1.2 Introduction to Blender Rigging - Part 1

Riven Phoenix
A free video tutorial from Riven Phoenix
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Blender Character Rigging For Beginners HD

Learn to Rig a 3D Human Character In Blender

33:21:48 of on-demand video • Updated June 2018

  • You will learn how to rig a 3D human character in Blender for animations and video games
  • You will learn how to use Blender software and become proficient with its rigging features
  • You will understand how bones in blender work for rigging in detail
  • You will learn how to work with bones using world, local, pose and local with parent space
  • You will understand blender coordinate systems
  • You will understand how to use all blender weight tools
  • You will understand Axis Angle, Euler Angles and Quaternion Rotations
English [Auto] Hi my name is shriven Phoenix in Volkan to Blendr character rigging for beginners series. So this is Volume 2 in Volume 1. It was blender character modeling for beginner series where I took you through it step by step process using a formula based system to create this realistic version of the human figure without using any reference. So the idea here in this volume is we want to be able to now take this character to its next level. We want to be able to pose in any character in any way that we want. And the other requirement is is that we want this character to have realistic human finger movements when we are posing. So the way we can do this is by using Blender's very powerful rigging system. So basically bought a rigging system is it's simply a collection of bones that you can create in place inside your 3D model. So for this character we would be creating bones such as the head bone the neck bone the bones for the torso abs hips all the way down to the fingers. And if we want to animate his jaw more we can open and close his mouth. We would need to create a Java if we need to and he made his tongue we would need to create bones for the tongue. And of course if we want to animate his eyes we need to create bones for the eyes. So what ever you want to ANY me on your character you can simply create bones for that area. So after you place the bones inside your character then you can simply select the vertices define these different areas in his signed them to these bones. So when you move the bones the vertices will simply move along with them. Now the cool thing about Blendr is that you can actually just tell Blendr to automatically sign the vertices that are surrounding these individual bones. So as an example we can take the head bone and tell Blendr to find all the vertices that defined the human head and assigned them to the head bone. So when we move the head bone the entire human head will move. So the thing to understand about rigging is that you can have two different types of bones. Your first time are going to be deformed bones. These are the bones that we're going to place inside our finger. So if we want to move the human head we would create a head bone in market as a deform bone. The other types of bones you can have are non deformed bones. These bones can be used to drive your original deformed bones meaning that you can use these known deformed bones to create from very simple to very complex rigging systems to give you realistic human finger movements. So you can use bones to rig anything that you want in blender. It does not have to be a biplane model like this. It can be quadrupled. It can be a car wheel or it can be a simple door you simply need to know that if you want to use Blender's bone rigging system you simply have to either assign the vertices to these bones or you can simply take the actual object and make it a child or the bones. So wherever the bone moves the object will follow. So we're going to be taking a look at rigging in quite a bit of detail in these lessons. So to help you understand what is it that we're going to be doing here I'm just going to jump into the future and explain this. So the first thing that we're going to do is again create in place the bones inside our finger just like this. We're going to be creating a total of 80 balloons that's 8 0 and if you look over here you can see that these are the number of balls and these balls are going to give us the ability to create a realistic human figer movements. So if I rotate that figure you can see how we are going to strategically place these bones inside the theater then we can come in here to Intel blender to take the vertices that are near these bones and simply assign them. So as an example we can take the vertices that define this human head in assigned them to the head. So when we rotate the head bone the entire human head will start to move. So as I said you can have two types of bones. This head for bone would be a deformed wrong meaning that the verdict is there are going to be assigned to this Volm are really just deforming and all it's really doing is giving you the illusion that you're moving the head. So this is how rigging works. In a nutshell at its core you can look at it this way if you want to any things on your character you simply need to create a bone for it in a sign those verses to it. So if you wanted to ANY me this year you would create a single bone or several bones in a sign the vertices that define this year are to these realms. So when you move your bones the ear will start to enemy here I'm just going to zoom in. So here if you look you'll see that we can take the vertices that define this eye and assign them to the eyeball. So when we rotate the eyeball the eye will move. But when it comes to the eyes you actually have two different options. You can either take the vertices and assigned them to the bone which we are going to do or you can simply separate the eyes as a separate object and just make it a child up as well using Parel parent child relationship concepts regardless where ever you do to this bone. The eye will fall. Now if we take a look at this bone over here which will be used to animate the jaw you can see that when we are going to rotate it we can make the mouth open and close. So here you can see that we can pick and choose which vertices are going to get to follow this job will give us the ability to create these realistic human finger movements. We can also do the same thing for the tongue. So if we look at this from the front you can see that we can and I mean the tongue. So this is going to be true for all the bones on this finger. Each bone that you're looking at here is going to be assigned to these vertices. So if I click on the shoulder you can see that we can move the shoulder. This is to move the arm. This is to move the fore. And of course this is to move here and if by just zooming on the hand you can see that we're going to have pom bones we're going to have bones for the fingers and over here. If I click on this phone the vertices are going to define this area of the torso are going to be assigned to this bill. Now I noticed that when I move this bone not only are we going to get to or post the torso but all the bones that define the hand the arms the shoulders the neck head jaw tongue eyes are all moving with this phone. This again has to do with parent child relationship cancer. So if you want to understand how rigging works in Blender we're going to have to understand in detail how a parent child relationship concepts work in Blender. And I notice that just by having these bones we can create very realistic human finger movements in over here for the leg when they move this you can see that we can control how this entire hip section is going to work. If I go to the right you we can pick and choose how the vertices feel behave to give us these nice realistic movements for the hip area. So as you can see when we place these bills it gives us the ability to create realistic human for her movements. But the thing about this rig is that we're going to or we're having to click 80 different bones to Anyway this character. So this is where we are going to use additional bones. These are the bones that are going to be known deformed bones to create from very simple to very sophisticated rigging systems. Basically we're going to add additional bones to drive these deformed bones to simplify the process for us. So if I click on this bone and rotate this you can see that the head is stuck to where ever there's one. So if I want to keep the head still I have to do it manually. So we can automate this process. So after we have gone through this step we're then going to take the riggings system to its next level. So all we hear are our original 80 valves. You can see that there appear green. This is because we're now going to start to use the additional bones to drive these fellows. So here I'm just going to show you what that's going to look like. So these are the additional bones that we're going to be creating. And if I just select these you can see that there are a total of hundred twenty nine pounds. Now these are not deformed balls. They're basically mechanical valves. They're here to help us create a very sophisticated rigging system that will give us realistic human finger movements and then to drive these films we can simplify it and bring the number down to just these balls. So these are going to be our touchstones. So here let me just go back to the head and show you what's going on. So over here if I want to meet the head I can simply click over here on this belt. Notice that bones can have special shapes. See if I checked this off. It's just a bone that you've seen. So when I rotate this head you'll notice that the neck over here is moving just a little bit. This is because we're automating that process. We only have to click on the If I zoom out over here and click on his chest bone. Now notice how the head behaves that his face perfectly still. And this is only possible by creating these or using these mechanical balls. So here I turn this on. You can see how this is working internally. If I click on this you'll see that Howard automatically adjusts the human head. So we don't have to think about counter any major And if you look at this from the front you can actually see this a lot better if I click on the chest you'll see that the head stays perfectly vertical. So now that we can create sophisticated systems like this we can add additional functionality to that. So if I click on the head bone I can actually tilt the head to simply just follow the chest like before but simply clicking over here and turning it off. So now when I click on this you will see that. Now the head is behaving like it was before with our original E.T. bounce. So now I'm just going to go ahead and reset those. So now if I click on this head and rotate it you can see that the neck is kind of following it. So here we can tell the neck to fully follow the head. So now when I rotate the head and neck is now fully following where ever the head goes your is from the front. And if I turn that off you can see how the neck is behaving. So it's going to be these little features that we can add to our rig to give us these realistic human finger movements. So here I'm just going to zoom in on the eyes. So in order to move both of these eyes we can create an eye control but we just zoom out and show you what this looks like. So here you can see when I move this control how the eyes are following where ever this control girls we can also rotate in of the eyes individually Now if I zoom out and go to the right. You notice that when I click on the head how this eye target follows the head. So we can tell the eyes not to do that we can simply turn off this feature and now take this target and move it anywhere that we want. So wherever we move this you notice that both eyes are always looking at that target. So this is a very useful feature when you want to make your character look at something and animated. It doesn't matter where I move it we're here you can see that the eyes are always going to be looking at that target Let me go ahead and just turn it back on when we're here so over here on the air you're for the Arabs. We can add an additional feature where we can make him and this type of a movement kind of like a belly dancer. So this is again it's not possible if we just use our original 80 bones. We would have to create a system that internally does this for us. Now the other feature we can add is that if we click on this chest and rotate it you can see that both arms are following. We can tell the arms to not do that. You can turn them off now. Both arms are going to simulate the join system here more natural like it does in real life. Or we can just simply tell the arms to stick to the chest. And of course it's the same thing you can click on this an enemy shoulders and if I click on the hips over here who do the right you can see that. Now we can control how the hips will move. Give it a swing. We can also control where the pivot point is. So now when I swing the character you will see that the head and the upper chest stay perfectly still OK. So what we're going to do is I'm going to continue on in the next lesson and show you some additional features that we're going to be creating for our Rick. Thank you.