How to Characterize a Character in MotionBuilder: Motion Capture Animation | Nikolina Peric | Skillshare
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How to Characterize a Character in MotionBuilder: Motion Capture Animation

teacher avatar Nikolina Peric, Motion Capture Editor and 3D Animator

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.

      Introduction

      0:27

    • 2.

      Why Characterization is Important

      2:29

    • 3.

      Positioning Character and Placing it in T-pose

      13:08

    • 4.

      Character Mapping

      21:19

    • 5.

      Finishing Characterization

      7:28

    • 6.

      How to Fix if Something Goes Wrong

      19:06

    • 7.

      Class Project

      3:22

    • 8.

      Final Thoughts

      0:29

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About This Class

In this class you’ll learn everything you need to know to successfully characterize your character in MotionBuilder.

The success of any mocap project in MotionBuilder depends on how well you Characerize your character. Every time you use a character in MotionBuilder it relies on the characterization in some way: remapping mocap with Actor and Character assets, animating with the Control Rig and Poses, simulations with Rag-doll.

In this class we’ll cover:

  • How to correctly T-Pose your character
  • How to automatically complete the mapping process if you’re using MotionBuilder’s naming convention or a Biped character.
  • How to complete the mapping process if you’ve used your own custom joint names.
  • How fix if something goes wrong.

I’ll cover all of these topics as I prepare character for editing phase. You’ll be able to watch and follow along as I show you every decision I make, and tell you my thoughts as I am doing so.

Get it wrong and you’ll not only affect the quality of your mocap data, but you’ll also find yourself spending more time fixing problems than you do animating.

Meet Your Teacher

Teacher Profile Image

Nikolina Peric

Motion Capture Editor and 3D Animator

Teacher

Hello,

My name is Nikolina and I’m a 3D animator and Motion Capture editor, currently living and working in Serbia. I am working in gaming industry for Take-Two Interactive (Nordeus) and I have also experience with cinematic videos and animated series.

I have worked with many of the worlds leading companies and studios as Netflix, Goodbye Kansas, Platige Image, Ubisoft, EA Digital Illusions CE AB (DICE), THQ Nordic, Take One, Nordeus...

I love sharing the knowledge and skills I have picked up during my career and turning them into easy to follow tutorials.

You can find me on LinkedIn and learn more about Motion Capture and Character Animation.

See full profile

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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.