Rigging equipment and weapon slot in Blender

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[Music] being able to attached of snap and ask a weapon or any piece of equipment on the character is a pretty common religion let's see how we can do it in this video I will show you how to read equipment slot so that we can snap a weapon or any piece of equipment to a given controller and how to switch from one to the other we will also build a mechanism that will allow us to deal with double-ended weapons and accessories and we control all of this with a very ND custom profit let's get started for this session as usual I will be using my mannequin I've created for the art of effective rigging clips I've also modeled two ended acts that will serve as the equipment we want to snap into the ends of the back of our character the first thing to do before we create a deformation bone for the axe is to reset its position in object mode by selecting it and pressing alt a from there I will create a new bone and I will skull it a bit so that it's a little smaller the side of the bone doesn't matter this is going to be our deformation bone for the axe so I will call it death battle axe as I commonly do I don't want to work directly on the deformation bone so I will duplicate it called this new bone target with the prefix TGT and in pose mode I will add a copy transform from this target bone onto the deformation bone by pressing ctrl shift C copy Trent to attach the axe to the rig I will simply copy the name of the deformation group def battle axe we can then select the object go into its vertex option create a new vertex group and call it death battle axe now we can go to the modifier stack and add an armature modifier and source our armature so there the axe won't be moving following in the bone because we haven't assigned any vertices to this vertex room to fix this we just need to go into edit mode on the axe select all the vertices select the bone group and click assign with a full influence getting back into object mode we can see the axe snapping on to the controller bone and now we can move this controller bone to control the axe so we want to be able to snap the axe on both end or on the back of the character but I want to be able to still control the axe separately so let's first duplicate the target bone and then in pose mode constrain the target bone with this newly created bone with a copy transform constraint this is going to be our axe controller I will then move this newly created bone into a new layer so that we can isolate it and work with a cleaner workspace bone orientation and organization is pretty important whenever you're reading so I'd like to go into the armature option and display the names and axes i've also enabled the in front option so that the bone is always being seen on top of any object to be able to snap and control the axe at the same time we need to create a multimedia report so I will duplicate my control bones carried down and call this new boom mechanism I can now parent my controller bone to this mechanism bone so that whenever the mechanism bone will move the child will move but we will still be able to move the controller let's now create the targets load where the axe is going to snap I'm duplicating the controller bone and roughly placing it into the right hand I will properly name it with the dot also fixes our blender can identify it as a right side I will ID the controller bone and then from the end bone I will add the copy transform constraint onto our mechanism bone so now the axe is snapping to the end based on the of the store while the axe is snapping me to the end of our character it's not properly oriented to easily fix this I will going to pose mode select the end mechanism Pole and I will rotate it on its y-axis until the blade of the axe is aligned with the end orientation you can also refine the position of the acts this way to make this transformation the default position of the bone I will simply press ctrl-a and apply pose and don't forget to check the only selected bone option now whenever I will enter edit mode we can see that the bone keep this transformation since this is its default transformation I will now right click in edit mode on the bone and symmetrize it so that it's on the other side then in pose mode I will constrain the mechanism bone of the axe with a new copy transform so that it will snap on to the other side we can then fix the default position of the left bone the same way we did for the right one I will then rename the constraint so that it's easier to identify them from there we can toggle the constraint to snap the axe on the right and left end or not to snap it at all to create the slot on the back of our character I will simply create a new bone place it in the back and snap the axis we did using a new copy transform constraint the process is exactly the same as before as we can refine the position of the bone in pose mode and apply its transformation as its rest pose so I will speed up a bit the video while I'm doing this and we are done we can display whether your deformation or uncontrolled bone and parent the different slot to a relevant book for example I will parent the back bone on to the chest bone of my character the little downside about this mechanism is that the axe is not rotating on the proper pivot point when on the back to fix this I will duplicate the snap bone and I will make it slide on to its normal y-axis and it's aligned with the spine of our character we are done we can then parent the snap mechanism bone to this newly created bone from there we will be able to manipulate the axons on the back with a proper pivot point that will look more natural there is a last improvement that needs to be done is that with our current mechanism if we scale the torso of our character the axe will inherit the scaling because it's directly parented to the spine or chest of our character we can easily get rid of this problem by creating intermediary bones in edit mode I will duplicate the bone and scale it down since it's a duplication its parented to the target chest now I need to create a third bone that is going to be our intermediary bone now I want to parent my controller bone to the intermediary bone then we will isolate the intermediary bone by parenting it to the root of our character or you can just unparent it completely I will get rid of those custom shapes that we will be creating a little later in this video and the yellow color is due to bone group assignments so we will see that a little later now we select the smallest bone then our intermediate bone and add a copy location and copy rotation to this bone so now it will follow the location and the rotation of the chest but not the sculling to create the switch between the different position and we'll simply duplicate the controller bone and move it on top of the axis this is going to be our property bone then in pose mode I will go into the bone option and I will create a new twist on property to make it cleaner I will edit it and leave it name and I will switch the values to integers this way the property will act more as a button than a slider from there we can go back onto our constraint bone select the constraint right click on the influence and add a new driver while I generally use average value as a type we will use the script expression this time the idea is to be able to switch position of the Ox by entering different value into the driver so before we take care of the expression we first need to solve our data path for the property boom so we need to get back onto our property bone going to its custom property right click on the value and select copy data path then let's get back onto our driver right click on it and edit in the input type we will select a single property and we will sauce the armature in the path I will press ctrl V to copy the data path we have previously created from there we can see that the driver is outputting a value of minus 3 and this is because we are using the variable minus 3 and adding 1 from the crystal property if I now go back to my custom property and increase the range of this custom property to increasing its range and value to 4 we'll make the driver outputting a value of 1 because it's the variable minus 3 so it's 4 minus 3 we can now copy the driver and passed it onto the other constraint but we will need to edit those constraint by increasing the value so here are minus 2 and on the top one minus 1 in the end I will modify those value because it doesn't really make sense with this incremented value created whenever I will switch the value of the controller it will snap on the different slot because it will activate different copy transform to make spins cleaner I will reduce the range of the custom property from 0 to 3 and I will also all the drivers so that whenever the value is at zero the axe won't snap at all at one it will snap on the first controller to on the second and three on the third the second copy transform override the first and the third copies transform overwrite the second from there I will quickly create a pair of custom shape for both the axe and the property boom and here we are done with the paste mechanism to be able to use the two ended mechanism we need our harm to be set to inverse kinematics to create secondary bone that will act a bit as the snap in bone we have created previously so in edit mode I will duplicate and scale down both my IQ and controllers I will parent the inverse kinematic controller to those bones so now moving the inverse kinematic contrast is possible but it's also following those new mechanism bow then in pose mode I will get rid of their custom shape to make it easier to read now as for the backpack we need to create another bone and scale it down note that I'm doing this on both and even if I'm not shown it in the video in pose mode I will select the latest bone we have created and I will add a copy transform constraint on the secondary bone I will do the same on the right side select the smallest bone then the second bone add a copy transform when I move the smallest bone the end follow because it's the child of the second Bowman so if we put a driver onto this copy transform constraint we can make the end whether following or not the small bone since the end controller are used to manipulate the axe we can't use the axe to manipulate the end controller that would create a bug called cycling dependency in edit mode I will duplicate the axe controller so that we have a new controller that will be the master when activated this controller will manipulate the axe and both inverse kinematic ends i've removed its custom shape from the time being i will select it then select the axe controller and add a copy transform this copy transform will override the previously created copy transform now in edit mode i will select the small end mechanism bone and I will parent them to this master controller all the ends of following the master controller and so does the axe so I will rapidly rename the constraint to make them here and from there we will create our new driver so I will first select the mechanism bone of the axe add a new driver switch to average value and I will solve the armature we need to create the single custom property so I will select the custom property bone create a new custom property and copy the data path I can now go back onto the driver right click to edit it and pass the data path into the single property of the variable once I've checked it's working I will just select the driver right click on it to copy it and I will test it on both ends mechanism now if the master adds property is set to zero I can switch between the different slot for my axe if I activate the master axe property and switch to the master axe controller it both control the axe and the ends the only thing we have to do now is to reposition in pose mode the master controller and also both mechanism bone for the ends in a more natural manner once you are done with this I advise you to reset a bit the position of the master controller so that it's aligned with the workspace it will make animation curve easier to read later on from the animator then apply the pose as rest-pause for the free bones involved the master and both inverse kinematic mechanism bow then I've created a new custom shape for the master controller to make it more readable and I've moved all the bones on there layers and I've assigned the equipment to a new moon group so that it's easier to read this is the end of this video I hope you've enjoyed it if you want to break down video of the animation just let me know in the comment area in the meantime stay safe I'll see you in the next one you you
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Channel: Pierrick Picaut
Views: 47,287
Rating: undefined out of 5
Keywords: blender3D, modeling, shading, rigging, B3D, p2design, sculpting, digital, animation, cartooning, rendering, CYCLES, tutorial, Pierrick, Picaut, Pieriko, 3D, Computer, Graphic, blender, eevee, VIDEO GAME
Id: W2WsgkI3Iqc
Channel Id: undefined
Length: 16min 3sec (963 seconds)
Published: Wed Jun 10 2020
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