Simple Advanced Rigging in Blender - Tutorial

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this video is sponsored by wingfox until the end of this video you will have a complete understanding of how to create an advanced rig for almost anything in blender ok so here's our scene so this is just a 600 Human by the way if you want the project file you can get it on my government page link is in the description and you can also support me to make more videos so right now as you can see our character is not in a t pose so usually a t-pose looks like this and rigging a character in a t pose is way simpler than in a idle position but for the sake of this tutorial I will do the hard work in case some of you don't have a character in a t pose so first of all let's apply our character skill which is super important or you will run into artifacts in the future uh Now to create our skeleton let's add in an Armature you can also use a human meta rig but I often run into issues with it and I will place it on the pelvis now let's go to object data properties and in the viewport display let's check in front now you can easily see the Armature from anywhere now let's go to edit mode and naming is super important while rigging so let's name it as pelvis and now place your cursor near the viewport border until the cursor turns into arrows and right click there and choose vertical split and now let's split our viewports into two halves now select the joint on the pelvis bone and let's extrude upwards and let's name this bone as spine and now let's keep on extruding the spine until the neck [Music] now let's extrude again and I'll call it as neck now I will extrude it again and I will rename this one as head now it's time to extrude the arms so let's do one side first so let's extrude it on the x-axis so I will call it as arm dot l and now keep on extruding this bottle is a blender naming convention which is very helpful for symmetrizing the Armature which you will see in a few moments okay so now for the fingers I will extrude one more time and now let's create the thumb so let's extrude it and I will name it as thumb dot l and as you can see I am naming them accordingly [Music] [Music] thank you so now let's create our legs so let's select the joint from the pelvis and extrude it on the x-axis and place them accordingly so the hips will be a bit backwards so it's pretty much as same as the arms but make sure the placement of the knees it should face in the front direction or you will face issues during the ik I think our Armature is almost done so you can also add a bone to the jaw of your character if you want also after creating the legs parent the legs to the pelvis by selecting the legs first and then selecting the pelvis and then press Ctrl p and select keep offset now in edit mode press a to select all and go to Armature and then select symmetries now if you have done everything correctly you can see all the dot L has changed to dot R now let's go to object mode now let's parent our mesh to our skeleton so first select the mesh and then while holding shift select the skeleton now press Ctrl p and select with automatic widths now let's select our Armature and let's go to pose mode now you can see you can select the bones and rotate them to pause your character I like to dig it so good that I won't face issues in the weight printing but some of you might be facing issues of stretching so let's go to Wet Painting so let's select our mesh and let's go to wet paint and select the vertex group of the bone here as you can see the red portion represents the most influence the yellow represents the medium influence the green represents very less influence and the blue means there is no inference so let's say I don't want this chest portion to deform with the arms so let's select the subtract brush and let's erase it from there now let's go to pose mode and let's try to move our arm now as you can see the chest is not deforming with the arm so now you might have guessed that creating a great rake requires Great learning and speaking of learning on wingfox you can find many courses that can help you learn wingfox is a great place to learn professional skills and they have professionals professional instructors and lecturers from around the world they are not only our sponsors but I am their user too Wing Fox provide courses related to CG VFX game art ITN software graphic design animation concept design and environment design you can also filter courses by your level that is beginner intermediate or expert and by language and by price you can find many blender courses here from professional artists the one I like very much is this cinematic animation workflow this course is from sign Bulgaria he will teach you on how to create cinematic and photoreastic animation and this is best for those blender users who have a bit of knowledge in blender and want to learn to a greater height this course will core modeling texturing lighting rendering and even high level post production in After Effects link of the course in the video description so hope you are excited so get ready to learn with wingfox so after you have done some weight painting let's add the ik to the bones so ik means inverse kinematics so in edit mode Let's duplicate the foot bone and let's press alt P to remove the parent now I will paste it somewhere near the hill and let's rename it as Lake dot l dot i k and let's duplicate it again and place it in front of the knee and this will be our pole Target so let's rename it as Lake dot l dot PT and now let's go to pose mode and let's select the bone from which the influence will start so for me it is the shin bone so let's go to ik constraints and here let's add the target so let's select the IQ constraint here and I select the Target and the full Target to our Armature now in the bone let's type in ik and select the bone which is the one near the hills now in the pole Target let's type in PT PT is the one which is near the knees now I will set the chain length to 1 2 okay so 2 or otherwise it will affect the whole body if the lake might have rotated the wrong way you can always change the rotation here and now let's select the heel bone and let's try to move it upwards now as you can see the knees are bending with the width or ik bone now select the bone near the knees and move it on the left and right side so this will be the direction of the needs now you can repeat the same process for the other leg okay so I have also done the ik for the arms also and I have decided to add a pole Target near the elbow it's not necessary for the arms but just to show that it can be done anywhere okay so now our rig is done but everything is very hard to select and messy so let's add in a circle and now let's scale it down and apply its scale and now let's go to pose mode and let's select a bone and then go to Bone properties and under custom object select the circle now as you can see you can control the bone with the circle shape which is more easier so I have added circle to the normal bones and cubes to the ik and if you want to assign colors to them then go to Bone group add in a bone group and select some bones and then select the bone group and hit assign and then you can add in color from here so that's it now you can tweak your bone and create some awesome animation so that's it guys if you want to transfer your high quality details to low poly object then you can check out this video bye bye foreign
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Channel: Bro 3D
Views: 5,443
Rating: undefined out of 5
Keywords: blender rigging tutorial, blender rig tutorial, blender rig controller, blender rigging, blender rigging basics, blender rigging and animation, blender, rigging
Id: dQ2yGpcdMhc
Channel Id: undefined
Length: 9min 32sec (572 seconds)
Published: Mon Feb 27 2023
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