Opentoonz : Character Rigging : Part 1

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hey guys I am the brass choker and this is open tombs and today we are going to be talked about character rigging in open tombs some of you may know that tools animation software used by Studio Ghibli have become open source naming it open tombs as the Japanese publisher drengo signed a contract with Italian company digital video the maker of tones and this can make open tombs the industry standard for 2d animation the software is constantly updating their features making it much more easier to work with so this tutorial is going to be about character rigging for animation in open tombs so I will assume that you have a knowledge of the basics of how to use open tombs so we are going to use mainly a combination of three different type of tools for the animation here so in the two type of animation one of them is the frame by frame animation give you a demonstration how to do a simple frame by frame animation I have made this cycle and I am going to copy this circle and paste it into frame 10 then I am going to do some random modifications to it and I am NOT going to draw each and every frame but I am going to use another very useful tool of open tools which is which is Auto in-between tools it will create automatically in-between for you I have already frame 1 added in the xsheet show so I will select from frame to frame 10 I'll add them to our X sheet now we can play it in the camera view so this is a simple frame by frame animation so moving on to our second type of animation - which will be useful for character rigging which is the skeleton tool so what I have done here is I have created three different shapes and this time app created these shapes in separate columns or layers and to be discrete and fast we have to create a center points or the preferred points of our objects by default they will be at the middle of the camera so we will select the this what is call this 82 and we will select now Center and we change the center for each and every every shapes to the place we want now we will create this curtain and there is two different weights to create a skeleton one way to wear is you know like this directly using the skeleton tool but I don't like to do this way kind of get messy so what I will do is I will use the schematic window in here you can see all our objects are here which is connected to the table all these different columns are connected to the tables and the tables table is connected to the camera and so in order to create a bone a skeleton structure we have to you know add some hierarchies some fan child relationship between these this shapes so what I'm going to do is I am going to connect this blue point to this red point making this green object a child of the great object red shape and I will connect in the this blue point to this red point thus I will create this circle a child of the green rectangle so now if we will select this straight object we and we will move move it by select position from the Edit tool then all the object changes with it because they are the child of the main object here and again if we change it here and which if we change the position of this any transfer of this green object it will move the child object but the touch but the child object this purple circle is independent because it's not parented to any other object if you select the rotation tool we'll see that the same thing with the rotation so now you can use it like this I like to ang you know this favorite friends and make them parent and child's to one another and I like to you know recharacterize like this you can also create this this bone tool now we can also create the bone tool and now you can find that the board is already have been buried so you can go to the animate mode and you can select a particular point and you can animate it like this this is just simple what we were doing with the Edit tool by using the rotation tool the boom tool makes this a little bit handy to work with so the third type of tool which is very valuable for character rigging is the plastic tool you know to do that I have to create this hand type of shape and I will use this plastic tool to do that at first we have to create a mesh which is going to create a mesh around the object you can just apply it and then in the bill skeleton mode we can just start creating a square term then by going to the animate mode we can animate this object very fluidly you can see it creates another column here for the mesh and you can hide the mesh if you want by using this plastic tool one thing you can see that after using applying this plastic tool it created a border around it but don't worry about it in the final render it's not going to exist another thing is about the plastic tool is the paint reject tool by using this tool you can determine which portion of the mesh you want it to be a rigid body or efflux or a flexible skinning type of niche and to do that we can you know we can paint right here so this portion will not going to be flexible it's going to act like a solid so we can create you know a combination of rigid body or soft body and now if we go to the animate mode and hide this mesh you can see the difference of course this shape that we have created is not right for this example but you can get the idea so one more thing here which is important for character rigging when you are using plastic tool the here is two examples after creating the meshes let's start building on the skeleton for let's say this shape and for this one will create a bone structure just like this when you create this joints one after each other what it does is it creates again a hierarchy relationship parent-child relationship like this so this is one way to do it and another way to do it is building these bones completely independently from each other and to do that what you can do is you can create the main joint somewhere outside of the shape then create the other joints go back to the first root joint and then create the sub joints when you build the gluten like this what you can do is while animating you can change the shape completely independently from each other while in this type of bone structure there is always a hierarchy a parenting thing is going on so it's completely what you need in your project for this character rigging example I will create this type of independent you know bone structure mainly I have been the cartoon character and if you take a look at the egg sheet you can see all the body part I have created all these body parts in different columns like shoes and legs upper bone and the lower bone and the hands the arms the head a separate column for here eyebrow eye and the routine eyeball and the body and hands and arms and everything one important thing is you should always always level properly for every one of your individual columns otherwise it will get completely messy when you are rigging a character so it's important thing to remember in this example just to give you in terms Russian I haven't unnamed any of the any of the shapes any of the columns but you should do it and here is a schematic view you can see all the different columns are connected to the table so after drawing the object what I have done is I have moved all the private point all the Centers of the object in right place like for the upper leg the joint should be here and the lower the knee joint should be here so on so forth for the arms the joints are on the shoulders so as I have shown you in the earlier example you just have to replace the center of your object of the column where it's needed for the body it's at the pelvis and this is for the arm for the hand and everything now we can simply select the rotate tool and you know wrote it to the hand like this you don't have to worry about a distorted shape under the hand and that's why the plastic tool comes handy you can move them very easily you don't have to edit them all the time so to create a proper rating will first have to you know join those those individual pieces in right hierarchy system like this hand should be attached to this arm layer so to do that I will simply select this blue ball and I'll connect this blue ball to the red ball of the arm and as I've shown you earlier example I will connect this object to this object and that's how when you transform this hand all the child layers transform accordingly for each animal other parts also like I will add the body the head here to the body and to do that I will connect this blue ball to the red ball then this to pay the hair and the similar way the you can you can obviously add multiple objects to a parent object so I have connected the eyebrow and the eyeball to the face also this retina and for the legs I will connect the upper leg to the lower leg and or lick the foot the shoe so we have to connect this arm to the body and by doing it when you move the body the arms also moves with it so you have got the general idea I'll skip the whole this whole process and let's see how it looks like after that so after you know connecting all these different pieces we can use the plastic tool to get much more flexibility I will select the head the body and then I will select the plastic tool I will create a mesh around it I'll apply it and I will build a splittin the way I have shown you earlier the route joined will be outside of the of the object of the body and then I will create all the different joints then if we go to the animate view then you can see I can also paint our character like this one important thing to remember here when you are moving this this is the main body part you cannot transform the main body part here because it will be outside of the mesh that it have created for this particular column so to do that we have to you know transform the mesh layer and so to do that we again we have to reposition the center and now we can transform the mesh layer now we can transform this mesh layer and also we can use a plastic tool like this I think you are getting the idea so coming back to the schematic if we select let's say this thigh this apart leg layer and we create a plastic deformation in it and we create some bones now we can animate this bone like this but to get some more flexibilities to get some more details we can add some extra bones in it which will be like sub joints and by doing that what what's going to happen is again we will just reposition the center what's going to happen is by adding this extra joint you can make these tiny details like the flakes of the muscles and all those things or we don't have to draw each and every frame this way so it's very useful so I will skip this whole binds and making bind plastic tools process and I will come back to when I am finishing doing reading the character after finishing all the rigging and jointing all the different pieces together my schematic view looks something like this as you can see I have cured it two more big layers which will be like a master layer by selecting and changing this layer we can move the whole character which is connected to this body mesh and then leg mesh and leg left leg and right right leg and the mesh objects is connected to the actual objects and then comes all the different parts and they are plastic mesh and as you can see I did not have created any plastic mesh for the you know hands have created for the arms upper arms and lower arms but I did not create them for the hands because I wanted to do you know frame by frame animation for alter for the hands and as you can see here if you select the hands you can see you can see all the face different kinds of fists so and if we take a look at the plastic tool measures the body kind of looked like this so we have all these little joints that we can move when you need these are for the lives you and for the face you know to give a little bit of squash and stretch for the arms also we don't meet too many joints here so what happens is when we rotate the upper arm if this top portion started to show then we can select the plastic tool and we can hide it like this again when we move it up to fill this gap we can use a plastic tool and move it like this and you can see all it also gives this kind of organic Bend and on and also I have added plastic deformation for the eyebrows so we don't have to draw them it's necessary for the hand so I am drawing animation for down hands and so that's it and let me show you how the animation looks like so after finishing the animation you can see the movements are very organic for the legs Cinci if we select the plastic tool you can see all the different joints are moving and giving us this kind of smooth mesh type of deformation for the body also that's it for the hands some important things to see here that how much it does the workforce even when we have you know squash the the mesh like this in the in the render view it looks quite well right so it so that saves a lot of time right so that's why this plastic tool is very powerful you can see here all that all the bends and stretching and for the hands you can see later for this this hand I have created this hand on so there is you can see through type of tools that have been used hand on animation the Reformation for the splittin tools and rather and the plastic deformation tool and all these tools creates this kind of smooth deformation with our object for the eyes you can see I could have used the plastic tool but apps using using the brain by frame animation tool because of the powerful in-between tools that I have shown you earlier it creates all the in-betweens and it didn't take many time to you know create all these different different eyes and for the head yes do I have used the plastic tool on the top of the other main layer I have used all these different face shapes I have drawn these different faces and the interesting thing here you can you know change all these different shapes in the main column like can see for the face it's changing like there is a drawing number one and then comes to end number six then drawing number two then red number six again and then out then drag number four but as well on top of this whole column we are using this mesh where the plastic tool is used for this kind of stretching and everything so this is the combination of frame by frame animation and the plastic tool deformation which is really great [Music] and that's it [Music]
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Channel: Debraj Sarkar
Views: 112,047
Rating: undefined out of 5
Keywords: Opentoonz, 2D animation, Rigging, Plastic tool, OpenToons Animation, Animation
Id: YVNlenF7LHk
Channel Id: undefined
Length: 17min 34sec (1054 seconds)
Published: Sat Dec 24 2016
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