Blender Rigging 101 - For beginners | Yash Kejriwal | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender Rigging 101 - For beginners

teacher avatar Yash Kejriwal

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      1 ) Intro

      0:52

    • 2.

      2 ) Creating a basic rig

      4:38

    • 3.

      3 ) The Basics of IK and FK constraints

      3:55

    • 4.

      4 ) Creating a human rig

      14:18

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

106

Students

3

Projects

About This Class

Welcome to the course! My name is Yash and in this course, I will be introducing you to Rigging in Blender.

This course is designed with absolute beginners in mind. To follow along, you only need very basic knowledge of Blender. You do not need any prior knowledge of Rigging to follow along.

I really hope you enjoy. See you in the class!

Meet Your Teacher

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

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.