So if you grab a
bone here and he come over here to the bone tab, we turn this up here. You'll see that down here
we have a deformed section. And by checking this on and off, will decide whether that bone plays a role in
deforming or not. So for example, certain
bones we'll be turning to form off for our,
our foot controls. As our foot control
will not directly be attached to any model as
Orwell, our root bone. So what we can do
is we can actually turn off the deform
of all these bones. So what I'm going to do
is in pose mode here, I'm going to press a
to select everything. Then what I'm going
to do is hold Alt and press Enter while
hovering over that. Now holding Alt Enter, we'll apply that to
all the bones at once. So if I click around, you can see that none of these
bones are deformed bones. So now what I can do
is I can turn back on the only bones I want to do. Because the problem is. That was kinda big
chunky shapes like this, overlapping one
another when it tries to automatically
apparent the bones, as you've seen in our example
of the rig, breaking, it ends up kind of giving weird portions of the
mesh to the other bones. But we only want these
bones to be affected. So let's go ahead and
we'll grab the thigh bone, the shin bone, and
both foot bones. We'll do that on both sides. We'll come back over
here to the deform. We'll hit Alt Enter. And what that will
do is turn on to form for all of those. Now if we come back out
here and the object mode, we'll grab our legs, and we'll grab our
armature here. And then we'll hit Control P. And we'll do with
automatic weights. Now if I come back
into pose mode here, go ahead and take a look at this to see that it's actually done a pretty good job
because it didn't have to think about how
everything was tied together, rather just these legs. Great. So now what we're
going to do is we're going to stay in pose mode here. We're going to select
all our bones. We're going to pick one bone that has the empty here
and we're going to hit Alt Enter to make
sure to farm is turned back on for
all of our bones. Otherwise it will disable that bone moving
around our model. Now what we can
do is turn off to form first few select bones. We don't need it on
for the knee bones, so we'll grab both of those
or the foot control bones. We also don't need it on or
the handle bones up here. Great. With all of those selected. We'll go ahead and also
grab the hip dot 000 bone, which is the one that
is pointing downward. So we'll go ahead
and grab that one. Come over here to
the foreign press. Alt, Enter. Great. Now none of those bombs
while affect our geometry. So let's take them back
out into object mode. We're going to press Alt
H to unhide our body. And now we'll see that our character rig
is complete. Great. Next we're going to add
some face controls. But before we do that, let's go ahead and switch back
out into object mode here. We can grab this
object and then we can grab our legs and
we hit Control J. We'll name that object. And we will see that
our weight painting has transferred over and
combined without any issues. So just like that, our character is rigged and ready to animate. Now you'll notice that
each of our bones has these axis that they can
rotate on an over here, you may notice that the rotation has an extra letter
here called W. Now you may notice that when
you grab some of your bones, they have this W, X, Y, and Z rotation
as opposed to which you're probably used to
have being X, Y, and Z. Now this is an advanced
topic for animation. But in general, what this w
does is allows you to create more natural rotation
methods with less work. However, in the case
of our character be so simple with
simple directions, It's not really necessary and may make it
harder to animate. So what you can do is go ahead, grab your bones and
switch them over to an x, y, and z rotation. And that'll give
you the traditional controls you're used to.
12. Using Shape Keys: You've seen how
shape keys can be used as kind of
corrective shape keys. And we're gonna be using
Shape Keys to create a blinking rig or
our owl character. Let me show you how I go
about creating a shape key. So here we have the sphere we're going to do is
select that sphere. We're going to come down here to the mesh and we're just
going to click Add. This is going to be
our basis shape key. This is basically
the base element that all other shape
keys will be based, hence the name basis. Now we're gonna go ahead
and add a new shape t. Let's call this one stretch. Go ahead Here, tab into edit mode with
stretched selected. Go into edit mode here. Now, anything we do in here, it will be applied to
the stretch shape key. So I'm going to go ahead, I'm
going to grab these here. And I'm just going to
move these up. Great. Now, it's important to
know that in shape keys, you can adjust geometry, but you can add geometry. So if I was to add, for example, say another cube,
that wouldn't work. So let's go ahead, tap back
out into object mode here. We'll grab our stretch here, and we'll move this
value up and you see how it transitions in-between
those two keys. Great. So that's the basis for how
to make a shape key if you want to go about adding
them to your own character. Let's look at how I use
this in the owl character. I'm going to turn this back on. Now if you're following
along with this project, I already have these
shape keys created. I've basis, blink and happy. Let's go ahead and
look at what these do. But go ahead and turn on blink. You'll see that I
have a blinking here. If I go ahead and
turn on, happy, you see that we get these little half happy eyes underneath. Now the way I'm doing that
is that an edit mode here. We'll go ahead and click basis and go into wireframe mode. You can see that
I've actually hidden these little half spheres
inside of the eyes. And those aren't revealed
until I come here to blink. Where they are then scaled
out to cover the whole eye. Or happy where it's kinda
scaled out and rotate down. So that's how I created this basic shape keys
for this character. Now let's look at how we can
attach these to our rig. So we're gonna go ahead tab back out into object mode here, I'm going to switch
to front view bright person one on the numpad. I'm gonna go ahead and
do our armature here. I'm going to tap into
edit mode there. And I'm going to hit
Shift a to add a bone. And I'm going to move
this bone over on the x axis. Just
kinda out of the way. They're great. I'm gonna go ahead and
name this bone link. I'm gonna hit Shift D
x, move this one over. And then I'm going to
name this bone API. And these bones are going
to control our Shape Keys. Now the way we're
going to do that, because I'm going to switch
over here into pose mode here and turn on the move here. And we're going
to use the z-axis to control our shape key. So when we move this
up, it will turn it on. Great. So the way we do
that is with a driver. So you notice that
if we move this up, the y is changing. And that's because we
need to pay attention to the local movement of this bone. So we'll go ahead,
grab local almost see that the up for a
bone is actually y. So what we're going to do, we're going to use that y location to drive the value of our
eyes by using a driver. Now what a driver does
is uses a value or a scripted expression in one field to drive the
value of another field. That's it and it's
most simplest terms, it can get much more
complicated than that. Let's go ahead here though, with our bone selected. Let's right-click here.
Hit Copy as new driver. And then we're going to
switch out to object mode. Grab our object over here. And then we're going
to click happy. And in the value field,
going to right-click. And we'll see we now have
a paste driver option. Now if we grab our bone
here and pose mode, we move this up. We'll see how it is
creating our driver. Now, the animation between Shape Keys generally
isn't that great. So you're going to
want to animate from 0 to one rather quickly. Let's go ahead and do the same thing for our button over here. We'll grab it, copy the
why as a new driver, come back out to object mode and do the same
thing for blink. Go ahead, right-click paste. Now we can add one more thing here to make this a
bit more intuitive. We'll go into pose mode.
We'll grab this bone here. We'll add a bone constraint. We'll go ahead and
go to our Transform. We're gonna go to
the limit location. And then we're gonna
go ahead and turn on. The minimum for y is 0, and the maximum for y as one. No, go ahead and grab
local space down here. And then now when
we move this up, you see hot stops there. And then we have a value of one for our eyes to be closed. That way we can just
move this up and down and animate our
character's eyes quickly. When using keyframes on this, you can use a constant keyframe. I'll talk more about that
and my animation class, we'll go ahead and add
the same to this as well. Then next we're going
to focus on controls. But before we get into controls, you may want to grab these
bones here and we're gonna go ahead,
select both of those. Select a root bone,
hit Control P, and keep with offset. That way these will follow around our character
when we are animating.
13. Adding Custom Controls: So congratulations,
you've made it this far. We're on the last step. Now. Our rig is done, but we can go ahead and add controls to make
it a bit easier. And it's quite simple. So we're gonna do, is we're
going to hit Shift a, go to Mesh and we're
going to add a circle. Now you can use any
shape you want. But I'm just going to use
the circle for simplicity. I'm also going to
take this circle and I'm just going
to move this way out of the view because we don't want that appearing
in our scene. So you'll just want
to make sure to hide your controls somewhere off in the scene where
they won't be seen. Now what we're going
to do is go ahead and grab our armature here and
switch into pose mode. And I'm going to show you how to do this on the root bone, but you can apply this to anybody want with
any shape you want. So we'll come here with
our Ruben selected. We'll go to the bone
properties tab. And then under
view-port display, you'll see that we have the
Ottoman for a custom shape. We're going to click
here and I'm going to type in circle and
select that circle. And you can see here that it creates a little circle there, but that's not
necessarily ideal. So what I'm going to do is we're gonna go ahead and rotate that on the x-axis, 90 degrees. So I'll just go ahead
and type in 90 here, which will make that circle
flat, way too small. So what I'm going
to do is I'm going to click this Tomsk a field. Then I'm going to drag
down to select all three. I'm going to let go
and that will allow me to type into all
of those at once. I'm going to go ahead and
type in something like ten, which will make that
quite a bit bigger. Now you can see that we no
longer can see our root bone, and instead we see
it as a circle. And we can use that
to move around. Feel free to move throughout
your entire character. And you can add this to
all the other objects as well to create a more
appealing or easy to use rig. Now one other thing
is over here, we can go ahead and
label these as well. So if I was to create, say, a text object here. And I'm going to go
ahead and type out link. I'll go ahead and back out. I'm gonna go ahead
and rotate this up. You don't need to
follow along here, just kinda showing
you an example. I can go ahead and put
a blink over here. Then under the object over here, I'm just going to turn
off that this will not show up and renders. So that way it doesn't
show up in ruin my render. Then what I can do
is grab this object, grabbed my armature,
go into pose mode, and then I can choose
the route bone here, hit Control P. And you'll notice that we get
a different menu. We get a bone relative menu. So I'm gonna go ahead
select bone here. And what that's gonna
do is parent that into the bone inside
of the armature. Then when I go ahead
and move this around, you'll see that the
blink also false. So we can go ahead
and label these or create custom controls
as you see fit, I created a little box and
a nice custom controller, which you'll see in the final project files if you'd
like to play with that. This the final part of our rig, but I have one more
tip to show you.
14. How to Make an Arm IK System: You may have more of
a traditional arm, whereas our character
had a wing. And you may be
wondering how to create an IK system on your arm. So I'm just going to very
quickly go through this. We're not going to
worry so much about naming as it's very
similar to the leg. I just want to show you a few of the differences in front view here I'm gonna go ahead add an arbitrary bone tab
and edit mode here. I'm going to rotate
this 90 degrees. This would be considered
our shoulder bone. So I'm going to
switch to a top view here and just move this in. And I'm going to extrude ones which would be considered our bicep and extrude one more time. This will be our forearm
and extrude one more time. This would be our hand. We'll go ahead and
take that hand bone. I'm going to
duplicate that bone. We'll name this one control
so we can keep track of it. We're going to press
Alt P and clear parent. Then we're going to hit Shift D and duplicate that
one more time. Move that up here, and
we're going to rotate that 90 degrees and put
that above the elbow. Now this is going
to be our poll. So it's important that it's
the same height there since we've been doing everything in the same view, that'll work. I'm going to switch back
to the top view here. We need to add some
bend so that we avoid that kind of locking glitch
that I showed before. So we'll add a little
bit of been there on her shoulder and a little bit of been there and our elbow. Now we're gonna go ahead,
take this pole bone, grabbed her shoulder
bone, hit Control P, and keep offset. Great. We'll go ahead and
we'll name this poll. So to that we're ready
to add our constraints. So we'll go ahead and
grab our forearm here. And an inverse
kinematics or target, grab our armature
for a bone grabber control or bold target, we'll grab our armature and for our bone, we will grab our poll. You'll notice that
that rotates up. So we need to go
ahead and set this to either negative
90 or 90 degrees. It'll depend on what side
you're on for me right now, it's going to be negative 90. We'll go ahead and turn
the chain up to two here. And then if I grab this
control bone here, you can see that we're getting
a natural bend in the arm, but we want that hand
to follow our control. So let's go ahead and
grab this hand bone here. We'll go to add bone constraint, copy rotation, target,
armature, Bone control. And then we can use that to
go ahead and rotate our bone. Perfect. And then if you want to grab your elbow and move that around, you can do this in your
elbow point at that. So that's how you go about
creating a basic arm or leg. If you'd like to apply
that to your character.
15. Final Thoughts: Thank you so much for
watching my class. I'm excited to see
what you make. So please post your projects on Skillshare so we can all see, feel free to download
the example projects to learn and reference.