Full transcript
Challenge Into
0:00Amazing work so far. You learned so
0:03much. Bones, IK, weight paint, even
0:06animation. Wow. Now, what if I told you
0:09that you can also rig a horse and many
0:12other creatures using only what you
0:14already know. Rigging this course will
0:17be our final challenge at this stage. It
0:20is meant to get rid of the idea that
0:22what we learned so far can only be
0:24applied to rigging a human. That's
0:27simply not true. The horse model will be
0:29in your downloads. Get it and open it.
Super Challenge
0:32And if you want a serious challenge, try
0:34to rig it all by yourself based only on
0:37these visuals of the final armature. I
0:41highly recommend this exercise. Even if
0:43you fail initially, it will force your
0:46mind to bring this new rigging knowledge
0:48closer to the surface. When you just
0:50learn something, it's passive knowledge,
0:52but when you apply it on your own, it
Time lapse Challenge
0:55becomes active knowledge. You can also
0:57follow along with my time-lapse. The
0:59pace will be much faster than usual, so
1:02it will be a nice challenge either way.
Horse Rigging Time Lapse
1:05All right, here's the time-lapse. With
1:07my 3D cursor in the center of the world,
1:09I'll create a new armature. Go to edit
1:13mode. Enable in
1:15front and inside view, create bones for
1:18the spine, neck, and head, paying
1:22attention to anatomy.
1:28I'll create a new chain of bones for the
1:30tail and align
1:35them. And a chain of bones for the hind
1:38legs based on
1:46anatomy. One more chain of bones for the
1:48front legs.
1:57Select all leg
2:02bones and move them on the X-axis so
2:06that they align with the
2:13model. Let's also add an earbone just
2:16for fun.
2:21Name the
2:24bones. These are my bone names. Feel
2:27free to name your bones whatever you
2:28like. Just don't forget the L
2:36suffix. Now I'm going to parent my
2:39bones.
2:50I'll set up IK exactly how we did it for
2:53the human. Extrude the iate target and
2:57unparent
2:59it. Then extrude the pole target and
3:02because of the anatomy of the hind leg,
3:04it will be pointing in the opposite
3:06direction. But otherwise, the setup is
3:08the same. Unparent it and move it away
3:10from the leg.
3:14and then set up the IK
3:24constraint. I'll set chain length to
3:26two. IK with more than two bones gets a
3:29little bit complicated, so we'll keep it
3:30to two here. Set up the pole target and
3:34pole
3:36angle. And then you can go ahead and set
3:38up the IK for the front leg in the same
3:41way and using the same IK settings.
4:05Parent the poles to the
4:11IK. Make the IK and poles
4:21non-deforming. Select all bones. Right
4:23click
4:33symmetriize. In object mode, select the
4:35body. Shift select the amateur. Ctrl P.
4:38Automatic
4:42weights. Looking great. I just don't
4:44like the behavior of the hoof. Let's fix
4:46them exactly how we fix the foot in the
4:48human
4:51character. In edit mode, parent each
4:53hoof to the closest I target.
5:01In pose mode, give them copy location
5:04constraints following the previous
5:08bone and head tail to
5:18one. After setting up copy location on
5:22both left hoofs, select and symmetriize
5:25them. And that will symmetriize the
5:27constraint.
5:36Let's give this rig a root as well.
5:39Shift A to add a new
5:42bone. Name it
5:45root and parent the hips and the IK
5:49bones to it.
5:56And in pose mode, it should move the
5:58entire horse. And to test the rig, I
My horse animation
6:01made this running animation. It is done
6:03with the exact techniques that I showed
6:05you in the previous videos. I made a run
6:08cycle in place following some reference
6:10footage, and then I made it move forward
6:12using the root bone. You've quickly
NEXT UP LEVEL 2
6:15learned some of the most essential
6:17rigging techniques. Mastering the basics
6:19can be incredibly rewarding. But as
6:22useful as they are, if we take a step
6:24back and look at the bigger picture, we
6:26are still in the valley. This means
6:28there are still plenty of challenges
6:30waiting if you attempt something more
6:32complex. So the bad news is we still
6:35have a way to go. But the good news is
6:37the path is already mapped out for you.
6:40Just follow the course. Next up is the
6:42nova section which focuses on
6:45fundamentals, fundamentals, and more
6:48fundamentals. While keeping things
6:50simple, we'll create some cool
6:52mechanisms like automated wristbones,
6:56better hip control, and a nice foot rig.
6:59Along the way, we'll dive deeper into
7:02constraints, weight painting, rigging
7:04theory, and yes, even some face rigging.
7:08This will be a major step toward
7:10clearing up any confusion you might have
7:12about rigging. I hope you're excited.
7:15Let's keep going.