Full transcript
Level 2 Intro
0:00welcome and congratulations on making it
0:02to rigging isn't scary level two by the
0:05end of this section you will be well on
0:08your way to Conquering the rigging
0:10Valley of the suck in this section we'll
0:13make an even better rig than in level
0:15one it will feature automated corrective
0:18bones in the wrist and shoulder a better
0:21hips control and a foot setup these are
0:25essential rig mechanisms that you
0:27definitely need in your toolkit as a fin
0:30challenge you will also build a simple
0:33face rig With a Little Help from me all
Fundamentals Fundamentals Fundamentals
0:36of this will be surprisingly easy
0:38because instead of just adding lots and
0:40lots of complexity which may just
0:42confuse you we'll focus on deepening
0:45your fundamental rigging knowledge
0:47mastering the fundamentals is key this
0:50is something I noticed after I began
0:53making rigging tutorials teaching forced
0:55me to learn the fundamentals really well
0:58but the weird part is that also made me
1:01better at understanding Advanced
1:04Techniques that's why I focus on
1:06teaching foundational skills especially
1:09at the novice level and therefore in
1:12this video and the next one we'll set up
1:14a similar rig to level one but along the
1:17way we'll stop and focus on little
1:19important details that many people Miss
1:22we'll talk about precise bone alignment
1:25bone placement based on anatomy and Bone
1:29roll the these are vital things that you
1:31need to know there will be nothing
1:33difficult just watch the videos and try
1:35to absorb the information and based on
1:38that we'll build the cool mechanisms
1:41that I mentioned
Start file and model check
1:42earlier get the start file from the
1:44downloads and we'll get right into
1:49it since we are focusing on good
1:51practices and fundamentals I'm going to
1:54check my model this is a habit of mine
1:56and it has to become a habit for you as
1:58well so the model is standing on top of
2:01the grid if I switch to front view I can
2:03see the face of the character that is
2:05exactly what I want the character is
2:08exactly in the
2:10middle and she's normal human
2:15size if you need to tweak something for
2:17a character do it before you start
2:19rigging and then if location rotation
2:22and scale are not applied select all
2:25objects contr a all transforms then if
2:28the 3D cursor is not in the middle press
2:31shift s cursor to world origin then
2:34shift a and create your initial Armature
2:36bone do not move the Armature in object
2:39mode while creating the rig this way its
2:42origin will stay exactly in the center
2:45of the
2:46scene then under Armature viewport
2:49display enable in front now we can start
2:51rigging but before we do please allow me
UI Tweak - Tab for Pie Menu
2:54to make one small change to my settings
2:57I'll go to edit preferences King map and
3:00enable tab for p
3:03menu when I have it enabled I can just
3:06press tab in the viewport and go to edit
3:08mode pause mode or object mode really
3:10quickly and for misses of course when I
3:13press tab I'll get edit mode object mode
3:15weight paint mode sculpt mode and so on
3:18this makes going between the different
3:20modes much more convenient you don't
3:22have to do it just keep in mind that
3:24that is how I'll be switching modes I
3:26will always let you know that I'm
3:27switching the mode and you can also look
3:29in the upper left corner and you'll see
3:31which mode I'm
Precision Techniques
3:33in I'll go to edit mode and I'll start
3:37building the spine in level one I told
3:39you to go to side view and adjust this
3:42initial bone this way that is because we
3:45created the Armature in the center of
3:47the world so the default bone is in the
3:50center and if I only move it in the side
3:52view it will stay that way this makes
3:54adjusting this bone for the spine very
3:57easy but that is not the only way to do
3:59it in perspective you can press G then
4:01Zed to only move the bone up and down
4:05you can also use the move
4:09Gizmo to extrude a new bone from here I
4:12can select the tail of the bone press e
4:14then Zed so that the Extrusion is
4:17straight up and once more my favorite
4:20way is still to go to side view but keep
4:23in mind that there different ways to be
4:24precise and you should be using all of
4:27them now let's say that you offset these
4:29bones a little bit on the x- axis by
4:31accident an easy way to fix it is to
4:33select all bones press shift s cursor to
4:36World Origins so that the 3D cursor is
4:39exactly in the
4:41middle set your pivot point to 3D
4:45cursor orientation to Global press s
4:49then X then zero on the numpad these are
4:53just a handful of precision techniques
4:55Precision is quite important in rigging
4:58so you'll learn more four of these later
5:00in the course now that you can be
Bone placement & Anatomy
5:02precise let's see how these bones need
5:05to be positioned exactly inside the body
5:07of the character I took images of a
5:09character and overlaid a skeleton over
5:12them this helps me determine the most
5:15important points on the spine these are
5:17the bottom of the pelvis the start of
5:19the actual spine the start of the rib
5:21cage and the end of the rib cage which
5:24gives me a basic spine like this from
5:28the side view if I just follow my
5:30anatomical reference I'll get a curve
5:33that looks something like this an
5:35important point is that Anatomy should
5:36be just a starting point but we don't
5:39have to follow it blindly if you align
5:41the spine bones like this from the side
5:43view the deformations you get will
5:45likely not be ideal blender bones do not
5:48just simulate real bones they need to
5:50simulate the bones as well as
5:53musculature and other tissue on the body
5:56so as a rule of thumb try to keep your
5:58blender Bones close to the the center of
6:00the volume of the body so from the side
6:03view instead of this we'll get something
6:05that looks more like this let's
6:07implement
6:10it now I want to align the Bones from
Spine Placement
6:13the front view and let me switch my
6:16Pivot Point back to bounding box center
6:18so that I can use my Gizmo understanding
6:21the pivot Points and the orientations is
6:23another key to being very precise and
6:26you will learn all about them during the
6:28course I'll select this connection of
6:30Bones and move it down a little bit to
6:33establish my pelvis and then I'll move
6:35this one down as well to establish the
6:38middle of the
6:39spine and this will be my chest bone
6:42from the side view as I said I want to
6:44keep these bones close to the middle of
6:46the
6:50body the chest has some flexibility so
6:53you can also split it into two bones but
6:56we'll keep it to one in this example
7:00now I want to create bones for the neck
7:02and head and let's look at our reference
7:04again the pivot of rotation of the neck
7:07should be around here which we already
7:09established and the pivot of rotation of
7:11the head will be around here which is
7:14just below the
7:15ear so I'm going to extrude another bone
7:19and place it just below the ear and then
7:21I'll extrude another bone straight up to
7:25the top of the
7:26head next we want to create the clavicle
Shoulder Bone Placement
7:29or the shoulder
7:30bone in my reference I'm going to Mark
7:33the clavical bone with dots and connect
7:36them so this should be a clavical bone
7:38right not quite again let's follow the
7:41rule that a bone needs to be in the
7:44center of the mass that it's going to
7:46control and what the shoulder bone
7:47controls is really the clavicle the
7:51traps muscles and even the scapula at
7:54the
7:55back so in blender I'm going to create a
7:57new bone go to front view
8:00rotate it about 90° scale it
8:04down align it roughly with the clavicle
8:07from the front
8:08view and from this side view I'm going
8:11to push it in the middle of the body so
8:14that it can control the clavicle the
8:16traps and the
8:18scapula next we have the arm and this is
Arm Placement
8:21another important point the base of the
8:24arm is this ball socket joint below the
8:27clavicle there is a tendency to place
8:29this joint not deep enough so somewhere
8:32around here if we follow the reference
8:35it should be here and the elbow and
8:38wrist are much easier to align just
8:40based on our model so we'll not focus on
8:42them too
8:45much so let's grab the spine go to Front
8:48View Press shift d and rotate
8:51it and again this created this tilt of
8:54the bone this is the bone roll which we
8:56can control with controlr I'm going to
8:59talk more about about it in a second but
9:00now let's place this part of the bone
9:03deep into the body just like we saw on
9:05the reference and for the elbow I'm
9:08going to enable my material
9:10preview and I can see some fults here
9:13which are exactly the elbow so I'll
9:16place my bone here and then press e to
9:19extrude another bone and extrude it all
9:21the way to the wrist which again is
9:23obvious based on this model and texture
9:27detail and then I'll extrude another
9:29bone for the
9:31hand now let's go to the top view and
9:34move this arm on the y- AIS and align it
9:37with the actual model and again I'll try
9:39to keep these bones in the middle of the
9:43geometry in level one I already
9:45mentioned to make the elbow slightly
9:47bent like this a very slight angle is
9:50fine just don't make it straight or
9:52bending the opposite direction this
9:55mostly has to do with the ik setup we'll
9:57only do a basic ik arm setup in this
10:00chapter but it is an important best
10:02practice so please keep it in mind slide
10:05Bend from the top view and from the
10:07front view keep the bones as straight as
10:16possible the legs are similar to the arm
Legs Placement
10:19you have a ball socket joint at the hips
10:22it will be your base guide for placing
10:24the leg
10:25bone and the knees and ankles should be
10:28much easier to determine based on the
10:30model itself let's create a new bone
10:33I'll move the bone and align it roughly
10:36with the leg and then from the front
10:38view I'll rotate it
10:40180° again this is because the thick
10:43part of the bone is the pivot point so I
10:45want to align it with the anatomical
10:48point that we just figured out something
10:50else that I want to point out is that if
10:51I create a new bone and rotate it
10:56180° from the side view that will have a
10:59slightly different effect than rotating
11:01it from the front view we'll get into
11:03that in a second when we talk about bone
11:05roll so I'll delete this
11:07bone and place this joint in the knee
11:10area which should be fairly obvious and
11:14then extrud another bone and place it at
11:17the ankle one more bone all the way to
11:20the toes and one more bone for the toes
11:22themselves again I'm giving a slight
11:24angle to the knee and from the front
11:27view I want to keep these bones as
11:30straight as possible I'm not just
11:32aligning them with the mesh I want them
11:34to be fairly straight from the front
11:39view by the way another guideline that I
11:41use for placing this point is to imagine
11:44the side of the hips bone and place this
11:47joint right in the middle of the hips
11:50area next we'll be talking about bone
Bone Roll
11:54roll this has to do with the orientation
11:57and rotation of your bones I know it is
12:00not a sexy subject but you will be so
12:02glad that you learned about it because
12:05not understanding bone roll causes a lot
12:08of riging
12:10issues we already have some experience
12:13with selecting bones and pressing
12:16controlr and rolling the
12:19bone but what is this for what's the
12:21point on the Armature tab enable
12:25AIS and that will show the AIS or the
12:28orientations of the bone
12:29now press contrl R and notice how the
12:31axis rotate or Roll Along with the bone
12:35to follow along with me roll these bones
12:37so that the Zed axis is pointing
12:39straight away from the
12:41arm go to pose
12:43mode switch to local orientation mode
12:47and choose the rotation
12:50Gizmo the lower arm does not have a lot
12:52of freedom of rotation it only rotates
12:55on one axis so with this bone roll I can
12:58just rotate on the x-axis and that will
13:01rotate exactly as the lower arm is
13:03supposed to
13:05rotate I'll go back to edit mode select
13:08all of these bones and roll them so that
13:10they're pointing at an
13:11angle go back to pose mode and now
13:15rotating this lower arm on the x-axis
13:18does something that is not realistic and
13:20you may be
13:21thinking well I could just go to this
13:24kind of view and rotate the arm and yes
13:27you could but that is is not ideal it
13:30can cause problems with rig mechanisms
13:33but most importantly your animator is
13:35going to hate you because animators use
13:38animation curves when the bone roll is
13:40properly aligned then the animator will
13:43be able to control this lower arm just
13:45using the curve for the x-axis but with
13:48this kind of messy bone roll they'll
13:51have to think about multiple axis
13:54animation work is already difficult and
13:56this makes it into a nightmare so go
13:59back to edit mode select all of these
14:02bones and roll them so that the Z AIS
14:05points straight away from the
14:09arm and you can do the same for the
14:11shoulder bone in case it is not aligned
14:15well the spine is mostly fine but if you
14:18remember I showed you how to fix the
14:21spine in case you moved it on the
14:24xais and that actually tweak the bone
14:26roll slightly if I select one of the
14:29spine bones and look under nend panel
14:32item you'll see the actual value of the
14:35roll and it is not exactly zero so I can
14:38set it to zero right here or I can
14:40select all bones and press alt R and
14:44that clears the roll or in other words
14:46sets the roll to zero so now the spine
14:49bones are perfectly
14:56aligned in case your leg bones need to
14:58be adjusted select them and press contrl
15:00R and to follow along with me align the
15:03axis exactly as you see here with this Z
15:07pointing away from the knee the hips and
15:09so on I just want to point out that the
15:11Z axis pointing forward like this is not
15:14the ultimate correct answer for example
15:18if I roll the bone so that the X points
15:20forward that is also okay I'm going to
Bone Rotation & Bone Roll
15:23undo a bit earlier in the video I said
15:26that rotating a bone from the front view
15:29has a slightly different effect from
15:31rotating the same bone from the side
15:33view or another view now that you
15:35understand bone roll and axis let's see
15:38what the difference is I'll create a new
15:40Armature for this
15:42demonstration enable in front go to edit
15:45mode select the default bone press R and
15:49rotate it about
15:51180° and I'll place it here then I'll
15:54create a new bone which will have the
15:56exact same orientation as the default
15:58bone then go to side view and rotate it
16:02about
16:04180° and I'll place it next to my
16:06default bone visually these bones look
16:08exactly the same but if we enable axis
16:12you'll see that the x-axis and the Zed
16:14axis are pointing in the exact opposite
16:17direction if I create a new
16:20bone you'll see how the bone axis
16:23rotates with
16:25it and that is why we get a different Ro
16:29depending on The View that we rotate the
16:31bone
16:31in I'm just mentioning this because from
16:34this level onward you really have to pay
16:36attention to Bone roll just looking at
16:39the bone and thinking I guess it looks
16:41okay is not enough anymore so always
16:44keep in mind bone axis and Bone roll
16:47because in pose mode they Define the
16:49rotation of the bone here for example if
16:52I rotate this bone on positive X it
16:55swings in this direction whereas this
16:57bone with the opposite AIS if I give it
17:00a positive x value it rotates in the
17:02opposite direction so bone roll is
17:05important to define the exact rotation
17:07of a bone bone roll is an even deeper
17:10rabbit hole that we're going to explore
17:12in level three intermediate
17:15rigging in pose mode it also has to do
17:18with this rotation
17:20mode for now just try to keep the axis
17:24nice and clean so that rotating on just
17:26one axis produces a natural
17:30result such as bending the lower
17:33arm or if we look at the upper arm Zed
17:37rotation is up and down and X rotation
17:40is forward and back so that is it keep
KEEP GOING
17:43the axis clean great I think this part
17:46wasn't too difficult so let's go
17:48straight into the next one in which
17:50We'll add fingers and the fingers will
17:53help us understand bone roll on an even
17:56deeper level