1 00:00:00,840 --> 00:00:09,330 First of all, for this rig, what I usually do if I go to solo mode with a slash, this is too much 2 00:00:09,750 --> 00:00:17,100 and it gets a lot complicated when you go into the ring process. 3 00:00:17,100 --> 00:00:23,880 And if you're starting, I don't want you to get confused or it could get complicated. 4 00:00:24,210 --> 00:00:27,900 So let's just disable some of these options over here. 5 00:00:27,900 --> 00:00:34,590 If you press and I'll go over here to the to one right here and go to rig layers, there are some layers 6 00:00:34,590 --> 00:00:35,640 that you can disable. 7 00:00:35,640 --> 00:00:42,000 So, for example, for the arms, I only need the eye case over here. 8 00:00:42,630 --> 00:00:43,680 These are the I case. 9 00:00:44,130 --> 00:00:46,230 I don't need these ones over here. 10 00:00:46,230 --> 00:00:52,350 So let's just this old F game and let's do the same thing for the leg. 11 00:00:52,350 --> 00:00:55,680 So this is the scale of the neck, right? 12 00:00:55,980 --> 00:01:03,240 And we can keep this on so we can with this we can adjust the knee. 13 00:01:04,500 --> 00:01:05,310 So. 14 00:01:06,620 --> 00:01:09,440 Let's disable this as well. 15 00:01:09,470 --> 00:01:14,610 I think we can leave it on the torso, too. 16 00:01:14,670 --> 00:01:16,250 Well, this is too much, I think. 17 00:01:16,880 --> 00:01:17,720 Yeah, the torso. 18 00:01:17,720 --> 00:01:19,490 We can disable this one as well. 19 00:01:19,490 --> 00:01:23,360 So we have a much more simpler break over here. 20 00:01:24,230 --> 00:01:25,490 Let's go back to it. 21 00:01:25,490 --> 00:01:26,900 Let's get out of the solo mode. 22 00:01:26,910 --> 00:01:28,220 This present slash again. 23 00:01:28,640 --> 00:01:33,080 And now we are ready to parents object. 24 00:01:33,080 --> 00:01:42,020 Let's select all the objects with a let's select the active objects over here and then this press control 25 00:01:42,020 --> 00:01:45,140 P and then press with automatic weight. 26 00:01:45,140 --> 00:01:53,090 It's usually and especially because if you go over here we have 400,000 vertices, I might be even higher 27 00:01:53,090 --> 00:01:53,780 because of the sub. 28 00:01:53,780 --> 00:01:54,580 There's subdivision rules. 29 00:01:56,110 --> 00:01:58,420 It might take a minute or two. 30 00:01:58,450 --> 00:02:03,370 So I'm just going to pause the video, but I'm going I'm just going to do the same thing. 31 00:02:03,370 --> 00:02:11,350 Control A and control P, I'm sorry, control p and then go here with automatic weights. 32 00:02:12,190 --> 00:02:13,540 And I'm just going to wait. 33 00:02:14,050 --> 00:02:16,870 I think it's going to be for a minute, I think. 34 00:02:17,320 --> 00:02:19,780 And then I'm a resume date with you, so. 35 00:02:19,810 --> 00:02:24,610 All right, guys, I'm done with the with the metric right now. 36 00:02:24,610 --> 00:02:36,520 So I selected my character and then selected the metric over here and then control P and then right 37 00:02:36,520 --> 00:02:38,890 here control P and then with automatic. 38 00:02:39,100 --> 00:02:42,310 So immediately I got some problems. 39 00:02:42,460 --> 00:02:52,630 So I forgot to tell you one important thing to remember before doing the parenting is that to on parents 40 00:02:53,080 --> 00:02:53,650 objects. 41 00:02:53,650 --> 00:03:03,130 So if you remember my shoelaces over here were parented to the sheet over here so I just clicked on 42 00:03:03,130 --> 00:03:08,440 them and then pressed old p so on parent. 43 00:03:09,160 --> 00:03:16,540 And then I figured now that I'm done with the modeling of these things, I would convert them to mesh 44 00:03:16,540 --> 00:03:20,560 and then joined join them together with the show with control. 45 00:03:20,560 --> 00:03:22,720 J So I selected the shoelace. 46 00:03:22,740 --> 00:03:26,680 I like that, the shoe and then control J to join them all. 47 00:03:26,680 --> 00:03:32,890 So now the show is just one object and now it's easier to use them in the reading. 48 00:03:33,460 --> 00:03:42,580 And then, as I was expecting, can I get some to some problem into the in the chest area. 49 00:03:43,000 --> 00:03:50,050 As you can see here, this is the the metric we have here. 50 00:03:50,680 --> 00:03:59,440 And this ball made some problems for me when I created this this generated this rake. 51 00:04:00,880 --> 00:04:12,370 So I tried to edit my original break, which is this one by just deleting these forms. 52 00:04:12,760 --> 00:04:16,570 And let me show you, I made an armature right here. 53 00:04:18,010 --> 00:04:18,490 All right? 54 00:04:19,269 --> 00:04:20,200 I want you right here. 55 00:04:20,740 --> 00:04:24,280 And then I figured these ones are making problems over here. 56 00:04:24,320 --> 00:04:24,820 These ones. 57 00:04:24,820 --> 00:04:27,400 So I just deleted them. 58 00:04:27,670 --> 00:04:29,680 So with X these at the poles. 59 00:04:30,070 --> 00:04:38,320 And then I just came over here and then selected, selected these bones over here. 60 00:04:38,950 --> 00:04:39,370 All right. 61 00:04:39,970 --> 00:04:44,070 Shifted just to duplicate them and then p to separate the points. 62 00:04:44,080 --> 00:04:54,880 So and then I got these ones over here, brought them to my original rake and pressed on this rake and 63 00:04:54,880 --> 00:04:57,040 then control J to join them all. 64 00:04:57,040 --> 00:05:04,660 Then I went to edit mode and adjust that the phones right here on the measure of my character, these 65 00:05:04,660 --> 00:05:14,110 tree bonds over here, I adjusted them accordingly and made some changes like this to make this one 66 00:05:15,250 --> 00:05:20,380 for for to head this one for these two bones for the neck area. 67 00:05:20,980 --> 00:05:27,520 And then after it was finished with the adjustments, I just click on this bone and click on this and 68 00:05:27,520 --> 00:05:32,770 then control P and connect the parent them with keeping offset. 69 00:05:33,310 --> 00:05:40,600 All right that's less important you need to parents this ball with this one over here it's just keeping 70 00:05:40,600 --> 00:05:48,160 the offset and the one more important thing is this is that this one over here as you can see over here, 71 00:05:48,370 --> 00:05:51,340 this is the chest one over here. 72 00:05:52,450 --> 00:05:54,760 These are in the same location. 73 00:05:54,760 --> 00:06:01,570 And that is important, simple insert given that these two bones are not in the same location. 74 00:06:01,570 --> 00:06:10,900 So once here, select this one and then select, then hold the shift s and then select cursor to select 75 00:06:10,900 --> 00:06:19,180 the cursor is right over here and then select this sphere and shift s and then selection to cursor. 76 00:06:19,180 --> 00:06:21,460 So now they are on top of each other. 77 00:06:21,460 --> 00:06:27,220 And then and then I just went ahead and convert them over here and press on geometry. 78 00:06:27,610 --> 00:06:37,690 I took about I a the re and I say in my characters and the re control p with automatic weight. 79 00:06:37,690 --> 00:06:41,530 It took about one or 2 minutes, I think, to generate. 80 00:06:42,010 --> 00:06:42,430 All right. 81 00:06:42,430 --> 00:06:50,800 So now that the so I showed you the changes I made, so I had to make another report here. 82 00:06:52,870 --> 00:06:53,740 So you may. 83 00:06:55,260 --> 00:06:57,120 Find a problem, too, in this area. 84 00:06:57,180 --> 00:06:57,910 Exactly. 85 00:06:59,110 --> 00:07:01,410 And especially this one over here. 86 00:07:01,410 --> 00:07:02,820 This is the clavicle bone. 87 00:07:03,420 --> 00:07:07,540 You remember to have it before I had it like this. 88 00:07:07,640 --> 00:07:11,130 As you can see, I didn't pay attention too much this morning. 89 00:07:11,820 --> 00:07:18,690 But this also made some problems because these two spheres need to have some distance and the right 90 00:07:18,690 --> 00:07:20,070 angle would be like this. 91 00:07:20,070 --> 00:07:27,780 So if you go and search close to the Internet, you see that the kind of kaboom is kind of straight 92 00:07:28,920 --> 00:07:30,930 when you look at it from the France view. 93 00:07:31,050 --> 00:07:39,540 So keep that in mind and keep the transform symmetry on and keep it like this. 94 00:07:39,960 --> 00:07:41,340 This forms a bond trees. 95 00:07:41,340 --> 00:07:41,910 One, two, three. 96 00:07:42,600 --> 00:07:44,010 Keep it behind them. 97 00:07:44,370 --> 00:07:44,670 All right. 98 00:07:44,700 --> 00:07:46,980 That's all I wanted to read. 99 00:07:47,360 --> 00:07:52,800 We can now hide the Metro and use the generator during the week. 100 00:07:53,280 --> 00:07:53,880 Or here. 101 00:07:55,290 --> 00:08:02,310 So if you go to the to use the rig, we need to go to another mode over here. 102 00:08:02,340 --> 00:08:08,850 As Postman and I talked about this in the fundamentals and now we're on the pause mode. 103 00:08:08,850 --> 00:08:15,930 And now if everything is correct, now we can select these bonds, these shapes over here. 104 00:08:16,200 --> 00:08:19,980 And one important thing, go over here again and choose in France. 105 00:08:20,370 --> 00:08:23,070 So you will see the phones as well. 106 00:08:23,120 --> 00:08:27,270 So do that again for these rich these charity trick. 107 00:08:28,020 --> 00:08:35,190 And then while we are in the pause mode, we can select any phone we want, any or any joints and shielding 108 00:08:35,190 --> 00:08:36,570 any any of these bombs. 109 00:08:37,049 --> 00:08:47,550 And then if we click are we can rotate to rotate the mesh and then click Jean we can move the mesh with 110 00:08:47,550 --> 00:08:47,730 it. 111 00:08:48,060 --> 00:08:54,780 And that's the whole thing about breaking in in general. 112 00:08:54,960 --> 00:09:01,020 So as you can see, the ear is moving, is not moving accordingly, like what we want. 113 00:09:01,410 --> 00:09:02,520 So we get into that. 114 00:09:02,520 --> 00:09:13,320 So whenever we are making a whenever I make a make a re, there are some problems that usually get fixed 115 00:09:13,320 --> 00:09:14,820 with these two solutions. 116 00:09:15,810 --> 00:09:21,500 One, whenever I have a problem like this one, I check the weights patterns. 117 00:09:25,580 --> 00:09:32,960 This is solution one and solution to ease, to remove. 118 00:09:36,850 --> 00:09:37,720 Armature. 119 00:09:40,460 --> 00:09:41,210 Modify. 120 00:09:45,830 --> 00:09:47,030 So this is solutions? 121 00:09:47,030 --> 00:09:47,180 Yes. 122 00:09:47,180 --> 00:09:54,850 So these two solutions usually work for me when I encounter these kinds of errors with my readings. 123 00:09:55,100 --> 00:09:55,460 All right. 124 00:09:55,460 --> 00:09:58,820 So let me explain to you, what does these weight pains mean? 125 00:09:59,510 --> 00:10:05,650 So Redefine has made a record for us with automatic weight pains. 126 00:10:05,660 --> 00:10:13,730 And that means if I, for example, I'm going to pause more of this of this right now, if I select 127 00:10:13,730 --> 00:10:22,130 this arm bone or here this these arrows, and if I press press G to move. 128 00:10:22,130 --> 00:10:25,820 As you can see, a lot of things are moving right now. 129 00:10:25,820 --> 00:10:32,800 So this area is moving and then this area also is moving to so. 130 00:10:34,120 --> 00:10:47,420 So the blender with the reify makes some automatic makes some automatic automatic groups, vertex groups 131 00:10:47,420 --> 00:10:47,900 over here. 132 00:10:47,900 --> 00:10:54,890 So if you select an image you have these versus groups are made in this type object. 133 00:10:55,010 --> 00:11:00,770 So properties these are all the bones that we have with our mesh. 134 00:11:01,130 --> 00:11:09,500 And these groups will define which part, which parts of the metric will affect which part of the mesh 135 00:11:09,500 --> 00:11:09,890 we have. 136 00:11:10,520 --> 00:11:18,590 So for example, if I select the shirt over here and then go to weight bands, as you can see, this 137 00:11:18,590 --> 00:11:22,490 area is marked as red and green. 138 00:11:22,700 --> 00:11:23,090 All right. 139 00:11:23,600 --> 00:11:25,490 And then here we have red. 140 00:11:25,520 --> 00:11:32,930 So usually red is a red is the food stretch. 141 00:11:32,930 --> 00:11:36,800 So when they will blend the will. 142 00:11:38,930 --> 00:11:43,460 Try to use the full strength in the red area. 143 00:11:43,880 --> 00:11:44,300 All right. 144 00:11:44,550 --> 00:11:47,670 And you can adjust this with the it is strange over here. 145 00:11:47,690 --> 00:11:50,930 So if I decrease the weight, it will be less. 146 00:11:51,290 --> 00:11:53,660 Less with less affection. 147 00:11:53,690 --> 00:11:56,390 Like it has like a green affection. 148 00:11:56,780 --> 00:12:05,660 If I increases and then use this, then in this area, we are saying to go in there with this button 149 00:12:05,660 --> 00:12:07,020 over here that we select this. 150 00:12:07,050 --> 00:12:10,670 So this one over here is selected, upper arm left. 151 00:12:10,910 --> 00:12:13,700 This is the one we are. 152 00:12:13,880 --> 00:12:19,940 We are telling wonder that whenever I'm using this form, upper arm left, which is this I always do, 153 00:12:19,940 --> 00:12:29,030 as we just talked about, affect this area as well as if it go here and then going to pose the shortcut 154 00:12:29,030 --> 00:12:34,580 for those modes is control and top. 155 00:12:34,640 --> 00:12:35,390 So if I. 156 00:12:36,390 --> 00:12:42,210 If I hold control, if I click control and tap, but I have my metrics selected. 157 00:12:42,630 --> 00:12:48,930 I go to pose moments of control, tap and impose control tap again back to object. 158 00:12:49,710 --> 00:12:54,660 So I press console time again and I mean pause moment and this point is selected. 159 00:12:54,660 --> 00:12:58,080 Let me do selected isolated again this one is selected. 160 00:12:58,410 --> 00:13:04,920 Now let's move it and see how now it is going to affect the shoot we have now. 161 00:13:04,920 --> 00:13:14,250 As you can see, the area we have just painted, red is moving a lot when we are using this point. 162 00:13:14,820 --> 00:13:15,210 All right. 163 00:13:16,470 --> 00:13:23,580 So let's go back to select our shirt and then control tap and then select basement over here. 164 00:13:23,580 --> 00:13:26,370 And then to remove these, we can go here. 165 00:13:27,000 --> 00:13:28,590 These are brushes. 166 00:13:28,590 --> 00:13:30,690 So we have like a texture. 167 00:13:30,690 --> 00:13:36,390 We have brushes, brush, we have more to blow it out like this. 168 00:13:36,390 --> 00:13:43,500 And we have averaged outrageous, a lot similar with the words expand and texture painting, which we 169 00:13:43,500 --> 00:13:45,030 discussed in the fundamentals. 170 00:13:45,030 --> 00:13:46,140 We have to smear all here. 171 00:13:47,460 --> 00:13:54,180 Well, also, we have if you click over here, we have some brushes over here that will have some difference, 172 00:13:55,050 --> 00:13:56,040 some different effects. 173 00:13:56,040 --> 00:14:04,110 I usually only use darken, draw light and light and will make every light's effects over here. 174 00:14:04,110 --> 00:14:12,210 So if you do this, it will make it 100% white, will make a very red right red thing. 175 00:14:12,210 --> 00:14:20,640 But if you press and darken and then reduce the way to zero, it will try to make everything blue. 176 00:14:20,690 --> 00:14:25,470 So you you'll have a very strong effects like this. 177 00:14:25,980 --> 00:14:29,670 We can now delete these area right now. 178 00:14:32,410 --> 00:14:38,260 And then, for example, here, maybe even I'm using these are all this -- over here, this upper 179 00:14:38,260 --> 00:14:38,890 arm left. 180 00:14:39,400 --> 00:14:42,380 I don't want this area to be moved as well. 181 00:14:42,400 --> 00:14:51,930 So if I just darken brush, I just remove these areas that I don't want to be affected at this point. 182 00:14:56,550 --> 00:14:56,880 All right. 183 00:14:57,450 --> 00:14:58,620 So that is the whole thing. 184 00:14:58,620 --> 00:14:59,550 I'm always vain. 185 00:14:59,570 --> 00:15:01,320 So you can go over here. 186 00:15:01,320 --> 00:15:09,360 And if it were free here and then on my keyboard pressed up or down arrow can go up and down and I can 187 00:15:09,360 --> 00:15:13,020 see now I can just adjust the bottom. 188 00:15:13,020 --> 00:15:21,300 So show the left will adjust this area of the shirt and then for example, upper arm left just this 189 00:15:21,300 --> 00:15:30,090 lower than I can go here, for example, and then press on lighter and increase it to 100% and toggle 190 00:15:30,090 --> 00:15:30,460 in there. 191 00:15:30,460 --> 00:15:40,470 And I want this area to be red, which make it affect much more the stronger in this area in comparison 192 00:15:40,470 --> 00:15:43,950 to this area, this one do that. 193 00:15:44,760 --> 00:15:53,540 So as you can see, you can move up and down with the keyboard and see the effect you have. 194 00:15:54,090 --> 00:15:56,940 So let's go back to object more control type, object more. 195 00:15:57,300 --> 00:16:03,240 So that is the whole thing about weight pains and the problem we had with that years. 196 00:16:03,240 --> 00:16:04,650 You can fix it as well. 197 00:16:04,650 --> 00:16:14,280 So the ears problem is connected to some other things, especially when you have a complex character 198 00:16:14,280 --> 00:16:21,090 and for example, you have a lot of accessories and these accessories are really close together. 199 00:16:21,130 --> 00:16:27,300 Like you have some accessories like this and they're very close together and you select them all and 200 00:16:27,300 --> 00:16:33,180 select the armature press control p to parallel with automatic weights. 201 00:16:34,020 --> 00:16:42,210 It might blend and might not know which one of these accessories belong to which one of these bolts. 202 00:16:42,900 --> 00:16:45,540 So what I do for accessories? 203 00:16:45,540 --> 00:16:47,460 I used to second method. 204 00:16:47,460 --> 00:16:51,360 I told you I removed the armature from these accessories. 205 00:16:51,600 --> 00:16:55,170 All right, I'm going to do that for this character as well. 206 00:16:55,170 --> 00:17:04,530 So let's just separate the years or here select either with l l which select all the connected vertices 207 00:17:04,530 --> 00:17:08,369 l two this one as well, and then select P to the separated. 208 00:17:09,270 --> 00:17:16,470 And then we have our ears separate so that now years also have all these groups for we don't need them 209 00:17:16,470 --> 00:17:16,920 right now. 210 00:17:16,920 --> 00:17:23,609 So you can just go here and then select all, delete all groups and then this one is important. 211 00:17:23,609 --> 00:17:29,670 We don't want the ear now to be affected by this armature, the whole armature. 212 00:17:29,670 --> 00:17:35,490 So if it gets all mature pause mode and then I select these, I don't want to be affected. 213 00:17:35,490 --> 00:17:42,990 And because we remove the vertex groups, it actually doesn't it doesn't affect it. 214 00:17:42,990 --> 00:17:46,080 But I want to actually remove these as well. 215 00:17:47,580 --> 00:17:50,730 This is the same thing by removing the modifier. 216 00:17:50,850 --> 00:17:53,790 Like let's go back to show you how it works. 217 00:17:54,540 --> 00:18:05,280 By removing the armature modifier, it automatically will remove the vertex vertex the vertex groups 218 00:18:05,280 --> 00:18:05,940 as well. 219 00:18:05,940 --> 00:18:12,600 So if I save my ears while having the versus group and then if I remove it all the all those risk groups 220 00:18:12,600 --> 00:18:17,220 are removed and if I go to force mode now my. 221 00:18:18,600 --> 00:18:18,920 Hmm. 222 00:18:19,320 --> 00:18:21,660 My ears are not moving with arms. 223 00:18:21,860 --> 00:18:23,970 I know what I can do. 224 00:18:24,570 --> 00:18:31,440 I can tell Blender that I want this object over here or an accessory over here. 225 00:18:31,440 --> 00:18:34,410 And maybe the teeth and the tongue, too. 226 00:18:35,040 --> 00:18:42,720 I want this object to be painted to a certain bone in the armature, and then I can have more control. 227 00:18:43,050 --> 00:18:46,680 So I select my object, in this case the ears. 228 00:18:47,520 --> 00:18:56,940 And then I select the rig and then control tap to go to position and then I select the pawn. 229 00:18:56,940 --> 00:19:01,530 I want my object that you hear to be pandered to. 230 00:19:01,530 --> 00:19:04,700 So I select the this one or here. 231 00:19:04,710 --> 00:19:07,860 This one is the one that moves the head. 232 00:19:08,280 --> 00:19:11,520 This is the top of the armature. 233 00:19:12,000 --> 00:19:21,090 And then I press control p again to parents and then I if I press born, the ears will be pointed to 234 00:19:21,090 --> 00:19:22,880 just this boom. 235 00:19:23,460 --> 00:19:23,850 All right. 236 00:19:24,630 --> 00:19:29,580 Now expects I expect that if I move this pawn now. 237 00:19:29,940 --> 00:19:32,610 Now all things are correct. 238 00:19:33,180 --> 00:19:43,320 And now I'm automatically telling Blender that with this one, with this particular pawn or here to 239 00:19:43,380 --> 00:19:49,800 be this particular pawn only affect a year. 240 00:19:50,640 --> 00:19:58,530 But also, if I go to postpone, for example, if I change this bone because this pawn, if I go over 241 00:19:58,530 --> 00:20:07,380 here and select the only hand, all right, if I'm go to end mode, these bones are connected to each 242 00:20:07,380 --> 00:20:09,360 other, hands to each other. 243 00:20:09,540 --> 00:20:18,680 All right, so the metric the metric to the generator to if I go to pause mode and then I select other. 244 00:20:18,720 --> 00:20:22,260 The other point, like the neck bone is also apparent. 245 00:20:22,260 --> 00:20:25,450 So to this point as well, see if I move this one. 246 00:20:25,830 --> 00:20:30,110 Now, this one is also moving the ears. 247 00:20:30,170 --> 00:20:32,460 That is exactly what I want. 248 00:20:32,460 --> 00:20:37,260 And that is the simplicity of these generated. 249 00:20:38,220 --> 00:20:38,610 All right. 250 00:20:39,180 --> 00:20:47,610 So now for one of the areas I'll usually change the weight paint also is the is the shoe. 251 00:20:47,850 --> 00:20:58,680 So I usually when I changed the location of the shoe and the rotation especially, it's it does something 252 00:20:58,680 --> 00:20:59,370 like this. 253 00:20:59,570 --> 00:21:05,730 All right here are all right so what I can do I can get out of the pause mode, select the shoe, go 254 00:21:05,730 --> 00:21:09,420 to weight bands and then go to here. 255 00:21:10,530 --> 00:21:17,490 And I can just select this and sort by heart key maybe, or stroke by name. 256 00:21:19,050 --> 00:21:28,470 And then with the arrow, just find the, the, the one where this group effect is affecting the left 257 00:21:28,470 --> 00:21:28,950 shoe. 258 00:21:29,950 --> 00:21:31,210 So let's find that. 259 00:21:31,910 --> 00:21:34,150 And here this is. 260 00:21:35,210 --> 00:21:38,270 The sheen, but they want the midfoot. 261 00:21:38,420 --> 00:21:40,160 So let's find the midfoot. 262 00:21:40,910 --> 00:21:41,480 Here it is. 263 00:21:41,810 --> 00:21:48,230 So these areas, these green areas, will not be affected as much as these white areas. 264 00:21:48,800 --> 00:21:49,630 I wonder. 265 00:21:49,820 --> 00:21:54,590 I wanted to be I want them all to be affected in the same manner. 266 00:21:54,620 --> 00:21:59,680 So what I do is 100% on the weights with the light and brush. 267 00:21:59,750 --> 00:22:02,660 I just light these areas to. 268 00:22:03,730 --> 00:22:04,020 Right. 269 00:22:07,240 --> 00:22:09,730 And be careful to not affect the other shoe. 270 00:22:09,760 --> 00:22:11,680 You can do this as well. 271 00:22:11,680 --> 00:22:19,330 And then it will make your life difficult because if you move this ball, this part of the shoe. 272 00:22:20,350 --> 00:22:20,640 So. 273 00:22:35,000 --> 00:22:35,390 All right. 274 00:22:35,660 --> 00:22:37,220 That's good enough. 275 00:22:37,250 --> 00:22:40,580 Let's listen to a little bit more with you as well. 276 00:22:41,720 --> 00:22:48,590 And now if I go back to object once a week and go to Paul's mobile control tab. 277 00:22:49,010 --> 00:22:52,760 Now let's move these phone and let's see the changes. 278 00:22:52,790 --> 00:22:57,680 Now, as you can see, the rotation is much more smoother. 279 00:22:57,920 --> 00:23:04,040 It doesn't just stretch the mesh aggressively. 280 00:23:04,340 --> 00:23:04,790 All right. 281 00:23:05,930 --> 00:23:12,480 And these are the ones you can use for like this is the torso, as I said in the last one. 282 00:23:12,500 --> 00:23:19,460 You can also enable these ones like to add more, more control. 283 00:23:19,760 --> 00:23:31,040 But I think this is enough for pausing and we can use as a set or to rotate and g to move around the 284 00:23:31,040 --> 00:23:32,580 bone and all done. 285 00:23:33,110 --> 00:23:40,250 One other thing is that I usually don't use a single bone like a singable like this one. 286 00:23:40,280 --> 00:23:42,380 This is the arm bone. 287 00:23:42,800 --> 00:23:47,000 If I rotated, if I move it with G, I get this. 288 00:23:47,000 --> 00:23:57,260 If I this is very strong and I don't want this to I KS Or here's if you go to a recliners we have ideas 289 00:23:57,260 --> 00:23:59,330 for leg and I case for arm. 290 00:24:00,050 --> 00:24:05,210 I usually only select the I k to move around the arm or the leg. 291 00:24:05,220 --> 00:24:09,590 So this is the i k for the hands, for example, hand ikea lift. 292 00:24:10,370 --> 00:24:17,810 And then if I press g to move, it will move the whole hand with it. 293 00:24:18,170 --> 00:24:24,140 And then if I press r it, it'll rotate only the hand over here. 294 00:24:24,140 --> 00:24:32,780 So by pressing G will move the whole arm and hand and look pressing, or it will rotate the wrist. 295 00:24:33,530 --> 00:24:35,240 And that is what I want. 296 00:24:37,130 --> 00:24:37,520 All right. 297 00:24:38,600 --> 00:24:48,290 So if you did some changes, like, for example, this one and then this one and these, for example, 298 00:24:48,290 --> 00:24:51,560 here and then maybe. 299 00:24:52,730 --> 00:24:53,510 Maybe. 300 00:24:55,550 --> 00:24:56,240 Using. 301 00:24:58,580 --> 00:24:59,300 This one. 302 00:25:05,720 --> 00:25:08,720 Maybe this is the idea of the food. 303 00:25:10,010 --> 00:25:12,050 So, for example, you made a mess, right? 304 00:25:12,200 --> 00:25:13,220 This is a mess. 305 00:25:14,000 --> 00:25:18,860 These are unless you want a weird pose like this. 306 00:25:19,220 --> 00:25:22,860 But this is a very messy pause. 307 00:25:23,170 --> 00:25:30,110 But you want to reset the pose to what it Porter is said to pose to the teapots you had. 308 00:25:30,170 --> 00:25:30,530 Right. 309 00:25:30,950 --> 00:25:43,010 So you do that by pressing the and by clicking on the whole region over here or by placing a press all 310 00:25:43,010 --> 00:25:52,940 the buttons and then press all R and then alt g to reset the movements and reset the rotations. 311 00:25:52,970 --> 00:25:56,450 Now we're back with what we had. 312 00:25:57,630 --> 00:25:57,920 All right. 313 00:25:58,980 --> 00:26:06,570 So I think that's it with the rigging right now, if you find any problems over here, for example, 314 00:26:08,250 --> 00:26:10,020 I move this one. 315 00:26:10,320 --> 00:26:19,230 And as I can see, the the the bolt is moving quite good with the torso. 316 00:26:20,410 --> 00:26:20,920 All right. 317 00:26:21,580 --> 00:26:26,720 But the book or the book, on the other hand, is not. 318 00:26:26,740 --> 00:26:34,140 Maybe we can go to object mode and stuff like these two, and maybe we do. 319 00:26:34,150 --> 00:26:35,290 Let's save first. 320 00:26:36,820 --> 00:26:40,240 Let's remove the modifiers. 321 00:26:41,770 --> 00:26:51,040 The armature modifier and then let's switch the buckle and select the armature, then go to post one 322 00:26:51,040 --> 00:26:59,470 with control so it arm as active object, go to parliamentary control tab and then select this form 323 00:26:59,740 --> 00:27:02,830 over here and then press control. 324 00:27:03,520 --> 00:27:11,480 First, let's go out of the out of the Portsmouth first you need to on parents. 325 00:27:11,500 --> 00:27:25,570 All right so adults P remember on parents I raised that but always on parents before doing the the parenting 326 00:27:25,570 --> 00:27:35,800 of the arm is just all P and clear parents and keep transformation so your interests armature go to 327 00:27:35,800 --> 00:27:38,350 pause mode select the bone you want. 328 00:27:38,350 --> 00:27:39,890 In this case, this is the point. 329 00:27:39,910 --> 00:27:46,060 I want this object to move around and then control P and then select Bone. 330 00:27:47,050 --> 00:27:54,220 All right, now, if I select this bone, this is much better for doing the rigging of this character 331 00:27:54,220 --> 00:27:56,950 and the around the around the balls. 332 00:27:57,190 --> 00:28:05,740 As you can see, if you do something so extreme like this, will you will like it can't catch up with 333 00:28:06,640 --> 00:28:08,170 this much of rotations. 334 00:28:08,420 --> 00:28:08,520 Right? 335 00:28:08,590 --> 00:28:10,120 So you need to keep that in mind. 336 00:28:10,510 --> 00:28:16,780 If you want something so exaggerated like this and it isn't moving like that, you go to weight pains 337 00:28:16,780 --> 00:28:23,800 again and you need to go to weight pain of your object and then adjustable weight sprains accordingly. 338 00:28:24,250 --> 00:28:24,700 All right. 339 00:28:25,450 --> 00:28:26,380 So I think that's it. 340 00:28:26,380 --> 00:28:32,460 In the next video, we are going to pause the character and yeah, that's it. 341 00:28:32,470 --> 00:28:35,830 This is a this is all the thing I want to show you in the rigging. 342 00:28:35,860 --> 00:28:45,370 I, I usually use this thickness and these, these two methods usually fixes the issues you have by 343 00:28:45,370 --> 00:28:54,430 going to waistbands and adjusting the weight spans of the area, or by removing the armature modified 344 00:28:54,730 --> 00:29:04,480 and of a selected object and then selects a born control copy parents that object to a specified bone 345 00:29:04,960 --> 00:29:07,980 so you don't have a problem for accessories. 346 00:29:07,990 --> 00:29:15,550 This second option is much more is better for accessories or for your case, or does it? 347 00:29:15,550 --> 00:29:20,130 In the next we are going to pause our tractor with this we just made. 348 00:29:20,680 --> 00:29:26,950 We can just delete this old metal record here until next with you. 349 00:29:27,100 --> 00:29:27,580 Goodbye.