Overview: Blender in under 10 minutes How to rig a model | VTuber VRchat .etc

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hi there rain sensei here this video is a recap of my 3d modelling series parts 12 to 13 covering rigging your model if at any point you feel as if you need a more thorough explanation seek out the relevant episode and scrub through it to find what you are looking for i will slowly explain things in those videos so please check the original videos first before asking any questions about something that you don't understand first download the cat's blend plugin links down below make sure you're happy with the shape of your mesh and start applying all of your mirror modifiers control select the teeth tongue eyelashes eyebrows and finally select the head move your cursor over the model and hit ctrl j to join you should now have the head bodice and pupils as separate meshes select the head and go into editing mode select everything with a click on object data properties green triangle looking thing and then the plus sign under vertex group double click on group and rename to head hit enter and then assign keep a close eye on the spelling and capitals here spelling is extremely important go back into object mode select the ear then to editing mode back to vertex on the left pupil then hit al not the people on the left the models left pupil click on object data properties and then the plus sign under vertex groups twice double click here and rename to left eye and the other to left eye do the same with the right eye but rename to right eye and right eye this will be useful down the line don't forget to assign them go back to object mode click add then click armature single bone set the x value to zero go to the menu on the right and click the orange box then view port display take in front then display is wire grab the top of the bone and position it inside the head hit z to snap to the z axis click on the bone in the right menu and change the name to head with a capital h just like you name the vertex group prior make another bone with shift a and make sure the x values of the head and tail are set to zero reposition so it's here and extrudable bones with e so it looks like this click on the head bone and then ctrl and click on the bone below it click control and then p to make parent and then click on connected name the bones from bottom to top hips spine chest neck all with the first letter capitalized turn to the side view with numpad 3 and adjust the bones as shown press g and then y to lock the movement in the y-axis make bones for the leg like this and extrude the foot and toe like this name them from top to bottom left leg left knee left ankle left toe make sure the shoulder is reasonably straight and extrude bones for the arm and hand like so pull back the elbow a little bit name from the shoulder down left shoulder left arm left elbow left wrist when you make the fingers start at the base and make sure everything is in the center of the mesh you may need to switch mode to wire frame this will make for better deforming the first joint of the thumb will need to start closer to the rest this may need to be adjusted later for better movement name them thumb index finger middle finger ring finger little finger extrude them with e and adjust their positions adjust the name on each finger so it looks like this the first bone in the finger is finger zero underscore l then finger one under school l and then finally finger two under school l this will make things more organized as well as easy to work with once you've finished naming all the bones shift select all the base finger bones then finally select the wrist bone hit ctrl and p to make parent and then keep offset click on the shoulder shift select click on the chest bone ctrl p and keep offset do the same with the leg and hip bone a dotted line should connect them like this go to the side view with numpad 3 extruded bone from the head with e and y to lock in the y axis go to bone properties relations and uncheck connected go to the front view and position other people with g to grab side view and then extrude another bone from the head but this time going straight up with e and then said to lock in the z axis go to bone properties relations and then check connected scale it down with s and position like this go to the front view and position it so the base of the bone is at the center of the pupil like this select all the bones on the left side of the body ignore the bones in the middle click armature and then symmetrize the bones that show up should be the right variants of the left bones click on the bodice add a modifier armature change object to amateur then do the same for the pupils and head if you can't see the green armature and pose thingies expand this triangle here click pose mode click on the head bone and then r whoa magic if not you did something wrong my dear student get out press your right click to cancel the transformation if your head doesn't snap back make sure the bone is still selected go to pose clear transform and then all if you have cat splendor plugin installed which you should just click stop pose mode in the cats menu to go to weight paint mode make sure you're not in pose mode then click on the armature and control click on the bodice click on object mode and then wait peak mode in this menu the body should turn blue then pink when you select a bone by clicking on it click on the head bone first make sure these vertices on the edge are red red is an indication of control and blue means no control you can blend a spectrum of colors between the two which will show less control than red but more control than blue you can paint on one side of the mesh or paint through the mesh like how you can select vertices on the opposite side with x-ray mode in weight paint mode if you want to paint through the mesh you will need to uncheck front faces only in the brush menu and change falloff shape from sphere to projected in the falloff menu shade the neck like this and remember to use the blur tool adjust brush settings to paint through the mesh if you prefer follow closely make this triangle shape for the chest area leaving out the shoulder parts and blur this triangle shape for the shoulder and blur make sure you don't have symmetry on since we made this match perfectly symmetrical all the right bones will mirror the left by default which will save you a good few hours of work keep an eye on where the colour parts overlap take advantage of the blur tool to make gradiented areas cross over this will give a smoother curved deformation rather than a jagged one if you see jagged parts when you move a bone you'll need to add more overlapping gradients from separate bones once you understand this concept your rigs will move smoother this shape for the tummy pelvis area leg and so on what i'm saying is copy what i'm doing once you've colored an arm or a leg go over to each of the bends and adjust the weight paint so the bends are smooth and in the right place keep positioning your model to make sure the weight paints give a human-like deformation you will need to apply this all over the body the hands will take you the longest and you will most likely need to change the bone positions to take advantage of the mesh design i will not be going to any more detail in this video but the original video is on my channel if you are having trouble with weight painting i'll go through everything much slower there make sure to post your work in the comments below i hope you found this video useful [Music] farewell [Music] you
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Channel: Rainhet Chaneru 3D
Views: 90,665
Rating: undefined out of 5
Keywords: Blender, 2.9, modelling, scultping, anime, model, avatar, vrchat, vtuber, vtubing, VTuber, VtuberEN, demon, streamer, streaming, tutorial, 3D, elf, rainhet, class, teach, school, fast, speedy, video, 10 minutes, overview, rigging, rig, bones, armature
Id: 6WqCUdilzS8
Channel Id: undefined
Length: 8min 10sec (490 seconds)
Published: Sat Dec 05 2020
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