How to create arm and leg rigs using pin bones.

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okay before i get started i wanted to show you guys what exactly i'm going to be um showing you how to make in this tutorial so you can decide if you want to watch the whole video or not and it's a different way of rigging arms and legs and it's an amazing technique that i learned from moyu 33 she's a youtuber um that makes tutorials for moho but they're not in english so the arm tutorial that i watched um it's very complex and i don't know how to do everything she did but i made a dumbed down version of it for you guys to check out and basically what it is let me go to well let me show you first this is a character i'm working on for a fan animation and um normally you can grab the bones that i have are the upper arm bone and the shoulder or forearm bone and then a wrist so you know you can grab a hand and do all this and that and you can foreshorten kind of if you grab a bone and pinch it but you can see it deforms the artwork so it's it's still kind of difficult to do you have to re-arrange the artwork every time you do it well this new type of rig is made of pin bones you can do this with older versions of moho slash anime studio but it's not going to you're going to have to use just regular bones and kind of draw them out but this is a little nicer because you can just click on a pin bone and move it around so what we have here is i have rotation at the shoulders for these arms and the legs i haven't done yet oops i got this kind of out there uh but if you'll notice i can grab the elbow joint or the wrist joint and i can make them as big or as small as i want to force the perspective of the hand um without deforming the artwork which is really cool so basically i'm gonna show you the little animation i've made and just notice how the hands move and the arms it's great because it was the most italian dude of all time that went into an italian restaurant with the most italian dude of all time i didn't mean for his leg to go up like that um but it's a good thing to show you actually so let me go to frame one real quick so why this is really important or uh really cool is because if you do body turns or you want to change the perspective of your character i'm i can do a body turn and then i can like have my hands in the front like the character is driving or riding at a table or something like that and i can move the layers of the arms back or forward and then i can change the leg positions likes do that kind of forced perspective thing and imagine he has shoes on but he looks like he's sitting now at a desk or in a car and i can do that really easy without having to mess with the artwork also i can create a walk cycle where the back leg is showing force perspective and it's it's just going to be really a cool thing to use so i'll make another video about this in detail later but i'm going to show you how i set this up so let's go to the old model oops where is he and i'm going to re-rig this arm so you can see how that's done let's clear the frames oh and here is my key capture so you can kind of see what i'm doing if you miss what uh or if i miss telling you what i'm doing exactly so okay on the bone layer i'm gonna hit b i'll go ahead and select those arm bones and hit delete just to get rid of them uh on frame zero that's why it didn't work [Music] okay now i'm gonna use the grid and it's kind of important that you use the gear well it's not necessary but it makes it a hundred times easier if you have the grid on so i'm going to do a command g turn the grid on i'm going to do shift command g and change the grid spacing to about 20 just so i have a little bit bigger squares to work with and i'm going to go ahead and move the artwork over to the side and make it straight that way we can align things really easy so i'll go to the upper right arm and i'll do a command a so i can select all the artwork and move it over hit t grab that move it over then i'm gonna zoom in with my mouse wheel and i'm gonna just move these points so there are two grid spaces wide and then i'll do the sleeve a little bit bigger but uh there we go and just making it really straight well we can adjust the sleeve and the arm later but right now we want something that's straight and then have these curves i have three points on the left right and then in the center at the bottom of the arm i have one point and i'm just curving it out so it makes a half circle or a semi-circle okay then i'm going to click on the lower right arm and it's on a different layer because i want to be able to move the upper and lower part of or upper and lower layers of the arm front before in front of or behind the body when i want and the hands too so that's why they're on separate layers so i'll go to the lower right arm i'm gonna hit command a grab that artwork hit t move it over i'll hit t again and grab the points and i'm just going to line up these points go ahead and put this point here at the joint make sure that's lined up i'll do another point actually we don't even need a point we're going to have to go straight across like that and unless we need to use it later but i think right now we'll just leave it like that and then two grid spaces across then a semi-circle at the bottom where the wrist is okay so now we have our artwork ready to rig um we'll put the hand on at the very end so what i'm going to do is go to the bone layer i'm going to hit a which is add bones i'm going to put one pin bone at the shoulder and then i'm going to also draw a bone out pointing towards the elbow just like that let me hit b because i want to deselect it and then i need to see where exactly that joint is let me click on lower so i need to put one right here it's hard to see let me hit t so i need to put um a pin bone right where the joint connects so [Music] actually on the lower arm i am going to put another point just so you can kind of see the center um let's hit uh a wait lower right arm add point [Music] there we go i'm adding a point and then i'm pulling it up and making a semi-circle at the top and ugh these new handles bezier handles are kind of messing me up a little bit i just want it to curve out normally and i cannot remember how i'll just pull them up like that uh why is it doing that let's [Music] make that straight across [Music] um hold on i'm trying to find this point let's [Music] oh we have an extra point here that's why let's delete that [Music] t okay so now we have three points why is this oh there we go okay now we have a semicircle at the bottom one two so just so you guys can see uh upper lower the parts i'm going to pull them up pull these two pieces of artwork the lower arm looks like this semi circle at the top overlapping the upper arm [Music] which looks like that so they kind of form a circle and we need to put another pin bone right there so hit b click on the canvas so nothing else is uh selected i'll hit a and add a pin bone there i'm going to point it towards the shoulder like that then i'm going to hit b and select the joint again the pin bone of the shoulder or i mean the elbow and create a bone that's pointing towards the wrist i'll hit b deselect it by clicking on the canvas and hitting a and then putting one where the wrist is and then having a bone point towards the elbow joint now the reason why we have both pin bones and regular bones um is for rotation purposes and you'll you'll see what i'm talking about here in just a second i'm gonna go ahead and hit command a which selects all the bones and i'm gonna hit bone strength and turn down the bone strength by hitting left click and dragging to the left just because we're using point binding and this technique definitely needs you to use point binding for this okay so [Music] what i'm going to do is select this first bone in the shoulder that's pointing and i'm going to bind the top part of the sleeve and the top part of the upper arm to it so we'll select the upper right arm and i'll hit g and i'm going to go ahead and select the points on the top here and the sleeve but not the bottom okay i'm going to hit bind points bind points and then i'm going to hit b select this one that's pointing up towards the shoulder and i'm going to select these bottom three points so i hit g grab those points and hit find points bind points okay so now what we've done is if i go into the timeline and i grab go to the bone layer then i grab these bones that are pointing that's bound to that okay and those three points are bound there but you'll see see these points the three points down here they're still pointing upward or they're not uh rotating and what we want to do is if i grab this i want to turn it and make sure it's pointing always to the shoulder so it always is straight and i want this bone to be pointing this way so it's always straight no matter what so let's undo everything so the way we're gonna do that is using targeting so this bone that's pointing towards the shoulder you can see it's named b17 it'll probably be a different name for you but just get that name and we want b17 to always be pointing to the pin bone and the pin bone is b11 so we're gonna go to bone constraints go to oh let's make sure we have b17 selected and remember we're pointing to b11 so go to bond constraints target which basically means point two it's the same thing as saying point two point two b eleven always oops make sure you're doing this on frame zero um because that's always oh whenever you're creating anything make sure it's on frame so let's try that again b17 is going to point to b11 so click that and then we want to do the opposite here this bone that's pointing down to the elbow we always want it pointing to b16 again this will be a different name probably but just select the bone where you want to point it so 15 goes to 16. so select 15 target 16. okay so it's always going to be pointing towards it now since we parented at the very beginning we have the pin bone uh the parent to these pointing bones i feel like i'm saying bones too much but um if we go into the timeline and i hit t to grab the pin bones you'll notice let me hit command g g to turn off the grid so you can see oops so when i grab that pin bone no matter where i move it this one's it's always point they're pointing towards each other the artwork is so i can do foreshortening now there is a little bit of a problem because the sleeve doesn't foreshorten but i'll fix that later um i just haven't messed with it enough uh to figure that out but we'll do the same exact thing for the lower arm and actually go to the lower arm hit g i'm even though i have a semi-circle here i just needed that to kind of show where that center point was i can i'm going to make that flat so i'm just pulling that down snapping there i'll do the same thing for the bottom arm so if i hit b i need this bone pointing to the wrist pin bone so b18 needs to point to b19 so select it b18 points to b19 okay and then we need b20 pointing to b16 so we'll select it target to b16 and if you've done it right you should be able to foreshorten the forearm and the upper arm so let's go into the timeline hit command g so we don't see the grid and select the bone layer and hit t let's grab that oh something's not connected i must not have bound let's go ahead and make sure that's bound correctly so the lower arm i'm going to hit g or t and select the lower arm and move it to the side real quick i just want to make sure i have everything bound correctly so that those points need to be bound to this bone so b18 i'm gonna hit g well i hit b first and then selected that bone now i'm hitting g selecting these three points and say buying points buying points and it's okay it's to the side we can move it back in place so i'll hit t click on the entire piece of artwork and move back over let's go into the timeline make sure it's bound correctly hit command g go to the bone layer get t let's grab that there we go so now we have this joint that looks good at pretty much all angles until i get into the sleeve which i probably can fix with an action and then i can grab the wrist bone oh i don't have that bound correctly either let's go back to zero or it didn't do it let's go to the lower arm select b [Music] and then hit g and grab these points at the bottom oh on the lower right arm so hit g with the bones highlighted those three points are highlighted and hit fine points bind points okay we'll go back into the timeline i'll select the bone layer there we go now it looks good that's what we're looking for so it's not that difficult oops to do but now we need to connect to connect our hands real quick so i'm going to i have uh a bunch of hands but they're in switch layers there's uh i don't know i have a few different ones so let's change that to facing down like this so what i want to do is bind this entire folder to this bone right here so let's go ahead and say bind layer on frame 0 mine layer oh let's draw a new new bone i'm sorry go to the bone layer hit b select that pin bone at the wrist and we'll draw hit a and draw a bone going straight down and i'm holding shift to keep it straight [Music] hit bone strength hit left click and drag to the left so there's no bone strength on there and now we'll select the right hand uh folder and click bind layer and we're binding this layer the hands to this bone then we can just move it into place i'm going to change the point of origin to kind of the center of the hand then i'm going to move the layer with the move layer or manipulate transform tool move that in place and kind of line that up to where the bone pin bone is i can zoom in and get it right in the dead center if i need to okay like that and let's make sure oh i'm going to put rotation on there too so let's make another pin bone just for rotation so i'll hit b [Music] click on the canvas so nothing selected oops with the bone layer selected hit b and then i'm going to hit a add points i'm just going to make it hover outside of the hand real quick like that okay and i want this uh pin bone to be bound to the wrist pin bone so i'm going to hit p and make it point towards that so it's always connected to the wrist and then i want to select or hit b and select the bone that's pointing and i always want it pointing to this new pin bone that i've made so we want bone 21 to point to bone 22. so select it again go to button constraints target which again just means the same as 0.2 b22 i know that sounds like a lot of mumbo jumbo but let me show you what that did i'll go into the timeline with the bone layer selected and if i hit t and grab this maybe see how that bone is always pointing to wherever i drag this so now we have a nice little control for the hand um i can grab this bone and move the elbow move the wrist and now we've got a fully rigged arm [Music] that's almost ready to use let's connect it to the body because obviously if i uh go in the timeline and move him this is not connected yet so [Music] in order for this to rotate i'm going to draw a bone from the chest bone and parent it or have this new it's kind of like a shoulder rotation bone i guess you would call it let's go to frame 0 and i'll unclick everything just so you can see i want to select the body bone you might have just one but whatever bone you want to connect to the body select that hit a to add and i think the rotation is going to be about here but we can move that too i'm making it kind of big so it's easy to grab turn down the bone strength left click and drag and then hit b and i want to parent the pin bones of the shoulder holding shift down the elbow and the wrist i'm going to hit p and i'm going to point them all to this shoulder bone like that okay so if i go into the timeline and i hit b let's deselect everything hit t so i can grab this i can go ahead and line my pin bone up to now if i can grab it to the pivot point of that shoulder rotation bone that i just drew kind of that like right there so now if i ever grab it it rotates all three of the pin bones at the same time oops if i can grab it wait there it is okay and then i can grab these pin bones but the problem is these bones that are pointing the artwork to one another is kind of in the way and i don't want to grab those so let's go back to frame zero and i'm gonna do one more thing is i'm gonna hide them and then highlight my pin bones because those are really the only things i'm going to be using so i'll hit b drag over those bones that are pointing up and down hold shift down select these select this one and then go up to the bone menu and say hide selected bones so we don't see them so it just cleans up our uh work area a little bit then i'll go ahead and select the pin bones because these are basically our controls and i'll highlight them so i'll go ahead and change this to green or whatever color and then go to frame one and now i have this really really cool rig where if i i can do any position i want i can have them all selected hit t i can just grab this elbow i can move his hand here i can rotate it so it looks like it's on his hip i could swap out my hands you know whatever hands i need rotate it rotate this put his hand up here oops something's messed up why is this not something is [Music] messed up here i'm kind of glad that happened because i want to fix it so you guys can see how to fix stuff like that so let's see what's going on let's view all bones show all bones and see what's happening when i move it okay this bone is not targeting the elbow so let's go back hit b so we need bone 20 to target or point at 16 at all times so select bone 20 bone constraints target b16 now close it now let's go in here and see we go now it's looking good i don't have the hand set in the exact place i need them to be but you can kind of see get the idea so go to frame one i'm gonna kind of set it up now actually let's hide those bones again so they're not in the way [Music] hit b grab all these bones that we don't want to see anymore hide selected bones go to frame 1 hit t i'll move this oops move that if i can grab the pin bone kind of set that right where the pivot point is like that so we can rotate the entire arm if we need to but then i can hit t and grab the elbow and the wrist and pose it in any way i like and that's it i know it's kind of uh not too long of a video and i'm sure you guys are sick of hearing bones but the thing is it's going to like i said this is going to kind of change everything because i can grab the shoulder bone and i can change it so if i'm doing a body turn you know i can move it really easy and then i can have the arms lift up you know to where there it looks like the arm is sticking straight forward again i have to fix the sleeve but you can kind of see how this force perspective is really really cool um and the arm and leg movements are just gonna look a lot better i think but i'll make another video about that another time because i'm sure i've talked way too much um but yeah that's it um i hope you enjoyed the video if you have any comments or questions leave them down below again definitely check out moyu33 and subscribe to her channel because she just makes amazing tutorials about mojo even if you don't speak the language i'd advise you to watch them and yeah i think that's it again i'll do another video on this technique and show you how i can or what i've done to kind of improve it i guess so yeah thanks again for watching [Music] the first episode was great because it was the most italian dude of all time that went into an italian restaurant with the most italian dude of all time [Music] hey this is a just added on addition to show you guys what i've created since i've made the tutorial and just wanted to show you why this is going to make it so you can have a lot more body positions so right now i have the character rigged up to uh have his lower arms and his hands in front of him so you can do a lot more poses like this where maybe they're driving in a car or explaining something you know this guy is a comedian so he could be standing at a mic i can adjust the arms and like i said right now the upper arms are behind the character so i can make poses like this but i also have a smart bone that i can turn so this arm is completely in front of the character and it has the arm rotation here um go back and also the legs um since they're rigged the same way we can have our character looking like he's um sitting facing forward or uh you know make walk cycles really easy um but also uh the body turning is gonna be a little bit easier to go back some uh because i have a body turn on here too so when i turn him that arm goes behind him automatically so we can have him standing like this and explaining this way i haven't done a head turn yet um but again you can position the arms really easy by just grabbing the rotating bones and stuff so yeah that's it um hopefully i'll have a new rig for you guys i'll try and put it in my store as well but um yeah thanks for watching if you've made it this far and i'll talk to you guys soon [Music] [Music] you
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Channel: Poptoogi
Views: 28,365
Rating: undefined out of 5
Keywords: MOHO, moho 12, moho 13, anime studio, anime, cartoon, studio, easy, video, tutorial, instructions, arms, legs, pin, pin bones, bones, poptoogi, fun, rig, rigging, body, body turn, forshortening, automated, auto, animation, making
Id: DIOHDbOv8h4
Channel Id: undefined
Length: 29min 47sec (1787 seconds)
Published: Fri Nov 26 2021
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