Full transcript
Finger Anatomy
0:00Continuing from the previous video, we
0:02also want to give our character finger
0:05bones. And now that we understand bone
0:07roll, we can align those fingers
0:09perfectly. Here is how. A very common
0:12mistake is to place the base of the
0:14finger where we see some folds on the
0:17hand. In reality, the base of the
0:19fingers is much deeper. It's easier to
0:22see on the knuckles of your own hand.
0:24The rest of the joints are much easier
0:26to determine. They are more or less
0:28where you see folds on the fingers.
0:30Placing the thumb can be challenging as
0:32well. It's best to look at anatomical
0:35diagrams to understand its placement. So
0:38our finger bones will look something
0:40like this. The hand also has palm bones.
0:43We'll skip them for now and we'll have a
0:45full hand setup in level three of the
0:48course. Let's go to edit mode.
Finger Placement
0:52zoom in on the hand and I'll find the
0:54knuckles which is indicated by this
0:56geometry here and I'll shift and click
0:58and place my 3D cursor here and press
1:01shift A to create a new bone. If I scale
1:03it down now, it will scale from the
1:05middle. Let's set the pivot point to
1:07individual origins and scale down now
1:09and it will scale from the base of the
1:12bone. Here is my favorite way to align
1:14fingers. I'll switch snapping to volume
1:18and enable snapping. I'll grab the base
1:21of the
1:23bone and move it near the knuckle and it
1:26will snap inside the volume of the hand.
1:29Then I'll take this end of the bone and
1:31snap it near the end of the finger. In a
1:34second, we are going to subdivide this
1:35bone so that we get three finger bones.
1:38Next, I'll duplicate this bone and again
1:40snap the base at the knuckle and the end
1:43of the bone at the end of the finger.
1:45Let's repeat this.
1:51And now for the thumb. I'll duplicate
1:53this bone. Snap the base around here and
1:57the end of the bone. At the end of the
2:00thumb, I'll disable snapping. And here
Bone Roll in depth
2:03is something that I think will help you
2:05understand bone roll even better. I'll
2:07go to pose mode and select all of these
2:10finger bones and the thumb bone. My
2:12orientation is set to local and pivot to
2:15individual origins, which means that
2:17each bone in my selection will rotate on
2:20its own local axis. So with the rotation
2:23gizmo, if I rotate on the Z axis, all
2:25bones will rotate in the same
2:29direction. But the natural rotation of
2:32the thumb is actually on the X-axis.
2:35Let's go to edit mode, press CtrlR for
2:38the thumb, and rotate it like this.
2:43Then again select all of these finger
2:45bones and the thumb and rotate on the Z
2:48axis. Now all fingers rotate down but
2:50the thumb rotates out. Let's go back to
2:53edit mode. Press CtrlR and then type
2:58180. So that will flip the
3:02axis. And now let's do the rotation test
3:05again. And you'll see that the bones
3:07rotate down and the thumb rotates in.
3:10which is the most natural type of
3:13rotation. With this setup, go to edit
3:15mode, select all fingers in the thumb,
3:18right click, subdivide, and set number
3:21of cuts to two. Now we have three bones
3:24for each finger. And here is a nice good
3:27practice. Go to the front view, select
3:31all middle
3:32felanges, and move them up just
3:35slightly. That creates a slight
3:37curvature.
3:39And that is the same as giving a little
3:40bit of an angle to the elbow or
3:43knee. It's just a nice best practice
3:46that is not so important now, but it
3:48will become more important as you build
3:50more complex
3:52rigs. Now for the
3:55thumb, I'm going to align my view based
3:58on the axis of rotation of the thumb and
4:00create the curvature of the thumb this
4:02way.
4:06And this in my opinion is perfect finger
4:08alignment. There is a slight natural
4:10curvature on the axis the fingers are
4:13supposed to rotate on. And they are
4:15completely straight from the top view
4:17because fingers are not supposed to bend
4:20sideways. Good job so far. We are going
4:22deep into these fundamentals that will
4:25make your work so much easier. We
4:27covered a lot of ground. Let's take a
4:29breather and do something simple. Let's
Bone Names
4:32name the bones.
4:35I'll name this bone
4:37hips,
4:39spine,
4:41chest,
4:43neck, head. Now we come to the
4:46symmetrical part of the rig. But let's
4:48say that I forgot to use the L suffix.
4:51So I'll just name this bone
4:54shoulder, then upper arm, and so on
4:57without typing L. In a minute, I'm going
5:00to show you a cool trick to
5:02automatically add the L suffix to all
5:06bones that need it.
Auto name Left Right
5:22To add the L suffix, I can select all
5:24bones on the left side in edit mode and
5:28go to armature names autoame left right.
5:33And now L will be added to all of these
5:35bones. Technically you can even select
5:37the middle
5:39bones. As long as they're right in the
5:41center, Blender will not give them a
5:43suffix. But if there is a tiny offset in
5:46the bones, they may get a suffix. So to
5:49keep it safe, select only bones that are
5:51clearly on one side of the rig. It's
5:54always nice to discover some of these
Parenting
5:55cool tricks. And of course, let's not
5:58forget
6:00parenting. In pose mode, a lot of my
6:02bones are disconnected. So, in edit
6:07mode, I'm going to select all of the
6:09base finger bones, shift select the
6:12hand, ctrl P, keep
6:15offset, and also select the upper arm,
6:18shift select the shoulder, control P,
Keep Offset in depth
6:20keep offset. So, parenting should be
6:23fairly familiar to you by now. But a
6:25question I received was, what is this
6:28space between the parent and bones?
6:30Especially if you have experience with
6:32other software, you may expect all bones
6:34to be connected to each other. So the
6:36shoulder may look something like this.
6:39As far as parenting goes, there is no
6:41significant difference between having
6:43the bones connected or disconnected. It
6:46can make a difference when creating rig
6:48mechanisms.
6:50In general, try to keep your bones
6:52connected, but don't be afraid to use
6:55disconnected parenting if that helps you
6:57position and orient your bones better.
7:00For example, if I wanted to connect the
7:02upper arm and the shoulder, I would
7:04either have to move the pivot point of
7:06the upper arm, which I don't want to do,
7:08or tilt the shoulder bone, which makes
7:10the orientation of this bone and
7:12therefore the animation curves more
7:14complex.
7:16And if I wanted to connect the shoulder
7:17and the chest, the shoulder would have
7:20to rotate from the neck, which I
7:21absolutely don't
7:23want. Let's parent the shoulder to the
7:26chest with keep
7:28offset, the thigh to the
7:31hips, and parenting should be down
Leg IK Setup in depth
7:36now. Next, we're going to set up IK for
7:39the leg. And it will be done exactly as
7:41in level one, but we'll go into more
7:44detail at each step. Knowing where to
7:46click is nice, but understanding why we
7:49do it is so much more
7:51useful. I'll go to edit
7:54mode, select the ankle, press E and then
7:58Y to to extrude the bone on the
8:00Y-axis. And now you should understand
8:02why we extruded on the Y-axis. We want
8:05to keep the bone straight so that it has
8:07nice orientations which will help the
8:09animator. Next, I want to set up the IK.
8:12We set up constraints in pose mode. And
8:14so, in the previous part, I showed you
8:16how to do it manually. There's actually
8:18a faster way. Select this bone, which
8:21will be the target. And let's name it
8:23leg ik
8:25target.l. Then, shift select the shin.
8:28Press control shift and c and choose
8:32inverse kinematics. So that is not only
8:34a nice shortcut, but because I selected
8:37the target first and then the shin, the
8:40constraint was applied to the shin and
8:42the target was set up automatically. We
8:44already know that we have to set chain
8:46length to two so that it only affects
8:48the shin and the thigh. And in level
8:51one, I told you to select the target in
8:54edit mode and press alt p and clear the
8:56parent. We are not going to do it yet.
8:58Let's see why we're doing it. Because of
9:00the way I created this bone, it is
9:02parented and connected to the shin
9:04bone. If I go to pose mode and try to
9:07move it, I'm actually unable to do so.
9:09The bone rotates because it is unable to
9:12move and so Blender goes for rotation.
9:15I'll right click to cancel. So, let's go
9:17to edit mode and press alt P and instead
9:21of clear parent, let's disconnect the
9:22bone. This will keep the parenting, but
9:25it will allow me to move this bone
9:27freely. And this is how we can go from
9:29connected parenting to disconnected
9:31parenting. Back to pose mode. If I try
9:34to move this bone, you'll see that it
9:36kind of works, but our leg suddenly
9:38flips to random locations and then it
9:40goes back. This is called a dependency
9:44loop. The target bone is still parented
9:47to the shin, but because of the IK
9:49constraint, the shin's location is also
9:52affected by the target. So they both
9:54affect each other and Blender gets
9:55confused.
9:57That is why we have to go to edit mode,
9:59press alt P and clear the parent of this
10:01bone completely. Now the only
10:04relationship is the shin is affected by
10:07the target
10:10bone. So we get predictable
10:13movement. Let's create a pole target as
10:16well. Select the knee. Press E then Y to
10:19create a straight bone. Press Alt P
10:21clear parent. G and Y to offset this
10:25pole and name
10:27it leg
10:30pole.l. Go to pose mode. There is no
10:32automatic way to set the pole. So set
10:35pole target to the armature. And then
10:37for the bone, we're going to use a leg
10:43pole. If you're curious about this
10:45flipping of the IK chain, it has to do
10:47with bone orientations. The IK
10:50constraint tries to orient the X-axis of
10:53the bones towards the
10:54pole. That is why we use this pole angle
10:57to correct this. There is absolutely no
10:59harm in using it. Because I extruded my
11:02bone straight up, I just have to set
11:04pole angle to exactly 90° and it will be
11:07oriented perfectly. Here I disable and
11:10enable the IK constraint to check my
11:13pole angle. If your leg bones change a
11:16lot between the two states, you have to
11:18keep adjusting the pole
Foot Fix in-depth
11:22angle. Next, we have the problem of the
11:24foot rotating when I move the body.
11:27Pause the video and try to figure out
11:28why that is
11:30happening. It is because the foot is
11:34parented to the shin. So, when I move
11:37the body, the shin rotates and the foot
11:39rotates with it. That is why we go to
11:41edit mode, select the foot, shift select
11:44the target, press Ctrl P and parent with
11:47keep offset. Now the foot is parented to
11:49the target. So it will no longer rotate
11:52with the
11:53shin. And now we have this next problem
11:55that we can move the body and disconnect
11:57the foot from the shin. And we solve
11:59this by giving the foot a copy location
12:01constraint. Copy location also has
12:04target. So we can select the shin, shift
12:07select the foot, press control shift C
12:09and choose copy
12:11location. That will add the constraint
12:13and set the target. Then just set the
12:16head tail slider to one so that the foot
12:19is attached to the end and not to the
12:21start of the shin bone. And we are
12:22almost done. One last thing that many
Parenting VS Constraints Selection Order
12:24people seem to be confused about and
12:26that is the difference between parenting
12:28and setting constraints. When we use
12:30shortcuts, when we parent, we select the
12:33child or actually we can select multiple
12:35children and then finally we shift
12:37select the final bone which will be the
12:39parent and we press Ctrl P to finalize
12:42the parenting. So the final selected
12:44bone is the one that controls the other
12:46bones. With constraints, we first select
12:49the target and then we select the bone
12:51that will be constrained. So it can kind
12:53of seem like the selection order is
12:55inverted. It is best to just think about
12:57these two as completely different
12:59operations because they are in
13:01parenting. The last selected bones
13:03becomes the parent. With constraints,
13:05the last selected bone gets the
13:07constraint and the other bone becomes
13:09the target for the
13:11constraint. Now I'll go to edit mode and
13:14let me parent the pole target to the IK
13:17target. Ctrl P keep offset.
13:22As I said in level one, this creates a
13:25simple and natural movement of the leg
13:28using only the IK
13:32target. Now I'm ready to symmetriize.
Symmetrize with Troubleshooting
13:35I'll go to edit mode, select all bones,
13:39right click, and choose symmetriize. In
13:42pose mode, I'm going to check if
13:44everything is all right, and it seems to
13:46be. If your bones do not get
13:48symmetriized, here are the two top
13:50reasons. one, you did not properly name
13:53your symmetrical bones with the L or R
13:56suffix. So carefully check your bone
13:59names. And number two, if you go to
14:02object
14:03mode, the pivot point of my rig is
14:06exactly in the middle of the world. If
14:09you follow this tutorial exactly, so you
14:11set your cursor to the world origin and
14:14then shift A and created your armature,
14:16your armature will start exactly in the
14:18center of the world and you will not
14:20have any symmetriization problems. So
14:23start with your armature in the center
14:25of the world and then do not move it in
14:27object mode. Go to edit mode and start
14:30creating your arature this
14:34way. I'll delete this
14:38Let's go to pose
Deform Bones
14:40mode. And I want to set all of these
14:43target bones as non-deforming, which you
14:46may remember from level one. All of my
14:49other bones are meant to deform the
14:51character, but these four are just
14:53controls. So go to the bone tab, and
14:56instead of disabling them one by one,
14:58you can alt and click on the deform
15:00option, and all bones will be set up.
15:04If alt and click doesn't work for you,
15:07you can do this instead. Just disable
15:09the deform without holding alt, then
15:12right click on it and choose copy to
15:15select it. This will also disable the
15:17deform option on all selected
15:22bones. Now I can select all meshes,
Automatic Weights
15:26shift select my rig so that it is active
15:28and then press Ctrl P and automatic
15:31weights. And now I'll be able to go to
15:34pose mode and deform my rig. And with
15:37that, our basic setup is done. We took
15:40our time and learned a lot about bone
Keep Going
15:43positions and bone roll. This is
15:46knowledge that will definitely pay off.
15:48So with this deeper understanding of
15:51fundamentals, we will move on to the
15:54next two videos in which we will set up
15:57a couple of cool rig mechanisms.
15:59Automatic twist bones, improved hips
16:02control, and a foot mechanism.