Frontal Rigging in Spine 2D | Walk Animation

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okay so the idea is to make it work and run in in front for that we we clearly don't need ikey IQ would need only uh when when it needs to bend in in in this way or this way so it we need to see the knee but in this scenario we don't see the knee so what I did previously I just added ID and added another layer of it but right now we only need that let me do it so we can see I will select the root add one bone I think I'm going to cut all video before this moment so select the bone let me character this will be my root replacement and add another bone for the character and the body which will not contain the feet feet are inside the on the ground and after that I will bring up bring down another hip let's call it if add legs inside that I'm checking the image images to see how I am going to place the bone where I see that I I did not prepare nicely the feet I would do differently now but let's try with this approach for now up until to the knee is possible reading the chat yes of course you can do that with one mesh we can go with this one yeah but since we have food I will also show how how they uh how to use them and sometimes if artist throws them I just don't want to waste them and I would do them I might go and ask if if I can um remove them but normally I would use it still so we have food leg we have the other one up until to the knee and so let's go up in this portion I will add only two bones one up until this section the chest because we are not like snakes we mostly move this this is a rigid portion of it because we have ribs Etc so mostly we Bend this portion so for that you can add a bone up until here and then continue one here I will add bones for the shoulders um I'm thinking of how they would rotate and then just continue with arms as you would expect obviously putting everything inside another bone which would be the hand and after that I will continue later now let's add another bone here upper arm lower arm everything that inside the hand and hand bone you can check it quickly working fine working fine it's not gonna work fine for now and then I will ignore the neck but instead We'll add the bone for the head so you can go ahead and add the bone here right away and put everything inside that bone everything that is uh in the head except the body so this way you will have rotation from the neck or you can just put it here but this way you need to consider that you also will need to move this right left and right so because otherwise the dead rotation neck will be stiff cool continuing let's add bones for the feed so now that we have frontal and we need I know that we have ankle here so that means that it it is important to understand how we will use them if anytime we will go and move that ankle like stretching or maybe climbing it is really important to have this rotation but sometimes character is small and you you just don't need this maybe in that case I would lower this [Music] bone up until here and leave it there but in this scenario I will add that bone so I will go select the root container for the character add a bone here like contact point and up until here select that bone again and contact Point let me select the image and add here I'm not concentrating on the naming since the image is also were named very and professionally this is this was my work so I'm kind of shamed of it but let's see if I can do better now maybe I don't have reason to be ashamed I'm still a terrible at it okay um I think I will do legs a little bit different I will try at least because right now with this configuration I'm still going to use one eye keys but maybe I can do better Maybe we'll see that um I would get rid of I will try it for one leg now for that I need to mesh this quickly let's not over complicate it just mesh it so we can bind it and we'll try for that I will also need to match this one it doesn't look something that should be meshed because it pretty much a solid portion of the leg but we need it meshed with this technique okay we'll add a bone on the knee here and see if that approach works I will be binding to this bone and this bone this bone only for crabbing so it's it's basically like a container so if you are going this way do not bind something here so if it's lower portion bind to this bone if our portion bind to this bone and here here and here here and here I will add the bone here I don't think it's gonna work we clearly don't need the leg to break and change the thickness of course so maybe we can fix it by changing the values this should be bound to this I forgot it does change the shape a little bit of the leg but it's not that terrible so we have leg moving um we have this portion moving and yeah let's bind it give value to his this and see how it works yeah I think I can go with this setup it is pretty much easy I don't need eye Keys here again um and most of the time I'm going to shorten and add length to the portion of the leg and better if I do it manually otherwise I keys will be difficult to manage in some portions maybe if if the character is climbing like frontally or doing some kind of squats I will do I key if if character needs to do some kind of this movements I will add Ikea for that but right now I keep it simple um and and here you can see I did rotation like this but I think I will just give it to zero value and I'm thinking if I want to rotate it this way and let me actually try to add another bone and see if that also will work what if we have a bone that will rotate this way so with this situation we have an arc but I think I will just ignore it so for now I will be moving this part manually like this and this would be just raising the feed and doing the work I can go ahead and add constrained here but the idea was to keep it simple so it's up to you again not not naming now since I have already messed up everything I should have cleaned up before swimming so we can give like 40 Value and then if I move it up you can see the leg also moves that way so this way you can animate and then compensate by moving also this but I will keep it for now without constrain and maybe add it later for now we just have one leg that moves and then animate the knee again this is pretty simple rig so for the arm I will definitely not do any any kind of that let's mesh this top and see if we can do easy here and if you compare with the previous one you would see that there were a lot of vertices here this is also the way to optimize and make it simple so let me bind it to these bones and see how we can make it better okay in this situation I will be moving this portion shoulders and neck so I need to consider that for now I will start here and maybe add few words here come here and maybe they do like this let's start from this meshing and then add more points maybe a few more again I'm not binding things to this bone this is just container for those two bones first let's bind the base Bones the spine bones make it smooth foreign yeah and now just try to paint these bones and let's just final touches enabling called keep pops we need to avoid this Breaking part for that I see that we have triangles not that good placed maybe this would work foreign [Music] yeah I think this is pretty much maybe this portion moves too much for that I can add a vertices here or or just leave it but I will go and add one I don't want this shoulder to affect too much in the middle okay now let's give it more value and see yeah so now it doesn't drag too much from here even more foreign we need to get rid of this opening gear I think the problem is that this upper arm comes too closer to this section for that maybe we can shorten it in Photoshop or just convert it to mesh and move it back this way let's try again no we need to add more vertices yeah I'm pretty much happy with this one moving this up so we don't see the arm so the upper arm works fine this portion works fine this works fine I'm not going to move too much and this does not work fine so we can fix it which is not going to be easy I can see it already so for this you can either go ahead and add that I key section that I had previously let me grab the project and see it so I have I key and if I move it up you can see that ikey actually would have bindings to here so many vertices here you can see also and you can go with this way or you can go another with cheeky way which is risky because it might break some meshes and if you have a nicer texture it will be visible so for now I will add some vertices here I am assuming that it will overlap and go one inside the other and see if this helps we are almost there and yeah so this is what I was thinking and you can see we have overlapping here can you see now my head is too big okay you can see we have overlapping here and which we can see by changing the order this can work fine so again you can see that we have avoided another set of ideas just with uh changing the way it it works and we can actually change the layering order the arm and if you are wondering how am I rigging and binding and then bringing them back I heard a lot of questions about this I actually select the bone Ctrl C copy them you can see the key pop-ups and then move them whatever do it then I will just Ctrl V and passive that way I I can handle uh smaller weightings if I do complex ratings like face I would go into animation mode and do it there since positions are not changed in the rigging setup when you work in animation so you can revert them back easily okay we we have it working now we have some some issues here but I can fix it easily I guess by just adding some points yeah this is also fixed maybe another bone here yeah that's no it did not help us actually no I thought we can have some curvature but it did not help okay let's move down we have this mesh I will go and do a bigger meshes so I can easily fix them later maybe this and this portion as well a mesh okay so for this part you can what I did previously I actually put everything I knew I went to add this kind of movement I kiss which is super cool it's and that clients liked it actually it was really cool and I bound this bone I believe I put it inside of it so when we move the feed it would also move but now we are not going to do that instead I will add I'm looking where it actually hits the leg so it is it has had contact here but it also falls on the leg here so I think we will just add a bone here and maybe another one here so and that's it [Music] foreign I would go and bind it to this one so we can connect upper portions there because they are actually attached there yeah so it took me like a few minutes I remember I I spent like an hour or maybe 50 minutes just for rigging this portion and then revisiting editing revisiting editing and actually animating it also is not like without pain because it's not always gives desired results so I I had to go and frame by frame animate fix it but now I have full control over it I need to compensate when like leg moves there and I need to compensate and animate it too but I'm really used to doing that anyway because without that you can't actually create a rig that that works perfectly okay let's see the comments we don't have any comments we are at 45 15 minutes so okay I will go ahead and quickly do these legs leg set it to Zero by the way did you know that you can grab from tip of the bone hold it at DT and then move it and another way if you hold the alt and move it it will drag the children bomb we did so this is very good uh way to just change the size of the bones okay so this is not a rig that I I yeah I would do that animation work and run but first I would just ask it in in the community tab if they want to see it because sometimes something is very obvious that people would want to see but it's it's not the case so in this Channel people mostly want to see VFX animations I guess I am good at that because sometimes I really don't know what to put more about ufx everything is pretty much similar people still need to see foreign yeah so I was actually surprised that you didn't pick uh VFX again this time so I'm rigging now because the boat was further bringing Okay so I am I am not clearly sure about this rig but I know that it would it is easy to fix or redo even redo because you saw like few minutes and leg is ready if I need one day just other Nike I can clearly do it for now as as you how would you animate I would go and move this up and down let me put it inside this bone move this bone up and down yeah move this up and down and then basically pause all the feed there is no proper way to animate just so I you will have to pause uh shortened legs make them longer shorter and change the images to the other values so if you have them I see that I don't have the heel opening up because when it comes to closer closer uh to us we would see the bottom side of the foot but we don't have it here yeah we have the other ways but we could achieve that with stretching it so hello okay so I will leave for now the foods feet legs disabling rotation for this portion I will go also and disable for the head I'm not yet there so disable I guess the shoulders maybe the upper arm let's try also disable those I don't think it's it's gonna give much effect yeah let's bring it back it's much difference okay let me see how I did running for the character I had I did not play the animation I have the walking so you can see that snapping switching the feet is not good at the end there was uh even though I did the rig you can see that ikey did not help me a lot and I did a lot of mesh Keys here so to adjust I guess those which is kind of cheating and look at the backpack or I don't know how this is called the pack so it's it's not even that functional that I guess where there's so much use not at all so at the end uh not fingers not these portions not even the shoulders where stretched to the extreme capabilities adjust that a lot of rigging but at the end uh I did not use and I don't like this walk at all the first thing that is off is that food should never slow down at any moment the moment it contacts the floor it should go constantly it constantly especially for the games because it's a loop and developers moving it constantly with constant speed and look how this tip is planting on the ground there there is like seven frames for that it's not a lightweight so it would fall in the ground in one or two frames but now it's like a lightweight feather or whatever anyway if you look at the far it's not that bad it's look okay it's looking okay and let's go back no so where were we okay next thing I want to do is actually to rig the arms I want to leave this bone set up for arms because they will make sense a character might grab something from the ground we need to see elbows a lot while the knees won't be visible that much I mean if the character is frontal the shoulder bone the shoulder um a joint is very flexible so it can rotate in different angles thus revealing the elbow at different poses but here we actually will see very little of this pose so mostly it will be this or this so that's why we don't need this kind of setup here I guess so for now I I believe so yeah okay so but but I will still need that shortening portion without that we will just break things here we need that shortening otherwise character might go anyway we need that shortening so for that you have uh two options I guess just to not over complicate you can go ahead and create an IG setup here uh two I Keys one bone each and yeah basically adding key here and then making it a stretch and compress like this and similar way with this one and you have to turn it off if you want to make um rotational movement like this so this one comes with a delay and anything so the posing with the post tool event you can do if if there are you can select the bones I'm answering on one of the questions how to attach selected bones with a shortcut so you select the bones and hit the P button I do that way and that would uh wait for you to select the bone that will be apparent okay so now what we can do and we can create another bone here um I'm thinking now and um bind it to this bone I guess let me make it nicer mesh so we don't skew it or change the size yeah now we can just move this bone and it will get shortened meanwhile we will have that rotational movement I guess yeah we should have it you can also rotate this one but it will break things same way we can go ahead and do the bone here and put it inside that another way you could go and actually scale this bone that will also scale this portion but you can go ahead and disable scale and that way you can scale it but it will create some artifacts you can see while I scale it it also rotates you can go ahead and turn off rotation but that will kill the purpose of having them together as bones so if I rotate it this portion will not rotate anyway any uh option comes with its drawbacks and benefits [Music] cool I will go with this option for now I did not use it too much I'm used to work with the characters in three-quarter View of frontal and profile and yeah so that's why this is also an experiment for me but I work with this character and I really know what what was is its use so how would I actually use it we don't need actually those bones I let's leave them and we can shorten it here so again very easy to rig and anytime you want to discard it and rejig it feel free to do it we don't have too much time spent here and we can easily redo it so I will do it fast for this section so you can see how actually fast it is to do and that should be it we have now rotational movement that we will be mostly using these bones to make her run or wave or whatever but for example if she is actually running we need to make a shorter limbs and this would go there far there and would come back like sometimes it comes back and this would shorten here I can see we did not good finding so when it comes here and like arm goes up we will have this portion so let's move it back for now fix this binding I reverted it as well and I will select everything filter enable the filtering so I can move it up Okay so yeah of course you can share your characters just send me to Arman come to my email and then just I will we can pick up it there I did receive some characters um people were sending just for the rigging I wanted to create on Paul and see which character we you want to I have so far these characters collected where is it these three characters I like this one but then at the end I I I thought hey frontal rigging is much difficult and I I just thought that you might get more benefit just to see how it can be done okay let's not lose some um speed here I forgot what I was doing and now let's fix the rig the fingers I will disable this and we have fingers separated here so what what you can do in these situations if you want to rig the fingers or no it doesn't matter if it came with PSD or no because um sometimes they just clients ask artists to draw a lot of stuff but it's not the case you don't need to animate them all for sure so you need to read the description of the animations that will come for example I know that this character will be grabbing some objects from the ground and giving them waving so that is also important showing with finger here and there so the hands is pretty much usable and this character will be talking to other characters in in the front foreground so we could go and rig it but I don't want to rig it similar way as I did with previous like every finger had in ik so what we can do is actually um let me see what states I do have here we have closed fist we have another closed fist we have open finger pointing finger and thumbs up yeah I will do the two ways one is simple the other one is medium difficulty medium what you will need most of the time so for both of them we will need to mesh exactly the same way so I will do two joints set up here put one bone there the side where it will be bent I will add one extra vertex we have 15 viewers it's gonna take some times tell me guys where are you from just so we can have chat I'm from Armenia I live in Spain right now that's why I also know how to speak Russian everybody in Armenia knows that I guess in our movie theaters even we will watch movies in Russia language it's weird when sometimes we watch like popular movies but in translated in Armenian it's really cringy so we tend to watch it in English or Russian sure asked me Tarak oh great from Ukraine I know that there is a word there and I think everybody knows it's hard to believe that things like that happening in this age okay we have all meshed and now for this let me hide these states so for this I will just use one other bone here maybe two no just one and the other one for thumb this is the easy way so binding them foreign foreign we don't need these bones uh versus here foreign so what I want to achieve actually let me remove some vertices here as well I'm reading the chat there is a question in a game to this spine export with frames foreign enemy for example using big hammer I don't think exporting which frames or without frames like Json there will be a problem it is connected I mean if there is no Json that Json cannot contain information about The Binding Bounder the collider with Json you can draw a collider over that hammer or or the head of the character where the Hummer hits so to be able to set a collider within spine you use pounding box which you can find later in unity and then convert it to collider but if you want to use frames you need to set up that collider manually in unity so so the idea is to move all fingers using one bone but show some kind of difference between them let's see if we can make it work so I want everything to be moving here I guess foreign we have very thick fingers so it's not too much visible here but basically this is the idea you just wait them less and less giving less and less values until things look like this so this you will not be able to point fingers Etc but if something you grab and move this way hey you have one bone just super easy you can scale it if you want just to give some kind of perspective and some movement and of course same will work for this stump the other way is just a normal way basically you add two bones for each finger making sure that the second bone will be um located in the place where you have the vertex so I will enable wireframe and position that bone exactly where I I want to see them so this would be the point now let's disable wireframe yes we can downgrade spine project to older versions it will come with the cost but depending which version you want to download for latest versions you just go ahead and Export it Json set version here down until 3.6 and it will generate Json then you report that Json into a new project and save it and then yeah you have it but things will break and you need to manage them manually if it is lower than 4.0 you will have to use some command line to downgrade them so I have a tutorial about that but I don't think you will need that okay now let me bind them [Music] and you can see that I will be bringing it back here so you can see if you just go ahead with the automatic binding fingers will work pretty much okay um but they will change their thickness at some point for that that's the reason why I created those uh Too Close vertices so when I give 100 to this bone and the other one to this bone same way works these three setup three vertices set up I do the same for this and this and in the middle I will just go ahead and do the half you can add more but make sure that this and this have 100 of this value these bones value otherwise the finger will change the thickness and if you don't like how it cuts here maybe you can change the layering order and it will be fine depends on your art and I'm already thinking about what I'm going to do next after these fingers [Music] how much time we have spent hour I think it's a lot to start another section Maybe I wanted to do also the face but I spent a lot of time just preparing this project which I am ashamed of because I could have prepared it without spending your time okay so we have SIMPLE bones here one thing you can do just to not create eye keys and similar to this just add one more bone here um doesn't matter what direction you can actually add it here or here somewhere that is not disturbing your you and bind those create constraints through those bones but that will create constraints so you could go and create constraints with less and less values up until here so yeah it it actually depends how much you have time basically you would go and match it and rotation like so when you rotate it we need to set it local so and similar way you go and do the same with the other fingers but with um higher value just set it to local 20 . foreign so this would be the way the similar way pretty much like this but in this scenario you can actually go ahead and animate them separately those bonds so if sometimes you need to change the pause like make it like it's it's pointing something and you can actually do with this setup but this is again a little bit complex we are aiming to make it simple uh okay so what else we can do I don't want to rig the face rigging phase uh is is pretty much similar to other sector like profile or other views and I do have some rigging videos about face but I want to see if I can give you something I think I forgot to read the neck so I can do that while I'm thinking about how to yeah I think I can work with that maybe reduce the value so to make it work in uh as walking animation you will have to add a little bit more details here like right now I can see that I have a bone here but this bone will not work to show perspective I mean um the first thing we would like to do is to rotate it in a Direction like this so when we scale it it actually scales in perspective otherwise it will scale differently not not desirably so change the direction so this is a way that you can change perspective when you work because when you work it's really important how you see these portions this is very crucial let's jump back to the original file front and see how they actually move [Music] yeah so but this is just mesh deformation animations we don't want that and I will go ahead and animate the only leg portion so maybe finish with this character otherwise I don't want to create another poll I'm pretty sure that this is not going to be selected as a result so I will do that basic animation and see if if I did proper rigging or no because I am really afraid that I am screwing up and I don't know even about that so I mostly work within 40 frames I have no idea why I did 80. so let's assume this is um up and down movement which we don't know that's too high up for that we can select the y-axis um hit frame to frame it and hit this one to disable after frame so I can work with this hit store to see the previews and now I will just reduce the amplitude maybe a little bit more yeah I like this so there will be also this movement I guess but let's for now just do the up and down and leg positioning we will need the legs to come closer to the original uh the behind below the character so let's do it so the purpose of this animation is to see if our rig at least does the basic stuff okay I see up and down and they are too close to each other but let's see if you know things work I normally when I do uh up walking I know that at 15 frame the body should be upper position this is something that works for me so I will offset it and then any of those feed I will just move them in the maximum foreground position at the zero frame uh we'll scale it for now just to see how it works and scale it down again I am not animating a lot of frontal animations so but what I want to do is quickly see something so I can build upon that so this is the apost moment and it needs to contact after two frames boom and it did contact let's assume that so before that it was actually in the air and it comes it starts raising uh from 25 frame it goes here and then plants the food don't worry about it looking not good right now I want to see that something that I can build upon it this is the way I work that worked for me um so in this situation we need to show this uh Hill I don't have that for now up until here we need to show that and then here we will see a low going up because character moves on the tip of the head um steep foot um let me see if you actually see it yeah you see it okay so we want we don't want to make it looking like a dinosaur like heavy walking so it should not raise the feet so high and I see some snapping let me see what actually snaps there okay and now I will quickly just do the knee portion so let's assume it is pretty much visible here and we will do like this because we see the bottom part of it and then the otherwise we don't see that part and we need to make it um I don't know I I I clearly don't know so this portion it needs to shorten I guess and then otherwise it raises back okay so this is actually as as would be a super frontal but I did not consider one thing that food needs to move up so when it goes back it will actually move up a lot it's it's not up it's actually perspective moving so and this is where I need a little bit more of the rig for this portion hmm I mean I I want to go ahead and just morph it deform like move it like this so we don't see the bottom part but I don't want to add bonds or default Keys here let's continue let's actually continue so one thing also scales is when it actually comes here and then when it goes back it will scale down it is not looking good I mean maybe if I see both of them it will start looking good but I don't see how it actually uh releases the ground it's very smooth which should not happen I want to see what's happening with the curves here I want linear movement here when it moves [Music] with the ground so here we we actually miss few frames for the feed food it should change the color it should change the state I mean I do have some states here but none of them will will work actually it will continue snapping if this one is better View but it's not gonna help hello because right now we should see that bottom part the hill because it is on the ground but it's it's not visible here so let's assume we do see it and it is here so it would be like this and then in a second it goes and hides I will show you try to show you I don't want to animate meshes so you can see what I'm talking about but anyway I will delete it let's see how we can improve we can go ahead and change the color for that yeah that will give us perspective make it dark make it right here same would go for trousers I guess but not that much very little bit [Music] and I guess not this one only this one okay let's try to duplicate it to the other foot so we can see the full picture we copy this with this we copy this here copy this let's see if this works and now just select everything and with adjust that to move it back where we want them I did forget to copy colors I guess but I will do it here okay we have two beautiful legs moving unnaturally now we need to offset them half a cycle and see we did something all right yeah it looks like a duck first issue is that I see the legs are pretty much too separately they need to um work very close to each other otherwise this character would fall so for that I can go ahead and bring them closer with the just enabled this makes a little bit more sense maybe rotating it and now last thing I guess not last there is a lot of stuff to do but the important thing is to change the ordering layer foreign if if this was for production I would add some controls over over this portion like this bottom part to show that it goes down for that maybe I would add another just bone here just to control on the this portion so basically I won't um to control this and that's it um and this of course the other one I would have one leg foot that has heal visible like this but Hill an actual heel and next I would add rotation to this portion too much one cycle foreign I need to fix the craft but I don't want to go inside that now so basically this you get with with faster animating I mean after that you can improve whatever you want I guess I have messed up with this yeah I don't like it but at least whatever we build is working so we need to add more layers on that we need to also animate this I guess try to using a scale also to show perspective terrible idea but scaling uh would work if you show perspective um for root bone I am using uh the character bone this one and we'll put this inside yeah this I think this would be it I am not sure if this stream was good enough to save it I will re-watch it and see because it was pretty much experimental I'm pretty I'm still not sure if this is super functional because I am not uh I don't have too much experience doing this but it was a very nice practice for me and I guess also for you just so you can see another approach thank you very much I believe I will still be rigging an ordinary character very soon so expect a poll And subscribe to see it I guess without even subscription you can see and vote it I am not sure yeah but that's it if you have questions I will be still here for several minutes just to answer them pretty much stream ended here thank you yes I do use monitors too but I only use uh spine on one of them and yes I am in Discord Channel um we have Discord server I mean it's not mine and it's not official of course but there is a discourse server this is more appropriate to say which has a lot of spine animators developers everybody is there who love spine and works with spine so if you have questions go ahead drop your questions your works anything just go ahead we are happy to see you and I'm also there so yeah you can find me cool closing the stream guys thank you very much for watching and being here
Info
Channel: Armanimation
Views: 6,803
Rating: undefined out of 5
Keywords: Spine2d, Spine, indiegame, spine 2d, tutorial, ik constraints, bones, mesh, weights, spine rigging, photoshop, wings, dragon, fire, vfx, fx, effects, portal, water, magic, lightning, thunder, sparks, particles, twirl, clouds, skye, light, walk, run
Id: -Bwj0fkduqI
Channel Id: undefined
Length: 89min 20sec (5360 seconds)
Published: Sat Oct 08 2022
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