Free YouTube Transcribe

Video transcript

RIGGING L2-2 : IK, Fingers, Bone Roll

CGDive (Blender Rigging Tuts) · 2,557 words · 12 min read

Want to search this transcript, jump the video from any line, or download it as TXT, SRT, or VTT?

Open in the transcript tool

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.

More from CGDive (Blender Rigging Tuts)

Recently added transcripts

Browse the whole transcript library

This transcript was generated from the captions YouTube publishes for this video. Get the transcript of any YouTube video atfreeyoutubetranscribe.com, free, unlimited, no sign-up.