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Here we are for the next installment of our stickman making class. Its not a bad looking stickman.
anyhow in the last tutorial we went through putting texture on him and painting him because i dont like a blah stickman and uh we
started on the armature or bones or whatever you want to call it. I did it really quickly and not properly because the tutorial
l was getting kinda long to me when I was recording it. Anyhow so we are gonna go over it again.
I upgraded to 2.67 because i finally found what was causing the runtime error and you might see a couple of new menu options
and the screencast keys are different and stuff but anyway its basicaly the same with a few added new features which
we are not going to go over because its confusing. Anyhow so here we are with our stickman. The last time I didnt show
about view or anything because i was in a hurry it was getting to long. I just wanna show people its not as hard as it looks.
All this isnt that hard its just a question of taking in the information and remembering it and repeating it until you get good at it.
So anyhow we are gonna copy my stickman over to another window yet again.
We are gonna rebone him again properly.. well we did it properly minus a few steps.
So we change our view in both our windows. We created a second window um this window was probably in the uvmap editor from
before. We just move to 3D view and change to this orthogonal whatever you want to call it perspective.
and this one we have on orthogonal front. So these are our two views we need to be able to see him um we are going
to change the origin to the geometry. Snap the 3D cursor to the origin or selected and then we are going to create a
bone a single bone which we can't see so we have to go here and turn on x ray.
You can create an axis, but I think that was too busy and change to wire if you want. We will use solid this time
So this is our armature2 is what we are gonna be using because we kinda didnt delete the other one.
anyhow so here we go we are going to scale this bone and move it down you can grab it. GZ or you can just use these things.
so we scale this up. I think my stickman had more bones the last time. or maybe not anyhow we are going to do it this way now.
We are going to go into edit mode. so the pointy end of the bone is the part you want to build on the bottom end is kinda the anchor
and the pointy end or tip is kinda the usable part of the bone I guess. So I guess this is about where I want the neck to start so
extrude on the z axis. This is my neck.
So i will move this down a bit maybe. So here is where we are going to build um we want to do both arms at once.
you see they are linked together here? We want to do both arms at once so its symetrical we want to make a left and a right
so you check in x-mirror press shift E on the X axis and out they come.
now they are still attached. control P oops not gonna work armature , parent clear parent, disconnect the bone. grab it
so there we are there is our bone extrude it again. I think I had 3 bones the last time but that is not necessary. This is our elbow .
I guess that is good for now.
Now we are gonna make one for the legs. Again Check in x -axis mirror shift E ,
armature, parent , clear, disconnect bone , grab em down we go.
oops are they disconnected . Yup
rotate it downwards .
Have to be a little bit more careful apparently after 2.64 because its more temperamental.
anyhow so this is our knee extrude it down. Um that seems too long let me try that. extrude it down this is our leg
I guess this is about right so there we are we've got our bones. This is our neck extrude on z axis
and extrude again. There we go .. maybe we will get rid of that bone later we shall see.
okay so we have got all our bones. now we need to set the roll to 0 on all of them if they aren't already. These ones should be,
These ones probably aren't. It does both left and right side roll.
Now we have to name them. Bone... bone so we are gonna call this torso, and we are gonna call this neck.
and we are gonna call this head 1,
head 2.
now you see because we used this mirror its labelled our left and right so arm 1 left,
arm 2 left,
arm 1 right. arm 2 right.
leg 1 left,
leg 2 left,
leg 1 right
leg 2 right.
Okay so there is our bone are labelled. now moving forward to something new we are going to use some..
when you make a bone it makes a pose menu so to move our bones we are going to add some constraints.
Kinematics so inverse kinematics of the bones are arm is 2 bones long so 1, 2 and see there its moving around like
It doesnt do both sides. 2 for the legs grab it and it moves see isnt that cute it goes all over but we will fix that
do we want one here? um lets see what it does would a head normally bend like that :)
uh i dont think so .. we will just leave that like that for now..
now gonna save that stickman 3 okay so now we have got this done ..
we need to weight this to our dude.
So the first thing we need to do is make sure he doesnt move all over the place we need to apply rotation and scale.
We select that and we select that so we select the person the stickman and then the bone structure and press control P now we
are using automatic weights um for this it actually works pretty well. So we are going to set parent to armature deform that is to link our
bones to our mesh cause we want it to move the mesh around... so we are gonna use automatic weights.
so lets see how that works now. Not bad aye? grab this but we see he is kinda has a little too much play so we have to fix the play
and how prey tell do you do that? well when we selected contraints we created a new menu in our kinematics so we can see for
his leg to move backwards he moves on the x axis you can see it so we are going to use that. Before we are going to do that
um i am just gonna move his elbows a little bit more make things more natural.
That's kinda where you would see a normal persons bones. Like our bones aren't straight.
so this way the kinematics will work better.
Okay so we say he has like 360 degrees movement around each axis and that makes things a bit difficult so we are going to limit the
movement on the x,y axis or lock it i should say. and we are going to get rid of some of the movement on the x axis
so set that to 0 oops that is wrong -180 and that one to zero.
and if we grab him its a bit better kinda sorta. move it down more and then I am gonna make it a little bit stiff.
More or less working..
still snapping.. backwards a bit so i am gonna go in the edit menu and try this way and see how that works.. no that is even worse.
back into the edit menu...now lets go back into the pose menu.
I think now its too stiff..um lets clear transformations
okay so we are gonna get rid of some of that stiffness... and increase this a bit so I think this is okay for now i might change my
mind again we shall see.
Now we are going to do this one. We want him to be able to wave his hand. If we lock this can he wave his hand still?
and we want to limit in the x axis I think..
yup
that is kinda what we want...
good enough good enough..
:)
that's not a very useful bone aye?
Next piece is we need to put a couple of bones to control his entire body because right now if we lift him he kinda nothing squashes
down if we lift him so we are gonna fix that in a second. I want to put a couple of control bones to make it more realistic movements
we are going to go back into edit mode and we are going to put a root bone on and two -> some people call them target and some
people call them ik bones um two ik bones on the legs and a root bone or master bone again it depends on who you talk to ..
so shift E - extrude z axis down we go. So these are our target bones but we need to clear the parent status because we dont
want them to actually influence movement we want them to react as the ground I guess. we will call it. So there is our ground we
have him on the grid as you can see we are gonna pull the bone down a little bit below that x axis.
now check the roll so i am gonna call this IK LEG L EFT
and IK LEG RIGHT or you can call them target.. go back into pose and then we want to give them a constraint now um here so it was
armature2 so now we have like a target bone IK LEG L and it turns yellow now so you see this one armature2 IK LEG R so that
is locked .
that is not right . his feet are up in the air so lets try to fix this.
there better his feet are not up in the air anymore.
So now if you grab it he is gonna act differently a little bit. well that's interesting so we got it working kinda sorta..
has to do with our stiffness I didnt lock it the same way.
that is a bit better ...
okay so i guess i need to fix this one because i didnt fix it the last time so lets do that now..
now we need to make a root bone so to move him now we use these bones at the bottom we can't use the other ones anymore.
I guess this is going the wrong way now .. so i am gonna change this ......
okay that is way better..
still busy rigging it sorry.. :(
okay so he more or less works the way i want him too i guess..
boing boing..boing... boing.. weee lolol :( sound like a flaming idiot.. :(
okay so we will move forward..now that i have finished playing with him and we are going to add a
master bone or root bone
shift C
I am gonna add a complete new one we press shift c to move the cursor
and then shift A add a bone
and now we are going to call it master (or root) call it whatever you want...
in the side view R 90
and move it down a little bit
scale
okay so this is my root bone
now assuming this is going to work out and not give me any trouble pose... now i am gonna make this the boss of all the bones
edit
this one
this one
this one
this one
all of the root bone ...
armature - parent - make parent -keep the offset
so now you see the little chains here? this is all our bones connected
so theoretically when I go into pose mode I move this and I move him all over
oops select all (a) - clear transformation all - oh that's better.
so if we wanna move him across the screen we use that bone
if we wanna move his legs we use that bone these ik bones
if we wanna move his arms we go by this.
so there he is he more or less rigged - pose -select all - clear transformations -all
so there he is set up more or less I guess to walk across our screen. So i am gonna leave it there i think that is probably way
more then I should have put into one tutorial um our stickman is now rigged more or less even though he has no waist :0
stay tuned for the next one which will appear sooner or later hopefully sooner
happy rigging
bye for now
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