Cinema 4D Rigging Tutorial [READ DESCRIPTION]

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hey guys Royce here and just want to clear one thing up sorry that I haven't been posted in a while I've been kind of busy with other stuff but I'm back and today I'm doing a three-part tutorial that's going to be posted throughout the week on how to rig a character model and I'm going to be showing three different ways the first two you can do an 11 point 5 to 13 I have 13 here as you can see and the last one is exclusive to 13 but check it out if you wish it's going to be quite interesting okay so first thing you're gonna do is want to open you know cinema 4d and once you have that open I'm just going to go to my render settings and quickly change it 1920 by 1080 okay and let's just check my audio um sorry and then you're going to want to go to your primitive objects so you want to go to add objects and you want to go to figure okay so as you can tell we're going to be rigging a human a humanoid character for modeling so oops sorry about that okay sorry um yeah make sure you have your figure now what you're gonna want to do when you have your configure is do not change the segments okay for this we're not going to change the segments you want to go to figure and you're going to want to move him on the y-axis to 300 so there we have our character now what you're going to want to do is highlight the figure over in the objects tab over here and hit C on your keyboard and this will create a parent with a bunch of children and as you can see these are all labeled and from here you can go around and animate the character but we don't want to do that because that's there's easier ways to do it and much better look in ways and it's really hard to get a good animation this way she's going to close it all up highlight figure again right click and go to select children and then you're going to want to right click it again and go to connect and delete and this will make a one character now we cannot move any objects he's one object now what we're going to do is add point bones and joints so what you're going to want to do is go up to your character tab in your top and the top bar you should see character and right underneath you're going to see you're going to see this thing above manager it's going to highlight you're going to want to click on that and it brings up a pop-up menu and what you're going to do is click on the same thing you saw last time and then just drag it to part of your screen so I like to move it right over here and here we have our tools that we're going to be using so we don't have to keep going back up here and you know being annoyed at it so once we have our character like this you want to go to the change views and you want going to want to find the front view so as you can see now we have a front view of our character and and he's just the wireframe which is going to make it a lot easier for us now what you're going to want to do is we're going to start basically making bones for this guy so we're not going to do anything complicated like hands or fingers because you see he has no hands and fingers but once you learn the basis of it everything can be applied quite easily so you're going to want to go to your joint tool right here and you're going to want to hit 2nd controller shift control so you're going to hit control now go back to your joint tool and you're going to go to options remove this options this has root null okay you do not want the root null now when you have your go away now that we have the joint tool ready you're going to hit control and you want to hit right in the middle of his pelvis try and get as close as possible so now sorry you do not want to select the figure you're just going to want to go right into a center of his pelvis and that is going to be your starting joint then as you can see the character is already labeled pretty easily to know what it is when you're rigging harder characters and might be difficult but for now it's going to be quite easy I don't care what my computer's running slow ok then you want to go to middle of your torso and keep holding ctrl and click again as you can see this made a kind of a a connection between these two that is a joint then you're going to want to go rate a little bit above the arms and make another one and then you're going to want to go into the neck and then one to the top of the head so now we have our basic spine so we can label these now and always label as you go so the first one is going to be called spine and then the middle one is going to be called torso then the top one is going to be called neck oh wait no yeah neck and then this one's going to be called head and the last one you can just leave because it's it's not really important at the moment so we're going to want to start at our spine and you want to make the legs now there's an easy way and a hard way of doing this and if you want to get our perfect symmetry you want to go back to your joint tool and click on it then you're going to want to go to the symmetry tab and go symmetry draw and what this will do is it'll make the same on both sides no matter where you put it oops yep so click on your spine and you want to go hit when you're still holding control on the spine I'm going to Drake it rate into the center of his two joints right there and then if you don't like it just take control Z and just keep retrying the reason we got rid of root null at the beginning is because if you have a root null it'll create a null object and if you have a null object and you put a null object in or it just gets very confusing let's just put it as that so now we see we have two joints here one the left leg and ones the right leg so we're just going to move it to the knee and then we're going to move down to his ankles and that is the very simple leg movement and as you can see it made two legs on both sides identical and now we're going to label these so it's if you either if you coordinate yourself to it so as I can see this is his right leg so our leg thigh I don't know a spell thigh so our leg top and then this can be our leg shin I don't know spell shin either and then you can just leave the bottom one you can always leave the bottom one you don't need it just yet and just do the same for the other side so L leg top L leg shin this will help you later for Mei animation animated and if you don't like any parts of it and you want to change it just select whatever parts you want and you can move them closer smart oh but I like mine the way there so next part we're going to do is his arms and you're going to want to go to you want to close the legs and you're going to want to go to the neck and you can name the neck other things if you wish I just made it the neck to be easier if you want to actually name this the head this the neck and this the shoulders okay now we're going to have the symmetry again because we have the same arms on both sides so you want to click on shoulders and go rate again to the center of the joints and then you're going to want to go right to the center of the joints again and then right to the center of the joints one more time and then we're just going to finish off a hand there so now we're going to label them so this is the left hand so L L arm top L arm bought this is going to be the wrist get spell wrist of L wrist and this is going to be L hand and then you're going to want close that all up and write the same for the other side so our arm top our arm BOTS our wrists and our hand okay so now we have our basic rigged character and that's basically all it is for the first time and now if we go back into our perspective view we can go to the move tool and so I'm going to I'm going to go to this leg and what we're going to do is we're going to rotate his leg and as you can see only the joints move and you might be wondering why well that's because we haven't find it yet oh one thing as you can see the bones are sticking out so what you can do to fix that is just select the shins here and then just move them in a little bit and then you just select the the bottom the joint the bottom joint or the ankle you can rename that ankle I think I'm going to do that now el ankle are a coal and so once it's fully in the body then it looks good and we're just going to do that with the arms as well torso shoulders are on top okay we're going to need to do the arms mid oh yeah so we're going to need to do the the bottom of the arms and you want to hit control to select only those two and what's does is because it's in a hierarchy it's going to move all those together and so now if the bones are completely in the body now what you're going to want to do is close it all up going to want to click on the spine and you're going to want to go to select children then you want to go hit control and select your figurine now that this is all together you're going to want to go to character commands and you're going to go to bind and what bind does is it binds the spine or the joints to the figurine and creates a skin object and what the skin object does is it allows character to bend so now we can go to the rotate tool we can select our leg left leg and when we rotate it the left leg moves with it and as you can see if we render this out the leg moves and that's how you rig your character basically and if we go up to your the neck we rotate the neck around the head moves move the head and the head does not move the last joint will not move anything but there's a reason why we have that last joint and I'll show you why now now we're going to create something called an IKE a chain which makes a physical movement because if you look at your own leg you basically the only two things that are really moving as your ankle and your thigh and your knee moves with those so sorry about that so what you're going to want to do is you're going to want to go to your right leg you want to select the ankle and the top and then what you're going to want to do is go over to create ika chain and what this does is it creates a null object that is actually connected to this is connected to it now your what you're going to want to also go and do is with this old object you're going to want to rename it our leg controller it's a controller and you're going to want to go to your wherever your access tool is depending on what version you're using and you're just going to take off the rotation so it's a perfect it's perfectly aligned now you don't have to don't mess around with the x y&z and so now we will select our lay controller and we move it up our leg bends see leg bends and stuff and it makes move in and pose in much easier and so we can just close our right leg because that's done and then we're going to do the same with the left leg and we're going to go to create eye-catching and it's going to do the same thing create the same thing and we're just going to fix it again now the reason it does this is when you when you make your skin sorry I'm going back a little bit but when you make your skin what it does is it weighs your character so if we go if we click on weight and click weights manager you can see all these colors so if we were to click on the this part you see it glows orange everything that's orange is affected by that bone and the farther you get that it goes into a gradient and the darker it gets the less it's controlled and less weight is on the process on the thing and you can adjust that but we're not going to be doing that just yet okay so that's basically how you do it that's the first type of reconnect character it's one of the longer processes but it it's a good basis and start and so you know how to do it another thing you can't rotate I catch ends you can only move them but they create really cool stuff so the next tutorial I'm going to be showing you a simple simpler way to do it with a the same model here I just wanted to show you guys how to do this so you got a feeling for the program basically the feeling for Riggin so yeah i'm Royson thanks for watching see you guys
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Channel: Robert Taylor
Views: 121,441
Rating: undefined out of 5
Keywords: Rigging, Animation, Software, tutorial, Cinema, 4D, Animated, Software Tutorial, Cartoon, 3D, Network, Windows, Blender
Id: Wj6NYZxsWTY
Channel Id: undefined
Length: 14min 23sec (863 seconds)
Published: Sat Oct 29 2011
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