Blender 2 91 Shoal Fish creation 3 Rigging Animation

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in this video we will create the swim cycle by making here a rigging to our fish and then after uh use the armature to create a nice animation that will make him swim so let's go back here to the normal layout and what we'll do we're just taking back the original fish that we have it's base here the first one and with control y we will just remove everything with x okay uh here i will put back again keys thank you guy and now i will create an armature so for that i will go with shift a and go to armature and create a single bone by default this single bone the single bone will not be visible inside the model what we would like is to see it inside even even if we are here into the solid view so what we will do here will go there go into viewport display and enable in front like this it will be always visible whatever the geometry we have in front so the goal of it will be to create an armature that will stay inside the model the first thing that we will do we'll go into edit mode then we will select here the bone itself and with air and g we will just move here and s we will just move the bone like let's say to to be in the beginning here of the neck okay and that after it will be the spine of the of the fish okay so let's say we will start like that be careful of the directions of uh of the bones it gives it gives other results if you invert the direction like that for example okay so what we want is direction like that this direction gives actually when you make an extrusion here okay it will give a kind of it will give you can see here i extrude to create the mouse here over there and it this direction tells that this bone is the son of this one and this bone as this one has parent okay and etc etc so it gave the apparent relationship uh yeah direction just like that so what we will do now we will just extrude for create the the spine over there so we'll extrude like this over there to go in just in in the beginning of the tape and then after we can split this by selecting the bone itself and with right click use subdivide here and you will use maybe four four cuts like that yeah five five bones will be enough if you want to release something uh something more accurate you can add bones but it's more work for animate after so what i will do here is just four bones it's okay it's far enough uh four cuts sorry so five bonds and now i will make the v shape just with extruding just like that over there and the same thing for the tape good now to catch the fine parts over there and to not have problem with it you take the good joint here that is the yeah let's say the the most in front of it and just with extrude just like that you can catch a little the geometry you want just like so okay same here and this is not really mandatory actually but if you want to even animate the fine parts you will can after if you do this method okay it will not be the case for us now but in case you want it's important so now we have a rig good and you can call it if you want rig ebays okay now we have our object we would like to tell blender uh to to tell blender that this object uh the rig will deform the c base and for that you just have to take the c base then we shift you select the rig okay and with ctrl p you use the with automatic weight but before doing that you have two things to uh to be sure uh you have to be sure that both models are in the same place it means the yellow dot of each model here as you can see it's in the center and to verify that you can just go there and go into item and it has to be in zero everywhere and except for scale it has to be one and if it's not the case you just use the ctrl a apply to apply the location the rotation or the scale if it's a if a blender if there is a difference between the rotation of the of the two objects or the scale of the two objects it might make it might make some kind of errors of the rigging and after the deformation will not be good and you will ask you will ask yourself why it's like that it may crazy things it's because of that usually so don't make this me this mistake just select here the object after when it's done and the armature and like i said you may control p with automatic weight okay and blender will choose some group of we'll make some grouping of vertices and we'll tell which bone influence what okay and yeah you don't have to worry too much about that usually it works pretty well except if you go outside of the model here it's not the case we are we have everything inside and except if you have a really complex shape or that the model is made with two two geometries inside the same model like for example let's say if we if we will do the the eye separately but inside the same room the same object uh it could create some problem when you make this operation but if you have only one geometry like that one link it's linked vertices if you make l in edit mode you can see that it's only one geometry like that so when it's like this usually it doesn't create really problems and it works very well so what we do now we can go into the the amateur and go into pose mode here over there so now if i go in top view you can see that i can just deform my object just like so to create a nice pose if i want okay and we can use that okay you can even open the mouse if you want it's possible everything is there okay you can even move this part as i told it's not mandatory but in case you want at the moment you can do it as well so good we have more or less what we want now we would like to uh to make the animation it would it will be the second part of our video but before that uh we can see one thing here when i select the head we will have to rename things to see a little what we have after into the animation uh into the animation interface it will be easier and especially the bones and here we will have to parent this one to that one because when i move that one the the head it's it goes along okay and we don't want that we don't we want that all the rig will follow and to do that we'll go in edit mode we select this one and then this one we shift so this one in orange this one in yellow and with ctrl p we'll make a keep offset like that it will just move with it it will become the sound of it okay the the child of it so like this it works well okay good now i select everything alt a or air to put back the original pose so okay whatever you move if you make an s here or a air here or a g here okay if you want to put back everything into the resting pose you make alt air or g or s and you are sure that it comes back in the beginning okay in the rest pose good so we have uh more or less what we want to start the animation now uh as we will make animation let's go to animation it will work better and we don't want as we will play a little more with the top view here you can see that maybe these bones over there will disturb a little uh what we will have to do so what i will do i will just hide it and to hide it into when you have a rig like that you can select the bones that you want to put it in another layer like for example this one i can put it into the second layer and you can see it will just disappear and i will select everything that i want to put there so all those ones here like this it will not disturb from top view here you can see that now in top view i have a cleaner view of what i will do after and uh these bones will still be active you can just enable here this layer when you want okay with shift click but except that nothing crazy so just with m put it in in another layer again i will come back here with the screencast keys and give you back the shortcuts it would be easier for you and for me after to answer the comments uh okay so we have more or less what we want now i would like to make to rename some bones because here as you can see we have some funky stuff here uh bone005.009 it's not even in the right order so what i will do i will just rename bones by bones this one will be the spine okay spine one and like this i will just go there make control c to copy this value here and i will go now here ctrl v and i will i will have spy one zero zero one by one zero zero two yeah my one was useless actually just by ctrl v like that i will just can rename all my bones and it will be easier to follow like this then here we have the tail and this one will be the high part so i will put h okay so i copy that and make a control v for this one and it will automatically automatically give 0 0 1 and then i will do the same here but it will be the tail low so i will put l there copy this and come back here and paste this okay and now we have everything renamed well we have the head over there this one we can copy and paste or create a set on head and and after you can even remove you can even manage the mouse here if you want to rename but it's not mandatory it was really for the spine that it was important okay so i just do it like this i guess it's clean and okay what we have now is our rig ready to go and to start the animation so i will go on top view over there not in perspective mode but in autographic mode and i will just manage it like so here we will think about what will be or our cycle it will be a swim cycle and it will take a time let's say one second for a swim cycle so or less than one second so what we will go what we will do for that we will just take 20 20 frames more or less and we will start from zero so star zero and as we know that uh the entire cycle will take 20 frames the frame zero and the frame 20 will always be the same it has to be the same and so so the key that here we'll put on frame 0 has to be exactly the same on prem 20 and like that i will just finish my animation into 19 like this it will give us a good understanding of the of the cycle without repeating the frame 20 and 0 when it will play like that it will play perfectly i will not play the same frame 2 times because frame 20 and frame 0 are the same in the cycle uh it will be more understable after i think when i will do the job difficult to it's difficult to explain it so let's go there and i will take here the first uh the first spine and i will make a rotation like that so i will kind i will want to make a kind of shape like this okay at first so the first thing we'll do we'll make a rotation and we will select a value so i know that the value between five and seven is good so let's say i will make seven okay so i just made air 7 and now i can select my bones here and make shift air shift air again shift air again to repeat last operation okay and i will make the same for this one as well shift air shift air and the same for this one as well shift air and that one shift air okay good we have a first pose that is interesting we have a first first curve like that so what i will do i will select all of it and i would like to insert a key now to tell blender i want this pose to stay here into this frame so i will insert a key with rotation value because i made only rotations so i will insert a key of rotation and as you can see it will give me the name here of the bones that we did create and like this it will be easier to follow after we can separate these keys as we want after so here we know that the pose on frame 10 will be the invert post the other side okay and the pose in on frame 20 will be exactly the same as this one so what we will do we'll use a special trick here we'll use ctrl c to copy the entire pose it has to be with all the bones selected or it will not work and here we will make control shift v ctrl shift v is past the opposite okay the mirror close and like that you have yeah everything into the other side i insert a key of rotation and now i have a movement between this and that good you can see that some bones have a orange line between the two keys over there it's the bones that didn't move like the mouth the head everything didn't move so it blender tears hey you don't have really movements on that one good uh why i don't have let's show early show me a little what's in there yeah it should move while this tail didn't work well some strange this it should follow there so i will make it follow just with air like this and insert a key again of rotation to be sure okay i select everything again so now it should work properly i hope yeah that's what i want as a movement now in frame 20 i will just take this here over there select everything and then ctrl c again in case go in frame 20 and i will make control v in case okay and insert rotation again like this you can see that we have this movement so now when i when i play this movement you can see that i have no interruption it works pretty well but it's too simple actually uh when you see it it's really robotic and fishes they don't act like that so we will want to make it a little better than this it's already it's the first step let's say but we we will have a lot of things to find there and uh what we can do to make it more interesting it creates some delay between the first movement of the let's say of the spine okay the first spine here we will create some delay while we are going into this direction here so just a moment i will show you that okay while we are going into this direction or the keys here we will create some delay because usually the tail has a kind of delay after the movement of the body okay it's not exactly the same especially in the end of the day so what we will do for that we will manage everything from here and we will select everything here okay and we will manage everything on this interface so i will just put it there and to make it more good i will go there and with six i will put it into the right point like this i will have this kind of view it will be far better okay i will zoom in a little and see what we can what we can do with that so what i want is to that the spine okay it's the first movement we don't move it okay it's this keys over there you can use b to select the keys that you want or whatever shortcut of selection here like this it will work uh fine me it's moving the spine001 of two frames so i just make g two and like this it will start to move this direction and i will make the same and the next one will be g4 so i will create a kind of delay like that and g6 for the next one and as you can expect as it's two frames by two frames a g8 or the next one then i take the two first tails so it means this this one and this one okay this one and this one over there and i will make a g10 it's not what i wanted to do here sorry g then if you make it into the interface of the of the 3d view it will move all the object and here over there you see the two tail zero zero one over there and make a g twelve this time okay so i have a kind of delay like that okay and when you see the movement of of this now you have kind of nice delay you see of the movement and it helps a lot to create something really yeah really more accurate and natural okay so i come back to now to the good view here over there okay um good but what we have is not really a cycle if i play it as a cycle you can see that it comes back here because here the keys that moved into that direction are not there anymore so here we miss something into that place and to resolve that what we will do we will select everything all the keys that we have here with a it's the same that in the 3d view and we'll make a g my uh sorry we'll duplicate with shift e and shift d minus 20 like this we will put all the duplications here over there and you can see that now if i make the cycle i have something perfect isn't that cool so we have really this kind of yeah swimming movement that we didn't have before with this kind of delay so it's the first thing to do the second thing to do is that when you watch it in front of you uh the head is not moving at all it's totally static and it shouldn't be like that so to make it a little more interesting we will come back into our animation i come back here on top view and i will manage here the global movement of the whole body by moving the head just like that so when it's here on the left side okay when the tail in on the left side you have to move it a little quite a bit just gx a little on the right side to compensate the movement okay and so i will insert a key and as i did move the object it's not a lock a rotation key it's a location key okay so i insert a location key now i come back into the frame 10 i copy here the selection sorry into the frame 0 i come back into the frame 10 and go to ctrl shift v and it will put it into the other side i insert a key again of location and make this the same here but with ctrl v this time to copy the same and insert location as well so now what we have is a movement like that and when you watch it in front of you it's really more natural okay you have really this kind of movement that the head helps to create the movement of the tail okay good we have already something not that bad now what we could do it's uh make him breathe look this the mouth is totally static here and especially inside you here sorry especially on side view you can see that nothing is moving here so we want a little movement uh and to create this kind of movement we will go there again into okay into this view and we will manage the mouth so what we will do we have already the mouth that is closed there let's say yeah closed we will open it more for the movement but it will be anyway always a little open uh so yeah maybe i can close it a little okay and it's there's two bones that we will manage the one on top doesn't move usually so okay there's two here i insert the key of rotation this one will be the same in two because it's the same of uh we told already on the zero and the twenty so i may control c i go into the twenty i insert the key of rotation and now i come back into the frame 10 and to make it open this time i open it just like so okay and i insert a key again of rotation so now i have a movement of opening at least yeah i don't like too much the movement here okay it seems that we have this so why it's like that go from here to there suddenly it's not the same anymore oh okay i didn't make it well here this one is not the same at all so i select this one ctrl c i come back to the front 20 ctrl v okay and insert the rotation key and now it should work well okay i prefer that nice so now we have the mouth that is moving and we would like to make a last movement from the side view to we would like to uh make something to make him move okay on this direction a little to create a kind of movement like that that it's not totally static as well so to make it move just like this we will take here the first frame maybe we can just make a little rotation because at this point it will go up okay and so we will keep it there insert location and rotation we want the same over there into the frame 20 so i go into ctrl c go there and ctrl v insert location and rotation and now into the frame 10 we would like to go a little higher just a bit just like this okay insert location and rotation as well so what it will be that okay movement like this works well when you see that it's too strong you you you can manage it you can manage it by reduce the movement here and do it less high for example i found it a little wrong again so here it's far too high insert okay rotation again and now we have something good okay so we have a nice swimming movement now that works pretty well for all the angles i will really say that it's too big again sorry guys i take time because after it's important to to manage it well so what i will do i will make a mark here over there with uh with that one okay to see where it was okay yeah has to be just a little like insert location rotation let's pay it again okay i prefer that yeah far better good so now we are ready to uh duplicate this guy and uh what we will do to make kind of randomness with the group after because we will create a group of uh of fishes we will duplicate this model here with uh with the yeah with the armature as well and like this will duplicate both and uh we will have the possibility to manage different animations to not have all the same the same sea bass make exactly the main the same swimming and the same rhythm so what we would like here we make a pose we come back here to there we select everything okay just in case we come back there and we go to object mode now okay good with control tab and here i will select the object and then the armature to have both selected and then with shift d y x sorry and shift air and shift air we will create four different versions of the fish what we would like first is to create an animation that will that will stay long like 500 frames in the end so let's go there into 500. and now we have everything until there that is totally free okay and it's good but now if i play the animation it starts to swim and it stops what we would like is to create a cycle all along so what we will do we will select on top from 0 to 20 as we did stop there and make shift d 20 okay one time and then shift air shift air shift air to fill all the place and like that and just feel it a little a little more i will show you why good and now we have the same thing to do for all the all the versions of it okay so yeah i should do this just uh before duplicating but now it's okay we do it like that shifty 20 it's very quick and shift air shift airship there okay and like that we have more enough to use okay good now i select that one again and like this we will have the possibility to make different rhythms and i will show you how so shifty 20 okay there good good guy thank you and again this one from 0 20. good and shield d20 there and that's it okay good so now what we can do to change the rhythms you can see that now it's separated animations because we did duplicate the armatures and now we can see that here into the action editor that we have a rig c base action 0 0 3 for example and this one is sea bass action okay and this one is action zero zero one and like that as its separate actions uh we can we will can manage it a little differently like for example if i take this one and select select everything like that and move it just a little like six frames like g negative six uh you can see that now it will have a different rhythm here same rhythm but a little delay let's say and we will manage this first so we'll put some delay on on everything so this one i will put three frames maybe g negative three okay so it would be like that and this one i will select everything and make g negative nine like this it will be really yeah different rhythms like this not reasons but uh yeah delay and now what i can do to is scale uh you can scale the all action like this like if you want uh this one to to swim a little lower than the others you can make air so coming from zero here and make s you can see that the entire action is you can scale the entire action like that and by doing this here you will have steam the cycle but you can see that this one is swimming less less quick than other okay and if i'm if i take this one and tell him okay swim quicker than others i come back here make s and put it it it has to be always inside the 500 okay that's why i went litter through like this but this one now is swimming quicker okay and yeah it's exactly what we want a lot of randomness on everything so this one maybe i will put it a little big but less than the third one and like this i will have really different rhythm sometimes they will join each other's but they will still have a delay after a time okay and that's exactly what we need now we have the objects ready to be inside the group and to and to create with this to create a particle system and that will be the purpose of the next video you
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Channel: yojigraphics
Views: 2,521
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Id: JCtjU8rHeP0
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Length: 34min 51sec (2091 seconds)
Published: Sat Dec 12 2020
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