Spine 2D Tutorial: Face Rig | Turn in 2.5D

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Hello guys today i want to talk about head  turn in 3d space in spine with 2d characters so   it's not actually professional video on how  exactly you need to do to approach a nice 3d turn   or pseudo 3d. Rigging the face is pretty much   time consuming so before you start, it's  better to think about how it's going to look. if   you are given the freedom of creativity and you  have to think about if you should use 3d turn   or no I really suggest thinking before starting  it. sometimes you just spend a lot of time on   it and do actually pretty nice 3d rig and later  you just understand that character is going to appear very small in the game or it's just a  secondary character that appears once in the game or it it's not gonna have many animations of turning the head So maybe you could go with  directly deforming the meshes in the animation   I usually do in two ways. one is for  better performance on mobile games where There are a lot of characters in the scene so if the character   is one in the scene, on mobile devices you will be  fine using mesh deforms, but if there   are a lot of characters in the scene and this is  going to be shipped on the mobile you definitely   don't need to use any constraints any mesh deformation keys or if even you are using them please   warn about it developers it's really costly making additional constraints just for some final touches. let's start with the first one, the simpler one   that i use to do very quick rig, with one controller it actually looks pretty nice and it doesn't use any constraints. for simple rig i just create a bone and put  whatever bones i have on the face inside. the idea is to take the face and move it  right and left without touching the back side of   the head this rig doesn't use any constraints  so it's very cheap performance wise and it's   very quick to do. so follow me i think i can  do it in several minutes let's create a bone   and give it an icon and maybe a nice color, next i will just add those bones and yeah they are going to move in the same  plane, the face will look flat but i think it's   it's worth doing this way for simple  characters and games that needs to be optimized . okay so i think i control all the bones i have.  Next will be just binding this mesh, but before   binding, note that iI have removed the nose I merged it with the face since it's not going to move separately it is on the same layer  as eyes and the mouth so i merged them we will be working with one face piece and and you may notice that it's a little bit complex for this simple rig   maybe we can make another mesh much simpler, considering the performance. let's give it a quick mesh add some inside some lines to not break the outlines maybe another inner ring which can flow with the face i don't think it's going to do too much effect on the final result. let's try this way, let's bind this bone to this mesh first i will give full control  to this bone and maybe later just select this points and give full control to this part yeah i think we are very close and  the last thing maybe some fixing here and i think adding also the hat using same steps, just select this front part and give it high value i think also the the  other parts will also have some value, higher than normal Let's see what we have we can play with this edge. I'm not doing very detailed just to be quick. This is very simple rig it shouldn't be  difficult to do it yourself so i yeah that's it   let's also fix these hairs maybe they can  have them spherical effect on the head yeah you can see on the preview outline  window in the bottom right corner   it's usable it's not perfect but it's usable. Note that we did this rig with just one bone without constraints Also with simple rig I have reduced meshe vertices count i would want to say also that  i was talking about two ways   of rigging but of course there is another way, without rig you can just   deform the mesh directly in the  animation like for example let's create a test and imagine that we don't have this bone  and we just directly want to transform. so we   select this tool, it's  basically a brush that moves vertices with   some fade out effect. with it you just  directly deform here and also move the bones  so just in those cases when the character   has like bunch of animations but only one animation  is actually using the head 3d, no need to make a   rig for face for just one animation, i think  better to just mesh it here and deform the mesh   but remember that this is performance heavy so  avoid it if the character is going to   be rendered a lot in the same screen let's move to the next one so before starting the second rig, i would like to talk about the head shape in 3d space   so we can see what we actually do in the spine  let me switch to the photoshop okay i have a   head from the top so first thing i just divide  the head into two pieces, let's assume we have a line here and what we have to do is actually turn  the head this way or the other way this would be our pivot point so for that i we actually need to consider  the head in slices like this so the  the bottom part of the slice would be the most affected by the controller bone, if we put the bone here we will add another controller no it's not controller but it's a secondary bone that will move the  opposite way we will have two bones   and the main head bone which will be controlling the head and these two bones so the closer is the slice to this point  the more it gets affected by controller this part should have  like zero weights by this bone and like 30   percent by this and this part is actually would be our let me back switch back to the spine   would be our cheek for example cheek  and a little bit side of the hair so we   actually need to map this all face on the on  this head in our mind Let's start the rigging process Let's hide these bones first so they don't confuse us   Ii just select them this way and left click  on one of their dots and they disappear There is another way to hide with the hierarchy  just select one bone and click with mouse right button on the dot  it will hide everything and if some some bones  or images were hidden it will show them so it's   like a toggle it's very helpful you have to try it have the nose separated here so i can move it differently than the face let me fast forward this process and so you can see the last result this will be the bone for the back side it will be moving opposite to this bone so for that we just need  to select this bone and create a constraint and   add the target to this, first we just click match it fix the difference between these bones, after that we can just assign the value   so if you are new to these constraints the higher  the value the more it listens to this bone, right   now it will fully be controlled by this bone it's  it's not parented or it's not a child of this bone   but rather than it's fully overrides it's values  right now we don't want 100 percent  instead we want opposite, minus hundred percent, I love this feature it really  enables a lot of things in rigging,   Now you can see that it's actually moving opposite  and you may imagine how this is the backside of   the head and how it actually can work but again  it's not it won't give you the real 3d effect   doesn't work that way, you will need to  separate this axis of these controllers what  we do with this rig actually is just skewing  the head and not rotating in 3d This is the actual transformation that happens with  the head, and while   in 3d you would assume rotation. I hope  in the next versions, spine will give us   an opportunity to control constraints  x and y axis separately and maybe   bind them together some with some kind of  rule so if for example x value of the bone is   here and y value is depending on this  value right now these constraints are  not able to achieve this realistic head rotation what we get is just this skewing Let's continue by binding those meshes to  these three bones, the backside, the main   head bone, which controls every everything in the  face and the actual controller. I will mark this bone as  a stop icon which indicates that  we should not move this bone. it's secondary, it works on itself. What we need from this bone is actually to bind   some vertices to this bone so they go the opposite  way. Okay let's start by binding them to this bone. First I bind all face meshes to main head bone. We are not going to bind mouth for now, I will just use constrain for mouth and eye bones later we will see if we need to  bind the mesh itself. let's continue. okay i think i'm done with the meshes let's  see what we can do with the eyes so previously   i just put those bones inside this but it gave  me a flat turning so these bones and the nose   itself were all on the same plane i don't want it right now. So instead i will try to constrain them to controller Let's not go detailed in naming just give   something so it can actually work again i hit  match, to store the difference, and as i said before   the this character has a hat, this part  is a little bit further than nose let's see   in photoshop and get back to this let me switch  to photoshop okay so right now what i would do if   character is without head and has a naked head, i would just give 100 percent to the nose,  to this slice But right now since we have  a hat and that comes a little bit   further we need to give 100 percent  to this part and maybe some 80 or 75 to   to the tip of the nose. I  actually count this starting from   the center of the head. Right now you can see  this is the line that i divide by part so i can see that it's it's actually close to 75   and the eyes would be some 50 or 55 and so you  can see how much value you should give your   parts of the face the vertices. Let's get back to Spine so this part will have a hundred percent and eyes will have some 75 We are going to create... well already created so yeah  we will give 75 percent to this They will be controlled by this controller. Let's also give this 75.   Although sometimes i give give  them different values, because   not always they are drawn in the same size in  same place you can notice that one eye is smaller   than the other so to give it a nice look  sometimes I just give a little bit different   numbers. Right now let's hit match, ah i've already done it and   let's give the value. Next go to the mouth. Right now i'm going to just constrain the bone. and not touch the mouth mesh. Again hit match so the  difference is calculated, here you can see the   number of difference and for mouth again i'm going  back to photoshop i think 60 would work okay So for eyes i should actually give  60 too. 75 would go for tip of the nose which i will do the next. Outline of the nose   as we gave this eyes a value of 60 to be  constrained to this bone it means that we are   forced to give this edge of the nose not  less than 60. it's on the same plane   on the same slice. Let me go back to photoshop  it's on the same slice so you can see here   the eyes. oh the nose is actually a  little bit farther but not too deep. it only can get a little bit higher  values but not less than 60 percent. let's continue to bind the nose we just need  to select all the vertices and start by binding from the edge, because  whatever value has edged the higher value   will have the tip so we are not risking to  then modify. So let's start by giving it like   some 60 We know that the tip should be 75 from the slice that I've shown in photoshop   let's give it 75 or maybe we can give it some 73  so we give space for this tip and it will be 75   and the further we go from the tip actually  it gets closer to this value which which is 60 percent let's give it slowly with fading out values We're finished the nose we will  get back to it in a moment, let's do the face. The face, the forehead, the cheeks   should be considered as the  slices so the further it goes to the ear   it should lose the value of the weight. You  need to consider that when we are close to the nose   and eye and mouth actually let's select  those parts approximately i think it would be those vertices let's select those so we can  paint on them. I've just noticed that I  haven't bound it to this bone, right now since I have selected, I will go and save this selection  I pressed ctrl + 1 and it saved the selection. right now i need to bind this   to this bone and get back our selection and  start to paint while selecting this bone. when this on this drop down you can find add tool, i will just adjust   these values of my brush and we  can even go and use this replace i think it's   it actually limits, for example if we put 60 it  will limit your brush power to 60 percent, whatever you do here it won't go further than  60 percent it's very powerful, but i don't   use much i just wanted to show you. Right  now let's start from 50 and paint the edges of  this selection and go a little bit higher and paint inside and maybe with much  higher value paint the   tip part, maybe we can also paint the cheeks  with the higher values so they are a little bit closer to us then we will need to paint the other  parts, as i said the ears will actually   not be weighted to this bone, further than this line   nothing should be painted and weighted  to this bone this line is actually corresponds to the center of the  head and the closer to this line   we lose the weights to both bones so the  the base of the ear is actually   shouldn't be bound to any of those two  bones, let's bind this bone as well   so we can have access to it and start to  actually paint on this side using this bone This hair part should not  be bound to this bone because   it's very far from the center of the head   to avoid some sliding effect that hat is actually  sitting on the forehead so it should not slide or float over the head, you  need to be careful so the value that   it has here like some 46 percent. this  part also should have the exact same value to avoid the sliding, right now it has 52 and  definitely they will slide over when we move it I think we are ready  to start actually testing it let's do some quick fixes here We will have some issues  with the layering ordering of this mesh Let's leave it for now. The head should also be bound to this backbone Let's create  brand new animation test and try to move it. If you are new to to spine and  you are wondering what means this   orange lines and how to put them so while you are  making the mesh you have the option to   create them yourself to like manually direct the  flow of the polygons for example if you don't like   this polygon to be divided in to these  triangles you can just change it and make a custom. this also affects the smoothing pattern when you  smooth the values of the weights it actually flows   through these orange lines like the values of to  this vertex will not be smoothed if this gets like   hundred percent and this zero they will just flow  to this direction rather than to jump here. this eye definitely goes too far  let's reduce it's constraint value we are done here to not exaggerate the effect i would actually  avoid moving this head this way I could actually separate this part and maybe use them separately so this could  be totally controlled by the weights Let me check the final  time we have also some issues here   right now i don't want to  make it perfect This character doesn't have any shadows it's  super easy so you need to consider if you are   working with very polished art it will take much  time and if it's easy like the shape is clean   it will take less time so you need to consider  all those aspects before starting, I think   that's it if you have any questions let me  know i will think about what else i can share from my works. See you next time bye!
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Channel: Spine Ed
Views: 43,306
Rating: undefined out of 5
Keywords: Spine2d, rigging, face rig, spine animation tutorial, spine animation, spine 2d, spine 2d face rig, spine 2d face rotation, spine 2d tutorial, spine tutorial, spine 2d animation, game art, game animations, spine pro, 2d spine, 2.5d, 2.5d animation, rigging face
Id: aX3a1ar6CXg
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Length: 36min 11sec (2171 seconds)
Published: Wed Oct 21 2020
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