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.