Butterfly - Blender tutorials by viewer's request - [BOD Part 2]

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hello and welcome to part two of the modeling  series i'm raymond gabriel and in this part   we will be creating this butterfly model with  rigging and animation i got the idea for this   tutorial from a request i got in the comment  section of part one you can check out part one   from this link for the next part of this series  i'll be choosing one of your 3d models requests   in the comment section below all the models i'll  be creating in this series will be available   on blender kit add-on if you don't know what that  is it's a free add-on that comes with blender with   a massive library of models textures and sculpting  brushes ready to be used directly inside a blender   with just a simple drag and drop in your scenes  the monthly subscription they have will open   up even more 3d models including mine this way  you will be helping me and the addon developers   you could also get the 3d models i create in my  tutorials from my patreon page by joining you will   get instant access to all my 3d models and other  helpful content i want to thank all my patrons   for their support it's a great motivation to keep  creating more tutorials without any further delay   let's get started i'll be using this image as  a reference for the model inside of blender   and i will also be using it as a texture i will be  converting this image also to an opacity map like   this one in game let's do that right now so first  up let's open up [ __ ] i'm using version 2.1 okay now drag the image in [ __ ] like  that if you get this pop-up message   just click don't ask me again and press convert  all right now i'll be using photoshop shortcuts   that i've installed inside of [ __ ] that is  not the default shortcuts in [ __ ] so if you   want to add these shortcuts you can use a link in  description below to this page you will be able to   add the shortcuts of photoshop to [ __ ] i will  also be using the tools from right here so you   don't have to use shortcuts okay first thing we  need to do is use the fuzzy select tool from here   or w if you're using the shortcuts and then click  once in the empty background right here now press   ctrl shift i and that will invert the selection  or from select here press invert and that will   invert the selection as well okay now from  here change the color to a fully black color   and then from here keep pressing this tool until  you see these two tools gradient and bucket fill   make sure you are on bucket fill and then from  here press this plus icon to create a new layer   and then press inside of the selection and that  will make it fully black on the new layer right   here okay now if press ctrl d that will remove  the selection you can also from select press here   none so you can deselect everything now from  here press this eye icon to hide this layer and   then click once on this layer so it's the active  layer now press l to get the laser tool from here   or free select tool if you press ctrl and  your scroll mouse button you will be able to   zoom in and out of the image now i'm going to  start tracing these orange parts right here it's going to take some  time so i will fast forward   this part once you make a closed selection  like that press enter and that will confirm the   selection if you want to add to this selection  press the shift key you will notice that there   is now a plus sign beside the cursor if you  now click on your mouse that will continue   the selection and we'll add to it okay once  you close the selection press enter that   will add this part as well keep doing that  until you have covered all the orange parts you can also press the  backspace key that will remove   the points that you have just made  if you want to adjust anything okay when you're done selecting the orange parts  change the color right here to a gray color by   typing here 50 then press enter in an opacity  map the black color means that it will be fully   visible a white color means that it will  be fully invisible gray color will make   it transparent press ok now select the bucket  fill tool from here then make sure that you are   on the layer that we just created select  the eye icon to make it visible and then   click once in the selection okay now you can  press ctrl d to deselect everything or from   select here press none okay now the opacity map  is ready let's export it out from file export as   i already have it exported make sure that you  export it to png format so it will have the   transparency of the background if it is in gpg  format it will not contain the alpha channel and   we will not be able to use that inside of blender  so make sure that it's in png format okay now that   you have the texture maps ready we can jump inside  the blender i will also be providing these images   from a link in the description below so you  can use it directly without having to do   all the stuff we did in [ __ ] and you  can jump in blender right away open up   blender press a to select everything press x to  delete them select delete all right now select   the butterfly image here drag and drop it inside  a blender press alt r alt g and that will snap it   in the middle of the scene okay press shift a to  get the add menu then from mesh select the plane   press g then z to move it up a little like that  now you can go to the top view by pressing seven   on your numpad you can also press the scroll  button and move around then when you get to   the top view you can press alt and that will snap  it to the top orthographic view you can also use   the menus from view viewpoint you can choose stop  from here okay now let's start modeling the wings   select the plane press g to move it put it around  here press s to scale it down your g again use r   to rotate it put it right here all right now press  tab to go to edit mode press 1 to go to vertice   select mode that will make you able to select the  vertices select this vertex and put it right here   select this vertex and put it right here just  this one a little bit okay now press two to   switch to edge select mode select this edge then  press e to extrude out another part now press s   scale it out like that and pressure to adjust it  to the borders of the wing right here okay now   press e again let's do another part scale keep  doing that until you've covered all the wink okay now let's try and create these  round parts right here so select   this vertex and put it right here select this  vertice and put it right here okay now select   this edge press e to extrude it out then scale  it like that select this one extrude it out to create these rounded shapes now you can press ctrl 1 and that will add  a subdivision modifier if you go right here   you will see that there is a subdivision modifier  added you can add it manually from here and select   subdivision modifier you can change the levels to  two i think one is good enough for now adjust some   of these vertices so that the mesh is fitting with  the reference behind it because the subdivision   modifier just shrinks the mesh a little bit if you  notice right here you will see that this part has   become rounded i want this edge to be sharper so  to do that you have to add a new edge by pressing   ctrl r you'll see this yellow line click once and  that will add a new edge if you move your mouse   you'll be able to adjust the position of this edge  move it until it's closer to the beginning of the   first edge right here okay now if you press tab to  go to object mode you'll see that this part is now   a little bit sharper let's do the same thing with  the top quink here press shift and right click   to adjust the position of the 3d cursor press  shift a from mesh add a new plane scale it down   and rotate it go through the same  process we did for the lower wings   press ctrl 1 again to add the subdivision  modifier adjust some of the vertices to   better match the reference like that  also add an edge loop right here press tab to go edit mode press g then z to move  it above the reference a little press z and go   to wireframe so you can see the reference behind  press b for box select and select these two edges   and try to move them select the other ring  do the same thing and put it right here   now i think we're ready to move on to the body  press shift and right click then press shift a   and add in a cube press s to scale it  down to match the middle part of the body press g than that and move it up like that okay  go back to top view press tab to go to edit mode   z and go to wireframe press alt a to deselect  everything press b for box select and select   these two vertices you'll see that the  bottom ones have been selected as well   because we are in wireframe mode if you were  in the solid shading right here if you try to   select the top vertices right here you will find  that the lower vertices have not been selected so   make sure if you are in orthographic view that you  are in wireframe before you select the vertices   now press e to extrude it out scale it down  and match the head of the butterfly like here okay select these vertices as well make  sure that you have all four vertices selected   scale it down extrude okay i think the body is good enough right now so  let's press ctrl 1 to add the subdivision modifier   change the level of the subdivision to 2 to make  it more smoother as you can see the the whole body   has shrunk a little when we added the subdivision  modifier so go to edit mode by pressing tab   then press alt s and that will fatten it up a  little bit like that press right click and select   shade smooth to make the shape smoother okay  now select the wings go to this tab here in the   transform settings you'll see that there is some  rotation and scale applied on this mesh we need to   get all these rotation values to zero and all the  scale values to one so we don't have any problems   with the mesh to do that select the upper wing  and press shift and select the lower wing as well   press ctrl a to get the apply menu and select  rotation and scale you'll see that the rotation   have now returned to zero and the scale to 1. okay  now press shift d to duplicate these wings press   x to move them on the x-axis now press left-click  to confirm the new position press ctrl m to mirror   them then press x to measure them on the x-axis  per g and adjust the position you can also go to   the lower wing right here and adjust the position  of these vertices until they match the reference okay let's model these as well press shift  and right click add in a cube scale it down until it's the size of these parts press g and z and move it up like that   press tab to go to edit mode go  to wireframe select these vertices and extrude them out to  match the reference like that okay now press ctrl 1 to add a subdivision  modifier right click shade smooth also let's   fasten it up a little by going to edit mode  and pressing alt s to maybe move these parts   to match the reference go to  wireframe select these parts   and try to match the reference a little  bit press that again and go to solid view   press shift d to duplicate this part and let's try  to make the other one press ctrl m then press x   press r to rotate it and put it right here press  tab to go to edit mode z then go to wireframe   press b for box select you can also just drag  your mouse like that to make the box selection   i'm just used to the old shortcuts of blender  you just press b and select these vertices and match the reference now we have these parts  ready all we need to model right now is the legs   so in this reference we don't have any legs  to match up to let's just select everything   and move them up like that you will find that  i have a reference here that we can use for the   legs all these references again will be in the  description below so you can use them as well now   drag this reference inside a blender press  alt r alt g so that it's in the middle of   the scene press r then x and the 90. press r z  90 press g and y to move it the y axis a little let's just model the legs so press  shift and right click press shift a   from mesh add in a cube reset and go  to wireframe scale it down like that rotate it we'll just model one of them this one  is good enough and then we'll duplicate   them for the others press tab to  go to edit mode select these two and start string out the shape of the leg all we are using is r s and g to rotate scale  and move these vertices as we are moving along   make sure that the vertices are  matching with these parts of the leg it will really be very small so it doesn't have  to be that accurate but try to do it if you can   if you press the period on your numpad this  will zoom in to the model if you don't have   a numpad you can use the key beside the one on  your keyboard and that will get you this menu   you can just use the view selected and that will  zoom in to the object as well okay press z to go   to solid view select the leg press g then x to  move it forward a little press ctrl 1 to add in   a subdivision modifier right click and then  cheat smooth you'll see that some parts are   a little bit sharper so we need to make sure that  these parts are sharp as well so to do that we   will just add some more edge loops right here  for example let's add an edge loop right here   so that we can make it a little  bit matching with the reference okay now that we are done with the lag let's  just move it to the model go to the top view   press g and move it right here press g than that  to move it down go to the right orthographic   or the side of the model like  that and then press rotate i think it's a little bit big  so just scale it down a little press shift d to duplicate it then press x   rotate it on the z axis like that you just  need to match it with the reference here   as much as possible press shift d then y  rotate them on the z axis by 180 degree keep moving it until you have the shape that  you want or the positioning that you want okay i think it's good enough let's move  on to texturing the model let's just select   these two wings and push them up these lower  wings and push them down a little like that now to start tecturing we just need to uv unwrap  these meshes so that the image can be placed on   top of them so let's just go to the corner right  here until you see this white cross press and then   drag to split the viewport into two parts and  then from here change it to uv editor alright   now if you select the upper wing for example then  press tab you'll see that it has a uv unwrapping   right here but it's not exactly in the same shape  of the wing so let's just unwrap it press u and   then press unwrap you should get something  like that which is the shape of the mesh   make sure that you apply the rotation and scale  as we said before and the skill here is one and   the rotation is zero to do that press ctrl a and  then press rotation and scale because that will   influence the shape of the uv right here when you  do it let's select all these parts press tab to go   to edit mode press a to select everything u then  unwrap it doesn't matter the positioning right now   we just need to unwrap them let's try and add  the texture now go to the corner here and then   split this viewport into two parts again and  then from here change it to shader editor all   right press n to close the side panel and then  go to the material tab right here press new to   create a new material double click here and let's  name these wings we'll see these two nodes appear   press this one i'm using an addon called node  wrangler which is an addon that simplifies the   creation of nodes i can just press now  ctrl t and you will see that there's three   more nodes appear if you don't have the node  wrangler enabled you can enable it from edit   preference and then go to the atoms tab search  for node and then enable the node wrangler and   save perfect you can also add these nodes manually  by just pressing shift a and just go to texture   and choosing image texture and you'll see that  it's just like this one just delete this one and   from here press open go to where you save the  references and then choose the diffuse texture   right here to see it in the viewport we need to go  to the material preview so press set and then go   to material preview right now we are seeing the  image on the mesh but it's not exactly correct   so press tab to go to edit mode zoom out in the  uv editor you'll see that the the uv of the mesh   is not in the correct position so just rotate it  scale it down and try to position it with the wing   you'll see that the scale is not exactly correct  also so to fix that we need to uv unwrap the   mesh again this time we'll be using another method  so go to the top view press tab to go to edit mode   press u again but instead of using the unwrap  method select the project from view and that will   project it exactly as you see it in the viewport  in the correct proportions now you can just scale   it out and match it with the wing right here  okay let's do the same thing for the other wings   you cannot see the image on the mesh  yet because we don't have any material   so go to the material tab instead of adding a  new material use the drop down here and select   the wings material that we just created now press  tab to go to edit mode press 8 select everything   go to the top view press u and then select project  from view press a to select the uv scale it out   until it's matching with the image like that  let's do the same thing for these two as well   make sure that you use the project from view  method after you have applied the material   when i use the project from view before adding  the material it doesn't appear correctly in the   uv editor so just make sure that you apply the  wings material before you uv unwrap the mesh   okay now as you can see the uv unwrap is  positioned somewhat correctly on the mesh but   there are some parts of the uv that are outside  of the image and it's going inside the alpha   background you can see that in the viewport  as this black color right here so to get rid   of that we need to tell blender that the alpha  channel needs to be transparent select this edge   of the viewport and make it a little bit bigger  let's just take the alpha output of the image   and put it in the alpha input in  the principled node right here   okay we'll see that's still visible go to the  material tab go down until you see the settings   options right here change the blend mode from  opaque to alpha clip and that should make the   black color of the alpha channel transparent  in the viewport let's move on to the body and   try to unwrap it and texture it with this part  of the image as this part is not simple as the   wings it's made of a cube instead of a plane we  can just go to edit mode and then select project   from view it will not appear correctly i will only  be seeing the top face i will not see the other   faces on the side at the bottom so to be able to  see all the sides of this cube appearing in the uv   editor we need to add something called uv seams so  to tell blender where to cut the model and unwrap   it to add uv seams you need to make a selection  of edges press 2 to switch to edge select mode   press alt and hold it then select this edge for  example then press u we'll see here mark seam   select that now this edge is marked as a seam when  we try to press a and then press u and selecting   the normal unwrap method you will see now that  the cube has been unwrapped around this seam   imagine it as a scissors going through this cube  and unfolding it like that that's not exactly what   we want we need to have all the sides of the cube  appearing separately so to do that we just need   to add more seams to the model so press alt a to  deselect everything press alt and hold then select   this edge loop press alt and shift hold them both  then select this one as well to select multiple   edge loops okay make sure that you are in edge  select mode because if you are in vertex select   you will see that it's selecting the faces as  well which would make a seam on those middle   edges we wanted to be on the outer edges only so  just make sure that you are in edge select mode okay now that we have these edges selected press  u then mark c now let's try to unwrap this mesh   press u then select unwrap you'll see that still  giving me the same shape the reason for that   is that we still have this polygons at the end  of the mesh that needs more seams press three   for face select select this face go to the  other side shift then select the other face   like that press u then mark seam that will add a  seam to the whole polygon now select everything   press u then unwrap one more time now you'll  see that every side of the mesh has its own   uv in the uv editor okay that's perfect what  we need to do is adjust every part of this and   put it on this part of the texture to do that  let's just add the wings material from here select everything move them away like that  hover over one of them then press l and that   should select this part of the uv press r  to rotate it press s to scale it and try   adjusting it so it's in the part where the body is  you will need to adjust the uv vertex by vertex to   get better result so keep selecting these vertices  and try matching it with the reference behind it   you'll see now that the bottom side is looking   fine the other side is still  looking weird so we'll just keep to be able to see it easier you can just  press shift edge to isolate this part   you will see that the seam is a little bit  visible so to try to fix that you can also press l   in the viewport right here and that  will select only this part of the mesh make sure that these vertices are inside the   image outline and it's not going outside  to the alpha channel hover over this part   and press l again and do the same thing make  sure that these vertices are inside the image okay for these two polygons as well let's just  select them and move them to the black part of   the image maybe this one move it to the orange  part here let's try moving it to the end of detail okay i think it's looking much better this  part right here you'll see that these lines   are not matching so just go to edit  mode press l on this part and then   select these two edges for example and move them  on the y-axis like that until they match with the   black stripes from the other side right here let's  do the same thing for this polygon click these two   and move them until they match with the upper one   okay let's move on to these two parts first thing  we need to do is select them both press ctrl a   and apply rotation and scale so that the  scale and rotation are at their default values   let's try unwrapping them instead of using the  method that we use with the body with adding   seams and all that stuff we can use a faster  method by pressing u and then smart uv project   then press ok that will essentially do the same  thing we did with the body automatically but uv   seams will let you have more control over the  uv let's just try and add the material on it   right now so go to the material tab  and from here add the wings material   press a in the viewport to select everything  try to uv again smart uv project we could select   each one of those and keep matching them with this  part of the image but that will take a very long   time so to make things faster we can adjust them  all at once so just press a to select everything   press 3 for face select in the uv editor make  sure that you have this face as the active face   now press u and then select follow active quads we  will get this pop-up menu press ok that will make   all the uv's match the active uv right here right  now we'll be able to move them all together scale   it to match the lens of this part i think we have  it the other way around so rotate it like that   press one for vertex select select  these vertices and start rotating   them and matching them with the image make  them as small as possible so that they are   inside this part of the image and  not going to the alpha channel   i think it's looking good enough it seems that  this part is going outside to the alpha channel   so we can just select these vertices to be able  to sync between the uv editor and the 3d viewport   you can press this toggle so when you make  a selection in the 3d viewport the selection   will also be made here in the uv editor so right  now if we select this part you'll see that it's   corresponding to this part of the uv we can now  scale it down let's try and select these as well   we are trying to fix this part which is going out  to the alpha channel scale it down until it's not   visible anymore just for time sake just delete  this part and copy this one to the other side   now let's move on to the legs i think the legs  should be a fully black color let's try that press   new rename this material to black and change the  base color to a black one like that select these   three legs then select the black one last press  ctrl l then select materials that will apply   the material of the first leg to the other legs  as well as you can see the colors of the image   on the model is a little bit washed out and it's  not exactly the same as in the reference image   we can fix that with a couple of ways first  one is you go to render tab and then from   the color management you can change the  view transform from filmic to standard   we could also change the roughness from here  so that it's not reflective if you make it zero   you'll see that it's looking like glass material  and fully rough it will not be reflective at all   which will make it more realistic you could  also change the specular slider here to zero   and that will make it matching exactly with the  image let's add the opacity map that we have   created at the beginning of this tutorial so do  that go to the shader editor make out some space   move away the material output like that go to  where you save the opacity map drag and drop it   in the shader editor okay now press shift  a and then from shader add in a mix shader   then press shift a again from shader add in a  transparent shader right let's connect these up   take the output of the principle bsdf and put it  in one of the shader of the mix shader and take   the output of the transparent and put it here  then take the output of the opacity map and put   it in the factor of the mix shader let's get the  opacity map from here what will the mix shader do   is that it will mix between the texture of the  butterfly here and the transparent shader using   the colors of the opacity map so the black color  of the opacity map will be shown as the texture   of the butterfly and the gray color will be shown  as the transparent shader here let's test that out   take the output of the mix shader and put it  in the material output like that you will not   notice any difference yet because we still  need to go to the material tab here go down   and change the blend mode from alpha clip to alpha  blend ok let's test if it's working add in a cube   as you can see you are able to see the cube from  behind the orange bars in detector ok i think we   still need to add some detail to the texture here  by adding some pump to the texture to do that it's   pretty simple just select the diffuse map of the  butterfly press shift d to duplicate it right now   these two are exactly the same texture any changes  that we do here will be applied here as well so   for example if we change the color space to none  color you will see that it will be changed here as   well to prevent that from happening we just need  to click this number here which indicates the   number of users right now there are three users  for this exact map so if you press this number   this map will be the exact duplicate but it will  be a different instance of it so we can change   the color space without it changing here as well  all right now let's use this map to add some pump   press shift a and then from vector add in a pump  node now connect the color to the height input   and the normal to the normal of the principal  vsdf you will see now that there are some pumps   in detector maybe a little too much just change  the strength to around 0.1 maybe maybe point   three just a little bit would be good enough all  right now i think we're done with texturing the   model let's move on to rigging it first let's make  some space collapse these viewports and these as   well to make some space okay now press shift and  right click on the body here then press shift a   and add armature single bone okay that will add  the first bone in our armature now go to the right   orthographic view by pressing 3 or by using the  alt shortcut okay now select the bone and then   rotate it by 90 degree in the negative  direction so write in negative 90 and then   scale it down and put it right here now to be able  to see the bone from inside the mesh you need to   go to this tab here and then from viewport display  check in front this way you will be able to see   the bones at all times even from inside the mesh  move it in the middle of the body like that maybe   move it back a little press tab to go to edit  mode select this vertex of the bone then press   e to extrude another bone from it then y to lock  it on the y axis and move it like that this will   be the head bone select the vertex at the other  end of the bone and then press e let's look from   the top make sure that it's matching with how the  mesh is created so move it on the x-axis a little let's add more bones for these  parts press shift and right click   to put the 3d cursor here while you are  in edit mode in the armature press shift a   and that will add a new bone at the location  of the 3d cursor go to the right side rotate it   then start extruding a few more bones  along the along this part press e again   okay select this bone press shift and select the  other bones press shift d to duplicate it for   the other side select this vertex and start  matching them up with how the mesh is going   okay let's add few bones for the  leg press shift and right click here   then press shift a to add a  new bone go to the right side   i'll be doing the same thing i did with these  parts for the legs so i'll fast forward this part   just go around the model while you are extruding  out these bones to make sure that these bones   are inside the mesh if you want to  check out if it's inside the mesh   just uncheck in front and that  will give you an idea to where   the bone actually is okay just toggle it on again  and continue extruding out the rest of the link you could also press ctrl m to meter it and then  press x to mirror it on the x-axis like that okay i think the legs are done  let's move on to the wings   press shift and right click to put the 3d cursor  on the wings press shift a to add a bone for it   scale it down and put it at the beginning of  the wing right here okay now press shift d to   duplicate it for the lower wings press y to  lock it on the y axis and put it right here   okay for these two bones we need to measure them  to the other side so when we move these two bones   the others will move with it so the wings will be  animated together so to do that we first need to   rename these bones so go to this tab here rename  this bone upper wing dot r and then the lower wing   lower wing dot r now select these two bones  press right click and then choose symmetrize   that will symmetrize these two bonds to the  other side if you select this bone and go to this   tab you will notice that the name have changed  from dot r to dot l now while i'm doing this i   i notice that the alpha channel here on this  texture is showing a little because we changed the   blend mode from alpha clip to alpha  blend alpha clip just clips the alpha   channel completely alpha blend apparently  uses another method and the alpha channel   so i'll just fix that by going to the uv editor  and go into this wing press tab to go to edit mode   okay choose the texture here and just select  this vertex and move it to the wing like that   now let's return to rigging  let's pop these up a little okay i think we're ready to attach the mesh  to the armature but first we need to apply   the rotation and scale on all the parts of this  model to make sure that it will attach properly   to the armature so first select the armature  press edge to hide it select all the parts   of the model all right now press ctrl a and  choose rotation and scale that should return   everything to their default state now press  alt edge to bring back the armature first let's   attach the rings to these bones so first select  the armature press ctrl tab to go to pause mode   or from here switch from object mode to  pause mode now if you try to select the mesh   you will see that you are not able to select the  mesh while you are in pose mode that's because we   have from edit here lock object modes enabled that  prevents us from selecting any other mesh while we   are in anything but the object mode so we have  to go to object mode first to be able to select   the other meshes but we can just disable this  lock object mode here and that will enable us   to select the wings while we are in pause mode  here let's first apply the rotation and scale   for the armature as well so go to object mode  by pressing ctrl tab then press ctrl a and apply   rotation and scale alright return to pause mode  by pressing ctrl tab again then select the wing   press shift then select this bone press ctrl p  that will get you the parent menu then choose   bone and that will parent the wing to the bone  now if we try to move the bone like that you'll   see it will be controlling the wing let's attach  the other wings to their bones select this wing   then shift then select this bone press ctrl p then  choose boom i'll do the same thing for the other   two make sure that the bone you are parenting to  is the active bone press ctrl p then choose bone now let's try to attach the body to the armature  as well press ctrl tab that should get you to   object mode select the body then shift select  the whole armature like that we want the bones   of the armature to be able to deform the body  and not just control it like with the wings   so we are going to use another method to parent  the body to the armature if you press control p   we will see other options to parent to instead  of just bone you will see here armature deform   and below it there are three options i normally  use with automatic weights and that should apply   weights for the bones automatically the weights  mean the amount of influence each bone will have   on the mesh it normally works well but before we  click it we first need to make sure which bones   will actually contribute to the deformation of the  mesh so if you select the armature and press tab   we will go to edit mode if you select one of the  bones and then went to this tab you will see here   a check box beside default this means that this  bone will be able to deform the mesh so right   now we don't want these four bones to deform  the mesh we only want them to control the wings   all the other bones should be able to deform  the mesh the legs and these two parts so uncheck   deform for this bone if you want to disable  the form for multiple bones at the same time   select all of them then press alt hold it then  uncheck it you will see that it will uncheck it   for all of them now go back to object mode  by pressing ctrl tab select the body shift   select the armature now press ctrl p and choose  with automatic weights okay let's check that out   press ctrl tab to go to pause mode select this  bone for example and try to move it you will see   now that this bone is controlling the head of  the butterfly you'll see that these two parts   is not moving with it press ctrl tab to go to  object mode press tab to go to edit mode select   these two bones while holding shift select this  bone make sure that this is the last bone selected   press ctrl p and then make parent choose keep  offset that should parent these two bones to   the head bone so when the hip bone moves these two  bones will move with it all right let's try that   go to pause mode select this bone and try to move  it right now it's moving it next let's try and   attach these two parts to their bones select  this part shift select the armature ctrl p   with automatic weights select the armature  to test it ctrl tab select this bone try to   move it you'll see that it's now controlling  this part if you found that it's not moving   correctly like that this problem often arises  when the object has been measured if you remember   this part was measured from this one so to  fix it select the object press tab to go to   edit mode press a to select everything then press  shift n and that should recalculate the normals   which means that all the faces will be facing  outwards instead of facing inwards if you don't   know what i'm talking about you can just from here  select this drop down and down there you'll see   normals enable this one to display the normals  you will see these lines appear right now all   the normals are facing outwards because we have  recalculated the normals but if you press inside   from here you will see that the faces will look  inwards some meshes have this problem and it makes   problems while we are trying to attach it to the  bones so make sure that all the normals are facing   outwards by using the shortcut shift n right now  let's go back to the armature press a press alt   r to reset the rotation press ctrl tab to go to  object mode select this part again press shift   then select the armature press ctrl p let's attach  the gain with automatic weights all right let's   test that out go back to pause mode select  this part and try to move it you'll see that   it's now moving correctly without any problem okay  perfect let's do the same thing for the other side i will continue doing the same thing for  the legs so i'll fast forward this part you can attach multiple meshes  like that by selecting everything   then select the armature last  press ctrl p with automatic weights i think that's about it for the rigging for now in  the original model that i made for this tutorial i   also added more bones for the wings right here  to be able to deform the wing itself i've seen   some references for a slow motion for a butterfly  and i saw that the wings are bending a little so i   was able to achieve that by adding more bones in  this area but i think that will take a very long   time and i think the tutorial has gone long enough  if you still want to see how to do it you can   download the model from blender kit or from pigeon  you'll see the full rig for this model let me know   in the comment section below if you still want to  see the full rigging tutorial for this butterfly   anyway for now let's try to animate this rig  and create a simple animation for this butterfly   flying go to the corner here split the viewport  into two parts switch this one to dope sheet let's   hide the references we don't need it anymore  select them both then press edge select the   armature and go to the right orthographic let's  rotate it a little like that okay i think that's   a good starting position for the butterfly select  the armature use control tab to go to pulse mode   select these two bones and check this option if  you enable it and try to move the bones you'll see   that the mirrored bones will be moving with them  let's rotate the bones to their starting position   press r it's in z press z one more time you'll see  that it's now rotating along the axis of the bones   you might have different axis than mine but i  think you will have the same axes if you have   followed along with the tutorial if not just  try to see which axis will be working for you   and will give you this result alright so put it  around here okay press i and that will get you   the insert keyframe menu and choose location  rotation scale that will add a for the right   upper wing and the right lower wing you  will see that the left wings does not have   keyframes yet so you have to select them both  and add keyframes for them as well there's a   way to make this easier if you go here and check  this toggle auto keying that will let you add   keyframes to all the bones that are moving if we  went to frame 13 for example and rotate it again   on the z axis like that and go all the way down  there you'll see it added a keyframe for all the   bones without having to press i manually alright  let's go to frame 25 and duplicate these keyframes   again on frame 25 so select this keyframe and  then press shift d to duplicate it and put it   right here now you'll see that the wings are  flapping let's make this a looping animation   to do that let's change the end frame from 250 to  24 just a frame before the last keyframe here so   when the animation reaches frame 24 it will return  to the first pose and start the animation again   without playing the duplicate keyframe again so  let's try to play the animation okay i think the   first post needs the wings to be a little bit  higher so let's get to the first frame select   these two bones make sure you have auto keying  on press r z two times and rotate it more like   that make sure to take this keyframe duplicate  it on frame 25 let's add more to this animation   so maybe at frame 13 the head will be tilting  down a little go to the right orthographic view   rotate this one like that and rotate the tail as  well like that also maybe rotate these two parts   like that as you can see all the rotation  that i've done right now have been stored   in the keyframes because i have auto  keying on so everything has been recorded   okay let's go to frame one and change the poses  for these bones as well let's try and select   the first keyframe and duplicate everything  to frame 25. let's watch the animation now   okay let's add some keyframes for the leg bones  as well let's maybe use the pose that they are in   right now so select these bones the first one in  the bone chain then press i and add a location   rotation scale right here and then add frame  13 let's select them rotate them like that make them close like that now select the first  keyframe here duplicate everything again to frame   25 so that the legs are moving as well okay let's  watch the animation it's a very simple animation   but i think it's looking okay let's try  and quickly render out this butterfly   so first up let's press ctrl tab to go  to object mode press shift a and then   from light select sun add the sun right here  press that and go to rendered view alright now   change the strength to 5 i think now that  we are in render view the pump that we have   made for detector is a little too much so  let's go to the shader editor one more time   and just reduce the pump a little to maybe  0.1 oh and i forgot the auto keying on so   the sun has got a keyframe as well so make  sure that when you're done animating the rake   to toggle off the auto key so that you don't  accidentally add keyframes to your animation   if you did that just select the keyframe and press  x and delete it let's increase the intensity of   the sun a little bit more maybe make it tam press  shift a and add in a camera move it like that   then press 0 on your numpad to go to the camera  view or from view camera select active camera   and that will get you to the camera view as well  press n to get the side panel and then from view   check beside camera to view and that will lock  the camera to the view now when you move with   your mouse the camera will be moving with you okay  adjust the camera to the position that you want   let's play the animation you can also press ctrl  and with your scroll mouse button you will be   able to zoom in and out easier let's go to the  render tab here and then go to the film options   down there make sure you have transparent  turned on by default it's turned off when   you render out the animation you will render out  on the gray background right here if you checked   the transparent box right here the render will be  rendered out on an alpha channel and you will be   able to place the butterfly on top of anything  that you want with that done let's go to this   tab and check out the resolution and also in the  output settings here this is where the rendered   frame will be going to so press here and choose  where you want to save the frames let's make a   folder then press accept press ctrl f12 to start  the animation or from render render animation   now that the render is done you can use this  sequence and place it on top of your videos or   anything else that's it for this part i hope you  found it useful if you did please give it a thumbs   up so you can reach more people if you'd like to  see more of this content consider subscribing and   also hit the bell icon to get notified as soon  as new videos gets uploaded i'm eagerly waiting   for your 3d models requests in the comments  section below for the next part of this series   thank you so much for watching and  i'll see you in the next tutorial
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Channel: RG3D - Animation studio
Views: 9,380
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Keywords: 3d modeling, 3d texturing, 3d rigging, 3d animation, rg3d, rg3d animation, blender 2.8 tutorials, blender beginner tutorials, blender step by step tutorials, blender animation, butterflies, butterfly, modeling butterfly, fly animation, flying, insect animation, beautiful colored butterfly, 3d butterfly, blender butterfly, blender 3d modeling exercise, blender on demand, blender butterfly animation, blender butterfly rigging, rigging made easy blender, BOD, Blender on demand
Id: 9ZJEBWQY50w
Channel Id: undefined
Length: 53min 53sec (3233 seconds)
Published: Mon Feb 22 2021
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