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Character Rigging in Blender : Easy Setup for Beginners — Transcript

by Grant Abbitt (Gabbitt) · 2,044 words · 265 segments · language en · Watch on YouTube

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  1. 0:00in this video I'm going to show you a
  2. 0:01simple way to rig your characters for
  3. 0:03complete beginners this is meant as a
  4. 0:05starting point to get you into rigging
  5. 0:08and moving about your characters in the
  6. 0:09simplest way possible if you want to
  7. 0:11take it further then do check out my
  8. 0:12rigging and animation course discount
  9. 0:14code in the description okay so I'm in
  10. 0:17blender 4.1 but this should work in most
  11. 0:19blender versions do check the
  12. 0:21description for any updates I've got a
  13. 0:23really basic character here if I go into
  14. 0:25edit mode with tab so that's edit mode
  15. 0:26up here you can see it's a really basic
  16. 0:29character it has got a subdivision
  17. 0:30surface modifier on so if I go to the
  18. 0:32modifiers you can see that subdivision
  19. 0:34surface modifier there and you can also
  20. 0:35see the mirror above it as well and you
  21. 0:37can rig characters with a mirror and a
  22. 0:39subdivision service modifier and they'll
  23. 0:41still work well so let's add the most
  24. 0:43basic of rigs to this character do be
  25. 0:45aware though that this is a very basic
  26. 0:47rig it's not the most efficient rig but
  27. 0:49it's a really good starting place to
  28. 0:51understand what rigging is so I'll tab
  29. 0:53back into object mode go to front view
  30. 0:55and notice just quickly that my object
  31. 0:57origin is at the center of the scene
  32. 0:59that can be quite helpful and useful if
  33. 1:00I press n on my keyboard and go up to
  34. 1:02item you can see my character is
  35. 1:04actually rather tall 3.58 M so I can
  36. 1:07press Ester scale scale it down to let's
  37. 1:09say 1.9 much more reasonable size but
  38. 1:12because the object origins in the middle
  39. 1:14at the bottom it's nice and easy to do
  40. 1:15that so that's why you tend to get
  41. 1:17characters that have their object
  42. 1:18Origins at the bottom there okay so I
  43. 1:20want to add an amature but before I do
  44. 1:23it's a good idea to have the 3D cursor
  45. 1:25right in the center of your scene if
  46. 1:26it's not hold down shift and press s and
  47. 1:29cursor to world origin that way when I
  48. 1:31add my Armature it will be right in the
  49. 1:33middle let's go back to front view with
  50. 1:34one on my numpad shift a to add or you
  51. 1:37can go to the add menu up here and under
  52. 1:39Armature single bone let's zoom in and
  53. 1:42see what's going on unfortunately this
  54. 1:43bone is inserted into this person in a
  55. 1:45rather nasty way but that does show us
  56. 1:47that when the bone is inside the person
  57. 1:48we can't see the bones and we want to be
  58. 1:50able to see the bones all the time so we
  59. 1:52can come across to the object data
  60. 1:53properties that's with the bone selected
  61. 1:55down to viewport display scroll down a
  62. 1:58bit further and in front so the bones
  63. 2:00will always be visible in front of the
  64. 2:02character now to position the bones we
  65. 2:04actually want to go into edit mode
  66. 2:05because we want to keep that object
  67. 2:07origin in the middle at the bottom there
  68. 2:08and to edit our bones or add new bones
  69. 2:11to this particular Armature and Armature
  70. 2:13being a set of Bones we need to do that
  71. 2:15in edit mode so tab into edit mode or
  72. 2:17that's edit mode up here I'll zoom in a
  73. 2:19touch and I'm going to start moving the
  74. 2:20bones around now very quickly the bone
  75. 2:22is split into three parts the head the
  76. 2:24main body of the bone which selects
  77. 2:26everything and then the tail at the end
  78. 2:28here and you can move the head and the
  79. 2:29tail or the whole bone together so let's
  80. 2:31select the whole bone by selecting the
  81. 2:33Middle s to scale it down G to grab in
  82. 2:35The Zed axis and it is important to keep
  83. 2:37it to the Zed axis so it stays in the
  84. 2:39middle then we know it's right in the
  85. 2:41center of our character I'll press G to
  86. 2:42grab and this can be the first bone in
  87. 2:44the Torso I'll just do two bones for the
  88. 2:46Torso so the character can bend in half
  89. 2:48to create a new bone we can select the
  90. 2:50tail and press e to extrude and press
  91. 2:52Zed for the Zed axis and move that up to
  92. 2:54here for the neck e to extrude and the
  93. 2:56Zed move that up to there and for the
  94. 2:58head e to extrude in The Zed and take
  95. 3:01that up to the top there okay so how do
  96. 3:02we add in the arms well we can come from
  97. 3:04this point here the start of the
  98. 3:06neckbone E to extrude outwards like so
  99. 3:09and that's like a clavicle e to extrude
  100. 3:11to the Elbow e to extrude to the hand or
  101. 3:14wrist there and E to extruded for the
  102. 3:16hand Okay so we've got an arm in but
  103. 3:18what about the other side well there is
  104. 3:20a handy button here called X symmetry if
  105. 3:22I click on that it should mean that
  106. 3:24anything you do to this side will happen
  107. 3:25on the other side so let's try and
  108. 3:27extrude a hipbone out here so I'll
  109. 3:28select the tail of the base bone there e
  110. 3:31to extrude and pull that out to the side
  111. 3:33here now it hasn't worked the Symmetry
  112. 3:35and there's a reason for this whenever
  113. 3:36you add a new bone to one side it
  114. 3:38doesn't add one to the other side
  115. 3:40because it's not labeled correctly
  116. 3:41labeling is quite important for bones
  117. 3:43particularly if they're on one side so
  118. 3:45this bone for example down here the hip
  119. 3:47bone I can rename that by pressing F2 or
  120. 3:51I can go down to the bone properties
  121. 3:52here and up to the top there we've got
  122. 3:54the name as well and I can click on that
  123. 3:56and rename it and I'll call it hip. l so
  124. 3:59this is the left side of the character
  125. 4:01so L represents the left I'll do the
  126. 4:04same for the arm but I'll speed this up
  127. 4:06so shoulder
  128. 4:08DOL upper arm and you can put in an
  129. 4:11underscore or capital letters or
  130. 4:13whatever you choose forearm DOL and
  131. 4:17handl so they've all got theirl now so I
  132. 4:20can select my entire amature with a
  133. 4:22right click and symmetrize and you can
  134. 4:24see how those bones are now on the other
  135. 4:26side and if I click on any of those
  136. 4:27bones you can see in the name here here
  137. 4:30and in fact in the top left here that
  138. 4:31we've got that R now instead ofl for
  139. 4:35this side hence why naming is very
  140. 4:36useful so I can now select this point
  141. 4:39here the tail of our hipbone e to
  142. 4:41extrude and because I've got the X
  143. 4:43symmetry turned on up here and it's
  144. 4:45labeled correctly it's also going to do
  145. 4:47it on the other side as well so I'll
  146. 4:49bring that down to here e to extrude
  147. 4:51down to the bottom here let's go to side
  148. 4:53view now with three I'll just position
  149. 4:55these a little bit better and E to
  150. 4:57extrude down here for the foot I can
  151. 5:00just reposition some of these as well
  152. 5:02but generally they're not too bad now
  153. 5:04you might want to rename your legs and
  154. 5:06feet I'm not going to do that but that's
  155. 5:08something that I would recommend you do
  156. 5:10because at the moment they're just hip.
  157. 5:12l003 and so on now how do we attach our
  158. 5:15character to the amateure where we
  159. 5:17parent one to the other a simple
  160. 5:18explanation of parents is that the child
  161. 5:21in this case the character will always
  162. 5:23go where the parent goes so when I move
  163. 5:25my bones the child of the bone or the
  164. 5:27character in this case will move as well
  165. 5:29the way we parent is we do this in
  166. 5:31object mode so tab back into object mode
  167. 5:33that's object mode up here we always
  168. 5:35make sure that the parent what we're
  169. 5:37trying to parent to in this case the
  170. 5:39bones is selected last or the active
  171. 5:42object so if I select the body and then
  172. 5:45select the bones last the bones is the
  173. 5:47active object you can see that in the
  174. 5:49outliner there's Armature and there's my
  175. 5:51body and you can also see it's
  176. 5:53highlighted in yellow the active object
  177. 5:55I can now press control P to parent you
  178. 5:58can also find that in the object menu
  179. 6:00under parent but I'll press contrl P it
  180. 6:02simplifies the menu and under amateure
  181. 6:04deform there's an option called
  182. 6:06automatic weights we'll click on that
  183. 6:08and I'll explain it a little bit further
  184. 6:10so now if I click just on the body and
  185. 6:12go to the modifiers we've got our mirror
  186. 6:14modifier we've then got our subdivision
  187. 6:16surface modifier to smooth it out and
  188. 6:18then we've got the Armature and what
  189. 6:20we've also got that's new is under the
  190. 6:22vertex data we've got vertex groups and
  191. 6:25each of the bones has a Vertex group so
  192. 6:27let's say the hand just here will have
  193. 6:29influence on the vertices around it and
  194. 6:32also be given a certain weight so I'll
  195. 6:34select our Armature I'll go into pose
  196. 6:36mode so that's control tab or you can
  197. 6:38choose pose mode up here and let's see
  198. 6:41how we got on I'll select a bone and
  199. 6:43press R to rotate and you can see that's
  200. 6:45moving my character and I can keep
  201. 6:46selecting different bones rotate them to
  202. 6:48move different parts of my character now
  203. 6:50like I say this is a very simple rig so
  204. 6:52it might be a bit awkward to control but
  205. 6:54it's done a reasonable job what you
  206. 6:56might notice though is that there's some
  207. 6:57Distortion around places like this this
  208. 7:00is due to the weight of the vertices if
  209. 7:02I zoom out just a touch come out of pose
  210. 7:04mode back into object mode with control
  211. 7:06tab or that's object mode up here and
  212. 7:08choose the body then go into edit mode
  213. 7:10now initially that goes back to its
  214. 7:12original position but I can click on my
  215. 7:14modifiers and choose this option here
  216. 7:16display modifier in edit mode and the on
  217. 7:18cage option which will actually move the
  218. 7:20object into its position affected by
  219. 7:22this modifier and you can see my
  220. 7:24character is so simple that if I select
  221. 7:26this Edge Loop here that's the only
  222. 7:28piece of topology between these two
  223. 7:30joints so there's a bit of distortion
  224. 7:32there and ideally would have more
  225. 7:34topology where there's a joint it's
  226. 7:36worth noting there's a button within the
  227. 7:37modifier called preserve volume so if
  228. 7:39you do have enough topology and you're
  229. 7:41still getting pinching that can
  230. 7:42sometimes help it tries to keep the
  231. 7:44volume of the shape in this case it's
  232. 7:46not helping because we've not got enough
  233. 7:48vertices in this joint here so I'll turn
  234. 7:51that off but hopefully this should give
  235. 7:53you a nice starting point I'll go back
  236. 7:54into object mode back into my Armature
  237. 7:57back into pose mode and you can see that
  238. 8:00you can have lots of fun moving this
  239. 8:02character around into weird wonderful
  240. 8:04positions now like I say this rig is
  241. 8:06very basic and there'll be a few
  242. 8:08problems if I select the root bone like
  243. 8:09this and press G to grab you can see
  244. 8:11that the hip bone isn't linked properly
  245. 8:13generally you have an extra root bone
  246. 8:15for moving the entire object what we can
  247. 8:17do here is if I go into edit mode for my
  248. 8:20character I can make sure that these
  249. 8:21bones move for this one by selecting
  250. 8:23both of them selecting the bone we want
  251. 8:26them to parent to last and control P to
  252. 8:28parent use keep offset if you want to
  253. 8:30keep them in exactly the same position
  254. 8:32now if I go into pose mode with control
  255. 8:34tab cross the pose mode if I select this
  256. 8:37one and press G to grab is moving my
  257. 8:40whole character so there's a few handy
  258. 8:42tips that should help you when rigging
  259. 8:44your characters if you want to learn
  260. 8:46more about this then I would suggest
  261. 8:47taking my rigging and animation course
  262. 8:50discount coupon in the description any
  263. 8:52questions then comment below otherwise
  264. 8:54thanks for watching and I'll see you
  265. 8:55next time

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