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Rig a Low Poly Character in Blender 2.9x

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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
  • 15:18 - 15:19
    in what's called "weight paint mode".
  • 15:20 - 15:24
    To go into weight paint mode, press tab
    to get out of edit mode for this one.
  • 15:24 - 15:28
    Select the armature first from
    scratch, and shift select the character
  • 15:28 - 15:31
    and go from object mode up
    here into weight paint.
  • 15:31 - 15:37
    And that turns in blue like this, and it
    shows you how the vertices are assigned
  • 15:37 - 15:38
    to different bones.
  • 15:38 - 15:40
    I'll shift click, and select the bone.
  • 15:40 - 15:44
    It's very important that you hold shift if you
    want to select or deselect bones like this.
  • 15:44 - 15:48
    But it's very important now, if I select this
    bone, we can see that the torso is affecting.
  • 15:49 - 15:51
    Blue is nothing.
  • 15:51 - 15:53
    Cyan or light blue is a little bit.
  • 15:53 - 15:54
    Green is a little bit more.
  • 15:54 - 15:55
    Yellow is more.
  • 15:55 - 15:56
    And all the way to red.
  • 15:56 - 16:01
    That's the 100% how much it --
    100% how much it affects it.
  • 16:01 - 16:06
    So we had some issues here where this leg bone,
    I'll do shift and select this bone, and shift,
  • 16:06 - 16:09
    deselect this one first shift,
    select this one active.
  • 16:10 - 16:14
    And we want to reduce the amount that
    the leg here is affecting the belt,
  • 16:14 - 16:18
    so we slide the weight up here
    now down to zero, pretty much.
  • 16:18 - 16:20
    And then we can just start painting here.
  • 16:20 - 16:22
    And see how that color goes back to blue.
  • 16:22 - 16:25
    That means we're removing the weight now.
  • 16:25 - 16:27
    So I'll just colorize this.
  • 16:28 - 16:30
    Make sure we take away everything
    on the belt here.
  • 16:30 - 16:33
    I pan with shift and middle mouse button.
  • 16:37 - 16:39
    Okay, that should be a little bit better.
  • 16:39 - 16:41
    Since we're still in mirror mode.
  • 16:41 - 16:43
    I only have to do this for one side.
  • 16:43 - 16:49
    I'll go back into object mode, select this one,
    Ctrl tab into post mode, and G to move this one.
  • 16:49 - 16:51
    And we can see that looks better.
  • 16:51 - 16:55
    Now we're still affecting a little bit
    too much on the inner side of the belt,
  • 16:55 - 16:58
    but you can refine this now with
    the weight painting technique,
  • 16:58 - 17:00
    and add and remove the weight.
  • 17:00 - 17:02
    Now remember that the color blue is nothing,
  • 17:02 - 17:07
    and all the way to red is 100% how
    much this bone should affect a vert.
  • 17:07 - 17:10
    For the eyes, we're going to
    do a slightly different method,
  • 17:10 - 17:13
    because we know that they want
    to be 100% linked to the head.
  • 17:13 - 17:18
    For this one, I'll press Ctrl tab to go back
    into object mode, select the character again,
  • 17:19 - 17:22
    and press tab to go into
    edit mode on the character.
  • 17:22 - 17:27
    While the mouse is hovering over the eyes, now
    I'll press L to select the linked vertices here.
  • 17:28 - 17:30
    That selected everything
    that was linked to this eye.
  • 17:31 - 17:35
    A very handy way to select geometry
    that's detached from something else.
  • 17:35 - 17:39
    And now, I'm going to go up to
    vertex, and go to vertex group,
  • 17:39 - 17:41
    and I take -- remove from all that means.
  • 17:41 - 17:47
    That these vertices are no longer linked
    to any bone at all, no weight whatsoever,
  • 17:47 - 17:51
    because we want it to be 100%
    affected by this head bone now.
  • 17:51 - 17:57
    So I go back into vertex, vertex group, which
    is the same, actually, I can press Ctrl G to get
  • 17:57 - 17:59
    into here, and I'm going to go set active group.
  • 17:59 - 18:03
    I'm going to select head, and
    then we'll do Ctrl G again,
  • 18:03 - 18:06
    and make sure that we do assign to active group.
  • 18:07 - 18:12
    Now you can see here, with these verts
    selected, we can see that 100%, or 1.0,
  • 18:12 - 18:14
    which is 100% is connected to the head now.
  • 18:15 - 18:20
    Tab out of edit mode, select the
    armature control tab to go into post mode.
  • 18:20 - 18:23
    Left click to select the head, and R to rotate.
  • 18:23 - 18:28
    And now we can see that the eyes are
    following good with the head, 100%.
  • 18:28 - 18:31
    The ears could have suffered the same
    problem, but they seem to be all right, okay.
  • 18:31 - 18:32
    We had a problem here.
  • 18:33 - 18:37
    I accidentally added the vert here that we had.
  • 18:37 - 18:39
    We must have had this vert -- or I did.
  • 18:39 - 18:40
    I'm not blaming you now.
  • 18:40 - 18:42
    I had this vert selected by mistake.
  • 18:43 - 18:44
    You'll do loads of errors on and off.
  • 18:44 - 18:45
    Don't worry about those.
  • 18:45 - 18:47
    It's all about learning how to fix those.
  • 18:47 - 18:51
    Ctrl tab out of edit mode of the
    armature, click on the character.
  • 18:52 - 18:55
    Tab into edit mode, and then
    I select this vertex here.
  • 18:55 - 19:00
    And you can select -- see now that I've
    actually got assigned 100% to the head here.
  • 19:00 - 19:04
    So first thing we want to do here is remove
    the head vert weight here altogether,
  • 19:04 - 19:06
    so this one's not linked to anything now.
  • 19:06 - 19:10
    So with this one selected Shift,
    select another vert that you want
  • 19:10 - 19:12
    to copy it from, and then click on copy.
  • 19:13 - 19:17
    And now when we go back, it's transferred
    all the weight from there to this one.
  • 19:17 - 19:18
    So that should work pretty good.
  • 19:18 - 19:22
    Now we can tab out of edit mode,
    select the armature control tab
  • 19:22 - 19:25
    into post mode, and G to move this one.
  • 19:25 - 19:26
    That works good.
  • 19:26 - 19:28
    And make sure that the head is
    not affecting down there anymore.
  • 19:28 - 19:30
    So there's ways to fix it if you screw up.
  • 19:31 - 19:34
    For the hat to follow the head, we can
    do it differently, since that's not part
  • 19:34 - 19:36
    of the same object, we can't
    weight paint that one.
  • 19:36 - 19:41
    So select the hat and go to this
    object constraints properties.
  • 19:41 - 19:46
    Drop down this one, and do child of,
    pick the target and pick the armature.
  • 19:46 - 19:49
    And then here, this one, we want to do head.
  • 19:49 - 19:52
    And see that the hat disappeared
    now, and put it over here.
  • 19:52 - 19:55
    Just click on set inverse, and
    that'll bring it back to here.
  • 19:55 - 19:59
    Now, when we animate the character,
    I'll select the armature control tab.
  • 19:59 - 20:03
    Select the head, press R to rotate, then
    the hat will follow along with the head.
  • 20:04 - 20:08
    All right, in this video, you learned how
    to rig a character and set up the armature
  • 20:08 - 20:10
    so it affects the low-poly character.
  • 20:10 - 20:13
    So make sure you hit that subscribe
    button if you want to see a future video,
  • 20:13 - 20:17
    where I'm going to take this guy, and we're
    going to keyframe animate him into an idle pose,
  • 20:17 - 20:22
    walk animation, run animation, and maybe
    even some fancy doughnut-eating move.
  • 20:22 - 20:23
    It's a cop, after all.
  • 20:23 - 20:27
    Finally, you can also check out my Patreon page,
    where the tutorial tier gets to download all
  • 20:27 - 20:31
    of these files, and many others that
    I've created through my YouTube history.
  • 20:31 - 20:33
    Until next video, take care,
    and I'll see you then.
  • 20:34 - 20:35
    Bye for now!
  • 20:37 - 21:02
    [ Music ]
Title:
Rig a Low Poly Character in Blender 2.9x
Description:

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Video Language:
English (United States)
Duration:
21:03

English (United States) subtitles

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