Transcripts
1. Introduction: Hello everyone, welcome to
another class on my channel. In today's video, I
will show you how to successfully do characterization process
in motion builder. I will explain to you why characterization
process is important, why we're doing it, and how you can do it
easily by yourself. So I don't want to talk anymore. Let's dive in.
2. Why Characterization is Important: Hello everyone, Welcome to
another course on Skillshare. Today, I'm going to show you how to characterize your
character in motion builder. In this tutorial, you
will learn how to successfully characterize
your character. And before you can begin using the character animation
or before you can animate your character and your character must
be characterized. So when you, when you find on the Internet free model and
that model must be rigged, you can download it. And then you need to first do characterization process
in motion builder. And then after that step,
after characterization, you can use more
ketchup files and motion builder files and put on your character and then you
can edit your animations. So also that means that
when you character as you can hand key your
animation like keyframe, you don't need to
use more ketchup. You can hand keep
your character. But before any
animation process, you need first to
characterize your character. Characterization process
involves three main steps. First step is T posing. That means that your character must be emptied pose or a pose. I will show you
everything later. Second step is character mapping and you need to
understand mapping, list, and definition
of your bones. I will also show you that. Third step is characterize. And that means that
motion builder can, you can characterize
your character automatically or by hand. And I will show you both ways. So that's it for this video. Let's go into the next one and I will show you whole process.
3. Positioning Character and Placing it in T-pose: So let's begin with. The file on my story
moment is enabled. I will disable it as you know, if you've watched my
previous courses, I showed, I showed you that you can
create your own layout. But because I'm filming, I now have everything
on one screen. But you can just
move everything on another screen if you've got two monitors so you're working. View is much bigger and
you can match precisely. Do everything here and you
can precisely see everything. So you don't have this
small view space. But if you don't
have 12 monitors, one is totally fine. Don't worry. As you can see now, I only work on one monitor or also if I'm traveling and
oral working from home, I work on my laptop and
I work on one monitor, so it's not a big deal. So first thing we're
going to do is open our character File Open. And we will find the file. Just very, yeah, it's
this Erick, correct? Our character is named Eric and Rick means that
he is modeled, skinned, rigged, but
it's not characterized. And I will open, I don't want to save anything. I will just import our file. And open. As you can see, here
is our character. Rename this. I will
disabled story mode and I will remain
rename this take name. I don't wanna I don't
want him to be named. Take one. I will just rename it. Here. Go rename. And I will call it the
error or error, correct? It doesn't matter. Yeah. So our take is now named Eric. First thing, you
need to check his various your character placed. As you can see, he's on
positive set in zeros, zeros 0, but in case that he is somewhere
else moved, just check. Let me check. I will move him. Sorry, I just switched to my geometric view and I will select all I will go control. So I now can see both screens
and various your mouse. You can switch to
any other camera. Control, air control, E, Control L, Control C, Control F, front,
or controlled top, or Control W is somatic view. I will select all of that and I will just
move him somewhere. So he's not in 000. So I can show you how you
can place him right in 000. And I will also rotate him. Yeah, something like that. Because to characterize
your character, your character must
be in 000 position. And how we are going to do that. We will go in Story
Mode and right-click. Insert character animation
track here in non o, but our character is
in characteristic. Okay? We can do that in storing mode. In case the character
is characterized, we can use Story Mode, but now we first need to
characterize our character so we can't position
him in Story Mode. It would be much easier. But actually, you know, I'm learning through
this process. So I moved him who knows
where we need to find out how to put him
in 000 positive set. As you can see this, this is set axis. And we need to place
him in that position. So as you can see, this red bone is
actually pressing F. Of course I'm using
motion builder shortcuts. So when I tell you press F
or Control F, you know that Motion builder shortcuts. If you are using Maya shortcuts, then I really don't know. Actually you need to
check the shortcuts. Maya. But if you are using
motion builder than it's F to zoom
what you selected. If I zoom root. If I zoom spine. Yeah, if I zoom this, yeah. So how to put him
in zeros, zeros 0. Just select this red
control and go here, 0, x 0, that, and press F to see where
is our character now. He's right in the center, but also I changed
his rotations. So how it will fix our rotation? We will also select this
red control and vivir. Vivir, we will press R for rotation and see a
dissertation is 90 X, okay? That's okay. This is 63, this is 180, okay? That means that our Y
position is not right. What we will need
to change there. If I want to rotate
him in this direction, that will be like minus 90, but I want to rotate him in. Just let me check. Positive set is in
this directions. It will be on exact
number will be 0, it can be 090 minus 90 or 180. It never can be like one or
that means it's somewhere. Like it means it's not
aligned to the axis, so it means it can
be only 90 minus 91800118 is actually one. It will be here, 90 is here, 0 is
here, minus 90 here. So we will place a 0 here. Oops, I changed him
from this position, so it's not going to be 0. It's going to be here. Yeah, Yeah. So now he is aligned in set axis and he's
in 000 position. So that's the first step. You need to make sure that he is in the center of your scene. As you can see, center is right here. These gray is a bit darker
and this and this gray, darker gray part, darker
gray grid is here. That means there is 000. So now we can move
to second part, which is that our character
must be in in a T-Pose. As you can see, I downloaded
this character in people's. It's easier for you to just find the character in t or a pose. So I can show you now how if, if something is wrong
and he's not any pose, you can place him in the pose. So I can now move his like rotate this and I don't know. But I can't I can't use translate because he doesn't
he's not characterize, you know, he's just
we can't use that, but we can use maybe rotation. Yeah. Okay. Something like that. As you can see, he's now not in 0, he's now not in control. One is to have only one. Use View Display. And with Control F, we can see now came from front. And now I put, I put it, he's like only shoulders
down and in a pose. This will be like cool. If you want to characterize
him in a PPO is I always do it in key
pose. I don't know why. Maybe it's a bit easier for me. And I will just put here 0
and his hand will go back. So I will just select
this part and put 0. And his hand is going
back to controlled day. It's to go from top view. As you can see, he's
totally aligned. If you move this,
he wants to be, but you will need to
just pull it back. And maybe I can do this. 0. Everything is like 90 or 0. If, if something is like this, 23 or minus, or plus three, you know, something is wrong, you just go here. And death taxes
that is affected, you just on that X is move your character to
0. And that's it. As you can see here. Everything is 000 here. And here also this is hand and go Control Z to go back
when I do something wrong. And that's it for
this first part. I know you, I hope you understand everything
that I wanted to say. First thing is
that our character must be aligned on zeros, zeros 0, positive set direction. And next thing is
that our character must be in D or a pose. Now, I'm working T-pose, but it doesn't matter if you're finding character Internet,
find only people. If not, if you find the
character in one motion, like some motion, you can
place it back in, in depose. It's a lot harder, but it's possible you just need to align bone to bone
in every direction. It's like if something
is like this off, you need to find every, every direction where
something is off and then push it back on 0. And now, here in SEO and your
character must be aligned. It's a long process is if
every bone is affected. So my recommendation
for you is to always find deposed rigged
character if you, if you are doing
characterization. Thank you so much. See you in the next lesson.
4. Character Mapping: Before you can characterize
our character, you need to describe its
structure in a way that motion builder can understand
what that really means. That means that your
drawings Control V to go in schematic view. That means that your
joints must be, must be cold in a way that motion builder
can understand it. So when you download your
free character from internet, you will probably not
find right naming, naming connection
for motion Baylor. But it doesn't matter
because there is two ways that you can
characterize your character. You can characterize it
automatically or by hand. Uh, what that really means. There are two ways to
complete character mapping. And as I said, automatically or manually
and automatically as the names are
aligned with motion, we learn naming
convection and you just place your character on
your bones and that's it. You can characterize it. But manually, you need to add your bones to
the mapping list. That means that
motion builder didn't recognized any bones and
you need to do it by hand. And if you don't know, is your character is completely okay with
motion builder bones and you can do it automatically. You will see air. Motion builder if can't
react, recognize any bone. It will pop up the
window where he will name you all the bones
that he didn't recognize. So let's try to do it. Now. Zoom in. Zoom out is Control, left-click and Control Shift. Left-click is to move
from weight, weight. What I want to show you
now is I have no idea. Is this going to be
automatically or manually? Manually. Pink. So what we're going
to do is go here. When you open motion builder, it will be here imposes. You go just here
in asset browser and find huge characters. And you can see here character. And you just right-click
on that and move that across year and put on any bone. It doesn't matter where. And click here characterize. And V now got that error that says that the characterization
process could not be completed because some
required nodes are missing or do not follow
naming convection, convection. Click Okay to view a
list of missing nodes. That's what I said. We will have error if we
need to do it manually. And that means that he
can recognize some bones. We will press Okay now. And now he can
fight default when required notes are
missing and need to be mapped using the
character definition. Pain heaps, left up, left leg, left foot, right up leg, right leg, right foot, left
town, left forearm. Oh my gosh. That means that
he can't recognize anything. That means that all
these bones are named. Who knows how? Motion builder can't find that nodes or
wounds as you wish. We will close this. And now on this panel we
will see our character. And with bones definition. And every bone is
is, it's nothing. It's great. That means that part don't
have bones when it's green. It means that is correct. And what is here is this red X means that this
is not good and this is, you can't characterise
your character until this is not green. So first thing
we're going to do, It's to see what he found. He found neck and spine. But No spines inside. So we will start from beginning. Controls, control
click to zoom this. So we can see names
or our bones. And we will start from
beginning grew to node. Double-click on this. As you can see, a reference or root. It doesn't matter
how short it is. Root, double-click
and select here. Just press human
double-click and this, and it will be become, it will become green if, if it's right bone, double-click, heap
references signing Bolden route to the heap. Yes. He will take it
like hidden know, is that correct or not? But you need to check reference. I put heap for that. Oh my gosh, that is wrong. I will double-click it. It moved to route. Do you really want to change it? Yes. So now we'll reference
is our road, as I said, the reference
and router the same thing. So that's it. And now, come on, let's go to heaps. As heap double-click,
everything is disabled except this you
clip and this is it. So now we can see we have heaps and route or
efference bone, good, in good position. Next is fine. Let's see. Heat. He put something here in spine, but we don't know what. So next after heap is spine one. So we will just to make sure
that everything is correct, we will double-click
here and select spine and after hips, going spine, after
hips going spine. And you can see now
that you can click here and you have more
spine bones after spine, one after spine, one going spine to spine one for us is these. But when we go inside, now, next the spine one here, but that's for us bind to next the spine to hear next
for us it's pine tree. So don't be confused
as you know, this is wrong naming convection and it's not
like in motion builders. So spine two here will
be spine one here. It'll be our spine two, and spine to here. It will be our spine tree. We can go back to
full body mode, spine 12, spine 23
are here. Next. We will go here. First, we're going
to check neck. As you can see, our neck view is below, and we'll double-click here
and select neck just in case we can go back and
select head and select hit. That was correct. But I just want to make sure
that everything is okay. And we can go now to shoulders. You can see this is left arm, left forearm, left hand. And we get here. Shoulder varies. Our shoulder. Shoulder is here. Left shoulder. We only have one
control for shoulder. Shoulder Gore's
goes after spine, so we will put our control
in first shoulder, not this one, but first, next to the spine. And double-click on this. And select shoulder,
left and left arm. Double-click on this
and upper arm left. As you can see,
motion builder is recognizing because
it's the right hand. And he took our hour. He recognized that this
and this is the same, but this is just right hand. So he did it by himself. We don't need to do it twice. We just do one hand and he
will mirror older our parts. Let's go to the left
fore arm, which is this. No, actually, I made a mistake. It's upper. We need lower. Left forearm is lower. Arm. Left arm is upper arm. And hand double-click
on hand, hand left. And we got here that
upper arm, lower arm. Got some twist this. And we will go here and go double-click on the first
one and take this twist. And in the lower arm, we will go here, left fore arm, first one and
take this lower arm twist. And now we get twisted, twisted here and twist here. I'm automatically added, added twist here,
which is great. Now, wie gut fingers. This is maybe most
harder part because we need to be really
careful because motion builder switching our
hands now it's left in next. Next part will be right, but it will be a left,
right, left, right. So we really need to be
really careful, careful, and we need to all the
fingers from left and right hand in our viewport so we
can switch on every finger. What is here? Left hand index, double-click on that and find
left index and select it. And now he switched
our hand to write. So we need to now double-click right index two and find the right
index tool and select. Here, again switched
our hand and we need to find left index three. Left index three is here. Again, it's switched. We finished, oh, we
didn't finished. Select this. And this is right
index for right index. F means index for, index for this is ending index. And in our rig is cooled
and it is the last one. So y is y, that's y here is called end. And K for this, now, he switched to left hand. And I will double-click
here and find left hand, middle, middle, left hand. And he again switched. And I will double-click debts. Right-hand, middle,
right-hand, middle. Now, left hand middle,
left-hand, middle. As you can see, it's so slow process and that's
why it's called the manual. But if you got rig
like motion builders, you can do automatically. When it's automatically,
It's one-click. But now it's really
slow process manually, but you need to do
that before animation. So now let me check right-hand middle for right-hand
middle for it's our end. And left hand ring, one. Ring one. Now, right-hand
ring to right hand, rick TO this left
hand ring three. And right-hand ring for Kendrick for next one is double-click,
left-hand, hand, pink. Keep one, left hand, pinky, one. Double-click, right hand,
pinky to write hint being K2. This one. It's easy to make
a mistake here. I made it several times and then you need to
do all over again. But that's why I open for
eyes for this actually. And let me double click here. Left hand, pinky three, Left Bank, left hand pinky tree. And the last one here is Pinky. And now we got our tamp. This is left hand down
one, left hand, thumb, one right hand, thumb to
right hand to left hand. And right hand. Thumb for right hand. Thumb for great. And we got both fingers. Here. We can go back to whole. And now I will go Control
click to zoom out and find next our, our legs. Here, our legs. And we will go. Left up leg, opposite leg. Okay, I forgot to
double-click here. Double-click. Select here. Recognized upper leg are so
we don't need to do that. And double-click. This is left leg, lower left leg, and this
is foot, foot, left. And we will open this and
select left TO toy TO base. And we will take this one. Okay? And we got here our
twists, left, left, left. We got upper leg twist
and lower leg twist. So firstly, we're going
to do for upper leg, left leg twist first
one, this one. He recognized it
for right leg also. We will go back and we
will go for lower leg. Select first one and
lower leg twist here recognized for right leg twist. We don't need to do that. And as you can see,
everything is okay. But something is missing here and something
is missing here. So we will check that. Now. First we will check
our shoulder. He didn't recognize
our shoulder, as you can see here. It's green now. And I can show you if, if phi I will show you first
the right way to do it. But after that, I
will show you how to. I will save this file so
I can show you after this what is the wrong way to
do it and how you can go back if you miss something
or something is wrong. As you can see, motion
builder is giving us now to characterize
how our character. He said everything
is mapped correctly, but he didn't show does these two file he
did he didn't check them. And we need to make sure
that everything is correct. Go here and find
the right shoulder. Double-click and
where our shoulders. Shoulder, left
shoulder right here. Double-click here. Shoulder right. Now it's okay. And he didn't find so base. So we will find our leg. We will go here, right? Two bays, food. And after food is to base, we will take that. And now we got everything green. The next step is to lock. Oops, I didn't press
it correct, just lock. And now this is a
characterization process. We finished mapping bones
and nodes to the skeleton. And he nows is asking, now, do we want to character, I'll characterize our character. As you can see. He's shown. She is telling us
that character must be in stance pose
facing positive z. Dance pose. This T-pose facing
z is z direction. And first thing we did on our character is
that we make sure that our characters facing
z-axis and easing people's. Once we completed our mapping, we can activate
characterization, which is activation of characterization is
a V just lock here. And he did everything
by himself. And we will select biped. And we will see now our character is missed
and we now have character. We will go Control
E to see what is going on is that
everything is correct. That in the next video, in the next slacks
and we will check is every bone on the right place. Thank you so much for watching. See you in the next video.
5. Finishing Characterization: So after our
characterization is done, we need to check is
everything is correct. How we're going to do that? We're going to plot our
character to control rig, go here and blue team. Big plot. To control rig. What type of control
rig you want to create? We always create
FK IK control rig. And boom. For now, everything
is looks amazing. I will tell that
everything is correct. And let me check is
everything is working. So if you use this control, rotation, oh, that's cool. Rotation works perfectly. I will control a. To hide these controls. I don't want to
take controls are how rotation works perfectly. Yeah, great. Yeah. Oh, this is perfect. And here you can go
to select fingers. Wow, everything. For now works. You need to check your
character before you can work. Just to check everything works. Yeah, Every control is working. That means that we did our job. Amazing here. Let me check this. O spine is working perfectly. Neck. Nice. Nice. Of course, you can say how he's moving badly and
this is about skin. This is not characterization. Its skin, it skinning
of the character. Yeah, This is really bad skin. But that's not our problem. We're running meters semi me
to work with what we got. So let me check here. Why I can move this because
our our legs are pinned. Let me on pain. Now. Oh, nice. Yeah. Yeah. Let me check. Turn off this and let
me check now rotation. Yeah, cool. Awesome. Everything works, guys. Awesome. Yay. And if I do
this, hey, Mel k. What I haven't checked. You can see I'll move hips. Yeah. Why this leg
is not moving? And this is moving because
this one is paint. When you pin something, you can't move that
unless you can move that with other controls that
just these control you want. That means the thing is
pinned and can be moved. And I can pin now our hand
and I when I move this, you can't of course, if you extended it was moved but it will be extended.
It won't be good. But if you move in
your character in the range, that is okay, then your your hand and your leg will be
in the same position. Everything is perfect. Of course, I didn't
place keep on anything. So if I move timeline, he will go back into the polls. And our character is
ready for animation. You know, you just import, import motion builder file as I showed you in first
the first tutorial. And you just take control rig or stance or that
motion file that you want, animation file from
motion capture. And your characters will
move in that direction. And of course, if you want
to hand key or character, you just go to Control
rig new layer and control the SEC, it spin. And I can like this in this frame and go
back in this frame. And this frame. Of course, I'm joking now, but I just want to show you
that you can now animate. You can now get animation. Let me check. Yay, yay, it's moving. So that means you can
animate your character. Yea. Of course, this leg is not pin, but it doesn't matter. Yeah. Let me show. I will go here 000 key. It means he will take what
is on the base layer. 0. Here will go down
and go, wow, yeah. Of course, you then have
to Kentuckian like this. I just want to show you that our character is ready
for animating gans. Yeah, you can hand key or you can edit motion builder files. You can take a motion
builder files from. I will go to full body mode, select all and delete all keys. So he will go back to, he will go back to tuples. You can take all
motion file that I gave you in my previous lessons. And that's it for now. And in the next, in the next lesson, in the next lesson, I will show you if you mess up something with this
character definition, how you can go back and, um, create the,
in the right way. What is how you can, if we, now he had something
messed up here, how you will fix it. And so you don't have to go from the stretch and do this boring
process all over again. How you can just fix it
if something is wrong. And believe me, when I do this, I always miss something up. So you regularly, regular Amos, go back to change it. So I will show that
in the next lesson.
6. How to Fix if Something Goes Wrong: So when we finished our characterization process and our character is
ready for animation, I want to show you now
what to do and how to fix if something
is messed up, something just is wrong
and what can go wrong. And I will save this file
and Eric rigged, done. So this is our correct
Eric Craig, safe. And I will now open
file, File Open. I will now open this
Eric rigged 01 that I've saved Live was
mapping our nodes. Two bones open, and
do we want to save? I already saved it, the data. So I will say, don't save and open. So here's our characterization. And I was here at the part where our shoulder isn't right
and our leg isn't right. But I wanna messed up more. I will now take this hand. Just like clear a, clear, something clear. And I will go down. Okay, now I cleared
something here. Control V, a. Select something and
click the double way. I messed this up. This is like I will
double-click here and see left hand
index, index slept. I will now plays the
right index there. And I will say, I
know that it's wrong, but I just want to mess
something up to do something to show you what
to do if something is bad. This is left-hand index. I will put left-hand index. I will, if we
accidentally by mistake, just put here right index, what will happen to that? That is what I want to show you. And left-hand middle. Left-hand middle. I'll put here right-hand middle. Okay? Okay. This is right hand. Don't do that in here. Right hand, middle, right here, and the index, I will put
left-hand index, okay? Okay. And here in bold, in food, this is left foot, I will like by accident
but no inputs. No. I want to put foot, right? Yes. Okay. And foot right or
left? One and put. Yeah, that's it. Let me, let's see what
is going to happen now. This is our character. I will say I want
to lock my curve. You can see he can't recognize that we
did something wrong, heating heating, so
everything is right. But I messed up with my legs, with my fingers and
God knows what I did. So I will now say, okay, everything is perfect. I did it correctly. I'm gonna locked character. And of course, our
character must be in positive xhat depots or
sense pose as you wish. And I will say, oh, I'm satisfied and
know everything. Guess correct. I want to just biped it. For now. Everything's perfect
and now I want to animate, I need control rig for that. Go bake plot. Control rig. F, k, I k, and whoa, something is wrong. Whoa, whoa, whoa, I
messed something up. Oh gosh, What the **** is this? Actually guys, this
happens a lot of the time. Every time I tried
to characterize, I mess something up and
I get something like this and then my head
really hard for me. I'm like, Oh my gosh, What the **** did they mess up? Is you can see there
is no shoulder. Let me see. Now. Here. Right leg. Oh gosh. Yeah. Lexer mess. Stop. Totally messed up. Is you can they are switched. Here is who knows
what happening? Because I switched
that I messed up the the the fingers and
yeah, it's slow wrong. This is so this
is just so wrong. If I do something, oh, yeah. This is unusable. Whoa, whoa, whoa. Oh, of course. We can now see that we messed
something up and we're gonna go back to reverse
it or to fix it. How we can do that. We will go back in
character definition. First I will go back. Big plot to skeleton
is controlled WA, and we now will go, here is our characteristic. We will now go to arrange
all horizontally. Now here is our character
definition or skeleton, and here is our control rig. Big plot to control rig mini enabled quality control
rig, that is this. And I will go in this. And now you can see
clear up to rig is enabled if I select
that fingers, Oh ****. I'll just go back. And I will delete big plot
to Skeleton and go back in character definition to see what the **** we messed up. Okay, as we can see our leg. We're oh, sorry,
sorry, sorry, sorry. As you can see that our
lives are totally messed. Something is really, really
messed up with this tool. Disaster. Let me go back to stance pose. Okay, I will I will not go back. As you can see, if I
go to control rig, I was moving my
character and my leg is extended and down
here, that is wrong. So you need to go
back to stance pose. So your, your, your character is 0000 position and facing Z
and everything is correct. And now you can go to character
definition and unlock. And now you can
change everything. When it's locked. You
create new characteristic. When it's unlocked, you can
change whatever you want. And now we will find
that we messed up. Left foot, lower left here. Yes, I want to change it. Okay. Now, it's right foot, left, foot, left, right. Like there is no, Okay, we will now find both are okay. We fixed that. Now we can fix our canned. Who knows what I messed up here. So I will go here. Again. I will just
extend this to one. So it's bigger on my screen. Cool knows what I
messed up here. So we will need to
check everything. Again. We will start with the left end of select left-hand index. Left-hand index. Yes. Okay. Right-hand index, right Can the index
right hand index three, right hand index three,
That is correct. Right hand indexed. Index four, but here
is placed at left. That means that the sound
correct double-click and index. And our yes, we
want to change it. Left, middle, left, middle of k. Left, middle. Left, middle, but it's right. So we need to middle to yes, I want to change it. Right. Middle three, right
middle three, right middle, and right middle. And okay, Oops. Ring, ring, right, ring, right, ring, right ring. And okay, here's
everything, okay? Pinky, right? Pink hue, right? Being key, right? And pinky, right? Everything is correct there. Tamp, right thumb, right
thumb, right thumb, right. Everything is correct here. So great. And what we also
missed shoulder. So we will find our shoulder. Select double-click. And shoulder. Shoulder, shoulder varies. Here. This is right shoulder. Right shoulder. Now, I think everything is fine. And we now did
everything correctly. So we will go on lock, biped and hope that everything
is right, control E. And I'm now in this
perspective producer viewport. And we will go now bake
plot to control rig. And I will go Control a. And now everything
is looking totally. Fine. But here is still missing bone. Don't know what is going. Okay. Here. This looks okay, but we need to
check why there is a missing bone. Definition. Right? Left. Everything
is looks totally fine. But this is not recognize. You know, we got control
but we don't see bone. I don't know why that
happened actually, but we'll check everything. Okay. And this and this and this pin and check. Now. Everything works. Cool. Okay. Okay. Awesome. Yeah, everything is great. Yeah, cool. Everything works. Let
me check the fingers. And you can see every
finger is working great. And hand. This one. Yeah, So that's it. Our character now works. Hold a character is
key and twisting. And twisting. Yeah. Everything is perfect. Why? There is no bone here? I have no idea. But it works. But three, we'll
check that in a sec. Yeah. Now everything is working. So that's great. Now, just go again to character
definition just in case. And we will go again
into shoulders. Shoulder, shoulder, shoulder. This is left shoulder. Uh-huh. I need to the current the current
characterization is locked. You must unlock
it before you can edit its bone mapping. Okay? Of course, if you mess up
something, Motion Blur, we'll always tell you
what to what to do. I tried to double-click
it and then to my pit, but I forgot to unlock it. So I will double-click
here this shoulder, elbow, shoulder L, and go here. Shoulder, right. Okay. Everything is perfect. Why we don't have we
don't see bone here. I don't actually know. But what is the great is that we see our character and we can go now
character definition. And Locke, Locke biped, big block to control rig. Yeah. There is still no. But it works. Yeah. Yeah, it works exactly the same. That's fine. If your control here is
working, everything is fine. Don't don't be scared
or something like that. Yeah. You can now take your your Lepanto does here. Okay. Let me just check
something here. So this is right arm, shoulder. Let me check definition. Upper arm, shoulder. If you put shoulder here, what's going to happen? Clear. Shoulder. Double-click. Shoulder up. Okay. Loc controller IC. Yeah. Actually no, no way. There isn't all that
control that everything is working that is that
this lattice Potsdam. But let me check one more time. Let you know what I'm gonna do. I will delete these control rig. Maybe he didn't want
to add new bowls. So I will go now
into definition. Double-click Ok, unlock,
of course, DoubleClick. Double-click, shoulder,
air, double-click, arm. Yeah, everything is perfect. I didn't know what is going on. Biped, big plot. Okay, I didn't create
a character rig. Shift, click More, control, click, Zoom and Zoom. Big block to control rig. F KI K. Here is our control rig. Let me show you. Yeah. Finally, Yeah. The problem was that our old character rig that was our old character rig
didn't have that bone. So he recognized that everything is okay but we didn't have control
for that here. You couldn't see that bone. That's why I needed to delete old control rank control
rig and to create new ones. So that was the mistake. So guys, you can see that even I sometimes
don't know something and you need to think about
something and try to figure out what is wrong with
the way that King. But everything is perfect,
everything is working. Our character is
ready for animation. So in the next lesson, I will explain what is your
project for this lesson. Hope you enjoy it. And I'm really glad that we solved this missing
bone problems. So you know that every
time you got some problem, you need to try to resolve it and not just leave
it like everything is fine. Okay. Yeah. Everything was fine. Wounds were working, but now it's perfect. And you are sure now
that your animation, we'll work on this character. Thank you so much. See you
in the next lesson where I will explain what is your
project for this class. Thank you.
7. Class Project: Hello everyone again. As you can see, our
characterization is done. Everything is perfect. We fixed all the
wrong things we did. And now our character
is ready for animation. But before that, before we dive into next class on animation, I want to, I will just
save this just in case. Or either need to save it
because I have that Eric done, I will just open a new file, which is Eric rigged. What I want from you,
Let's see, open. What I want from you is to do all this whole process alone
by your hand manually. And you can do this
averaging on this character. And also you can take your own characters and do characterization
process on them. Please, please, please. If it's wrong, if it's right, if you've got some questions, please upload your files in the project gallery so I
can see even wrong files. I can see and I can
tell you omega, this is the mistake. Oh my gosh, I'm hungry. You did it. Amazing Congrats. I'm glad that you did it. Or if you got some
questions and oh my gosh, I might miss something,
please, please, please upload your project in the project gallery and I will help you out with all
the problems you got. I think this is a
great practice. I think this is really,
really important class. Maybe this is most
important glass from all the classes I filmed. Maybe this was, this
should be my first-class, but it doesn't matter. Now. This should be your
main focus and you can. So now you are able to download any possible
character from the Internet. Or you can, you can model your own rig
and you can model it, scheme it, rig it, and you can animate your
own character you meet. So this is really great steps, so you can know how to
characterize your character. And that is your project cook to characterize this character. And as I showed you character
here and characterized. And you put your everything
in character definition. That's it guys from this class. Thank you so, so, so much for watching. I hope you enjoyed and
I hope you, I help you. I hope this will be
really helpful for you. And if you got any questions
or anything to ask me, please find me on social media or please of course
is as I said, please do your projects and
ask me any questions you got. Thank you so much
again for watching. See you in the next video.
8. Final Thoughts: Thank you all guys for
watching this class. If you've got any questions, please write them down in the discussion area and I will be happy to answer all of them. And once again, please do your projects
and upload them in the project gallery because
practice makes everything perfect and do your
projects, guys. Thank you so much again, see you in the next class. Bye.