Character Rigging in Blender : Easy Setup for Beginners — Transcript
Full transcript
- 0:00in this video I'm going to show you a
- 0:01simple way to rig your characters for
- 0:03complete beginners this is meant as a
- 0:05starting point to get you into rigging
- 0:08and moving about your characters in the
- 0:09simplest way possible if you want to
- 0:11take it further then do check out my
- 0:12rigging and animation course discount
- 0:14code in the description okay so I'm in
- 0:17blender 4.1 but this should work in most
- 0:19blender versions do check the
- 0:21description for any updates I've got a
- 0:23really basic character here if I go into
- 0:25edit mode with tab so that's edit mode
- 0:26up here you can see it's a really basic
- 0:29character it has got a subdivision
- 0:30surface modifier on so if I go to the
- 0:32modifiers you can see that subdivision
- 0:34surface modifier there and you can also
- 0:35see the mirror above it as well and you
- 0:37can rig characters with a mirror and a
- 0:39subdivision service modifier and they'll
- 0:41still work well so let's add the most
- 0:43basic of rigs to this character do be
- 0:45aware though that this is a very basic
- 0:47rig it's not the most efficient rig but
- 0:49it's a really good starting place to
- 0:51understand what rigging is so I'll tab
- 0:53back into object mode go to front view
- 0:55and notice just quickly that my object
- 0:57origin is at the center of the scene
- 0:59that can be quite helpful and useful if
- 1:00I press n on my keyboard and go up to
- 1:02item you can see my character is
- 1:04actually rather tall 3.58 M so I can
- 1:07press Ester scale scale it down to let's
- 1:09say 1.9 much more reasonable size but
- 1:12because the object origins in the middle
- 1:14at the bottom it's nice and easy to do
- 1:15that so that's why you tend to get
- 1:17characters that have their object
- 1:18Origins at the bottom there okay so I
- 1:20want to add an amature but before I do
- 1:23it's a good idea to have the 3D cursor
- 1:25right in the center of your scene if
- 1:26it's not hold down shift and press s and
- 1:29cursor to world origin that way when I
- 1:31add my Armature it will be right in the
- 1:33middle let's go back to front view with
- 1:34one on my numpad shift a to add or you
- 1:37can go to the add menu up here and under
- 1:39Armature single bone let's zoom in and
- 1:42see what's going on unfortunately this
- 1:43bone is inserted into this person in a
- 1:45rather nasty way but that does show us
- 1:47that when the bone is inside the person
- 1:48we can't see the bones and we want to be
- 1:50able to see the bones all the time so we
- 1:52can come across to the object data
- 1:53properties that's with the bone selected
- 1:55down to viewport display scroll down a
- 1:58bit further and in front so the bones
- 2:00will always be visible in front of the
- 2:02character now to position the bones we
- 2:04actually want to go into edit mode
- 2:05because we want to keep that object
- 2:07origin in the middle at the bottom there
- 2:08and to edit our bones or add new bones
- 2:11to this particular Armature and Armature
- 2:13being a set of Bones we need to do that
- 2:15in edit mode so tab into edit mode or
- 2:17that's edit mode up here I'll zoom in a
- 2:19touch and I'm going to start moving the
- 2:20bones around now very quickly the bone
- 2:22is split into three parts the head the
- 2:24main body of the bone which selects
- 2:26everything and then the tail at the end
- 2:28here and you can move the head and the
- 2:29tail or the whole bone together so let's
- 2:31select the whole bone by selecting the
- 2:33Middle s to scale it down G to grab in
- 2:35The Zed axis and it is important to keep
- 2:37it to the Zed axis so it stays in the
- 2:39middle then we know it's right in the
- 2:41center of our character I'll press G to
- 2:42grab and this can be the first bone in
- 2:44the Torso I'll just do two bones for the
- 2:46Torso so the character can bend in half
- 2:48to create a new bone we can select the
- 2:50tail and press e to extrude and press
- 2:52Zed for the Zed axis and move that up to
- 2:54here for the neck e to extrude and the
- 2:56Zed move that up to there and for the
- 2:58head e to extrude in The Zed and take
- 3:01that up to the top there okay so how do
- 3:02we add in the arms well we can come from
- 3:04this point here the start of the
- 3:06neckbone E to extrude outwards like so
- 3:09and that's like a clavicle e to extrude
- 3:11to the Elbow e to extrude to the hand or
- 3:14wrist there and E to extruded for the
- 3:16hand Okay so we've got an arm in but
- 3:18what about the other side well there is
- 3:20a handy button here called X symmetry if
- 3:22I click on that it should mean that
- 3:24anything you do to this side will happen
- 3:25on the other side so let's try and
- 3:27extrude a hipbone out here so I'll
- 3:28select the tail of the base bone there e
- 3:31to extrude and pull that out to the side
- 3:33here now it hasn't worked the Symmetry
- 3:35and there's a reason for this whenever
- 3:36you add a new bone to one side it
- 3:38doesn't add one to the other side
- 3:40because it's not labeled correctly
- 3:41labeling is quite important for bones
- 3:43particularly if they're on one side so
- 3:45this bone for example down here the hip
- 3:47bone I can rename that by pressing F2 or
- 3:51I can go down to the bone properties
- 3:52here and up to the top there we've got
- 3:54the name as well and I can click on that
- 3:56and rename it and I'll call it hip. l so
- 3:59this is the left side of the character
- 4:01so L represents the left I'll do the
- 4:04same for the arm but I'll speed this up
- 4:06so shoulder
- 4:08DOL upper arm and you can put in an
- 4:11underscore or capital letters or
- 4:13whatever you choose forearm DOL and
- 4:17handl so they've all got theirl now so I
- 4:20can select my entire amature with a
- 4:22right click and symmetrize and you can
- 4:24see how those bones are now on the other
- 4:26side and if I click on any of those
- 4:27bones you can see in the name here here
- 4:30and in fact in the top left here that
- 4:31we've got that R now instead ofl for
- 4:35this side hence why naming is very
- 4:36useful so I can now select this point
- 4:39here the tail of our hipbone e to
- 4:41extrude and because I've got the X
- 4:43symmetry turned on up here and it's
- 4:45labeled correctly it's also going to do
- 4:47it on the other side as well so I'll
- 4:49bring that down to here e to extrude
- 4:51down to the bottom here let's go to side
- 4:53view now with three I'll just position
- 4:55these a little bit better and E to
- 4:57extrude down here for the foot I can
- 5:00just reposition some of these as well
- 5:02but generally they're not too bad now
- 5:04you might want to rename your legs and
- 5:06feet I'm not going to do that but that's
- 5:08something that I would recommend you do
- 5:10because at the moment they're just hip.
- 5:12l003 and so on now how do we attach our
- 5:15character to the amateure where we
- 5:17parent one to the other a simple
- 5:18explanation of parents is that the child
- 5:21in this case the character will always
- 5:23go where the parent goes so when I move
- 5:25my bones the child of the bone or the
- 5:27character in this case will move as well
- 5:29the way we parent is we do this in
- 5:31object mode so tab back into object mode
- 5:33that's object mode up here we always
- 5:35make sure that the parent what we're
- 5:37trying to parent to in this case the
- 5:39bones is selected last or the active
- 5:42object so if I select the body and then
- 5:45select the bones last the bones is the
- 5:47active object you can see that in the
- 5:49outliner there's Armature and there's my
- 5:51body and you can also see it's
- 5:53highlighted in yellow the active object
- 5:55I can now press control P to parent you
- 5:58can also find that in the object menu
- 6:00under parent but I'll press contrl P it
- 6:02simplifies the menu and under amateure
- 6:04deform there's an option called
- 6:06automatic weights we'll click on that
- 6:08and I'll explain it a little bit further
- 6:10so now if I click just on the body and
- 6:12go to the modifiers we've got our mirror
- 6:14modifier we've then got our subdivision
- 6:16surface modifier to smooth it out and
- 6:18then we've got the Armature and what
- 6:20we've also got that's new is under the
- 6:22vertex data we've got vertex groups and
- 6:25each of the bones has a Vertex group so
- 6:27let's say the hand just here will have
- 6:29influence on the vertices around it and
- 6:32also be given a certain weight so I'll
- 6:34select our Armature I'll go into pose
- 6:36mode so that's control tab or you can
- 6:38choose pose mode up here and let's see
- 6:41how we got on I'll select a bone and
- 6:43press R to rotate and you can see that's
- 6:45moving my character and I can keep
- 6:46selecting different bones rotate them to
- 6:48move different parts of my character now
- 6:50like I say this is a very simple rig so
- 6:52it might be a bit awkward to control but
- 6:54it's done a reasonable job what you
- 6:56might notice though is that there's some
- 6:57Distortion around places like this this
- 7:00is due to the weight of the vertices if
- 7:02I zoom out just a touch come out of pose
- 7:04mode back into object mode with control
- 7:06tab or that's object mode up here and
- 7:08choose the body then go into edit mode
- 7:10now initially that goes back to its
- 7:12original position but I can click on my
- 7:14modifiers and choose this option here
- 7:16display modifier in edit mode and the on
- 7:18cage option which will actually move the
- 7:20object into its position affected by
- 7:22this modifier and you can see my
- 7:24character is so simple that if I select
- 7:26this Edge Loop here that's the only
- 7:28piece of topology between these two
- 7:30joints so there's a bit of distortion
- 7:32there and ideally would have more
- 7:34topology where there's a joint it's
- 7:36worth noting there's a button within the
- 7:37modifier called preserve volume so if
- 7:39you do have enough topology and you're
- 7:41still getting pinching that can
- 7:42sometimes help it tries to keep the
- 7:44volume of the shape in this case it's
- 7:46not helping because we've not got enough
- 7:48vertices in this joint here so I'll turn
- 7:51that off but hopefully this should give
- 7:53you a nice starting point I'll go back
- 7:54into object mode back into my Armature
- 7:57back into pose mode and you can see that
- 8:00you can have lots of fun moving this
- 8:02character around into weird wonderful
- 8:04positions now like I say this rig is
- 8:06very basic and there'll be a few
- 8:08problems if I select the root bone like
- 8:09this and press G to grab you can see
- 8:11that the hip bone isn't linked properly
- 8:13generally you have an extra root bone
- 8:15for moving the entire object what we can
- 8:17do here is if I go into edit mode for my
- 8:20character I can make sure that these
- 8:21bones move for this one by selecting
- 8:23both of them selecting the bone we want
- 8:26them to parent to last and control P to
- 8:28parent use keep offset if you want to
- 8:30keep them in exactly the same position
- 8:32now if I go into pose mode with control
- 8:34tab cross the pose mode if I select this
- 8:37one and press G to grab is moving my
- 8:40whole character so there's a few handy
- 8:42tips that should help you when rigging
- 8:44your characters if you want to learn
- 8:46more about this then I would suggest
- 8:47taking my rigging and animation course
- 8:50discount coupon in the description any
- 8:52questions then comment below otherwise
- 8:54thanks for watching and I'll see you
- 8:55next time
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