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>> Hi, folks.
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Jason, here.
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In this tutorial, we're going to be looking
at the Rigify tool in Blender and learning how
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to place a simple rig into a simple character,
and also do a little bit of animation.
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So without further ado, let's get going.
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So you'll need to open up Blender.
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You'll be presented with the usual view here,
with the camera and the object in the light.
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I'm just going to get rid
of that by hitting Delete.
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And if you hold down Alt and middle
mouse, you should be able to go
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into your orthographic view, Shift
and middle mouse juxtaposition.
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You'll find a link for the OBJ in
the description below the video.
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I'm going to open that up now on my desktop,
though, so I'm going to go from File,
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I'm going to go to Import and wait for an OBJ.
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Go to desktop and go and find Rigman.
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There we go.
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And go Import OBJ.
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Make sure that the character is fairly central.
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You want to kind of have it in the middle,
something like that, so that's hitting G,
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and just bringing it down to, say, there.
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Next, we want to drop in a rig.
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Now, it's probably not enabled on your
computer, so you're going to need to go to Edit,
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Preferences, and in the add-ons,
just type in the word rig,
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and you'll see there it says rigging, Rigify.
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Now, it's turned on, on mine.
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Obviously, it will be turned off on yours.
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Just make sure that that's there.
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Once you've done that, click off, and
then we're going to go and bring that up,
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so Shift and A. Armature, we're going
to go through to basic human meta rig,
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and you'll see that it's quite small, so we're
going to need to hit S and just scale that up.
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So it might just take a few
turns to kind of do that.
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Also, I'm just going to move
myself to one side there.
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In the Object Properties,
you'll need to just scroll down
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and go through to the Viewport Display,
and we're going to need to click
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on this little box that says In Front, like so.
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So now, we can actually see what we're doing.
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So that's the next stage out of the way.
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Another thing we're going to need to do,
because we're going to be moving this around
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and positioning it, we don't want to do, like,
you know, one arm, then do the other arm,
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so what I'm going to do is I'm going to go
through to Edit mode, and then in Edit mode,
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I'm going to click on this little arrow at the
top here, and what we're going to do is going
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to go through to Tool, and on
Tool, you'll see x Axis Mirror.
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We want to click on that.
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So now, any changes that we make on
there, it'll happen on the other side.
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So in order to minimize this, you can just
click on the edge there and just drag it in like
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so until it's popped back into its place.
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All right, so we're ready to get going.
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So you can do this a number of ways.
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You can start positioning it by highlighting
the foot there, hitting G, and then,
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like, bringing that over, like so.
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So there'll be a lot of adjustment that goes on.
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When it comes to doing the spine, I will warn
you that if you don't move the joints in unison,
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it can create issues when you generate the rig.
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So it's just something to bear in mind.
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So I'll just give you an example of that.
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I'm just going to move these hip joints.
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Now, obviously this is like stylized character,
so it's not like a regular human being,
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so I'm going to move these hips
hitting G. I'm just going to sort
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of bring these down a little bit, like so.
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I'm just going to click on
that bottom joint if I can.
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Yeah, that's selected.
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Hit G. I'm just going to
bring that down as well.
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Maybe just bring it over to the
side, just so it's in the middle.
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Now, these are all parented.
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This is what these dotted lines are about.
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They're all kind of parented together.
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Okay, so got that there.
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Yeah, so when it comes to the spine, and you
can use these orthographic views if you like,
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but just tread carefully, because at
the moment, it's kind of looking okay,
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it's fairly kind of central, but if
you are doing this, just select --
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make sure you kind of use that marquee tool
and just select them before you move them,
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because if you try and move them independently,
it will basically break it, and then when you go
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to kind of try and generate a
rig, it'll come up with errors.
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So I'm just hitting G, I'm
just basically creating, like,
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a bit of a curve on that spline there.
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The same on that.
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Oh, try not to select anything else.
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If you want to be a bit more precise, you
can use these, the Move tool, so that way,
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you can actually use arrows, as opposed
to just trying to use the G key.
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I'm just going to highlight this joint here.
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And again, I'm just going to bring that
back, so maybe like in orthographic view,
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get a better view there, and just sort
of see, but it needs to be just fairly --
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, you know, you got a bit of a curve going on
there, but, and then we've got the kind of,
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as it gets up to near the -- what
would be the clavicle and the neck,
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we want to be bringing that back as well.
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So I'm just going to go into
the orthographic view again.
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I'm just going to highlight
that, bring that to there.
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So yes, remember to use the
marquee tool on this,
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because it will break it
and it will not generate.
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All right, so we're getting close.
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We're getting close.
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I'm just going to move this up to the top.
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So this will need to be at
the top of the crown, because,
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you can have a controller there as well.
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We've got this kind of this
clavicle area here as well.
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It's going to -- I'm just going to move
that into, say, there, something like that.
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And we've got this breast area, and I'm
just going to bring those back, like so,
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just so the light embedded in the model.
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You'll end up with maybe parts of this kind
of sticking out, but don't worry about it,
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as long as it's kind of like fairly central.
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So you can see here with the legs,
we've got an issue going on there.
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I'm just going to go into the orthographic view.
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And again, I'm just going to move these back.
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I'm just making sure that it's
pretty central with the model,
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but I think that's looking pretty much okay.
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Yeah, and what we're going to be
looking to do in the next video, folks,
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is generating the controllers, and then
we're going to be binding the skeleton
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to the character, so that'll
be in the next part.
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Just one last thing before we
go into the next part, folks.
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Before we go to generate the rig, you will need
to go from Edit mode back into Object mode,
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so you've got your armature
selected, and I want you to press Ctrl
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and A. And what you need is Scale.
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Okay? So I want you to click on that.
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So I'll do that again, Ctr.
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And A, and then hit Scale.
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If you don't do that, when it comes to
generating the rig, it'll basically generate it
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at the original size it was at before you
scaled it up, so just something to bear
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in mind before we go into the next section.
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So as long as you've done that, we're
ready to go to the next part of the video.
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So now we're ready to create controllers
and bind this skeleton to our model.
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So with the skeleton selected in Object mode,
we're going to go down to the right here,
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and you want to click on the
little symbol with the character.
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And you see it says Generate Rig.
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If you don't see it, just click on
the Rigify buttons and you'll see
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that Generate Rig, so I'm going to hit that.
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And it's going to go and create our
rig for us, which is looking good.
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Next, what we're going to do over in the
top left here, we're going to go in Object,
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and we're going to go to Pose mode.
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Then I'm going to hit A to
select it, and then H to hide it.
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Also, we've got two rigs going on here.
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We've got the one that we kind of
created, and then we've got the new rig,
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so I'm just going to go and select that.
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So we've got our rig there.
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Then on the right here, you'll
see all these layers.
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Now, the layers just to explain, if I just click
on the little arrow there, if I go to Item,
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you'll see there, basically every part
of this skeleton is listed in here,
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and they all correspond with these buttons
here, yeah, so just, so you know what these are.
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I'll just drag that in.
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What I want you to do is I need to go
Shift and left-click on this button here.
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And you'll see there, you've got
part of the model coming through.
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If I now just go down in this mode to where it
says Viewport Display, and just click In Front,
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you will see the model there, and now we're
going to go into -- back into Object mode.
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And what we're going to do
next is we're going to go
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and select the actual model,
Shift and select the armature.
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Then we're going to go Ctrl and P. And then,
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we're going to go Set Parent
To with Automatic Weights.
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Click on that.
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Let's give it a second.
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And that's all good.
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And now you can test it, to
just see that it's bound to it.
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So if you go and select the
armature, then hit G,
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it should by rights move it
around, so that's all looking good.
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I'm just going to go Ctrl-Z and bring that back.
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And then with the rig selected,
we're going to go back to Pose mode,
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and then back over to the right
here with the buttons here,
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Shift and select that button
that we selected before.
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And then, with that done, all
we need to do is press Alt
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and H to bring back the visibility of our rig.
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And then we're set up, and then all
we need to do is, look, we just, say,
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select one of the hands, hit G, and hey, presto.
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We've got our model moving.
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So if you've achieved that, then well done.
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That's absolutely awesome.
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So now you're ready to animate.
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In the next part, I'm just going to go through
the controllers of the model and make sure
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that you're all set up so you know what to
do when it comes to doing the animation,
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and that'll be in the next part of the video.
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So just to do a little demonstration
now, if I, say, select this box here,
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which kind of controls like the bending of
the legs, and I hit G, you see there now.
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So I could just go Ctrl-Z that
out and set a keyframe there, say,
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hit I, and then go Location and Scale.
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We'll drop a keyframe in there, and
basically made that, say, around about 24.
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I'll hit G again, bring that down
and hit I again, Location Scale.
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So now we've got a little animation.
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So general overview of controlling the
character, you've got the top, the crown,
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so that, if you hit R, you can
kind of rotate the head, like so,
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this one for, you know, rotating side to side.
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You can also use these controls
as well, so you can actually --
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of course, that character doesn't have a face,
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but you can sort of rotate
from side to side like that.
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These are the controllers you don't want
to be touching, like, you know, the arrows.
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The hands, yes, so you've got the controllers
here, so you can click on, say, that.
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Hit G, and then move them around, like so.
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We've got one for this sort of --
well, you got several sort of, like,
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for the sort of chest areas here.
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Again, you know, it's just good for
things, like, you know, if you want to kind
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of get some extra movement in there, like so.
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Same thing with this one but, you know, have
a play around, do a bit of a hip wiggle.
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It's pretty cool.
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And then you got other things, like the actual
box, which sort of controls the kind of hips,
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and that's going to be good
for, like, walking, right?
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So we can kind of like shifting
the hips from side to side.
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Again, I'll just Ctrl-Z these out.
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And then we've got the feet.
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Now, when we're posing this in the next
videos, going into more like walking,
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you may want to be adjusting some of these
and making sure that it's bending okay.
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So for example, if I just grab
hold of these, like so, those up,
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you want to make sure they're not, like,
knock-kneed, you know, like, kind of going sort
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of together, so you can make some adjustments,
like using these here, some of those ones there,
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but you don't really want
to be animating with those.
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You want to be sort of using the feet there.
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But if you've got that done, well done.
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You're ready to kind of go to the next stage,
which is essentially getting our character
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to kind of move, and that'll
be in the next video.
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So that's it, folks.
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Hopefully you found this video useful.
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Okay, thanks a lot.
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Bye for now.