Easy Way To Rig 3D Characters In Blender | Mwila Chileshe | Skillshare
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Easy Way To Rig 3D Characters In Blender

teacher avatar Mwila Chileshe

Watch this class and thousands more

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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.

      Class 01, Introduction

      0:59

    • 2.

      Class 02, Easy way to Rig, Faceit and Metarig

      19:53

    • 3.

      Class 03, Easy way to Rig, Adding Clothing

      11:55

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About This Class

I almost gave up on blender when I reached rigging stage, I tried all types of rigs that are out there, Outorig, Maximo, AquaRig, Meta Rig, it all didn't work out for  my Disney like cartoon cartoon characters that I was interested in developing because they all involve some kind of weight painting which almost never work well. 

Until I discovered my own easy way to rig my characters using two different rigs, and combine them together.

So in this class i will show you how to easily rig your characters without any weight painting. 

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Transcripts

1. Class 01, Introduction : Hello, guys. Welcome to the East way to league three D Cartoon characters in Brenda. My name is Miller Cleese, and I've been using Brenda for over five years now. Trust me, you. I almost gave up when I reached legging stage in Brenda. I tried all the leagues that are out there. I tried Max Mori. I tried Auto P. I tried even event itself. It didn't work out for me for the type of characters that I am interested in developing. Because they all involve some kind of weight painting which almost never works, right? So, until I discovered my own easy way to rig my three dicton characters using two different legs combining them together, which I'm going to show you in this guys so stick around. 2. Class 02, Easy way to Rig, Faceit and Metarig: So I have included my character in the Lesson resources, including the fact leak that we are going to use to leak. So download the Lesson resources, and let's leg her together. We're inside D Brenda. Let's dates and go to file and a pain. All right click there. You're going to go where you've downloaded on resources. You're going to find the file for the corrector. When you find the file, you click on a pint, then you're going to go to object. This one object. The object allows to all the data including the materials and everything. Sect all of them here, then click on a paint. This is our character. When you go to the material preview, you can see that all the materials has been loaded. All right. This is our character. This is the character that we are going to rig. We are going to use an add on code efface it. It's also included in the lesson resources. So you can just install it by coming to edge the preferences. Then you're going to go on install ad. You click here. Then you're going to go to lesson resources and you're going to install it. When you install it, you have to check it and save preferences. Then it's going to come here. We start with face it. We're going to start legging the face first. Let's hide the hair So we start by registering object, right? Select the main body and click on register face objects, right? This is the main body. It's supposed to be registered here on main, right click here. It's registered there. When you register it, you can place on H to hide it, so that you don't get confused place on H, then we are going to the higher This is a left high. Select it and go to selected object place here and mark it as a left higher. Press there. Then when you do, place H to it, then select the right high gister sected object, then register it as a right higher. When you register it, place H to hide, come to the upper teeth, gister selected object, register it as a upper teeth. Press H to select the lower teeth gistit and mark it as a lower teeth. Press H to hide, come to the gistit and mark it as the time, press H to high. On the higher bros, we are going to select them and register and mark them higher bros. We don't have a high lashes, so we can leave it as that. Let's activate Okay. Now, when you are done registering the object, you click on you go to. You go to rig, and then you place on generate round marks plus here, and this mask is going to come and then you're going to align it on the face, right? Right click on your mouse to enter. Now you can start array in the vent says, box set and begin to arraign. Start with the mouth part. The nose for the higher bro, these three. So you can just follow the way I'm putting them. For the higher, p to select the to scale to rotate. So make sure these vertices are in the edges or the higher Okay. So when you are done here, place on project landmarks, place here, right? So it's going to take you in the side view. Whoa, this vertex is not supposed to be here. It's supposed to be somewhere here under the cheeks. All right. Continue arranging the mid side view. Make sure that the t is arranged properly. Okay. So this one is supposed to be on the tip the nose, and this one is supposed to be here, and this one supposed to be here. Okay. So when you are satisfied here, you can place on generate face it leak. P here, and the leg has been generated. So this is the leak. Next, we place on bind. All right. Let's place on bind. Let's check it out. We go to Pz mode, place here and go to Pozmde so far so good. O. Okay, I think it's all right. Most of the time, the problem usually occurs when closing the highest of when making an air bring, right. But since we've managed to cross, it's perfectly fine. So to undo all the posing, you place on and then place out g and out right now we are going to add the meter we are going to rig the list of the body with meta rig. All right. Hide the first rig. For now and place shift and come to amateur and come to man mattering. Place, and then place to scale down and then come to the objective data, place here and then come to view port, viewport display, display Az, then check in front. All right, so that the bones can be displayed in front. First and foremost, we are going to delete the face bone. Let's go to the pot. Then place three on your keyboard, sect the face bones, or the face bones. This one, and delete. You can also date the ones for the ears, D. There is also another bone that you have to dread. If you forget to dred it, it's not going to work, right? So go to the wireframe attribute the tray tangle. This bone here, select it and date. We begin to arraign the bones. So you should make sure that you don't dislocate any joint. So always select when selecting the join box select. Press brat This is the povic bone. So for the shoulder, you have to activate the mirror. Press press three, that's around the neck bone. This is the head bone. It has to reach at the top there. So for now, let's hide this bones so that we make for the. We start with the. This is the breast bone, can put it here. Then hide this right. So we are going to open a new window for the side view. And transform pivot point, change to banding box so that everything you select move together as one, and box select for the hand. Move it here as to scale. Okay, so now we can begin to arrange the finger bones. Make sure that you don't disrocate any joint. So always box select the joint. This is for the thumbs go to the next finger. Okay, we'll go to the next. Okay, let's move this one inside. It's supposed to be inside. All right. All right. So let's go to the next finger. Here on the front view, you can place control one so that you can see from the back. So now let's do for the small finger. M. If you want to check if all the joint inside the mesh, you can come and check here on in front disprey make sure that it's inside the mesh. I think we are done with the hand. Check the color bone. All right. So now let's hide, place on your keyboard and place out to and. Let's now arraign for the foot. Okay. So I think now we are done. Let's go to the object mode. Then you place control and all transformations. We apply all the transformations that we've made. Now after doing that, we can generate the rig. Place here on generate leg. This is the leg. Let's hide the meta rig can hide it. Okay. Now before we wait the character, we have to join the fact leg with the meta rig. Let's hide the fact rig. This one. Now the trick is here. You join the meter to the factri not the factri to the metaric's not going to work. It will work, but you have to do the weight painting especially on the teeth, the tongue and the eyes, you have to do the weight painting. That is what I'm avoiding. You join the metarg to the fact, sect this meter and then place shift and select the fact rig and place contro J All right? So it has been connected. As you can see, at first, we only had three layers for the fact leak but now we have all these layers for the meter ri. To activate them, just place on shift and select them. Just like that. All right. So this is the transforming layers, right? So now we are going to wait the carcor. But remember, we are only waiting for the body. So you should avoid the highest the teeth and the tang and wait only the body. All right. So if you have some crosing, you can weight them, but for me, I don't weight the croch together with the corrector. I weight the corrector first, and then I the leaged meshes from the carrcor and turn them into clothing, all right. That way, the meshes doesn't protrude through the clothing. I hope you understand what I'm talking about. Okay, I'll show you with the shot. Since we have the short, I'm going to rig it together with the main body, and then you are going to see what I'm talking about. All right? So now to wet the character, select the character and everything that you want to weight and place shift and select the the rig has to be in green, and then place control P and then come to with automatic weight. Place there. Okay. So it has been weighted when you selected and go to pose mode, the rest try for the foot born. Okay. So you can deactivate the mirror. Okay. Okay, let's cross some layers here so that you can see, the setback is that the controls are not going to be displaying here. So you have to select everything from these layers here. So you have to master that Let's say where the foot bone is. You have to master that if you want to make transformation for the foot bone. All right. So now, this is this is the foot bone and another one here. And we can also open this one. And for the hand, for the hand and for the other hand, right? Let's side that. We're just trying to pause her. So as as you've seen what I was talking about, the shot or the main mesh is protruding through the mesh. Is one more thing. There's one more step that you need to do to make the face bone connected to the other bones. To do that, select the bone layer. This is where the amateur layer visibility is this one here, select it, and then go to the a mode. We are going to parent this bone. We are going to parent it to this head bone. Select, place shift and select this bone and place control P. The click on keep offset. Now when we go to the pose mode and come here, As you can see now, the face is following to the transformation. As you can see. Okay, so this is what I was talking about. You don't leak the clothing. For me, I don't leak clothings. I copy the meses from the leaked character and make and tend them into clothing, all right? I'll show you what it does. Thank you very much, guys. In the next crash, I'm going to show you how I add clothings to my characters, all right? You don't add clothing to the character before legging it. You first leg it and copy the liked meshes from the character and turn them into cloth to avoid the clothes protruding through the mesh or the mesh the clothing. So I'm going to show you that in the next scrass Stick around. 3. Class 03, Easy way to Rig, Adding Clothing: Okay. Okay. So now I'm going to show you how I add clothing to the leaked character, right? I don't leak my characters with clothing to avoid clothing protruding through the mesh. Okay. So let me show you. Let's go to the lest mode, and then we go to the object mode, and we're going to hide the leg and then let's hide this shot. So what I do to add the clothing, I usually just copy the mesh from the characor like I said area. So let's go to the added mode. So I'm just going to create a tight a skin tight. Let's go this tex. And then place shift D to lubricate light creek, and then place P to separate the ubricated mesh. Then go to the object mode, select this one and rename it as a skin tight. Then go to the edged mode and modify it to make the skin tight. We can go to the material preview and then remove the material, this one, remove it so that you can see properly. Go back to the mode. All right, so we go to the object mode and then we're going to add a motif solidify modifier. So go to modifiers here and then add a solidify modifier. Here you have to bring it on top of the other modifiers. And here type one, then type zero You have to type 0.00 055. Okay, so this is the skin type. We are just going to a new material, go to material and place on, and then change the color to bra and lower the specula. Okay, so if you want to add texture, this quickly add a different texture. Go to to share the editor here and come on hard, then come on texture and come on image texture here. Press then here, you can come on generated, right? Connect the color to the base cola and then place on open image. I'm going to find the image that we're going to have on there. So we go to where we've saved our image. The image that I'm going to use is also included in the less resources. You will find it there, right? So let's try to use this one can decrease the roughness. Okay. Let's quickly add the top. So for the top, you can also you can do the same places later. You select the meshes. Let's first hide the skin tight, go to the head and select the meshes. Okay. Okay, since this is just for demonstration, this quickly make the Bo top. Place Shift D and then place P to separate, go to the object mode. So this is the separated me and then den to Bottop. Enter. Go back to the mode. Now you can come to the material preview and remove this material for the body, remove it. You have to go to the you have to be in the object mode to be able to remove it, move it and remove that. All right. Go back to the mode. All right. And then you can begin to arrange the vets and turn them into the type of that you want, all right. But always make sure that for example, if you want the sleeve to reach this side, you have to copy the votes that are this side or if you want the dress. If you want this to be a dress to reach here, you have to copy the vets that from this area over the body or the liked body so that it can transform uniformly. Okay. Okay. Let's not go into serious close making, right? So now, activate the league activate the league and go to pose mode, right? And then try to go back to the, it's in the last mode. Then bring it back to the pose mode. As you can see, the clothing is not protruding through the mesh. Okay. So we didn't add the hair to the leak. So let's quickly add the hair to the le. Go to the to this layer here, select it, and then first, go to the object mode, select the hair, then place shift and select the leg. Then go to the pose mode, right? The P shift and select this bone and then place control P. Then come to bone, right? So now, when you go to the pose mold, when you begin to pause, and you see the hair is now connected to the rig. When you move your character, it's connected to the link. Okay. Thank you very much, guys for watching this class, and make sure that you also watch my next classes that I'll be posting, especially someone requested that I make the class on collector modeling. So I'm going to post the class on collector modeling on how I modeled this character, right. So thank you very much, guys. See you.