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>> In this video, you're going to learn
how to turn this low-poly character
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into a rigged character so you can animate
them, either for Blender animations,
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or if you want to put this character in a game.
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Check out the other video, where I
actually model this character from scratch.
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If you want to learn that one first,
because I made a separate one,
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creating this guy from scratch, and then you
can watch this video again to do the rigging.
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All right, so why would you even want
to rig a character to begin with?
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Well, it's not really much fun having a
guy sliding around in a T pose all day,
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so we have to create a skeleton for him so we
can actually animate those with key frames,
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and have the arms and legs
moving, or even turn them
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into a ragdoll, if that's what you want to do.
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And we're going to start
by creating the armature.
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I press one on the keypad to
go into the front view here.
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Make sure I've got no object selected here.
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Make sure the cursor is in the
center as well at the feet.
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Very important.
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Also, the character's center
should be at the feet here.
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We model this character with its
pivot point down here at the feet.
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Good practice to do it that way, because then
it's easy to position the character in a world.
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So make sure that pivot point and the
origin of the character is at the base
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of his feet, and also this 3D cursor.
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Now, if the 3D cursor is not there, maybe it's
over here, press Shift C to reset the cursor.
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And then I'm going to press
Shift A to add an armature.
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And that creates a big fat bone right at
the bottom here, and slides it straight up.
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The first thing we want to do
when this bone is selected is go
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to this little tab here called object, data,
properties, but it looks like a running man.
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Go into viewport display, and tick in front,
and that will show this bone through the body.
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And you can see if I press the middle mouse
button, now it's actually in the center,
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but it looks like it's showing
it in front all the time.
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And then I press tab to go
into edit mode for this bone,
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and we've got this armature up here selected.
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I'll click with left mouse button on
the bone, press one on the keypad.
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And then I'm going to slide it up now,
and there's a few ways to do that.
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G, I usually do, but it's
difficult to keep the center here.
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You can press zed to force it into the
movement of the blue zed axis here.
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Then I'm going to put the balls where they go.
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And then click on the tip here.
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And then you can either enable this little
move tool here, or press Shift, Space and G,
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that's a shortcut for that, and slide it down.
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We're going to have a little pelvis bone
here, or a root bone that's for his hips.
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And then I'm going to press
e to extrude this bone out
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and press zed to lock it into the zed axis.
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And this is going to be a spine
bone that we're going to put there.
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E to extrude one more time, and then
zed to lock it onto the zed axis.
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And this is going to be the
upper part of the spine.
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And then I'm going to skip the neck.
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I'm just going to do a head for this one.
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So I'm going to E to extrude this one, zed,
and then up to the top of the head here.
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Now, when I use the middle mouse button,
I can rotate and see that it seems
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to be pretty good in the
center of this body here.
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Click a bone here, and press F2 to rename it.
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This one, I'm going to call it root.
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Usually, that's a common word for the root bone.
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Click on this one, press
F2 and name it "spine one".
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Click on this bone, F2, "spine two".
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Click on this bone, F2, and
this is going to be called head.
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Now we need arms and legs, so I'm going
to click on this little joint here
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between the upper spine,
or spine two and the head.
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Press one on the keypad or the numpad,
and E to extrude this one down.
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And sometimes, or usually, I
create a shoulder bone as well.
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I'm going to do that for this one.
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So I'm just going to extrude this one down to
where the arm is going to pivot, so about here.
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And then E to extrude to the elbow,
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and E to extrude to the hand,
and then E to extrude to here.
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It's not so picky with the up and
down, so I didn't lock it to any axis.
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Now you can even click on one of these joints
here, and press G to refine these a little bit.
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If you need to click on this one,
G, to move that up maybe to there.
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What is important, however, is that you want
to make sure that you pick this elbow joint,
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and move it back slightly, just
a little bit like this will do.
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And it's because, if it's straight locked
like this, and it could be a little bit tricky
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to animate it, because the -- it's called
an IK solver, or inverse kinematic solver.
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It doesn't really know how to fold
the elbow if it's perfectly straight,
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so just put that little bend there.
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That'll help a lot later on.
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Okay, we're going to do the
same for the legs now.
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First of all, oh yeah, that one's connected.
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So we'll rename this first.
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Press F2, shoulder.
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And here you should always do
period, or dot full stop L,
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because that's his left now, his left shoulder.
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And we name it "dot L", because then
we can do automatic symmetry later on,
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then Blender will know how to
translate that into our right side.
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So the same for this one.
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Click on it, F2, upper arm,
dot L. Dot L, very important.
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Click on this bone, F2, lower arm, dot L, and
then here, F2, hand, dot L. So that's our arms.
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We're going to do the legs now.
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So click on the ball by the groin, one
to go into front view, E to extrude it.
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And we'll just do it straight
down, roughly like this.
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Not too picky on this one.
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Click this bone, and press G to move it.
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And we're going to put it where his
hip is going to be, roughly there.
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Click on this bone, or this joint here,
G to move that down to where the knee is.
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It could be a little bit tricky to see
where we put the geometry for the knee.
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So do Alt zed, okay, that was no good.
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Maybe we'll do a zed, and do wireframe.
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We see -- we want to move this all the way
down to here, to the center of his knee,
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G, move that one onto there, maybe.
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And E to extrude.
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Keep this wireframe view, if
you find that one easier, maybe.
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And then that's going to be the lower leg.
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And then E one more time.
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And then we can lock it zed,
if we prefer, on the zed axis.
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And now, when we look from the side,
I'll press three on the numpad.
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Make sure we want to put a little dent on
the knee as well, just we did for the elbow,
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so it knows how to fold this leg later on.
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We could move this joint
back as well to there, maybe.
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And the foot, we don't really
want to have straight down.
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So take the tip toe here, press G, and
move that down to the tip of the foot,
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because that's where it's
going to pivot later on.
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Okay We can do Alt zed again to disable see
through, and press zed then go to solid again.
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If you want to have it like
this, and we need to rename this.
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So click on this bone, F2 upper leg dot L.
This bone, F2, lower leg, dot L, and then F2,
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foot dot L. There's one more thing
we want to do before we mirror this,
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and that's we want to set up inverse kinematics.
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And that's really good for
-- especially for legs.
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When you keyframe and animate the character,
you don't really want to have to change
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as you lower his body weight down.
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You want the legs to bend automatically.
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You don't want the legs to come
down with him most of the time,
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so you have to fold the leg manually.
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It's really tricky to keep
the feet planted then.
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So we're going to set up something
called "inverse kinematics".
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Before I do that, I want to go to
front view here, one on the numpad.
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Press A to select all the bones.
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And in this view now, in edit mode, press Shift
N, and do recalculate roll on the view axis.
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It doesn't look like anything happened
here, but it actually helps a lot
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when we do the animation later on, because
then it knows which way to roll the bones.
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If you want to do symmetry, like you want
to flip a pose from like this to this,
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by having the roll angle, that'll help out.
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Now we can go three on the
numpad to see the side here.
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Click on the knee joint, and
press E to extrude this one.
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Just a funny bone like that.
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Click on the heel joint here as well.
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Press E to extrude that one.
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Looks really weird at the moment,
but I'll tell you why this one.
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We need to do Alt P and clear
parent, and then press G to move it.
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This is going to be called, what's
called an "inverse kinematic pole bone".
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And basically it's nothing else
than it needs to have this bone
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so it knows where to aim the knee.
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So when it folds the leg, it wants to
know in which way should my knee face.
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So that's what this bone is going to do.
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It's going to help us.
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We also have to do this.
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Go to the bone here, when this
is selected, and deselect deform.
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Otherwise, it might try to deform
this mesh later on using this bone.
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And we don't really want the
knee stretching forward here.
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Same thing for this bone.
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Click on it, do Alt P, and clear parent,
but leave this one just where it is.
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But we do have to go to the bone here,
and deselect deform just the same way.
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And then we're going to rename these bones.
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So click on this one, press F2, and
then name this one "IK leg pole dot L".
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Click on this one, do F2, IK target dot
L. That's going to be a target bone.
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We've got a few more steps to do
for this leg inverse kinematic.
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We do -- I click on this lower leg now, and
then, press Ctrl tab, and go into post mode.
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Now we got a few more things
here on the right side,
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click on this bone constraints properties
tab, and add the bone constraint.
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And this one we're going to
do, add inverse kinematics.
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On the target here, you can click on this little
dropper tool here, and click on the armature.
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And then on the bone, we need to type,
this is going to be the target bone.
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And we name this one conveniently
to "IK target dot L",
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so search for that one and pick that one up.
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For the pole target, we'll do
the same, armature and bone.
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It's the P-O-L-E, and then
here we go, pole target.
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See how it flipped its foot out to the side now?
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We can fix that by changing the pole angle here.
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You can slide it or type it in.
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And since we did the roll angle from the front
view, we need to type 90 here on the pole angle,
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and that'll get the foot to face forward again.
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And if your character is funking
out now, mine isn't because this,
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I forgot to actually connect this
upper leg bone to the body here.
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If I press Ctrl tab, make sure
I've got this select again.
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Press Tab into Edit mode So we're
out of post mode, but in edit mode,
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and if I move this leg now, you
see there's no dotted line here.
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So we need to connect this
leg to his root bone here.
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So I'll make sure that I select this upper leg
first Shift, Select his root bone, press Ctrl P,
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and do make parent, but keep offset.
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And that created this little dotted line here,
and that means that his leg is now connected.
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Okay, now we can go back into
post mode, so I'll press Ctrl tab,
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and go to post mode and select this joint here.
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And that's important here, the chain length
needs to be set to two, because it's only going
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to affect this bone and this bone here.
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What we've done now when we've enabled inverse
kinematics, is that if I click on this bone,
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and enable this little move tool, and press G,
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you can see that it's actually moving
the leg now, and if I click on this bone
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and press G, it actually folds it down.
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But we've got a problem with the
foot, because as he kneels down,
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or as he squats, is the foot is tiptoeing down.
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So we have -- that's pretty much the
last thing we need to fix for this.
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So select the foot bone here,
and go to the bone tab here,
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click on relations, and disable
inherit rotation.
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That was step one.
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Now, when we move it, it's like this.
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But we still have a problem.
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We can't really rotate the foot.
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We want this target bone to
control the role of the foot.
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So to do that, make sure that
this foot bone is selected.
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Go to the bone constraint tab
again, click add bone constraint.
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And here, we're going to do
copy rotation for target.
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We want to select this armature again.
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We select the armature.
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And here we want to select the target bone.
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And it flipped it to the opposite side.
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Now we need to change the target to local space,
and the owner to local space That snaps it back.
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And finally, we need to do a few more things.
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If I do R to rotate, that seems pretty good.
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If I do R around the zed axis, you can see that
it's actually rotating the wrong direction.
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So with this selected, we need
to flip, invert zed rotation.
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Now, when we rotate on the zed, then
the foot is rotated as we expect.
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We might have the same problem with the roll.
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So if I do R to rotate, and Y, you can see when
I rotate this right, the foot is rotating left.
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So we need to do the same thing.
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I'll select this bone again,
and invert the y-axis.
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Now, when I click on this one and
rotate it, it rotates the same.
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It's a bit quirky, but you'll
get used to that one.
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Okay. Now when we drop, if we select
the torso again here, and do --
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or the pelvis and drop, you can see that
the foot is nicely planted as he bends down,
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and the knee is pointing, remember
this one, if I move this to the side,
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you can see that it's pointing
the leg to that one.
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This is ready to be symmetrized
now, so press Ctrl tab to go
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out of that mode, out of post mode.
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Make sure that the armature is selected here,
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and then just press normal tab
to go into edit mode again.
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Press A to select all the bones here.
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And now you can press F3, and type "symmetrize".
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And armature symmetrize here.
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And that automatically, since we named the bones
"dot L" for left of all the legs and arms stuff,
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then it's actually automatically
mirrored this into the other side.
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And now the final step is just to press tab
to go out of edit mode, select your character,
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and then Shift select the armature and
press Ctrl P. And then we want to set parent
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to armature deform with automatic weights.
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And I think Blender is usually
really good nowadays
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to get this automatic weight going properly.
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We can select the armature here, press Ctrl tab.
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And now if you try to drop them
down, select the torso, G to move it.
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And the hat is not moving
because it's a separate object,
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but the character is moving good.
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We can also try rotating the head.
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And we've got an issue now with the eyes, and
that's because it didn't really know how to pick
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up those as separate objects here.
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So this is a good opportunity
to learn how to fix that.
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If something -- we can check the other
parts here as well -- the other limbs.
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Arms working pretty good.
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Rotate the elbow here, and could have done
maybe some more geometry around the wrist
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to get less deformation there,
but it's pretty good.
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If you want to move the leg out, G, we've
got some maybe excessive deformation here
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of the belt that we could get rid of.
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G to move on.
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Rotate the knee.
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And if you want to hide the armature,
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you just click on this little
I, you can see how it looks.
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So we've got a few things that we could tweak.
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The leg seems to be affecting
the belt a little bit too much,
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and the head is not affecting the eye enough.
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We'll enable the armature again.
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Press A to select all the bones,
Alt R to reset all the rotations,
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and Alt G to reset all the movements.
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We'll fix the first part with a belt down
here, with what's called "weight painting".
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And weight painting is every vertex now.
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If we're going to tab out of control, tab, go
back into object mode, select this character,
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press tab to go into edit mode,
and press one to go into vertex.
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Then we can see these verts here.
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And basically these verts have a
value now that's linked to a bone.
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That's what this automatic weight thing did.
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So on item here, with this vertex selected,
I can see that it's picked for the root bone.
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Here it's only put 0.031, affecting the spine.
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It's affecting it a little bit more, and
the upper leg is affecting it quite a lot,
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and that's something we don't really want to do.
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And it could be a bit tricky here to edit
these manually, so usually we do this
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in what's called "weight paint mode".
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To go into weight paint mode, press tab
to get out of edit mode for this one.
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Select the armature first from
scratch, and shift select the character
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and go from object mode up
here into weight paint.
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And that turns in blue like this, and it
shows you how the vertices are assigned
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to different bones.
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I'll shift click, and select the bone.
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It's very important that you hold shift if you
want to select or deselect bones like this.
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But it's very important now, if I select this
bone, we can see that the torso is affecting.
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Blue is nothing.
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Cyan or light blue is a little bit.
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Green is a little bit more.
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Yellow is more.
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And all the way to red.
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That's the 100% how much it --
100% how much it affects it.
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So we had some issues here where this leg bone,
I'll do shift and select this bone, and shift,
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deselect this one first shift,
select this one active.
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And we want to reduce the amount that
the leg here is affecting the belt,
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so we slide the weight up here
now down to zero, pretty much.
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And then we can just start painting here.
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And see how that color goes back to blue.
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That means we're removing the weight now.
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So I'll just colorize this.
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Make sure we take away everything
on the belt here.
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I pan with shift and middle mouse button.
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Okay, that should be a little bit better.
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Since we're still in mirror mode.
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I only have to do this for one side.
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I'll go back into object mode, select this one,
Ctrl tab into post mode, and G to move this one.
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And we can see that looks better.
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Now we're still affecting a little bit
too much on the inner side of the belt,
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but you can refine this now with
the weight painting technique,
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and add and remove the weight.
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Now remember that the color blue is nothing,
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and all the way to red is 100% how
much this bone should affect a vert.
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For the eyes, we're going to
do a slightly different method,
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because we know that they want
to be 100% linked to the head.
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For this one, I'll press Ctrl tab to go back
into object mode, select the character again,
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and press tab to go into
edit mode on the character.
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While the mouse is hovering over the eyes, now
I'll press L to select the linked vertices here.
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That selected everything
that was linked to this eye.
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A very handy way to select geometry
that's detached from something else.
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And now, I'm going to go up to
vertex, and go to vertex group,
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and I take -- remove from all that means.
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That these vertices are no longer linked
to any bone at all, no weight whatsoever,
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because we want it to be 100%
affected by this head bone now.
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So I go back into vertex, vertex group, which
is the same, actually, I can press Ctrl G to get
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into here, and I'm going to go set active group.
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I'm going to select head, and
then we'll do Ctrl G again,
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and make sure that we do assign to active group.
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Now you can see here, with these verts
selected, we can see that 100%, or 1.0,
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which is 100% is connected to the head now.
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Tab out of edit mode, select the
armature control tab to go into post mode.
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Left click to select the head, and R to rotate.
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And now we can see that the eyes are
following good with the head, 100%.
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The ears could have suffered the same
problem, but they seem to be all right, okay.
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We had a problem here.
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I accidentally added the vert here that we had.
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We must have had this vert -- or I did.
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I'm not blaming you now.
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I had this vert selected by mistake.
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You'll do loads of errors on and off.
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Don't worry about those.
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It's all about learning how to fix those.
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Ctrl tab out of edit mode of the
armature, click on the character.
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Tab into edit mode, and then
I select this vertex here.
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And you can select -- see now that I've
actually got assigned 100% to the head here.
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So first thing we want to do here is remove
the head vert weight here altogether,
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so this one's not linked to anything now.
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So with this one selected Shift,
select another vert that you want
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to copy it from, and then click on copy.
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And now when we go back, it's transferred
all the weight from there to this one.
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So that should work pretty good.
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Now we can tab out of edit mode,
select the armature control tab
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into post mode, and G to move this one.
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That works good.
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And make sure that the head is
not affecting down there anymore.
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So there's ways to fix it if you screw up.
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For the hat to follow the head, we can
do it differently, since that's not part
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of the same object, we can't
weight paint that one.
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So select the hat and go to this
object constraints properties.
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Drop down this one, and do child of,
pick the target and pick the armature.
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And then here, this one, we want to do head.
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And see that the hat disappeared
now, and put it over here.
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Just click on set inverse, and
that'll bring it back to here.
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Now, when we animate the character,
I'll select the armature control tab.
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Select the head, press R to rotate, then
the hat will follow along with the head.
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All right, in this video, you learned how
to rig a character and set up the armature
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so it affects the low-poly character.
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So make sure you hit that subscribe
button if you want to see a future video,
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where I'm going to take this guy, and we're
going to keyframe animate him into an idle pose,
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walk animation, run animation, and maybe
even some fancy doughnut-eating move.
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It's a cop, after all.
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Finally, you can also check out my Patreon page,
where the tutorial tier gets to download all
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of these files, and many others that
I've created through my YouTube history.
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Until next video, take care,
and I'll see you then.
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Bye for now!
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