Transcripts
1. 1 ) Intro: Hello, everyone, and
welcome to my class. This class is all about easy
blender renew for beginners. You do not need any prior regu knowledge to
take this class. In this class, I will
be taking you from an absolute beginner re to being able to create
professional quality rigs. I will be covering topics that most beginner
tutorials do cover, such as pole vectors
and custom bone shaves. In the end, we'll create
an actual human rig. Your project, you will be required to create
a review yourself. You can use the
character, provide it in the project resources or
use your own character. After finishing N,
upload a screenshot in the project section so that others can see it and
give you feedback. I will personally view each project and give
you tips to improve. What are we waiting
for? Let's begin.
2. 2 ) Creating a basic rig: Hello, everyone, and welcome to the first video of our
blender rigging class. So in this video, we'll
be learning how to create a very basic rig
on the default cylinder, and this is going to give you a basic idea of how
is in Blender work. So first of all, as we can
see on the screen here, I have our default cube set up, so I'm going to just press
E and delete everything. And now I'm going to press shift A and go to
mesh and cylinder. So we have got a cylinder here. What I want to do here
is to first of all, scale it allow the
z axis to give us a little bit more space to
work with the cylinder. This step is obviously
not required. And then I'm just going to move the cylinder up on the z axis till its foot is just touching the base of our
three d grad right here. And then I want to add a bunch of edge
loops to the cylinder, so we can actually
deform it because right now if I go
into edit mode, as you can see that this
whole area is just one phase. Right now we want
multiple phases. I'm going to press control r, and I'm going to scroll
up my mouse wheel to add a bunch of edge loops and then confirm that and
then come out of editde. And now we have got the cylinder ready to
actually be ringed. We have got a lot of
edge loops right here. The next thing we
want to do is stress shift and select armature. Now we're not seeing
anything right now, but if I go over
to i frame mode, as you can see, we have got
an amateur bone right here. I can also see this
in x ray mode. Now, what I want you to do
is first of all scale it up. Now, as you know to edit
any kind of mesh object, we go to Edit mode and
then addit the object. In a similar way, we can
also select ball right here and then go to Edit
mode to edit the bone. Let me just isolate this. Now as you see, our bone
is made up of three parts. First is the tip. The second is the main
body of the bone, and the third one is the base. Any of these things
can be added. Let's say I press e to
extrude from the base. You can see a new bone has been created from the
base of the bone. But that's not
what we want here. I want to actually extrude
from the tip of the bone. I'm going to come into
the negative y axis, and then I'm going to
press E z and extrude up, and I'm going to
rent it three times. The last bowl, see
how I've made sure that the tip is just above
the head of the cylinder. Now, if you don't do
this, in some cases, you might get some
inaccurate tics where if you move your bones, the skin may not
deform correctly. It's a good practice to do this. Now I can just come
out of edit load and I've got my arm
ready right here. Now, I don't want to always be in x ray mode to see my bones. A quick fix for that
is you can come over to the bone properties right here and then
come to viewport display and check in front. Now, as you can see the bones will always be in front now, so you can always
see your bones. Next thing we want to do is see if this amateur
actually works. I'm going to go over to
pose mode from this menu. Now if I slit any bone and
rotate it, as you can see, everything else that's after it is also rotating
along with it. Right. The last step here
is that we want to connect these bones
to our cylinder. To do that, we can
select the cylinder, shift select a bone, and then control P and set parent to amateur deform
with automatic weights. There we go. Let's go
over to pause more now. And if I try to rotate any bone, as you can see the cylinder
is being deformed with it. Of course, I can also
set a keyframe for this. Let's say I set a key
frame for it here. Let me expand the timeline. Forward a few frames, set a key frame like this. Come forward again, set
a key frame like this, and there we go,
our im is playing. In that way, you can create
any type of key frames, and that's how we
animate our characters. That's it with this video. In the next video, we'll learn
about IK and SK before we proceed to actually making a rig of a real human
model. See you there.
3. 3 ) The Basics of IK and FK constraints: See, everyone. In
the last video, we learned about creating
a basic g in blender. In this video, I
want to talk about the basics of IK
and FK in blender. Before understanding IK and FK, I think it's important to understand the
concept of parenting. To demonstrate parenting to you, first of all, I'm going
to create an amateur. And what happens is when I extrude any bone
from another bone, that extruded bone becomes
the child of the bone we extruded from and the bone we extruded
from becomes the parent. So to show it to you, I'm going to extrude this
bone from the tip. And in the outliner right here, if I expand the amature, you can see first of all, we have our root bone, and then under the root bone, we have the bone we extruded. So the bone we extruded
became the of the root bone, and that's what parenting is. And now talking about IK and SK, SK stands for
forward kinematics. And as the name suggests, everything goes in
the forward direction from parent to children. When we rotate a bone, for example, the child
bones rotate along with it. If I extrude it a
few times like this, and going into pose mode, as you can see, when
I rotate this bone, all of the child bones are
rotating along with it. Same goes for this bone and
this bone and this bone. And that's what Fk is. Demonstrate I K, basically
it's the opposite of F. The child bone affects the position
of the parent bones. Everything is transferred
from the child to the parent. This is really
useful for creating things like lengths
and arms where you just want to be able
to move the wrist and the entire arm just
moves along with it. I'm going to bring this
aside and add another arm. In edit mode, I'm going
to rotate it like this, and then extrude it two times. And I'm going to
extrude the third bone, which is going to be
our IK controller. This IK controller has to be separate from
the rest of the bones. We have to press P and
select clear parents, so I can move this along freely. Now to pose mode, make sure this bone is
selected our IK controller. Shift select another bone, which you want to
control with the IK, and then let's shift I
add K to active bone. As you can see the
bone color change, and if we go over to
bone constraints, a constraint has been
added right here. When I move this bone, all of the other bones
are moving along with it. And the rotation
of these bones is proportional to the angle
they had in added mode. These two bones have a much
bigger angle between them, so they are rotating far
less than these two bones, which have more of
an acute angle. Let me show it to you guys. Right here, these
bones are moving much more and these two bones
are rotating much less. And let's say I don't want it
to control the whole chain. I only want it to
control these two bones, for example, I can come
over to this colored bone. In bone constraints, I
can add the chain length. If I keep the chain
length of two, it's only going to
control these two bones. When I move it, you can see that the root bone is not rotating. And this is very useful for again creating things
like arms and legs. And that's what IK is. The movement goes from
the child to the parent, and that's an
important distinction. That's it for this video, and in the next video, we start rigging an actual
human model. See you there.
4. 4 ) Creating a human rig: Everyone. In the
previous lectures, we have already learned
the basics of creating a rig and also what
IK and FK are. I think it's tile
to put a skills to test and rig an
actual human model. Right here, you can see
a very low poly model, which you'll be able to download
in the project section. The reason I'm choosing
a low poly model is because these things
are easier to rig. While making your own project, you can choose any
model you want, but I recommend starting
off with a low poly model. However, with the skills
you learn in this class, you should be able to pretty much any kind of model with Hs. Anyway to start
off, first of all, I'm going to create an Mag I want this amateur to
be rotated 90 degrees. First of all, I'm just going to scale down this model a bit. Now I'm going to rotate the amateur on the
x axis 90 degrees, and this is going to
be our root bowl. I'm just going to come over
here and rename this root. Then in edit root,
I'm going to sit to add another bowl and move it up. First of all, change the viewpo display to in front so we can
always see our bones, and this is going to be our
main bone for the body. Scale it down. And now I want to add some bones for the spine. You can add as many
bones as you want. It depends on how flexible
you want the spine to be. And then we are going to
have one bone for the neck. And another one for the head. Again, make sure that the bone extends to just above the head. A right now I'm going to
make a copy of this bone, and now press all F to rotate it and position it right here. I'm going to rotate it a bit again and make sure that this
bone is touching the knee. In the side view, I can
move this bone a little bit backwards like such and this side a little
forwards because again, we need the bones to
bend in that direction, we want the IK to bend. If we have this bone bent
in the wrong direction, then the leg will start bending the other way when we start
adding our IK constraints. Then I'm going to add another
bone for the leg itself. Front view again, we'll have to adjust the positions
of these bones. Like such. I think this is pine. Now come over to the bone names and
rename it appropriately. I'm going to rename this as
thigh and leg and then foot. Now let's start
working on the arms. I'm going to duplicate this
bone again, rotate it. And bring it about here. Now we want this bone to
extend right up to the elbow, and then add another ball. Then maybe add two bones. You can add just one
bowl if you like, if you just want to keep it simple or you can add two bowls. You can also add a
bone for the thumb, if you want to, it's up to you. Now I'm going to correct the
positions of these bones. This bone is right at the elbow. This bone is going
to be at the wrist, keep it a little bent as always. This one here, and
this one right about here. I think that's it. Now again, rename
it appropriately, and this is not
an optional step. You need to do this
if you want to be able to symmetrize the
bones the other way. I'll rename the shoulder
and elbow hand and fingers. Now, what we need
to do is select all of these bones except
for the road bone, and then right click and select
auto rename slash right. Now you'll see that
all these bones have a dot L prefix
added to them. This is very important
if you want to be able to symmetrize
your bones. Now we can just
right click and to symmetrize and the bones are duplicated the
other way as well. Now we have to start
adding our constraints. I'm just going to
delete this for now and come out to the elbow. Extrude a bone in
the wind direction. This is going to be
our pole vector. Press all P and clear parent. The core vor is
basically the bone which an constraint
points towards. We can use this bone to decide which direction the
elbow is going to face. And extrude another
bone from the wrist. This is going to be our
IK constraint, again, clear parent, but I'm not going to move this
bone anywhere. Let it there. Then again, extrude one from the ankle, the parent, and extrude one from the knee in
the forwards direction. I'm going to move this forward. I can just hit names
auto left slash right, and then symmetrize
the whole thing. And that's it. Now
in the pose mode, I move to select
this bone, shift, select this bone, press
shift tie k to active bone. Do the same here,
select this bone, and this bone, and
now I can just repeat the last
action using shift. Do the same here, and here. Now I'll also have to
adjust the chain level. Come over here and change
the chain length to two, do the same here,
and here and here. Now if we try
moving these bones, the IK is moving the proper way. Now I also want to use the
pole vectors we just created. Come over here, set the
pole target to the Amage, and then popping this
bones name and in the bone constraint space this bone name right
here and re enter. Now you'll need to adjust
the pole angle a bit. To have it pointing
the right wing. -90 is working just fine,
I'm going to use that. Now if I move the leg and then try moving
the pole vector, you can see that the elbow
is pointing the right wing. I'm going to do the same
for every other bone. Now that that's done. Notice that, for example, when I rotate this I K, the foot is not
rotating along with it. To fix that come
back into edit mode, and then select the foot bone, shift select the I K, and press control P keyset. Now I can come into pose mode, and when I rotate this, the
foot is rotating as well. Again, do the same for
the other bones as well. And now I want to extrude another bone from
under the root bolt. This is going to be
our body controller. First of all, parent the
root bone to this bone. I now come over to the legs and parent these both
to the road bones. I can slip both the
legs first and then shift slip the road bole
and then parent them. I'm going to do the
same for the arms. Now in pose mode,
notice that I'm able to move these walls and everything else
moves along with it. Now I can just come into object more, and then select the me, shift select the amateur and press Control P parent
with automatic weights. Now let's go into pose more and see if it's working.
It's working file. The only thing we
forgot is we need to parent this bone
to the root bone. I'm going to just press control P. This bone moves everything and we can
rotate the body like this. We can move our
body with the IK. Now if you think the weight
painting is a bit wrong, you can just select this mesh, go into weight paint, and then go into vertex groups and see the weight paints for
all the vertex groups. For example, the shoulder
is coming into the arm. I'm just going to
sling the shoulder, right here, and I'm going to just paint out the
arm like such. Now I should be able
to move it better. Yeah. In that way you
can adjust the weights. One bonus thing which
I'm going to tell you is first of
all, add a circle. I'm going to just add a circle. It's going to be a curve.
Now I can, for example, come into this bone in
In the bone properties, in Vu code display, I can have a custom object
as this bone shape. Instead of the bone itself, we are actually going to see that object and it just
makes it look a bit better. I can do the same
for all the K bones, as well as for this
root bone right here. For this main root bone, I can have, for
example, a square, so I'm just going to
add a circle for now, and then I'm going
to select all of these and just scale them out. So now I am going to come into this bowl and select
this object right here, I can just hide these
two shapes right here. I'm also going to change
the bone for the head. So let's say I again add a
circle and then in edit mode, I'm just going to shift d and
rotate it along the x axis, and then shift D again and
rotate it along the z axis. And just scale it up like this. I can have this as the
bone for the head, and I can just keep adjusting
it until I get it right. So the head one is the fingered. For these pool vectors, I want to show you
guys one trick. First of all, I'm
going to add a cube. R here, just move it
along the x axis, scale it down, and
scale it on the y axis. Now I'm going to
come into edit mode, and then press E and
S to scale it and then E and scale it down and maybe merge
it at the center. We have got this arrow
thing going for us, and now I can come
back into object mode. Come over here and
slim geometry notes a. Now you don't need to know
geometry notes for this. I'm just going to tell
you about two nodes, which is going to make
your workflow easier. First of all, just click on you. And R here, press shift and
search for mesh two curve. Plug it in, and as you can see, a mesh has been
converted into curves. Now I want to apply
this modifier, but right now we
won't be able to apply it because it
needs to return a mesh. So we have to convert
it back into a mesh, so we can to mesh. Right here. Plug it in like this, and now I can just apply
this modifier. Now we've got a shape
for our pole vectors. So I'm going to come in here
and in the custom shape, I'm going to slip this for
all of these pole vectors, and then I'll just scale
everything down a bit. Now I can just go into
edit more and scale down and then sce it further along the y axis till you are satisfied
with the result. I'm also going to
hide this and this. We have basically got a
perfect rig right here. I should be able to go into pose and move everything around. Let's say I can move it like
this and then rotate it. And then move my elbows. Let will just close this here and do the same for the knees and it's all working perfectly. That is it for this spurs, and I hope you guys enjoyed
and learned something new. The project for this spores
is going to be creating your own rig and you
can use this model, which you can find in
the project section, or you can use your
own model both fine, and I'll also be personally commenting on your rigs
and giving you tips. Thanks for watching my class and I hope you learned
something new. See you in the next class.