Cinema 4D | Rigging Tutorial || Rigging and Weighting #2

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[Music] you're going to start by okay by the way this is these thoughts and this water starts in with the same so you go to your car tops I'll cut a mini to click on these dots to bring these off so you click on your joint so click on a joint to the joint so comes up so I'm going to go to my front view f4 takes me to the frontier and Woody is my normal move to bring these joints up so I'm going to bring this up this is meant to be my collarbone so if I don't get this I can call this collar bone I'm it's my spellin so this is the collar bone then I were to create another one this becomes my shoulder bone so I'm bringing the shoulder bone here so this is the shoulder bone now like I said if you don't have a connection between them you won't have your bones I only have the joint so when we do these make this joint a chart of the collarbone the file can have a spoon so I have that so I'm going to create another one this comes up should become my elbow I'll create another joint so this go to the wrist acquits one more joints to come here so let's start joining them together so this next one is the elbow so it becomes a child of that we have that bone this other one is the wrists of making each other of this body connection to the data will bring the last one here so in the previous tutorial I only did a one lip card one limb character so in this tutorial now I'm going to show the four limbs and it on so then we will start within this so I want you to please I'm just bear with me in this oh I'm going to go to the top view to start changing this remember it is your joint to to move two joints so moving this joint here or bring this to this elbow joint for me to have that then this wrist will be somewhere here then I'm good have these now what I'm going to do is I'm going to have a joint after this wrist now connects to these other joints here so this is going to be my hand bone then holding down this honeymoon I'm going to hold our control now make sure you have this joint to select them you would have control and click on this section then it should create a joint here so I'm going to remove this no then holding down clicking on the last joints hold down control and click okay and one more - and that so go back to the hand bone remember why I named this unvoyage because I'm going to create in bones from here to it differently what is it different fingers so come back to this hand bone order control click to bring this then bring it back for my joint so now all the get rid of this norm then hold our control select this next one go down control click here and click so go back to the hand hold our control come to this section this quick so for the last hand go back to the handle hold down control click for these click here and click the end bow then remain in the tone so I'm going to bring the tone from this I'm going to bring down from the wrists so what I'm going to do is I'll go back to the wrist so now you need to start clicking on this joint for you to have that so this is wrist so let me quickly rename this so this becomes the wrists so if you hold up if you select the wrist and use your joint to hold down control and click somewhere here so I'm going to have these joints come in to display so click one more at these points then you have your last bone there so this is how you have this bone and some people who want who creates their joints coming from here but I like creating my joint from the wrist so join through the whole thing so this is my joint is this then I'll call this the song starts start then this becomes a song 1 and this is the phone and so you will need to start renaming your bones so that you can keep track of what you're selecting alright so once you have this the next thing I'm going to do is let's just rename all this so we have our hand bone then you have this which is the index all right so we have a smallest finger here so so you click on this this becomes your finger 1 2 3 4 so let's just start with naming like this is 1 2 3 4 so becomes finger 4 starts click on this finger 4 [Music] me too is actually called pinky then you have your finger or and or should we just use the onion okay so let's say pinky starts so sorry about that pinky starts so we have the pinky we do [Music] then we have the pinky and so that's that ring which is this so this is the next one so this becomes your ring starts ring middle and your ring and then after the ring and you have your middle so you come to this and select this as your middle so this is your middle starts needle middle middle with that word and you have your middle and then the finger closes to the top is the index this is index starts you have the index middle and you have the index and alright so coming to this we've already renamed all these things can already see their hierarchy so you have this you have to answer that so this is your you have your pinky have your ring you have your video and you have your index so you can notice that this is being highlighted anytime you click it and the reason why having that is because in the joint tool if you look at a display you have highlights on so anytime select or joints can notice as I'm bringing my mouse and close to it joints they're having the highlights I can side say I don't want to have highlight so even if I come close when I click is until I click before I have the highlights but once I'm bringing it close to any joints no highlights boy it's good have these I lights on you can also decide to have a pounding books so you have this bounding box over a joint butts are moving close that's just what this what they do so now that you have created this hierarchy the next thing is for you to start joining this to the geometry but before then I'll go to my perspective view I'll be sure that all these things are lines you can see that I hardest I have this issue so I need to try and bring this point into the geometry so I can just select this and bring it down until it fits into the geometry so you will need to bear with me so I'm going to fast forward this while I do that you can just follow along in this as I bring this into the geometry you alright alright so I have these booms in the flesh have this bones in the flesh so the next thing I'm going to do is to try on crates this trial is a trial with this born into this geometry such that by the time I start moving things this will move right now if I select the collarbone and go to my rotate tool and try rotates it's not affecting this geometry so how can I do that so effects Oh before we do that the next thing I would desire to go to the move tool and I select this next one you need to always make sure that these things are aligned the phones are aligned so if you check you notice this make sure the bones are aligned for this to work so you might need to comment select it Tom make sure the tone is all right look at this term right now the tone is not aligned if you check through we need to make sure this is this is aligned along this so what we can do is to use the align source of the comment you can select the top I pick on a line so it tries to align can already see that that's coordinate system shifts so you come over to the next one click on the outline and until everything is aligned so you also need to do that for the next bone which is the hand bone so you might need to click on a line but that would be aligned to select this next bone and go to the pinky for the pinky align the pinky so you click on our line tool so I think everything is aligned if you look through they are all aligned to the bone so what I'm just doing is to cross check for me to be sure everything is all in place so that is really needed it's actually necessary for a good animation so once all this is done our line is going to have issues with your animation that's why I need to make sure all these are lines at the pond and for animation problems so now everything is aligned so the next thing for me to do is to try and create a weight start for me to with this but before then let me just quickly creates an eye catching between the wrist and the shoulder so if you remember this is the wrist and this is the elbow so I'm going to renew this ever and this is going to be the shoulder so you select the shoulder you go to chug we go to rigging time and I said by the way for the previous version you're going to have character option there so you subtract that our word in this new version 21 have Riggins actually good to rig inside you are going to see I key so for the I K I need my end go to the T so I can just bring this to the end and that becomes the end so the next thing is for me to have a goal so I just will just click on this I'd go once I click on ADD code critical for me that will help me move so you can't see that I can move this I have my hand everything is in place but this is not move in mind geometric so also I need to create a poll so select this go to add poll if I can bring the poll out they can see so you need to make sure everything is well list and make sure that your bone is not sticking out of your geometry that is very important so you can see that as you're moving this is affecting that poll so so even you really need to leave that there so maybe move this back or don't you have all this so once you are done with that the next thing for you to do is to bind this skeleton that is geometry because right now if I do this not affecting the geometry so for me to bind this have to bring these bones as children into this geometry mesh so select the geometry come over to this which manager click on skin so if I bring the skin I'll bring it as a child I will bring it as a child of this mesh the next thing is we look here you don't really have anything so the next thing for me to add a wig start to dismantle celebi's mesh to go to dad they go to rigging so if you go to rigging you can see which tab click on width that wins gets added to this but still if I try to move still not affecting and the reason this is not affecting it because looking at your wizard your bones have to be inside this width so I will select this without lock it for a moment so that can allow me select these all bones so now for me to make sure I have everything selected I will hold down ctrl + middle mouse to click here to select everything transy so if I scroll up you notice everything is selected then I'll hold on shift or ctrl to remove this from a selection and drag this into this weight start so all the bones are now in the weights done but still you are not going to have this moving the object because if I go to if I go to this goal and I move it was still not and the reason why this is not moving is because we have added the bone fine we need some weights each of these bones of this geometry so right now if I go to my width manager and I come here click on the joint if I select this geometry these weights are how bodies return notice everything is black the reason why everything is black is because if you select this width is meant to show you this color coding for everything so the reason why everything is black is because there is no weight on these objects so wind starts crazy on weight on this object so the way you start weighting your object is by doing this one by one so we start with the highest in hierarchy select a mention go to your polygon mode so I'm going to highlight where I want these weights to effect so I use ul to select this section where I wanted to effect then I'll select a column that I want to affect it go to the command make sure I have absolute spawned on then Auto normalizes on click on apply selected that will see the weight on this object so the next thing is for me to add the shoulder width so I'm going to go back to the joints select the shoulder then what I'm going to do is I'm going to select everything apart from where I have this so when you are adding weights you want to come to where the joint is any place the joints will be rotating and that is where you want start your weight from so you use your UL to select this loop so this is the selected and you have fulfill selection hold down shift and add is soul adds this up once at this place make sure you have the shoulder selected come to command absolute apply selected so you have that so the next thing you want to do is go back to the joints go to your elbow so you know what to do so you have to use your UL selection select this section way of it have your pending in the bone and you have select over the parts or down shift click make sure your elbow is selected command apply so you have that so that I are going to go through everything for you to it so I'm going to fast forward this while I'll do that all right so welcome back I've been able to do that so if you go back to this weights manage and select the weights you notice the color coding of all these things I've been able to with each of these tags on this geometry so let's see what we have then when if all these things are not good we can always go back to this so I'm going to close this for a moment and go back to my wrists and my wrists go and move currency is affecting this geometry now but now we have some issue things are crumbling on one on themselves so what we can do is to place these objects in a very awkward position and start changing this out so we go back to our with manager then we want to check his elbow something is not right with the elbow so go to the elbow he noticed that is always affecting something so let's say these four move these hours so moving this elbow is having effect is having a very very sharp affect on this so for us to solve that's what we can do is we go to our weights to so that is how we can smooth enough or distance or go to the weights to here then we have to uncheck this unlock that so select your weights to want to select the weight sue we want to go to the option and change from absolute to smooth so if you change to smooth you can use your control and middle-mouse to increase the brush size or if you just come in and increase the brush size but so just click here as you click you are going to be having this smooth in this section also we just look at sections where is not smooth just click make sure you have your smooth so selected and smooth in that parts so I know we're gonna have these shoes here I'm very sure I would have issues there so what I'm going to do is I will come here and start changing things so I'll come to this let's start with it Tom to select the pump and we'll rotate this time so if we rotate this tone along this section so I have this thing this is not bad so go to the next in the tone let's rotate that I don't think this is bad but let's see I think something is here so go to which manager the tom is already selected so good so we don't really need to which manager actually so we'll go to our wait to select or manager make sure make sure smooth is selected so we just click and smoothing of this section and life will do good for you then we'll do the same thing for every other section so just bring this back so you have that so if you go over to your pinky all your yeah your pinky unless rotate this pinky so if you rotate the pinky and see what you have so this is not really bad you're having thing is fine actually so you have that this is how you can with your character so for you to wait and do that make use of your wit manager and your wait to to like smooth enough all this and so by the time we bring up our subdivision surface everything should be nice and fine so this how you do your normal busy hand rigging and waiting so if you feel this was helpful just give me give me a ton of palms and liked this tutorial and I'm happy because this has also been educated even to me and land even while going through this process so in the next tutorial I'm going to look at how to rig a basic leg then also which that link then from there we'll go to the body and all that so you have a wonderful day and God bless you bye
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Channel: Jouleconcepts
Views: 5,941
Rating: undefined out of 5
Keywords: cinema 4d, tutorials, redshift, modeling, motion graphics, rigging, bones, joints, weight map, rig, character rigging, hand rigging, Weighting, corona
Id: 5ApNfRV9LQo
Channel Id: undefined
Length: 24min 21sec (1461 seconds)
Published: Mon Sep 23 2019
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