Full transcript
Coming up in this Video...
0:00this video is designed to expand your
0:02rigging toolkit you will learn how to
0:05improve your character's deformations
0:07using weight painting this is a major
0:10obstacle for many people but I'll show
0:13you a reliable workflow that works every
0:16time and you'll get to know a set of
0:18tools to organize your rig and make it
0:21look more professional the best part is
0:24these are simple techniques that you can
0:26learn in a couple of minutes each and
0:29use right way this video is sponsored by
0:31brilliant I'll share more about them
0:33later on but now let's start off with a
0:36couple of important weight painting tips
0:38the first set of tips will be in the
0:40weight painting category weights are the
0:42connection between your mesh and your
0:44bones so what if your character was a
Automatic Weights with Multiple Objects
0:46little bit more complex and consists of
0:49multiple objects that is actually not a
0:51huge
0:52problem here I have a head model I'll
0:55place it on my character's
0:58head then select all mes shift select
1:01the amateur press contrl P choose
1:04automatic weights as before go to pose
1:08mode and all of your meshes should move
1:11with the rig just for your information
Bone Heat error (for your information only)
1:14sometimes automatic weights fails
1:16especially with complex characters you
1:18will get a warning at the bottom of the
1:20interface which you may miss and your
1:23character will not move with the rig but
1:26keep following the course and you will
1:28learn how to handle any weight painting
1:31situation next we'll go into custom
Weight Painting 101
1:33weight painting which can help you
1:35improve the character deformations and
1:38I'm going to give you the workflow and
1:40settings that I always use they work
1:43like a charm I'll go to object mode have
1:47your Armature selected shift and select
1:49the mesh that you want to weight paint
1:51and go to Weight paint
1:53mode in the end panel switch your brush
1:56to add if using a slightly new version
1:59of blend your brushes will look like
2:01this and there is no add brush but
2:04that's okay these brushes here are just
2:06quick presets so just switch blend to
2:10add here and then you can keep following
2:13the tutorial the rest of the settings
2:15will be the
2:16same set strength to
2:20about2 under options enable auton
2:23normalize auton normalize is probably
2:27the most important option in weight
2:29paint always have it on you'll learn
2:32more about that in level two and three
2:34of the course for now suffice it to say
2:37that this option will keep your weights
2:39nice and clean under symmetry if your
2:42character is completely symmetrical you
2:45can enable mirror vertex groups and the
2:47X option if your character is not
2:49completely symmetrical you should
2:51disable these options and you'll have to
2:54paint on both sides
2:55individually my character is symmetrical
2:59so I will enable these options to start
3:02painting alt and click or you can
3:04control shift and click on a bone and
3:06that will select it and enable the
3:08vertex group now you can rotate and move
3:11this
3:12bone and if you click on the mes that
3:14will affect the weights by clicking I'm
3:17adding weights if I controll and click I
3:19can subtract weights usually the arm
3:22affects too much of the body so I can
3:25control click on the body or I can alt
3:28and click on the body bone and and paint
3:30positive weights by just clicking and
3:32that will remove weights from the arm so
3:35the body is one area that always gets
3:37messed up another one is the face you'll
3:39see that the chin is kind of
3:42yellowish and when I rotate the head it
3:45doesn't quite follow the bone so I just
3:46have to click on it and it will deform
3:50better and finally you can shift and
3:53click to smooth weights smoothing is an
3:56important technique and it can help
3:58improve the areas where the influences
4:01of two bones overlap such as the arm and
4:04the shoulder these are not just the
4:07basics of weight painting but this is
4:09how I actually weight paint most of the
4:11time people seem to think that there are
4:14Advanced and secret weight painting
4:17techniques and sure you'll learn more in
4:20level two and three of the course but
4:22just memorize or write down the settings
4:25and shortcuts I shared in this video and
4:28you will have learned earned about 80%
4:31of weight painting next we'll go into a
4:33couple of simple tricks you can use to
4:35improve your rig first we are going to
Root Bone
4:37create a root bone a root is a bone that
4:40moves the entire rig and it is useful in
4:44various ways for example when setting
4:46the initial position of your rig or to
4:49make your character walk in space we
4:52will do just that in an animation
4:54exercise which is coming very soon I'll
4:57go to edit mode if the the cursor is not
5:00at the center press shift s cursor to
5:03world origin press shift a to add a new
5:05bone F2 and name this bone
5:10root grab its tail and push it down a
5:13bit to make it smaller what we need to
5:15do now is parent any bones that are not
5:17parented to other bones to the root in
5:20our simple rig that is just the first
5:22spine bone and the two ik bones I'll
5:26select them all then shift select the
5:28root press contrl p and choose keep
5:31offset now in P mode this bone should
5:34move the entire character something else
Deform Bones
5:37you can learn quickly is that some bones
5:39are supposed to deform the character and
5:42some aren't in a simple rig the non
5:45deforming bones are the root the ik
5:48targets and the ik poles so if we go to
5:51the Bone tab there is a deform option
5:54and we have to untick it for these bones
5:56but first let's see why we are doing
5:59this
6:00for example if I rotate the foot you'll
6:03see that the heel does not rotate with
6:05it that is because the heel is affected
6:08by the ik Target if I select the shin
6:10and go to my constraints I can disable
6:13the ik constraint for a second by
6:15clicking on this IE icon and now if I
6:18move the ik target you'll see how it
6:20deforms the heel to prevent this first
6:23go to the Bone top and disable the form
6:26for all of these
6:28bones so the ik targets the root and the
6:32ik
6:34poles and finally go to object mode
6:37select your mesh or meshes shift select
6:40the I last press contrl p and choose
6:43automatic weights which will recalculate
6:45the automatic
6:47weights now in POS mode moving the
6:49target does not deform the character
6:51this is
6:52perfect so I have to select the shin and
6:55reenable my ik constraint
7:00I hope you enjoying rigging isn't scary
7:02we are just getting started next we'll
7:04dive into another fundamental rigging
7:06tool bone shapes throughout the course
7:08you'll hear me talk about fundamentals
7:11again and again and I take that very
7:13seriously myself lately I've been
7:15brushing up my math fundamentals using
Brilliant (Sponsored)
7:18brilliant who are kindly sponsoring this
7:20part of the course brilliant is a
7:22learning app that helps you get smarter
7:24every day with thousands of lessons in
7:27math science coding and more their
7:29approach is all about learning by doing
7:32you're not just watching videos you're
7:34solving problems and improving your
7:36skills step by step so I've been using
7:39brilliant to strengthen my math
7:41fundamentals in the hopes that it will
7:43help me pick up some Advanced blender
7:45skills such as geometry notes what I
7:47enjoy most is the gamification of the
7:50learning experience which makes you want
7:52to keep learning that is similar to
7:54playing a game but rather than wasting
7:56your time you are developing a daily
7:58learning habit and building up your
8:00problem solving skills you can try
8:02everything brilliant has to offer free
8:04for 30 days by visiting brilliant.org
8:07slcg dive or by clicking the link in the
8:10description you'll also get 20% off an
8:13annual premium subscription again I
8:15would like to thank brilliant for their
8:17support which made it possible to
8:18release this extensive ring course for
Bone Shapes
8:20free now let's learn about bone shapes
8:24this rig already works but the bones are
8:27constantly visible through the mesh
8:29again this is because we enabled infront
8:31in the Armature tab so you can disable
8:34it and you can still select the bones
8:36but they can be hard to select so we can
8:38use something called bone shapes if you
8:41go to the Bone tab viewport display and
8:43you'll see custom object let's go to
8:46object mode press shift a mesh and
8:49create a circle and press f2 and name
8:53it bone shape
8:57Circle I can place it into a new
9:03collection and I can even hide the
9:05collection now go back to my
9:08rig enable in front for now then go back
9:12to the Bone
9:14tab pose
9:16mode select any of the
9:20bones and set the custom shape to bone
9:23shape
9:24Circle so now our bone looks like a
9:27circle but it will behave exactly as
9:30before I want this circle flat on the
9:32ground so I'm going to rotate it 90° on
9:36the
9:38xais I can make it a little bit bigger
9:42that is just a visual
9:44thing and now I have a shape that is
9:46much easier to select and now I'm going
9:49to go ahead and apply this circle to all
9:52of my bones you can have any shapes you
9:54like but I just want to show you that
9:55just adding circles makes things so much
9:58nicer so for example I'll go to the
10:01thigh give it a bone shape Circle rotate
10:04it as
10:08needed scale it down I could also move
10:10it on the y- AIS to position it exactly
10:13as I want and I'll repeat this process
10:15for the left side of the character and
10:17the spine
10:32a little trick you can do is select all
10:35bones that you want to apply the same
10:36shape to then select another bone that
10:38already has this shape then go to custom
10:41object right click and choose copy to
10:43select it then you can right click on
10:45the rotation for example and choose copy
10:47all to selected and that will Orient all
10:50Bones the same
10:55way now I didn't do the right side
10:58because I can go to edit mode mode
11:00select all of the left side
11:02bones right click and choose symmetrize
11:06go to pose mode and it's all set for me
11:08now I can go to the Armature Tab and
11:10disable in front and you'll see that I
11:12can still see my bones but they don't
11:15occlude the character let me give shapes
11:17to the pulse as
Bone Colors
11:22well something else that you can do here
11:25in the bone tab is set bone colors so
11:27I'll select all fine
11:30Bones the neck bone and the head bone
11:34and give them the yellow color for po
11:36bone color and if I click this button it
11:39will be applied to all selected bones
11:42I'll then select all Bones on the left
11:48side and give them the red color and
11:50again paste this to all selected bones
11:53and then all Bones on the right side
12:00give them a blue color and copy
12:02that for the root I'm going to set a
12:06special purple
12:10color and I'm going to make a couple of
12:13simple tweaks to make my bones even
12:15easier to
Bone Collections
12:18see now there are a couple of bones that
12:21are never
12:23animated the ik controls the whole leg
12:26so I can select these leg bones
12:30and I want to move them to a separate
12:32bone collection first let's go to the
12:34aracha tab to see exactly what will
12:36happen here you can see the new bone
12:38collections which were introduced in
12:40blend 4 so if I press M I can move these
12:44bones to a new collection I'll call it
12:46hidden or something like that click
12:48create and a new collection was created
12:51and the leg bones were moved to it so if
12:54I press this I icon to disable the
12:56visibility the bones will become
12:58invisible keep in mind that they're
13:00still there they're just hidden so my
13:02rig will still work without unnecessary
KEEP GOING
13:05bones getting in the way in just 10
13:07minutes we learned weight painting and
13:10made our rig much easier to use not too
13:13shabby you are almost at the finish line
13:15so keep going as a big finale in level
13:18one of the course we are going to have a
13:20special rigging challenge but before
13:23that let's talk about animation even if
13:25you want to specialize in rigging you
13:28have to know some some animation
13:30fundamentals so in the next video we'll
13:33create a walk cycle for this guy and
13:35along the way you will learn about
13:37frames key frames and other animation
13:41Concepts let's move on