Full transcript
Intro
0:00welcome to rigging isn't scary the
0:02course that will teach you how to rig in
0:04blender from beginner to a confident
0:06intermediate level I spent over 4 months
0:09creating this course and I'm releasing
0:12it completely for free this would have
0:13been difficult without the sponsor of
0:15this video skillshare we'll talk more
0:18about them later on but first let's
0:20check out what you're going to learn in
0:22level one you probably won't believe how
0:25much progress you're going to make in
0:27just five short
0:28lessons you will learn the basics of
0:31Bones and then immediately apply that to
0:34an actual character you will learn the
0:36number one rigging mechanism that you
0:39absolutely need to know about we'll
0:41cover weight painting improving the
0:43usability of your rig even some
0:45animation and we'll finish the section
0:47with a special Challenge and that is
0:50just the beginners videos you also have
0:52the novice and intermediate series to
0:55look forward to if you want to keep
0:57leveling up rigging can mean different
Rigging Definition
0:59things
1:00and it can get very complex crazy rig
1:04automations Python scripts Dynamic bones
1:07rag dolls cloth and even muscle
1:10simulation are all parts of rigging but
1:13in the most fundamental sense rigging
1:16means using so-called bones to deform
1:19and control your 3D character this
1:22course focuses on the fundamentals you
1:24have to learn them first if you lack
1:27fundamentals the cool advanced stuff
1:30will seem impossibly complex but if you
1:32learn the fundamentals things will start
1:35to make
Armatures & Bones 101
1:36sense so we need to understand blender
1:39bones here is a crash course bones exist
1:42in the Armature object so press shift a
1:48Armature similar to meshes armatures
1:51have
1:52modes object mode edit mode and pae mode
1:56edit mode is where we create bones so
1:59let's go into to edit mode now you can
2:02select the default bone by clicking on
2:04it then you can use g r and s to move
2:08rotate and scale it
2:11freely you can also use the gizmos they
2:14are great when you need
2:17Precision very important the bone has
2:19two ends the thick end is called Head
2:23and the thin one is called tail pay
2:25special attention to the head because it
2:27is the pivot point of the bone
2:30you can select each of these ends and
2:33move them using
2:36G so when we created the Armature we got
2:40this default bone but really the
2:42Armature is a container of Bones you can
2:45have as many as you want so move this
2:48bone out of the way and to create a new
2:50bone you can simply press shift a in
2:53edit mode and the bone will appear at
2:55the 3D
2:57cursor and another way to create a bone
2:59is is to select an existing bone and
3:01then press shift d to duplicate the bone
3:05nice you can create bones now another
3:07essential skill is parenting bones so
3:10select a bone then shift select another
3:13bone and press crl p and choose keep
3:16offset you'll notice a dotted line
3:19indicating the parenting the first bone
3:21we selected became the child and the
3:23second one is the parent more about that
3:26in a minute now I'm going to create
3:27another bone
3:30shift select this bone press contrl p
3:33and this time let's choose connected now
3:36the bones are not only parented but
3:39connected to each other you'll see how
3:41connected and unconnected parenting
3:43differ very soon and here is another way
3:45to create connected
3:47bones if I select this bone and right
3:50click and choose subdivide that will
3:52create two connected bones and finally
3:55if I select the tail of any bone and
3:57press E I can extrude
4:00bones and the new bones are connected to
4:03each other now you are a pro at creating
4:06and parenting bones but if I move any of
4:08these parent bones they don't seem to
4:11affect their
4:13children that is because we're still in
4:15edit mode edit mode is awesome because
4:18it allows us to establish a rest pose or
4:22a default pose for our bones without
4:25worrying about the relationship between
4:27these
4:28bones let's switch to pose mode right
4:30away you'll notice that the color of the
4:32bones changed to bluish in edit mode
4:36they were yellow and in POS mode we are
4:39going to start seeing the parent child
4:41relationship between the bones and again
4:44notice the Pivot Point on which the bone
4:46rotates it is the thick end of the
4:49bone and the difference between keep
4:52offset and connected parenting is that
4:54if I graap this child which was parented
4:57with keep offset I can still move it
4:59freely whereas the connected bones
5:02always stay connected to the
5:05apparent now you can manipulate these
5:07bones by pressing g r or S feel free to
5:11play with them to get a sense of how
5:13they work and don't worry if it's still
5:16a bit confusing it will make more sense
5:18in the Practical example notice that if
5:20I switch back to edit mode the bones
5:23will jump to their default or rest
5:25position bones are always in their
5:28default position in edit mode if I go
5:30back to pose mode I can select all bones
5:33and go to pose clear transform all to
5:36reset the pose bones to the default
5:39position that was a lot of information I
5:42know so here is a cheat sheet but these
5:44are basic operations that we are going
5:47to be using over and over and they will
5:50become second nature to you by the end
5:52of this beginner series next we are
5:54jumping into a rigging practice session
5:57so if you want to learn rigging just
5:59keep watching
6:00this is the only course you need but if
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6:55rigging isn't scary my own animation
6:57skills are not quite there yet so I
7:00don't expect to make an animation course
7:03anytime soon so if you're looking to
7:05learn the whole rigging and animation
7:07skill set then rigging isn't scary and
7:10skillshare could be a winning
7:12combination and as a special offer for
7:15CG die viewers the first 500 people to
7:18use my link in the description will get
7:20one month free trial of skillshare so
7:24grab yours before they're gone now back
7:26to rigging it's time for practice as a
Rigging Practice
7:29practical example we'll be rigging this
7:32simple character to follow along get the
7:34start file for free from the link in the
7:37video description here are a few best
7:40practices you should follow for your
7:41mesh make sure the character is in the
7:43center of the world standing on the
7:45ground plane from the front view it
7:48should be standing straight and facing
7:50forward meaning that you can see the
7:53character's face looking at you the pose
7:56should be a pose or t pose make sure it
8:00is scaled correctly which you can do by
8:02checking the end panel item here I can
8:06see that the Z Dimension is about 1.8 m
8:10which is fine also notice that location
8:12and rotation are set to 0 0 and scale is
8:17111 these are the ideal default values
8:20finally set the 3D cursor at world
8:22origin by pressing shift s cursor to
8:25world origin and now we can start
8:27rigging press shift a and choose
8:29Armature because we said the 3D cursor
8:32in the center of the scene the Armature
8:35was created there this is ideal do not
8:38move the imur in object mode when we
8:41select the amateur you'll notice three
8:43specialized stabs in the properties
8:45panel you'll have to learn these to
8:47become better at trigging but don't
8:49worry you can do it one step at a time
8:51now we're going to go to the Armature
8:53tab expand viewport display and enable
8:56in front and you'll see how the bone is
9:00no longer occluded by the mesh this will
9:02make positioning our bones inside the
9:04character much easier now I can go to
9:07edit mode by pressing tab next we going
9:09to create a chain of connected bones
9:11that looks like this and if you want to
9:13become good quickly here is a challenge
9:15pause the video and try to do it
9:17yourself and then we'll do it together
9:20okay the spine needs to be right in the
9:21center and our default bone is already
9:23in the center so here is a trick switch
9:26to side view and then start positioning
9:28your bone by moving the bone only in the
9:30side view I can be sure that the spine
9:33will stay perfectly straight and align
9:36with the center line of the character
9:38next to create my chain of Bones I'm
9:40simply going to extrude three bones for
9:43the spine area and then one bone for the
9:45neck and one for the
9:48head and that's it next we're going to
9:51create a chain of four bones for the leg
9:53that looks like this okay so I'm going
9:56to press shift a to create a new bone
9:58move the bone on the
10:01xaxis switch to the side view rotate the
10:06bone scale it down and position it I
10:09rotated this bone because again the
10:12thick part of the bone is the pivot
10:14point and we want the thigh to rotate
10:17from this point and extrude one bone for
10:21the shin one bone for the foot and one
10:24for the
10:25toes in the front view select the whole
10:28chain and and rotate it slightly to
10:31match the
10:34leg here is an important tip make the
10:37knee slightly bent forward this will
10:39help with a special mechanism coming up
10:42in the next video okay that's it for the
10:45leg okay next we want an
10:48arm from the front view I'll select the
10:51spine bone press shift T to duplicate it
10:54and then rotate it to match the arm
10:57notice how the bone rotated slightly on
10:59its own axis when I oriented it to the
11:01arm if you press crlr you can tweak the
11:04so-called roll of the bone bone roll is
11:07very important and we'll learn more
11:09about bone axis and orientations later
11:12in the course for now adjust the roll so
11:14that only one side of the bone is
11:16visible from the front view now I'm
11:19going to scale up this
11:21bone then right click and subdivided so
11:24we are practicing different ways to
11:26create connected Bones forur the hand
11:28I'm going to select the tail of the
11:30lower arm and press e to extrude a new
11:36bone make sure you check your bones from
11:39different
11:43angles I'll push these bones inside the
11:46volume of the
11:48character again I'm making the elbow
11:51slightly
11:56bent optionally you can select the hand
11:59bone Shifty and duplicate it and
12:01position it roughly inside the thumb of
12:04the
12:09character and finally we're going to
12:11create a shoulder bone looking something
12:13like this I'm sure you can do it
12:16yourself so shift a to create a new bone
12:20switch to front view rotate the
12:23bone position it in the shoulder area
12:27and push it inside the character
Bone Names
12:34in the upper left corner you can see the
12:36name of your selected bone and all of
12:38our bones are currently named bone in a
12:41number that is not good so we need to
12:43rename them and the easiest way to name
12:45a bone is to select it and press
12:47f2 and I'll name my first spine spine
12:50one then select the next bone you can
12:54also go to the Bone Tab and name the
12:56bone over here in this field
13:00I like the shortcuts so I'll select the
13:02next bone and name it spine
13:05three
13:07neck head okay now we come to the part
13:11of the rig that has a left side and a
13:13right side and we only created the left
13:16side here is why I'll name this bone
13:20shoulder DOL and in a second that will
13:23allow us to symmetrize these bones so
13:26that we don't need to manually create
13:28the symmetrical part
13:31this will be upper
13:34arml so all of the remaining bones will
13:37have L lower
13:42arml
13:44handl
13:47fingerl
13:49THL shin.
13:52L
13:54footl
13:57tol with these names I can now select
13:59all of the bones with a then right click
14:02and choose symmetrize symmetrize is also
14:06found under the Armature menu in edit
14:09mode so with one click we created the
14:12right side of the symmetrical character
14:14however if I decide to tweak a bone
14:16you'll see that only one side moves if
14:18you want to keep both sides in sync you
14:21can press the x button here and it is
14:23also found under tool options xais
14:27mirror with this I can move just one
14:30side of the ring and the opposite side
14:32will stay in sync so this is our basic
Bone Parenting
14:35skeleton but if we go to POS mode and
14:38try to move the spine for example some
14:41parts move with the spine but for
14:43example the shoulders are disconnected
14:45and so are the
14:46legs and this has to do with parenting
14:49so let's go back to edit mode and I want
14:52to make the arm a child of the shoulder
14:55if you want to challenge pause and try
14:56to do it yourself okay so I'll select
14:59the upper arm first then shift select
15:01the shoulder so that it will become the
15:03parent I'll press contrl p and choose
15:06keep offset if I go back to pose
15:10mode you'll see that the upper arm is
15:12now parented to the shoulder and what is
15:15cool is that the right side was parented
15:17for me automatically that is again
15:19because in edit mode I have the X option
15:22enabled so now all I need to do is
15:24select one shoulder bone and parent it
15:26to the last spine bone contr P keep
15:30offset and the thigh bone I want to
15:32parent to the first spine bone contrl P
15:35keep offset and finally I need to parent
15:37the finger or the thumb to the hand
15:41contrl P keep
15:43offset now in pose mode everything
15:46should be connected
15:53up but there is just one tiny problem
15:56the mesh is not moving with these bones
15:59the character mesh needs to be connected
Automatic Weights
16:01to the bones using vertex weights and
16:04we'll learn a lot about that later in
16:06the course but as a beginner here is all
16:08you need to know go to object mode
16:12select your character and if you have
16:14multiple meshes you can select all of
16:15them and finally shift select your
16:18Armature the order is very important the
16:21Armature needs to be selected last and
16:24it will have this light orange color now
16:26press contrl p and choose automatic
16:29equates select the armateur go back to
16:31pose mode and move any of the
16:35bones and the amateur is now deforming
16:38your character feel free to play with
16:40your character you can select any bone
16:43and rotate it so most bones you'll just
16:47rotate only with the main spine bone you
16:49can move around and that will move the
16:51whole character in
16:53space you can also move any bones that
16:56are not connected to other bones that
16:58will kind of pull the geometry which can
17:00be funny but for semi-realistic results
17:03you don't want to do
17:07that if you want to reset your character
17:09to the default pose again select all
17:11bones go to pose clear transform
17:15all and if we look again at the clear
17:17transfer menu instead of all we can also
17:20clear location rotation or scale
17:23individually and the shortcuts are alt G
17:25alt R alt s so if I move the character I
17:30can press alt G to reset the location if
17:32I rotate it I can press alt R to reset
17:35the rotation and if I scale it I can
17:37press alt s to reset the scale and this
17:40is something I do often instead of going
17:41to this
17:45menu I just press alt G alt R alt s and
17:49the rig will be reset much faster and
17:51this resetting of the pose is an
17:54incredible blender feature and it may
17:56not be available in other 3 software you
KEEP GOING!
17:59just created an armateur or a rig and
18:02now it deforms your character this is a
18:05major milestone for anyone trying to
18:08learn rigging so take a minute to
18:10celebrate however this is the simplest
18:13rig possible blender allows us to create
18:16automated mechanisms in our rig using a
18:18system of constraints and in the next
18:21video which will be short and sweet you
18:23will learn the most important rigging
18:26constraint and the most important
18:28rigging mechanism whenever you're ready
18:30let's move on