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Blender Rigify

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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.
Title:
Blender Rigify
Description:

more » « less
Video Language:
English (United States)
Duration:
14:23

English (United States) subtitles

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