1 00:00:00,930 --> 00:00:01,470 Oh, good. 2 00:00:01,500 --> 00:00:08,820 In this video, we are going to take our contacts so we can pose this character and then render it before 3 00:00:08,820 --> 00:00:08,970 them. 4 00:00:08,970 --> 00:00:11,660 And then let's fix this problem over here. 5 00:00:11,670 --> 00:00:14,700 So as you can see, we lost issue here. 6 00:00:14,700 --> 00:00:21,030 But if we zoom in, you can see that that is like two shoes over here, right? 7 00:00:21,030 --> 00:00:22,260 So this is the problem. 8 00:00:22,260 --> 00:00:23,700 We have it more and modify it. 9 00:00:24,330 --> 00:00:32,310 So I guess when we join this, the pounds eight may make this problem for us. 10 00:00:32,310 --> 00:00:36,090 So we have to choose the mirror object again or here. 11 00:00:36,600 --> 00:00:38,640 So choose a mirror object. 12 00:00:40,350 --> 00:00:42,870 The parts for me are mirror objects. 13 00:00:43,470 --> 00:00:48,600 Now let's do the same for shoelaces like this. 14 00:00:49,560 --> 00:00:50,370 All right, now. 15 00:00:50,880 --> 00:00:53,400 Now, that is fixed right now. 16 00:00:53,400 --> 00:00:57,780 Let's let's start doing the rigging process. 17 00:00:57,920 --> 00:01:06,210 So first and then we can do it this queue because boom, we're done with and right now so we can just 18 00:01:06,210 --> 00:01:06,720 delete them. 19 00:01:07,860 --> 00:01:11,880 I want to introduce to you in new feature in New Adam. 20 00:01:12,150 --> 00:01:22,680 So if you go to Armatures, there are some basic armatures that you can use in the in the fundamental 21 00:01:22,680 --> 00:01:31,650 section I showed you how to use armatures, arms to parents, your objects to the arms and the use to 22 00:01:31,830 --> 00:01:33,180 those simple rigs. 23 00:01:33,480 --> 00:01:40,590 Well, I want to show you another way to read a character and especially a humanoid character like this 24 00:01:40,590 --> 00:01:40,800 one. 25 00:01:40,800 --> 00:01:42,270 We have a human character. 26 00:01:42,870 --> 00:01:51,870 So if you go to Adam's and then search for Rick, there is something over here called Redefine and you 27 00:01:51,870 --> 00:01:55,470 need to enable it if you like to be disabled. 28 00:01:55,620 --> 00:02:04,050 If you go to brush shift A and go to Ahmed images, he gets just a single point which we go and enable 29 00:02:04,050 --> 00:02:04,380 it. 30 00:02:04,680 --> 00:02:07,080 Then you will have some other options. 31 00:02:07,470 --> 00:02:12,390 Over here is if I press shift A and go to armatures. 32 00:02:12,570 --> 00:02:17,460 As you can see, we have a human metric animals, some basic metrics. 33 00:02:17,880 --> 00:02:18,180 All right. 34 00:02:18,990 --> 00:02:27,720 So what the mean is this rig RFI adds on that comes with BO and allows you to make simple fast readings 35 00:02:28,110 --> 00:02:32,910 for humans and simple for like the creatures ants. 36 00:02:33,120 --> 00:02:40,020 And then with one click over here, you can generate an advanced rig, which I'm going to show you how 37 00:02:40,020 --> 00:02:40,830 to do that. 38 00:02:41,400 --> 00:02:49,470 So first of all, before doing the rigs, we need to make sure that everything in our scene is in the 39 00:02:49,470 --> 00:02:51,180 same scale. 40 00:02:51,180 --> 00:03:01,980 So if I go here and go to view, go to item, I can see that the shirt over here doesn't have the universal 41 00:03:02,010 --> 00:03:03,060 scale, which is one. 42 00:03:03,180 --> 00:03:05,790 And we discussed this in the fundamentals. 43 00:03:05,790 --> 00:03:10,620 So if we get phase one, these will shoot these. 44 00:03:10,800 --> 00:03:17,190 The hair also needs to be a skill to reset the scale, the parts also. 45 00:03:17,190 --> 00:03:19,200 So you need to select all which. 46 00:03:19,710 --> 00:03:20,130 Okay. 47 00:03:20,700 --> 00:03:25,620 And then we have to apply a scale for something like the curves. 48 00:03:25,620 --> 00:03:31,320 We might get into some problems, but let's see what is what we get. 49 00:03:31,710 --> 00:03:35,730 If we have some problems, we need to fix ourselves, go on first scale. 50 00:03:36,150 --> 00:03:44,340 And as you can see, the shoes issue got a little bit or the ground actually I think it got a little 51 00:03:44,610 --> 00:03:46,500 bit smaller. 52 00:03:46,500 --> 00:03:46,740 Yeah. 53 00:03:46,740 --> 00:03:52,860 Because of the modifiers I think here because of the modifiers it we can always if it is smaller so 54 00:03:52,860 --> 00:04:00,330 we can adjust the scale over here, something like this and Google, this is a placeholder. 55 00:04:00,330 --> 00:04:03,090 We're not going to use this in the final render, I think. 56 00:04:03,090 --> 00:04:07,800 So we're going to use a simple plane just so you know. 57 00:04:08,430 --> 00:04:14,730 So the shoes also needs to be a skill applied skill control, a skill as you can see, you have no problem. 58 00:04:15,180 --> 00:04:17,160 And the shoelaces also. 59 00:04:17,160 --> 00:04:20,100 So we don't have any problem. 60 00:04:20,100 --> 00:04:27,250 And the pants, as you can see, I think they're sold if I'm ready for change a bit. 61 00:04:27,300 --> 00:04:33,450 So we need to increase the thickness of the family four over here and we're good to go. 62 00:04:33,450 --> 00:04:35,460 And then the shirts also. 63 00:04:35,730 --> 00:04:43,980 So also we need to increase the salt if I modify for the shirt and check if everything's all right. 64 00:04:48,110 --> 00:04:48,410 All right. 65 00:04:48,620 --> 00:04:49,790 And then the buckle. 66 00:04:52,440 --> 00:05:00,810 I usually just press all control, but just so you know that there might be some problems because of 67 00:05:00,810 --> 00:05:06,630 this, or if I might, for other modifiers, maybe you maybe you would want to do them more, number 68 00:05:06,630 --> 00:05:06,990 one. 69 00:05:07,920 --> 00:05:09,660 And then the face is. 70 00:05:12,420 --> 00:05:16,770 All right, let's do these shapes also. 71 00:05:18,900 --> 00:05:20,370 So we have a problem here. 72 00:05:20,380 --> 00:05:30,940 I think, again, because of the solidifying modifier, maybe we need to make two degrees to solidify 73 00:05:30,940 --> 00:05:31,470 our here. 74 00:05:34,110 --> 00:05:35,280 So I think that's fine. 75 00:05:36,710 --> 00:05:37,170 Yeah. 76 00:05:41,290 --> 00:05:45,490 And then in the shrink shop modifier, we need to change the offset over here. 77 00:05:49,110 --> 00:05:50,760 It's moving up and. 78 00:05:51,960 --> 00:05:53,100 Change in offsets. 79 00:05:54,500 --> 00:05:55,880 Or is that changing. 80 00:05:56,330 --> 00:06:00,860 Maybe because we need to have old snapping to. 81 00:06:03,880 --> 00:06:10,480 I responded back to zero and Oren is not is disabled. 82 00:06:10,480 --> 00:06:18,880 So yeah, this this icon over here is the disabled, which means that in the viewport I don't see it. 83 00:06:19,020 --> 00:06:22,120 So let's change 84 00:06:24,850 --> 00:06:29,830 the also before that let's turn snapping to off so we don't get a lot of. 85 00:06:32,850 --> 00:06:33,780 Distortions. 86 00:06:48,960 --> 00:06:51,540 Let's change offices here to zero and things. 87 00:06:52,730 --> 00:06:53,030 Good. 88 00:06:53,250 --> 00:06:53,940 I didn't want. 89 00:06:56,840 --> 00:07:01,120 Let's edit the eyebrow. 90 00:07:02,600 --> 00:07:03,830 Something like this. 91 00:07:19,850 --> 00:07:23,630 Let's see if the faces are in the right direction. 92 00:07:26,800 --> 00:07:29,530 As you can see there is so. 93 00:07:57,570 --> 00:08:00,830 It tries to touch to this surface over here. 94 00:08:00,840 --> 00:08:05,160 Maybe by enabling something to a little bit easier. 95 00:08:05,280 --> 00:08:05,640 Yeah. 96 00:08:06,810 --> 00:08:11,550 So now it's much easier to see just the shape. 97 00:08:17,430 --> 00:08:17,760 Right. 98 00:08:18,150 --> 00:08:19,440 I think that's good enough. 99 00:08:19,980 --> 00:08:21,660 So the skill is one that's good. 100 00:08:21,670 --> 00:08:23,730 So let's apply a skill for this one. 101 00:08:24,330 --> 00:08:26,010 The hers as well. 102 00:08:27,540 --> 00:08:36,419 And I think I think we're done so to make sure there's always a control, a stress on skill. 103 00:08:37,049 --> 00:08:37,429 All right. 104 00:08:37,440 --> 00:08:45,960 So the next stage is that we should meet the armature, but before that, to make the armature before 105 00:08:45,960 --> 00:08:50,580 making a armature, you need to move move your character up. 106 00:08:50,790 --> 00:08:53,790 So let's press press all this. 107 00:08:54,300 --> 00:09:02,370 I show this level, the lights and the ideas about the lights over here, first of all, and let's just 108 00:09:02,730 --> 00:09:08,520 the camera as well, so we can just delete the camera with another word now. 109 00:09:09,450 --> 00:09:11,160 And so it's all. 110 00:09:11,280 --> 00:09:12,840 Don't forget to say first. 111 00:09:13,200 --> 00:09:16,320 So it's all press g z and go up. 112 00:09:17,100 --> 00:09:17,910 And you know what? 113 00:09:17,910 --> 00:09:20,040 I'm going to do this ground over here. 114 00:09:20,580 --> 00:09:21,420 You don't need it. 115 00:09:21,870 --> 00:09:30,150 So let's press g z up and then what you will and what you want to do is that you want to the character 116 00:09:30,150 --> 00:09:33,840 to stand in the in the zeros in the zero. 117 00:09:34,110 --> 00:09:35,220 So this is zero. 118 00:09:35,220 --> 00:09:35,850 This is one. 119 00:09:35,860 --> 00:09:43,920 This is to issue the sun in the zero in this X axis. 120 00:09:44,280 --> 00:09:44,640 All right. 121 00:09:44,790 --> 00:09:45,210 So. 122 00:09:47,340 --> 00:09:54,030 And that is just because when we make the armature is going to it's going to be like this. 123 00:09:54,420 --> 00:10:04,140 So if a first shift C to reset through the cursor over here and then press shift and then go to armature 124 00:10:04,140 --> 00:10:07,710 and then go here press on human metric. 125 00:10:07,830 --> 00:10:08,250 All right. 126 00:10:08,590 --> 00:10:17,460 As you can see right now, the the armature we made is just sitting on the x axis over here. 127 00:10:18,690 --> 00:10:27,690 So if I need to scale my armature right now, so let's process and scale its up. 128 00:10:28,380 --> 00:10:30,780 Scale its up like this. 129 00:10:31,200 --> 00:10:31,650 So. 130 00:10:33,100 --> 00:10:34,440 And like this. 131 00:10:34,450 --> 00:10:41,170 So the main idea about this, the main thing you have to do, we have to put everything, every army, 132 00:10:41,200 --> 00:10:48,490 every bone we have with this armature pre with this premium armature inside the mesh, we have the mesh 133 00:10:48,490 --> 00:10:51,230 of our character and then be a parent. 134 00:10:51,550 --> 00:10:51,970 All right. 135 00:10:51,970 --> 00:10:55,060 So let's first set the. 136 00:10:56,280 --> 00:10:57,330 Skill here. 137 00:10:57,720 --> 00:10:58,140 All right. 138 00:10:59,310 --> 00:11:03,060 And again, the important thing is to pest control. 139 00:11:03,060 --> 00:11:05,550 A reset this scale right here. 140 00:11:05,820 --> 00:11:06,240 All right. 141 00:11:06,270 --> 00:11:14,370 Now, as I said, we need to adjust these ponds to go inside the character. 142 00:11:14,370 --> 00:11:21,510 But as you can see, if I'm good at it mode and then I want to move them, I don't see a position of 143 00:11:21,750 --> 00:11:23,820 each one to see the position. 144 00:11:23,820 --> 00:11:25,170 Position of each one. 145 00:11:25,650 --> 00:11:28,110 Let's change the viewport display over here. 146 00:11:28,110 --> 00:11:37,890 So object properties viewport display and then change it to in France whenever we can see the armature 147 00:11:37,890 --> 00:11:41,420 to be in front of the character or any other objects. 148 00:11:41,420 --> 00:11:45,090 So it's easier now to change the location. 149 00:11:45,090 --> 00:11:53,350 The first thing, the first things I do when it comes to these metrics is I go to edit mode with TAP 150 00:11:53,670 --> 00:11:57,570 adds an edit, I delete some certain buttons. 151 00:11:57,570 --> 00:12:06,030 For example, this these buttons over here, these are the nipples or the chest bones. 152 00:12:06,060 --> 00:12:07,440 All right, we don't need them. 153 00:12:09,270 --> 00:12:14,880 So just select them and press X and then press on delete in the bottom. 154 00:12:15,210 --> 00:12:15,600 All right. 155 00:12:15,600 --> 00:12:19,620 The other ones we don't need is a facial bone, so we don't want. 156 00:12:20,250 --> 00:12:21,930 These bones are right here. 157 00:12:22,110 --> 00:12:23,010 The facial bones. 158 00:12:23,010 --> 00:12:24,810 We want a simple pose. 159 00:12:25,380 --> 00:12:27,930 We are not doing this for animation. 160 00:12:27,930 --> 00:12:34,920 But maybe if you're aiming for animation, if you want to make some expressions for the page, for the 161 00:12:34,920 --> 00:12:39,030 face of your character, you can do this, you can keep this. 162 00:12:39,030 --> 00:12:42,360 But I'm just looking for some simple posing. 163 00:12:42,930 --> 00:12:48,330 So let's just select these and press X and press delete in months. 164 00:12:49,280 --> 00:12:54,510 And then the other ones or the eatables over here, let's select them and then delete them. 165 00:12:54,780 --> 00:12:58,140 And then there is a bone over here that you can see. 166 00:12:58,140 --> 00:13:02,760 But if we enable the x ray or here, you can see that there is a bone. 167 00:13:02,760 --> 00:13:07,050 Over here it is called all right. 168 00:13:07,830 --> 00:13:13,590 The name isn't seen over here, the face as it says here, metric face. 169 00:13:14,010 --> 00:13:16,500 So you need to delete this one as well. 170 00:13:16,740 --> 00:13:24,570 Otherwise it will all make problems and you're probably not going to get a good Rick. 171 00:13:24,570 --> 00:13:29,670 So let's just click on this one and press X and deletes this one. 172 00:13:30,210 --> 00:13:38,640 So now I think we are ready to sort out our editing of these bones. 173 00:13:39,780 --> 00:13:42,870 So let's just start with the head. 174 00:13:42,870 --> 00:13:51,540 So let's go to France, view it number one, and then go to edit mode of the metric and then click this 175 00:13:51,790 --> 00:13:52,740 disposal here. 176 00:13:53,760 --> 00:13:56,340 And let's go to side view with three. 177 00:13:56,340 --> 00:13:59,850 And then this is the spine six. 178 00:14:00,270 --> 00:14:04,860 I usually use just one bone for the whole head. 179 00:14:04,980 --> 00:14:10,200 So let's bring down this, this sphere over here and. 180 00:14:11,990 --> 00:14:12,740 Like this. 181 00:14:13,040 --> 00:14:18,140 All right, so let's change it and let's do it the proper way. 182 00:14:18,140 --> 00:14:22,860 So press G's it to bring it up with this express. 183 00:14:23,450 --> 00:14:25,460 Let's select these two forms. 184 00:14:25,490 --> 00:14:30,890 These are the neck bones, the spine five and a spine four. 185 00:14:30,890 --> 00:14:37,140 So select them and then bring bring both down like this. 186 00:14:37,210 --> 00:14:42,650 So I give the tip of the of the head bone here. 187 00:14:42,980 --> 00:14:47,570 This is move it in the y axis and then let's move it. 188 00:14:47,570 --> 00:14:50,480 You can do the x axis of a straight bone. 189 00:14:51,020 --> 00:14:54,680 Let's just move it in a very old fashioned way. 190 00:14:54,680 --> 00:15:00,290 Just move it around like this, and then we can have it in as in a good position. 191 00:15:00,320 --> 00:15:06,350 So let's just do this and then select this sphere over here and bring it down like this. 192 00:15:07,460 --> 00:15:09,910 And all right, I see the problem now. 193 00:15:09,920 --> 00:15:13,190 So I forgot to turn off the snapping tool. 194 00:15:13,190 --> 00:15:20,060 So it is snapping to the surface of my after effects. 195 00:15:20,390 --> 00:15:25,760 All right, so if something doesn't work well for use, just fine. 196 00:15:26,060 --> 00:15:26,840 Problem? 197 00:15:26,840 --> 00:15:27,910 Don't panic again. 198 00:15:28,700 --> 00:15:35,150 The key is to through the art and to the anything you want to make through this, do not panic. 199 00:15:35,510 --> 00:15:38,680 Because a lot of things might go wrong. 200 00:15:38,690 --> 00:15:45,060 And in a way that you don't want to, you might just panic and say, All right, I give up. 201 00:15:45,080 --> 00:15:49,520 So keep that in mind because clean these up a little bit. 202 00:15:49,550 --> 00:15:52,430 So as I said, this is the bone for the head. 203 00:15:52,460 --> 00:15:58,490 The top bone and the other pawns are the pawns for the for the neck over here. 204 00:15:58,490 --> 00:16:03,070 So let's kill them down and then bring this up. 205 00:16:03,560 --> 00:16:05,090 We're good to go now, I think. 206 00:16:06,240 --> 00:16:06,540 Yeah. 207 00:16:07,530 --> 00:16:15,210 So also, these spheres need to need to have some attachments each other. 208 00:16:19,350 --> 00:16:19,890 All right. 209 00:16:19,890 --> 00:16:26,700 Now let's enable examines for you here as you see up here over here and have a symmetry. 210 00:16:26,700 --> 00:16:37,410 So we only work on one side and the other side gets the other side also moves around if you forgot to. 211 00:16:37,650 --> 00:16:45,030 In any case, if you forgot to enable this X symmetry and then you walks on these bonds off of one side, 212 00:16:45,390 --> 00:16:53,460 and then we're done with this one side, and then you rotate that on so that you don't have you have 213 00:16:53,460 --> 00:16:55,320 to do the other side again, too. 214 00:16:55,320 --> 00:17:03,150 So there's option enabled again for the armature as we have for any object or armature. 215 00:17:03,150 --> 00:17:04,410 You have a switch, right? 216 00:17:04,410 --> 00:17:09,150 So if you don't seem to arise, you can see which from any direction you want. 217 00:17:09,630 --> 00:17:11,880 It's the same thing with any objects. 218 00:17:12,119 --> 00:17:13,339 I didn't want that you can see. 219 00:17:13,500 --> 00:17:13,829 Right. 220 00:17:14,250 --> 00:17:16,440 So let's move these bonds over here. 221 00:17:16,440 --> 00:17:18,540 This is the pawn for the shoulder. 222 00:17:18,930 --> 00:17:19,349 All right. 223 00:17:20,670 --> 00:17:26,420 And then for these moons, I forgot to enable symmetry. 224 00:17:26,460 --> 00:17:29,110 So it's just plain and cement. 225 00:17:29,190 --> 00:17:31,770 I play the symmetries and the numeral symmetry. 226 00:17:32,820 --> 00:17:34,380 So this is the shoulder wound. 227 00:17:34,500 --> 00:17:38,370 And so it's a just like this. 228 00:17:38,650 --> 00:17:39,420 Like this. 229 00:17:39,840 --> 00:17:42,470 And then this is the ultimate form. 230 00:17:42,480 --> 00:17:51,720 So it pushes the the important bones, like the elbow bone, the hipbone, the knee bones. 231 00:17:51,930 --> 00:17:57,180 These are the important bones because they are joints that are the major jones in body. 232 00:17:57,690 --> 00:18:03,000 So you have to place it, you need to place it back. 233 00:18:03,000 --> 00:18:06,990 So it does have this kind of angle. 234 00:18:07,290 --> 00:18:12,600 So the shoulder bone and the wound, this kind of angle and then this kind of angle for the four. 235 00:18:12,780 --> 00:18:13,110 All right. 236 00:18:13,110 --> 00:18:17,820 So it doesn't need to be straight because you need to bend it this way. 237 00:18:17,820 --> 00:18:22,740 You better break the same thing goes for the knee. 238 00:18:22,740 --> 00:18:28,320 So you have you need to have a little piece of of angle. 239 00:18:28,560 --> 00:18:30,090 So this place is or here. 240 00:18:30,090 --> 00:18:38,730 So this is our elbow and the spring of our hands over here. 241 00:18:40,070 --> 00:18:41,690 Oh, it's just a justice. 242 00:18:41,870 --> 00:18:45,140 This should be around the wrist area. 243 00:18:45,530 --> 00:18:51,260 And let's see of the other angles that the -- is actually inside that mesh. 244 00:18:52,100 --> 00:18:52,710 All right. 245 00:18:52,760 --> 00:18:57,560 It needs to be inside the mesh to go around and check that for yourself. 246 00:18:58,610 --> 00:19:02,660 And then we have to move these balloons around. 247 00:19:02,660 --> 00:19:08,800 These are maybe the hardest ones in the in the rigging in this part. 248 00:19:08,810 --> 00:19:11,540 And we are adjusting the bone location. 249 00:19:11,540 --> 00:19:21,780 So you have to go around each of these finger bones and then adjust accordingly to you, to your finger. 250 00:19:21,780 --> 00:19:23,240 If the finger of your character. 251 00:19:27,780 --> 00:19:30,590 So as to that, let's select this. 252 00:19:30,600 --> 00:19:36,870 This is this is going to be my knuckle bone of of the time. 253 00:19:36,870 --> 00:19:40,200 And this is going to be the tom itself. 254 00:19:41,190 --> 00:19:47,340 And it's a kill if if the experience is going to be outside of the mesh. 255 00:19:48,030 --> 00:19:48,450 All right. 256 00:19:48,960 --> 00:19:55,200 But it shouldn't be something like this, because then you can move around this part of your mesh. 257 00:19:56,910 --> 00:20:01,040 So let's do something like this and check from every angle. 258 00:20:01,050 --> 00:20:06,080 That's the Bourne is actually inside the mesh. 259 00:20:06,090 --> 00:20:09,690 And then let's click on this finger Bourne. 260 00:20:09,690 --> 00:20:15,930 So I click on one Bourne and then press L to select all the connected bonds. 261 00:20:16,260 --> 00:20:24,540 All right, so let's rotate that first like this, and then this is going to be my knuckle bourne, 262 00:20:26,760 --> 00:20:27,060 okay? 263 00:20:28,080 --> 00:20:31,050 This is going to be my knuckle the knuckles over here. 264 00:20:31,470 --> 00:20:33,630 This is going to be the joint over here. 265 00:20:33,630 --> 00:20:36,000 And this is going to be the Jones over here. 266 00:20:36,010 --> 00:20:37,500 And this is going to be outside. 267 00:20:39,360 --> 00:20:39,830 All right. 268 00:20:43,250 --> 00:20:45,950 You can do the same thing over here as well. 269 00:20:46,310 --> 00:20:49,300 This is going to be the knuckleball of the Tom. 270 00:20:52,050 --> 00:20:54,210 And these should be just over here. 271 00:20:54,270 --> 00:20:57,240 These are the kind of the tendons over here. 272 00:20:58,230 --> 00:21:00,870 They replicate the tendons of the hands. 273 00:21:02,830 --> 00:21:04,810 To bring them down like this. 274 00:21:06,610 --> 00:21:10,940 And then let's go for the other finger press o rotator. 275 00:21:13,480 --> 00:21:14,320 And then just. 276 00:21:16,810 --> 00:21:20,710 Do the same things that this is going to be the knuckle bone over here. 277 00:21:22,210 --> 00:21:27,250 This is going to be the first joint and this is going to be the second joint. 278 00:21:28,060 --> 00:21:32,110 This is going to be the last one that goes outside of the mesh. 279 00:21:33,040 --> 00:21:35,260 Let's bring them down like this. 280 00:21:36,060 --> 00:21:39,250 Let's let this a spirit connect to each other. 281 00:21:39,280 --> 00:21:39,700 All right. 282 00:21:40,810 --> 00:21:45,820 Let's go to the to this finger over here and let's do it. 283 00:21:45,820 --> 00:21:46,780 Rotated again. 284 00:21:50,400 --> 00:21:52,820 And it's rotated like this. 285 00:21:52,830 --> 00:21:54,450 This is going to be not a one. 286 00:21:55,020 --> 00:21:59,850 This is going to be the first joint and is going to be the second joint. 287 00:22:13,540 --> 00:22:14,000 All right. 288 00:22:14,020 --> 00:22:16,810 Now is like the last one. 289 00:22:18,190 --> 00:22:21,940 Let's go to a front to tell people that's the rotated. 290 00:22:25,590 --> 00:22:27,720 Let's bring it over here and. 291 00:22:34,320 --> 00:22:35,570 Let's do the same thing. 292 00:22:35,580 --> 00:22:38,730 So this is going to be the knuckle bone or here. 293 00:22:41,230 --> 00:22:42,610 It's going to be the first joint. 294 00:22:43,060 --> 00:22:47,680 Second joint, and it's going to be the third one over here. 295 00:22:50,150 --> 00:22:58,050 Let's bring them down like this, then rotate and make sure that they are inside the mesh. 296 00:22:58,060 --> 00:22:59,650 That's the most important thing. 297 00:23:00,100 --> 00:23:11,110 If even one of the bones are not inside the mesh, you have some problems when you're applying the applying 298 00:23:11,160 --> 00:23:11,470 to all. 299 00:23:12,630 --> 00:23:13,590 The parents think. 300 00:23:15,820 --> 00:23:16,390 All right. 301 00:23:16,420 --> 00:23:17,610 Now, that is. 302 00:23:17,970 --> 00:23:19,340 That is it. 303 00:23:19,710 --> 00:23:22,780 Well, now we can. 304 00:23:23,530 --> 00:23:24,810 Let's go around now. 305 00:23:25,120 --> 00:23:26,590 Let's shake everything. 306 00:23:26,590 --> 00:23:27,010 So. 307 00:23:28,370 --> 00:23:30,520 So they would be inside the mesh. 308 00:23:30,530 --> 00:23:32,750 I think that's good for now. 309 00:23:33,500 --> 00:23:42,200 Don't worry if you if you like miss something like like I did over here and even if you pirated and 310 00:23:42,200 --> 00:23:49,550 do the rigging, you can always go back and edit your your report here and then the parents again. 311 00:23:49,550 --> 00:23:57,610 So not to worry, but the key is to be patient over here in the good rake. 312 00:23:57,620 --> 00:24:01,190 Let's save work then let's go to the heap. 313 00:24:01,190 --> 00:24:01,700 Her yard. 314 00:24:01,700 --> 00:24:03,890 These are the pawns for the heap. 315 00:24:03,890 --> 00:24:05,930 So let's bring them out. 316 00:24:05,970 --> 00:24:07,220 It's a little bit like that. 317 00:24:07,550 --> 00:24:14,780 And the phones, the angle between the hip phone and the knee joint is something like this. 318 00:24:14,780 --> 00:24:18,620 So this is the hip, this is the knee. 319 00:24:19,160 --> 00:24:22,100 And then this goes for the for the the leg. 320 00:24:22,580 --> 00:24:26,450 The the the leg over here. 321 00:24:26,450 --> 00:24:29,720 The bugle and the tibial bones. 322 00:24:31,650 --> 00:24:38,340 So this is the same as bring it back over here. 323 00:24:40,790 --> 00:24:47,780 Let's make them to attach to scenes that they don't attach to each other like this. 324 00:24:49,130 --> 00:24:50,760 Let's bring them out. 325 00:24:50,780 --> 00:24:52,070 Always a bit like this. 326 00:24:53,760 --> 00:24:54,660 Are we good to go? 327 00:24:54,690 --> 00:24:59,070 I think that is a good enough angle. 328 00:25:00,540 --> 00:25:05,960 Now is due to the knee knee bone and he joins. 329 00:25:06,000 --> 00:25:10,520 So let's go here and. 330 00:25:12,880 --> 00:25:14,050 So if this one. 331 00:25:19,780 --> 00:25:24,230 You have this angle here that I just described to you. 332 00:25:25,160 --> 00:25:27,980 And then let's go to the foot area. 333 00:25:27,980 --> 00:25:30,870 This is the -- for cocaine use. 334 00:25:30,890 --> 00:25:33,920 I believe this is the bone for the back of the foot. 335 00:25:34,640 --> 00:25:37,100 So leave it. 336 00:25:37,400 --> 00:25:37,580 Leave. 337 00:25:37,640 --> 00:25:38,900 It's just over here. 338 00:25:40,140 --> 00:25:42,690 So this should be in the back of the foot. 339 00:25:43,050 --> 00:25:43,470 All right. 340 00:25:44,720 --> 00:25:46,850 This is the bond for the back of the foot. 341 00:25:47,510 --> 00:25:50,540 And then this just goes down like this. 342 00:25:50,810 --> 00:25:53,150 I think it's okay like this. 343 00:25:53,150 --> 00:25:58,100 And then this is the tip of the toes over here. 344 00:25:59,160 --> 00:26:02,600 Then this is forward for to. 345 00:26:04,160 --> 00:26:05,420 Last for more here. 346 00:26:08,050 --> 00:26:21,340 And if your character is barefoot so it doesn't have any any any shoes or any earrings or here you can 347 00:26:21,340 --> 00:26:22,090 add bonds. 348 00:26:23,150 --> 00:26:25,940 It's the same thing over here with the hands. 349 00:26:25,960 --> 00:26:31,680 You can add bonds and you do that by selecting a bond and then pressing E. 350 00:26:31,750 --> 00:26:34,420 And then you can extrude forms like this. 351 00:26:34,850 --> 00:26:37,000 Okay, so that's it. 352 00:26:37,030 --> 00:26:42,750 I think we could for now, we can start the financing. 353 00:26:42,760 --> 00:26:44,050 But before doing that. 354 00:26:45,410 --> 00:26:51,500 The important thing is this first, change the location of this one. 355 00:26:51,500 --> 00:26:56,570 I want it to be here to be in the same location as this. 356 00:26:57,020 --> 00:27:01,200 If we see the side of you, we'll be like this. 357 00:27:01,490 --> 00:27:02,870 Let's see. 358 00:27:02,870 --> 00:27:04,310 The skin is right. 359 00:27:04,310 --> 00:27:06,200 So the skin is okay or not. 360 00:27:06,200 --> 00:27:08,240 So we don't have to worry about that. 361 00:27:08,780 --> 00:27:15,050 Let's click on this in front and see if any bone is just outside of the match. 362 00:27:15,050 --> 00:27:16,550 We can check it like that. 363 00:27:17,120 --> 00:27:19,850 I think this one is two outside. 364 00:27:19,860 --> 00:27:21,290 So let's do that. 365 00:27:22,460 --> 00:27:23,690 And. 366 00:27:25,360 --> 00:27:26,500 Yeah, I think that's okay. 367 00:27:28,180 --> 00:27:38,950 And and now we can, we can start the parenting process, but before that, we need to make the generate 368 00:27:39,010 --> 00:27:40,000 advisory. 369 00:27:40,660 --> 00:27:41,020 All right? 370 00:27:41,920 --> 00:27:49,630 To generate the advisory, you need to go to this properties to I'm sorry, to this property over here. 371 00:27:50,230 --> 00:27:53,230 The object is a property of the rake. 372 00:27:53,740 --> 00:27:58,260 And then there's a button over here that is called generate rake. 373 00:27:58,900 --> 00:28:01,150 So what's what happens when I do it? 374 00:28:01,150 --> 00:28:13,120 The rec it it actually this Adam will make a rake and advance rake around the area of the bones that 375 00:28:13,120 --> 00:28:13,690 are here. 376 00:28:14,320 --> 00:28:26,800 Then we will parents are objects to that generated rake and we would we will have a pre-made weights 377 00:28:26,800 --> 00:28:31,240 painted brick that is easily done. 378 00:28:31,240 --> 00:28:39,850 So in the past you would just make this bone over here and just be just one bone like this and then 379 00:28:39,850 --> 00:28:50,020 you would just extruded and then make this one over here and then you would paint paints to the thing 380 00:28:50,020 --> 00:28:50,740 over here. 381 00:28:51,190 --> 00:28:51,400 So. 382 00:28:51,830 --> 00:28:59,470 BATES Paints you will make paints every bone to the area of the mesh, and then you would get the same 383 00:28:59,470 --> 00:29:02,490 results as you get with this metric. 384 00:29:02,500 --> 00:29:03,550 With this redefined. 385 00:29:03,550 --> 00:29:07,810 Adam Let's just click on generate again. 386 00:29:07,810 --> 00:29:15,790 I can emphasise again emphasize more that you have to check your is scale to be the right amount if 387 00:29:15,790 --> 00:29:18,580 it's not the right now, what if we increase it like this? 388 00:29:19,090 --> 00:29:24,580 If it's not rise amounts and you do you how you will have problems. 389 00:29:24,580 --> 00:29:28,840 The same goes for your mesh when you are going to parents. 390 00:29:29,080 --> 00:29:32,650 So let's go here and geometric. 391 00:29:36,210 --> 00:29:38,070 And we have a problem over here. 392 00:29:38,250 --> 00:29:45,540 So if it happens or panics, it says that error over here, ball number four is not attached to anything. 393 00:29:46,140 --> 00:29:47,550 So if you go here. 394 00:29:48,510 --> 00:29:53,460 I'll go over here and bond the spy for is this one. 395 00:29:54,330 --> 00:29:57,720 So let's bring it up a little bit. 396 00:29:58,800 --> 00:29:59,720 Something like this. 397 00:29:59,730 --> 00:30:01,380 I think it might be. 398 00:30:02,850 --> 00:30:06,720 It might be because it's not yet. 399 00:30:06,810 --> 00:30:08,250 So let's go here. 400 00:30:10,100 --> 00:30:11,570 And do something like this. 401 00:30:12,320 --> 00:30:12,830 All right. 402 00:30:14,600 --> 00:30:17,900 All right, let's do it again to see if the problem is fixed. 403 00:30:18,560 --> 00:30:21,030 Bonus point number four can not connect. 404 00:30:21,050 --> 00:30:22,820 Shane, let's. 405 00:30:23,110 --> 00:30:24,830 Let's go to Egmont Gang. 406 00:30:33,310 --> 00:30:35,530 These two needs to be connected. 407 00:30:35,620 --> 00:30:36,180 So. 408 00:30:36,550 --> 00:30:38,680 So let's go here until it is formal here. 409 00:30:38,680 --> 00:30:47,890 And then this press e to extrude and then this press shift with this one and then control Peter to parent 410 00:30:47,890 --> 00:30:49,030 these bones together 411 00:30:53,860 --> 00:30:55,300 and these ones together. 412 00:30:56,440 --> 00:30:57,490 This control p. 413 00:31:04,610 --> 00:31:06,590 Now see if the problem is fixed. 414 00:31:06,770 --> 00:31:07,040 Yeah. 415 00:31:07,790 --> 00:31:11,540 So, as I said before, don't panic if a problem occurs. 416 00:31:11,990 --> 00:31:16,100 If you can't solve the problem, just search for is on the internet. 417 00:31:16,100 --> 00:31:20,000 There are a lot of people, good people who will answer your question. 418 00:31:20,000 --> 00:31:23,060 We might get into some problems, maybe in the neck area. 419 00:31:23,960 --> 00:31:28,070 I probably won't need to work in this area or here. 420 00:31:28,070 --> 00:31:29,090 This is fine over here. 421 00:31:29,090 --> 00:31:31,940 I only need the this this one. 422 00:31:32,660 --> 00:31:33,440 This one over here. 423 00:31:33,440 --> 00:31:38,780 But if we get into a problem, the more you can always even do as you would. 424 00:31:38,780 --> 00:31:41,150 Rick So let me explain it to you. 425 00:31:41,150 --> 00:31:44,090 So this week is made for us right now. 426 00:31:44,270 --> 00:31:44,630 Okay. 427 00:31:45,200 --> 00:31:46,160 This is a 428 00:31:49,700 --> 00:31:57,800 pre-made week for us just ready to use and all the at is this is will be how we can. 429 00:31:58,280 --> 00:32:00,230 By using this we can just 430 00:32:02,780 --> 00:32:04,640 move our character on, pause on character. 431 00:32:05,120 --> 00:32:11,490 So as I was saying in anywhere or anywhere in your progress or bringing if you're using to any problem 432 00:32:11,490 --> 00:32:17,060 we can just go to the main armature, which is this one, and then move things around and then again 433 00:32:17,060 --> 00:32:23,720 go to object properties of your armature and then press on the rick and it will make you a new rig. 434 00:32:23,720 --> 00:32:29,600 So this is the rig recall and you can see that because the bones are in the right direction, this addon 435 00:32:29,600 --> 00:32:36,800 can now identify that this over here is the is the leg and this is the femur. 436 00:32:36,800 --> 00:32:39,710 This is a tibia and fibula and all that. 437 00:32:39,710 --> 00:32:46,730 And it can now like know that this is which one is this one? 438 00:32:47,600 --> 00:32:56,300 And all we have to do is to first select our character and then select the armature and then press control 439 00:32:56,300 --> 00:33:07,250 P and then go here and there is a option over here, colts with automatic weights and you have to click 440 00:33:07,250 --> 00:33:12,230 on this one to get the parents and correct. 441 00:33:13,070 --> 00:33:20,480 Well, before that, we may need to apply some of these some of these modifiers. 442 00:33:21,140 --> 00:33:32,570 For example, we may need to we may need to change the curve, the the curves over here to to mesh so 443 00:33:32,570 --> 00:33:35,630 we don't get into any trouble later on. 444 00:33:36,170 --> 00:33:43,370 So let's just first apply this mirror modifier and then apply the mirror and modify it also for this 445 00:33:43,370 --> 00:33:43,610 one. 446 00:33:48,890 --> 00:33:50,450 And then the size of one fire. 447 00:33:51,740 --> 00:33:52,220 All right. 448 00:33:52,430 --> 00:33:59,480 Let's just go back now, because I want to have this final word here with all the modifiers. 449 00:33:59,480 --> 00:34:04,090 So if he gets into any trouble later on, you need to practice this as well. 450 00:34:04,100 --> 00:34:10,580 If you need more funds, meaning you are doing something like this. 451 00:34:10,670 --> 00:34:16,250 When you are applying the modifiers, you need to be aware that you won't get them back later on. 452 00:34:16,250 --> 00:34:24,139 So it's just save another font with control shift s and then go here important selects plus Watson so 453 00:34:24,139 --> 00:34:30,350 we have and you fall over here and now every time I press control s and save it what we save on the 454 00:34:30,350 --> 00:34:36,139 new file and going last fall is just I have this file as well. 455 00:34:37,659 --> 00:34:42,610 Let's just go over and apply the mirror modifiers of this one and appoint a solid, firm, most fun 456 00:34:42,620 --> 00:34:49,659 of this one, and then go here and apply them on the player for the shoelaces and then go here and apply 457 00:34:49,659 --> 00:34:52,060 the Saudi firm as the foil is checking in. 458 00:34:52,060 --> 00:35:01,870 If it's okay right now, we can again change the thickness, but I think that's okay right now for us. 459 00:35:02,320 --> 00:35:06,250 We just wanted to say this area was important to us. 460 00:35:06,580 --> 00:35:07,930 This just applies. 461 00:35:07,930 --> 00:35:12,100 And so if I'm on the forum, we can keep the subdivision modifiers because. 462 00:35:15,590 --> 00:35:18,500 Yeah, you can even decrease this of the general level. 463 00:35:18,500 --> 00:35:22,280 So you have a very much more usable scene. 464 00:35:22,280 --> 00:35:29,930 So our scene with a like if you computer is in good, you can always check this level viewport and you 465 00:35:29,930 --> 00:35:31,310 can decrease the subdivision. 466 00:35:31,310 --> 00:35:34,280 As you can see, we have a very low resolution. 467 00:35:34,280 --> 00:35:40,070 If I go to zero, you can see this is what we started with with our pants over here. 468 00:35:40,520 --> 00:35:44,960 So let's go just to two for the pants and for this shirt. 469 00:35:44,960 --> 00:35:48,350 Let's just apply the solidify, modify and then go for. 470 00:35:50,700 --> 00:35:51,080 Yeah. 471 00:35:51,090 --> 00:35:53,130 Just two works for me here. 472 00:35:55,220 --> 00:35:59,270 After the face and the hand in the last video he applied the money for a. 473 00:35:59,630 --> 00:36:03,140 We don't need anything else where the hurricane just decrees. 474 00:36:03,140 --> 00:36:04,760 It's like this. 475 00:36:07,400 --> 00:36:10,580 Or actually it's actually very low geometry. 476 00:36:10,590 --> 00:36:14,450 So keep that tree and the wren as well. 477 00:36:14,450 --> 00:36:15,170 This is important. 478 00:36:15,170 --> 00:36:22,880 If we read the viewport, we see the three levels, but in the render it says too. 479 00:36:22,880 --> 00:36:25,700 So you will be in there to be two levels. 480 00:36:25,700 --> 00:36:29,240 As you can see, we have some jagged lines over here and we don't want that. 481 00:36:29,750 --> 00:36:33,440 So it's just keep the same level offering the viewport. 482 00:36:37,250 --> 00:36:38,180 For the eyes. 483 00:36:38,180 --> 00:36:43,100 We can just keep them your think or actually supply. 484 00:36:43,580 --> 00:36:47,570 We may get into some problems in the rigging process. 485 00:36:48,410 --> 00:36:49,880 So we're ready now. 486 00:36:50,060 --> 00:36:50,600 We can. 487 00:36:50,870 --> 00:36:56,900 You can also, if you want to avoid subdivisions as well, press A and then press control A and then 488 00:36:56,900 --> 00:36:58,700 go to visual geometry to mesh. 489 00:36:58,700 --> 00:37:02,990 It will apply all the modifiers for from each mesh you have. 490 00:37:04,610 --> 00:37:07,220 All right, now, we don't need this rig over here. 491 00:37:07,220 --> 00:37:13,760 As you can see, this is over here as we made our our advanced rig that we want. 492 00:37:14,120 --> 00:37:16,880 So let's just go here and then hide it. 493 00:37:17,540 --> 00:37:24,920 If we have any problem with this rig, we can always unhide this and then change the values, the locations 494 00:37:24,920 --> 00:37:27,680 of these balls and go over here and generate another week. 495 00:37:28,100 --> 00:37:32,960 All right, so now we only work with Generator Week or here.