How I Create My Characters in Blender | Gytis A. | Skillshare

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How I Create My Characters in Blender

teacher avatar Gytis A., Motion designer

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.

      Intro

      1:03

    • 2.

      Reference

      5:17

    • 3.

      Modeling the Body

      15:40

    • 4.

      Fixing Potencial Errors

      5:17

    • 5.

      Clothes

      4:46

    • 6.

      Colors

      1:36

    • 7.

      Face

      10:55

    • 8.

      Transform to Female Character

      2:13

    • 9.

      Rigging

      10:49

    • 10.

      Outro

      1:58

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About This Class

In this course, I will show how I create characters for my animations in Blender.


My characters are very simple. And there is a reason for that. The simpler the character is, the easier to animate it.

This course is suitable for beginners, but I recommend watching my Beginner course first if you have never used Blender before. It will give you basic knowledge on how to navigate in Blender.

Meet Your Teacher

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Gytis A.

Motion designer

Teacher

Hey! My name is Gytis. But you probably know me as sblga. I am creating videos on YouTube and social media.

By creating those videos I get so many ideas and so much experience which I am gonna share with my students here on Skillshare.

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi, my name is Gets, and you probably know me as SBLGA. I'm creating short animated videos on social media. Know who my father is? Mother didn't tell you. Excuse me. Could you tell me the Wi Fi password? You need to buy a drink first? Uh, what's wrong this time? Excuse me? How much do you charge? I charge $1,000 to answer for request. Yeah, I create a lot of those. I get a lot of comments and questions how I create my characters, why they look so cute, et cetera. So I decided to make a course on how I create my characters. You probably noticed that my characters are very simple. And there is a reason for that because it's easier to animate. That's why I choose this simple style. And I would like to show you how to create characters like that in the squares. That's enough for an intro, and let's jump into the class and start learning. 2. Reference: So I will start this course by setting up a reference. But I have, before that, I would like to delete all the objects in the scene. So I will press a and I will press Delete. By the way here you can see the screencast keys and you can see what I'm clicking. So it will be easier to follow the course and that way. Okay, great, so I'll press numbered. Want to see my scene from the front view. I will go to my reference. You will find that attached to the scores. And I'll just drag and drop it. So I'll drop it here. And I'll zoom in a little bit. And I will select it and I'll press G and I will move it in the center of my scene, something like that. Let's go to this image properties. And here we will change some settings. I'll move this down a little bit. First of all, I will decrease the opacity of my reference. So we'll select that opacity thing and I will decrease it to something like 0.60.7 met probably will. Setting for me. We can adjust that anytime if it's not comfortable to watch at it. And I will add another object just to see what's going on. So for example, I will add a simple cube in the middle of my picture and I'll get back to my front view by number num bed one. Again, I will select the image, the reference image that I have. And maybe I will move the cube a little bit to the side. We'll move my image to be center as much as possible. If you want to move everything very slow, you can hold Shift. And for example, if I press G, it is moving like mad, but if I hold Shift, it is moving very slowly. So it's easier to be accurate on things when you hold shift. So that's good. I have my image in the center. I don't want to select it accidentally. For example, if I select my cube like mad, I accidentally, and if I move, everything moves away. So I don't want to do bad and I don't want to accidentally select my reference image. So I'll go to the Filter button and I will select this arrow. So I will select back. And it will give me another option. If I deselect that on my empty, I will rename this to reference to be more clear. Now, there is no way how I could select my reference. Of course I can select it here and I have this options for my reference, but I can select them in my viewport. So that's exactly what I want. That's amazing. I would like to change a couple of more settings. One setting, but I would like to change, I don't want to watch it with reference when I'm moving in my viewport promises, for example, from this angle, I want to see this reference only when I'm in front view when I press number one. So to do that, I can then press this only access lines. And now I can see it only when I press one or control one. So from the front, from the back. And that's really good. For example, if you want to look at only from the front, you can select this. Or if you want to look at only from the bag, we can select this. Great. Another thing there now, I need this cube. I will move it to somewhere here. I would like to select my reference again. I would like to see my reference even if I have an object in front of it. So I will change with depth setting to front. Now. I will see my reference no matter what, if I am in front view so I can model and follow my reference way easier. That's why I need this opacity. If your object is not bright enough, you can decrease the opacity for your reference in your original object will be bright. But 0.6, something like that. That works very well for me. So that's it for my preference settings. And we can go to the next lesson and start creating our Stickman. 3. Modeling the Body: So now we can delete this cube. And I would like to start creating my Stickman from the leg. And I will create a very low poly cascade for my Stickman. And then I will add a subdivision modifier to make it small detail. I will start modeling from the circle. So I'll add the circle. But it is to detail. If I will model from 22 vertices, my Stickman will be, will have a lot of polygons. It might be hard for computer too to process all of those polygons. So I'll, will reduce both drastically. I'll change both to six. If you don't see this. Both options, for example, you clicked anywhere before changing mat. So you need to delete this, add another one and another circle, and you probably see it like that. Expanded, reduce the vertices. You can reduce a radius, but we will change that later. So I'll go into edit mode by pressing Tab and I will press numbered one to see everything from the front and to see our reference. So when I'm in edit mode and that's important, you need to be invaded mode because we need this pivot point in the middle. We will move this to the side. So G and X, I will move it to somewhere here. And I will scale it down a little bit. And we'll press X and I'll move it to somewhere here. Great. We have a base of the leg, but my character is going to be symmetrical. It will have basically the same things in one side and averse. So I will use a mirror modifier for bad. So I will go to this branch and add a mirror, mirror, mirror, mirror, mirror. Where's my mirror? Here's my mirror. And now I should have two circles, which hexagon, I think if I'm right. Okay, so let's go back to the front view. And now I'll just extrude the legs. I will extrude it to some way here to this orange area. So I'll press E and I'll just move it up just some way here. I'm maybe even more to somewhere like that. I think will be good. Now, I would like to rotate this a little bit. You probably know that draw T2 can press R and just rotate things. But if I will rotate this, the top will become narrower than the bottom. So that's not the perfect thing and that's not what we want. But luckily, blender have another tool which is very cool. This shear tool. And if I click this, I get this gizmo. It has shortcuts, which I don't remember. I'll just click this and I'll just rotate this. I have the same width but my legs now rotate it. So I'll get back to selection mode. I would like to connect those. And one important thing we need to enable clipping in the mirror modifier. I can go into this edge select mode by pressing to Unwin on my keyboard, or I can just press this. And I want to select those three vertices. Only both free. And I will extrude them on the x axis. I think I do something wrong. I'll get magma Control Z. Okay, let's try again, p and x. Now it's working. Maybe I miss clicked something last time. So that this is really good. Now we have this area which looks quite good. And yeah, that's awesome. Let's get bank. Let's get back into the front view. I would like to select this loop so I press Alt and on the edge and beds. I will do this again. And that will select the loop. And we'll extrude it to somewhere here. So I'll press E and I'll just extrude it, something like that. Let's see how it looks. It looks very stiff, low poly, but that's okay. Now I will select two of those. And I'll get back to the front view. And I will extrude bows some way here. I would like them to be in the same height. So I'll press S, Z and 0, and that will 0, the scale of those two edges. I don't know if that makes sense, but just try s, z 0. You can do that on all of those x's, but at this time, I need it to do that on v z. Okay, so let's select both again. Or if you already have them selected, that's perfectly fine. I'll press free to go into a side view. And I will extrude this on the y-axis. X-axis. No, come on, extrude on the y-axis. And again, I would like to make them even. So S, this time I will use y-axis and 0. That's a great tool to remember. I used that a lot. I will select both and I will fill the gap. So I just select those and I press the shortcut for filling. And I'll select this edge and I'll press F and vet will fill this gap. Here is going to be the part where we where we will extrude our arm doesn't look very good and four vertices is not enough for the arm. I would like to have eight vertices like I have in my leg. So I will add a couple of lupus. So I will add one loop guard here, so Control R. And that will give me a loop cut. And I will add another look at here. So control are in here. Great. Now, this gap is too big vertically, so I'll go into a side view by pressing numbered free. And I'll select this vertices and I will move it down. So somewhere here, I think that's good. And I may be move this up. So G and Z. And I'll go into vertex select mode again to the side view, I will expand both and I will get those in a little bit. I would like to form that hexagon shape that I had in the leg or something like that. Maybe we can increase the size of it a little bit. So I'll press Alt and I select all of this and I always scale it up a little bit. Just like that. I know I'm adjusting a lot. And that might be a little bit annoying, but I would like to make it bright from the first time. Okay, let's select this loop. Again, Alt and select this. And I'll go into a front mode. And I will extrude it a little bit, something like that. That's quite good. I would like to rotate it a little bit to get to that angle. And I will extrude it to the end some way here. And let's see how it looks. I think it looks okay, Let's get back to the edit mode. We have this gap, this, so select all of this by pressing Alt and on the edge like that and press F to fill. Let's do the same with the leg. The leg is also empty. So F and realistic men looks quite good. Maybe before moving on, we can make. More edge loops because it's not a good idea to have rectangular. We would like to have both square shapes as much as possible. I'll get back into the front view. I'll go into edge select mode, and I'll add couple edge loops in here. So Control R and I will add three edge loops here. So we have our shape made from quads. Maybe I will add a subdivision surface, modify it to see what we have and what this modifier do. I'll select join to go into object mode, and I will disable reference for awhile. So let's modify increases the level of polygons. And if I click this, I can see how many polygons now it has. Now, this way smoother. And that's really good in our case. But it rounds all of those ends of limbs. For example, the end of a hand and in the hands of the leg. I don't want that. So I'll just tab and go back into edit mode. And I will add a loop cut at the end of those. So I'll press Control R to confirm bad with the left mouse button. And I will move that to the side until I'm happy with the roundness. I'll do the same with a leg. So Control R. I'll move it down. And this one, I will level up with this as z 0. And now our model looks way, way, way better. But still, I would like to add a little bit more mesh to the leg because now if I will show you my optimal display, we don't have quads in here. I would like to have quads like I have any here. So I will add more mesh into the legs and arms because here we have rectangular. We don't have those quotes. Okay, so I'll press space again and I'll go into the Edit mode. Into the front view. I can re-enable my reference and I can see in my reference I have free markets, so Control R, Something like that. I can select this, again, make it straight. So z is 0. We made this combination 0 so many times. So you, should, you probably remember it already again. Here we have pre-market, so I'll do that control are we'll increase the number of guts with the mouse, and I will keep those as B. Let's have a look at this model right now. It looks like that. I'll just simply reference. And now I have closer to the quads mesh. Now we can easily adjust the mesh. We go into the Edit mode. For example, I can select this edge. I will, I can move it up. So G and Z make mat neck area a little bit higher. Again, I would like to move this this area a little bit lower. We raised beds. I need best if you can select something just disabled subdivision. And Matt will be easier and move at G and Z. Just some way here. I want to say Muslim division to see what's going on. G and Z, That's quite good. We can also move this one a little bit. G and Z, somebody like that. And now if I enable subdivision modifier, I think it looks better. Maybe I can decrease the waste a little bit. For example, I can press this and I can scale it down. On the x-axis. Probably it's a good idea to know Matt. And with this as x a little bit. So it has a little bit of shape. And let's see how it looks. It looks really good. I really like with this model. And I'll just press right mouse button and I'll shade smooth. And it doesn't work. Now it works Shade Smooth. 4. Fixing Potencial Errors: Before moving forward, I would like to check if I don't have any mistakes made in this modeling process. So first I'll press N and N. N. And I will check if my scale is 111. If it's not, I'll just select memorial and press Control a and apply the scale. And bad we'll even be scale for the for memorial. For example. We can change but that's met will be totally fine. Now, my modal dimensions, it is 3.5 meters high, so that's way too high. And I can press S and I can scale it to something like, I don't know, what's the height of the model. We've honed head would have had something 180 and without when 60, something like that probably. And as you can see, my scale is noun not 111. So now I can press Control a and apply the scale. And this scale is 111. That's not very important, but it might give you some problems in the future. So I would recommend to have this habit to check the scale or just apply the scale. Once in awhile, scale will changes if you scale your, your objects in object mode, if you scale them into the edit mode, that's totally fine. Nothing changes. So we check this. We can press N and remove adds to the side. Now, I would like to see if my normals, looking at the right direction. I can just click on this and check face orientation and snot. This should be blue. It happens when we extrude things from weird shapes like we did from the circle. And we create basically all of this shape from the circle. So again, we can easily fix that. We can go into the Edit mode, press a to select all and Control or Shift and press Shift N, and that will recalculate normals if you want that vista be in the other way. For example, inside like we did, you can press this and that's how you can recalculate normals to insight. So that's good. We have our normals and going to the right side is blue. We can disable that face orientation. And the last thing that I would like to check if we don't have duplicates one on top of another, for example, double faces, one on another bed. Something happens if you extrude something and you cancel action and you forget to get back with control Z. And that might cause some problems. When new animator character on when you move it, you can select all, you can press M and managed by distance. And it showed me that it removed 0 vertices. And that's awesome. It means that this model didn't add any problems. But if it's removed any vertices for you, well, it's good. You had some mistakes and bad fixed it. Those are just a couple of steps at the end of a modelling process, which can help you to avoid problems in the future. And at last, let's add the head. I don't want to make a separate lesson format. I will enable the reference. It doesn't make sense now, so I will just delete it. We don't need this reference anymore. So I deleted. I will name this circle to the body. So that's our body. And I'll add a UV sphere. And I think I will keep the same segments and the Rings for RBIS, and I will go into edit mode. It's important to go to the edit mode and scale it down. Now, this scale thing, one change for you. It's 111. So it's a good idea. And I will move this head to the place where the head should be in the edit mode. So my pivot point will be here. So GZ are G and Z. What do you think about this? Is it too big, too little? I think it's good. Shade smooth. I think it's good. So bad. So base of our Stickman. 5. Clothes: Okay, now let's create some clothes for this Dickman. And I will select the body. I'll go to Edit mode and let's create a t-shirt verse. I'll go into this toggle x-ray mode. And I will select probably both. Select edges. I need to select faces. So I'll do that again. I need to select both and votes. Let's see if it's selected all of the phases that are in want. Basically, I want to select all the faces at the startup hand. And till here. I think it's good. You can disable the X-ray mode and check a few, select everything that you want. And now press Shift D to duplicate. And as you can see, I duplicate it. I will cancel the action by right-most button. I already have duplicate. And now while everything is selected, I'll press B, two separate selection. Now I have another object plugin will go into object mode, and I will rename this to do short. It is made in the same size as my character body. I would like to make it a little bit thicker. So I'll add another modifier that this is going to be solidify modifier. And if I go into, if I go into negative side, as you can see, it increases, it just solidifies a mesh that I have. So I will increase it slightly, not too much. And that's going to be my t-shirt. Maybe I can go into the Edit mode. I can disable, solidify for awhile. Select, go into edge select mode, select all this edge and you know the comment, how to make it even. S z is 0. Again, I will re-enable solidify. And my T-shirt looks like that. Let's create the bands on genes. So let's go to this. Let's select the body, go into the Edit mode. I will hide with t-shirts. By now. It will be easier to see the mesh. And I will select faces, and I will select both phases. But at first I need to be in x-ray mode. So both pieces, this one is not, it's not just one. Come on. I'll disable x-ray will be easier. So now all of those selected, again, shift D duplicated both canceled reaction by Riley, right mouse button. Be separate selection. You have another body which is genes. We have genes that go into object mode, select the genes, go to Edit Mode. We can select. We need to go to Select mode again. And again. I would like to add a little bit of solidifying intervene negative side. So our genes should be thicker than our legs, but not as thick as our t-shirt. So we don't want genes to stick out of a t-shirt. And I think the head is a little bit too small. So we can go into edit mode and press S and G. Now it's better. Now it's way bad. Okay, we can save our file before moving forward. So File Save As and save it to your location. I will name it character for the course v1. And let's save it. 6. Colors: And now it's time to add the colors. We can go into this mode, viewport shading mode. And let's select the body and go to this pole, which is the materials tab. And I'll just press New and I will rename it to skin and choose this color for the skin, something like that. Probably. I will increase the roughness so it won't be reflective. And I think the skin color is good, which can make a dark room weekend. You can make it lighter. It's up to you. It's your character. Do what I want. I will select a t-shirt and I will create a new material. I will name it t-shirt. I will keep it wide. Like mad. Again. I'll increase the roughness. And I will select the genes new material. So I'll keep very, very simple materials. Let's change the base color to something bluish. Something like that. Will increase the roughness. And I will choose the head. I'll press New and this time I already have the skin materials, so I'll just select the skin material from the list. 7. Face: So now let's create the base for our character. I will press numbered one to go into the front view. And here is the front of my character. And I will select the head and I will go into the edit mode by pressing Tab. In the edit mode, I will select the faces in the area where my eyes of a character should be. So I will go into face select mode and I will drag it to something like that. I'll click and hold here. I will, I have more options. For example, circle select. I will take that option and I will hold Control, and I will deselect those spaces. And I would like to share a symmetrical selection. So maybe I could select those. I'm not sure. Let's keep it in this way. Let's have four phases in, in the left side, and let's have four pieces in the right side. So I will click Control and deselect both faces. But Ireland need, let's see how it looks. I want to be sure so I will select one more over here and one more row here. So now, whoa. So now I need to click Shift to select and control to de-select. Again shift, whoa, it's selects like crazy. Okay, So it's good. We have five phases in both sides and that should be good. So I'll click and hold this and I will go to a box select. It's more usual way of work for me. And you know, this technique already we grade something like that. We did something like fat with the t-shirt and with the bands. I would like to duplicate those phases and separate them from the mesh. So let's do that. Let's press shift D is duplicate it. I will cancel the action with right mouse button. I have a duplicate right on top of this mesh. And I will press B and separate selection. And now I have had zeros, 01, which is going to be ice. Great. I'll press Tab to go into object mode so you can see I have my head, I have the eyes, and now I need the mouth again. I will press number one to go into the front view. And I will select the head, and I will select the faces for the mouth. I will go into edit mode. I'll select most basis. Again. We'll go into circle select mode. I will deselect those. I need to select this and deselect both. I think for Syria should be enough for the mouth. It should be good. So let's do the same. Shift D, right mouse click it, it jumps to its place and P and separate selection. I will rename a stroma this tomorrow. I have capsule enabled, and I will press Tab to go into object mode. So I have eyes, mouth, and head. We need to add the texture for boats. To do that, we can go into the shading tab and we need to enable one plug-in. So let's go to Edit Preferences and search for Node Wrangler. So node, and you can see we have this add-on Node Wrangler. Let's enable it. It's great item which helps to work with nodes. So just click here, enable it and you can close it. Lender will save it automatically. So here we have our skin material and it's the same like, like here. We have the same options were same settings. We will add a texture for the eyes. But before doing that, you can see this number for n. It means that the skin material is already used on four objects. And if we, we are going to change it, it will change on all the objects. So for example, if I do this, it will change this on all of the objects. I don't want that. I want to have a separate material or for the eyes, for the mouth, skin and the head can be the same. We need to create a new material. We can do that just by clicking on this for if you just click, it will create a new materials given zeros 01 and that's gonna be ice. We'll rename it to be clear. And we can add another node. For example, shift a adds things everywhere. So we can go to texture and image texture should be something like Matt. You can search for an image. I will add those for you. So I'll add the face. And I will connect, connect color to base color and alpha to alpha. And now it should work, but we need to adjust it because it's huge right now. We can go to UV Editing and we can go to this tab to material preview tab and select this, and select all by pressing a. And you can see that this is the area of ice that we created. If I create, if I select all, you can see it. For example, if I move it, I can move it to here. You can see one I, I I would like to move it in the middle and I would like to scale it, so I'll press S and scale it up. So now it looks like that. It doesn't look good. We have some problems. It's black. And that's because of some settings in the, in the EV, in cycles. It should work fine right now. But in the EV we need to go to Materials tab to the settings and blend mode to Alpha hashed. Let's change that. Maybe alpha blend. Yeah, alpha blend and shadow mode. Let's change that to none because it will cast shadows. And now we have eyes. And I think both eyes might be a little bit too close one to another and maybe we could move them a little bit down. So again, I will select all of those spaces, press a and I will scale this up because I will do that. Ice will come closer and we will be a little bit smaller. So S, what you can see how it's changing. So maybe let's make it something like that. And we can move all of this up so our eyes will be a little bit lower. So g, z locking on the z-axis. Axis isn't working. So you can just move it about any logging to something like that. I think that looks good. I think that's perfect. Okay, great. Let's go to the shading tab. Now. Let's select the mouth right now. Again, we have the same skin material. I will press on this free because it's used on the free areas here, here in the mouth. And now we have a new material and we'll rename it to mouth. And this time I want add it like shift a texture, etc. We enable Node Wrangler and I can press Control T, and it will give me even material. Right now. It gives me more options, more settings, more nodes. But I don't think that I need it right now, but it's good to have actually. So let's open face, mouth. Great. Again, this looks terrible. Let's go to the settings. Blend mode to alpha, blend, shadow mode to none. Okay, Let's see what we have in. You'll be editing. So let's select all. And let's move again to the middle. Let's scale it up to something like Virtual Writing. Know what we are doing, and it's still black. Okay, let's try to change this to Alpha hashed. It doesn't work. Let's change this to alpha blend and let's get back to shading view. We forgot to connect Alpha. And if we will connect alpha to alpha, it should be fixed. Yeah, it's working fine. Again, I will go to UV editing. I'll select all. And I can adjust the size of the mouth and the position of a mile by changing those rectangular. So I will scale it up to make the mouth smaller. And I will adjust it. Blake met. So let's save it. And we will move to the rigging in the next lesson. 8. Transform to Female Character: So now when we have a basic character, it's easy to transform it and to create a different kind of character. For example, we have a male character and it's not that hard to convert it to maybe not converted to transform it into female character. So let's do that. In this lesson. Four of a female character, we don't need those bands are both genes, so I'm going to delete it. And I will select a t-shirt. Press tab. I will disable the modifier that I have. I will disable solidify and I will go into a box select. I will select, I will select. I need to go into edge select mode and I will select the bottom edge. I am. I'm going to extrude it. So I will extrude it down. Something like that. And I think we need to scale this on busy on the y-axis, at least. So S and Y. And maybe let's move it on the y-axis a little bit. So G, and why would something like that? Maybe let's kill this edge a little bit. And let's add one more loop carton here. So control, control are in here. And that's basically it. Maybe the skirt is a little bit too long, so I can select this and press G and Z and move it up. And let's do the same with this loop gets. That's really, it was so easy. I will re-enable solidify modifier. And That would be my team like female character in the animation. 9. Rigging: In this lesson, I will show you how to create the rig for characters so we could move it and pose it. Let's get back to Layout mode. And we have our character. I think we need another add-on. So go to preferences to add ons and search for rigging. Let's enable it and enable it. In object mode. Press Shift a and two to do here in the amateur, you can see that we have different kinds of bones. The single bone, human, metal rig animals. For example, we can create very big for birds, cats, horse, etc. But we need basic human met her rig. So let's press this. And we have basically the rig. It is a little bit hidden inside of our character. For example, if I press G and X, you can see that this rig, if I gave us the humanoid, I'll cancel this by right mouse button. And while I selected the rig, if you deselect it, you can select it here. I will go into the bones or maybe here, probably here and Viewport Display. And I'll press it in front. And now we'll see those bones from every angle. Now, I would like to adjust for REG based on my character. Because you can see, for example, hips are way too high compared to my character. And we have way too many bones, which we don't need for our character. Let's get to work. I'll press numbered one to go into the front view, and I'll press Tab to go into edit. Rig also have the edit mode. The first thing that I'm going to do, I will delete all the bones in the left area. I will do bad because I will delete those. I will adjust the right area and I will add those bones later with symmetrized options. So we will see why we do that. So I'll select those bones. Select this one, and I'll just press Delete and bones. Again. I'll do the same thing for both x and bones. We don't need this one. X and bones. We don't need the breastbone. For example. If you press this on the bones, it should show you what this bone means. For example, breast mode, we don't need that. So x bone, we will delete that at all. And the face, we don't need all of those space bones. We have created our face with the image texture and we will move our face. We will animate our face in a different way. So I'll select all of those x and bones and we need to delete all of those. Just don't delete anything in the middle yet. Let's delete most ears bones. Years. Great. So we have this, this is the spine. If I move it you can see that we have another bone which is phase bone. It is hidden a little bit. I'll probably will need to move this and select this. You can see this is the phase bone. And if we are not going to delete this, it will break our rake. So x bounds, I will select this and get back to a middle grade. Our character do not have fingers, so let's delete those fingers. We need this hand bone, but we don't need any of those finger bones. So let's select those bones. Let's select most x bones. Let's select those one-by-one and beds. Great. So basically, we can delete anything more because it will break our rig. For example, can delete this heel bone because the brick if I want to add the break for us, but that's the bare minimum. What we can have. So I'll press numbered one, and now I will move those bones and to replace, for example, I pray, I will press here and I will move it down. So G and Z, this one to G and Z. And we'll select those g and I'm not liking on v, z right now, maybe g. Well, let's move this a little bit to the side. Let's select all of those and move those to the side. That looks good. Maybe we could move this a little bit to the front elbow. I'm not sure if it's in the right position, but it should be what we have Spine. Spine. Spine. That should be fine. We have a lot of spine bones, but we can't really delete rows. Here is the shoulder. We can move the shoulder, shoulder a little bit. Side. Quite wide. Shoulders. For our character. This is the upper arm, the forearm, and the hand. Let's go to the side. Let's press number three or maybe let's go to the front. Number seven. We need to adjust your hand and we need to adjust it by quite a lot. So let's adjust those. Let's adjust the elbow position. Let's adjust this and this. Okay, that's good. It's good. That's great. And let's look at the rig from beside. This one I think needs to go a little bit back, for example, if I press free, I can move it to here. But I am worried a little bit more about business, where my knee is going to be, maybe here. Let's move this a little bit down. And that looks quite good. I think it's good. Now we can select all by pressing a. Let's go to our armature and let's find this symmetrized option. Here it is. Let's just press it and we have all our bones in the both sides. So that's really awesome if we select all and if we need to select all, we just need to select the object mode. And if we go to the skeleton mode and to the rig, if I option, we can just generate rig. And we have the rig for reify generated by rig. If I actually we don't need this thing anymore metric, we don't need it. We can hide it, we can leave it. I recommend to hide it because sometimes we need to readjust things and it's good to have those. Let's select all by pressing a and at the last, I will select the rig if firing. And now if I press Control P, I have an option to peer into armature to my mesh with automatic weights. I will do that. I'll press this and it should work. Let's select the rig. Let's select another mode. Previously we had object mode and edit mode. Now we need the pose mode. If I select this, for example, I can select my bones and see how my character works with it. I can adjust my character with those bonds. Let's do this. Let's select the arm. Works quite well. How about legs? It moves, it's good. So you can play with your character and see how it works. One more thing, I will press this in front and now I will see all the bones. I don't want them to be here and I'm not going too deep into the ringing process and weight painting. In this tutorial, maybe we could go to, to, to, to both properties in the item. You can see that Rig main properties if both options are too much for you, you can disabled, for example, some of those. You can disable f k of arm, f k of legs. Those tweaks events too much for you. Arms tweak, that should be a cleaner rig to play. I'll select all, I'll go to pose and Claire transform for all. And I'll just get back into my main post. And in the next courses, I will show you more tricks. How to animate the eyes, mouth, how to create different rigs. And yeah. 10. Outro: Thank you for taking this course. I hope you liked it and I hope you learned something new and useful in your case. If you create some kind of a character, feel free to add veteran in the class project. Or if you add it in social media, please tag me as SB LGA on any social media, I love to see what my students work online. I would love to see your work. If you finish the course and if you have any useful feedback, maybe some impasto video or some parts of the course was harsh follow, or maybe they were too fast, too slow. Maybe I talked too much at some parts of the course. Feel free to leave a feedback, maybe send me a message or anyway. Anyway, that comfortable for you. And I would like to make the score says good as possible. So all your help and all your feedback would be appreciated. I'm lending. Also. This is not the final version of the course. I'm learning new things. I'm searching for things how could improve my animation process, my character creation process. If I will add something new, I will update you. I will update the course and I will send notification. So make sure that you subscribe for both. Yeah. That's probably it for for vista time. And thank you again. And see you in my next course on maybe in the updates. I don't know. So thank you. Bye.