*** Animation Workshop ***

AH!! :smiley:

ALT R!

Fixed it straight away. If only I’d known that before. I could have saved the 2 days of fiddling around! :x

Oh well. Now I know. Thanks.

I also got another question.
I followed the hand tutorial. And it works fine now.
But what are the “null” and “IK” bones supposed to do? If I rotate them in Pose mode are other bones supposed to move? Or is that something that is just supposed to sit there as like a script?

If I move the up arm back wards it bends like a real arm would. Is that what it does? :-?

Yes.

Don’t mean to slow you guys down here, but what exactly does weight painting do?

Is it for clothes? So when you move the arm for example the clothes will act like real clothes would? And bend inwards?

weight painting is a visual way to attribute vertex to group and at the same time give them different influence(weight) in the deformation if the vertice is in more than one group(like “which one will I follow more?”). Look, i gave an example with some “V” shaped grid in the tut.

Yes for now they should only sit there and wait. They are not there to move vertices, but to move bones. they are controls points.
It will be explained in the following tut.

Automatisation With Constraint
The last part to get something workable, is to group all bones under controler and sub-controler, so when you want to animate the arm for example, you don’t have to move each single bone.
you can get the starting blend file (same as final weight paint file) here.

Some technical knowledge first:
We will put ik solver constraint all over the place in two minutes. To know how it was designed to work is a good idea. If you remember we builded a “T” shape with bones named as “null_” or “ik_”. the null bone is the holder of the solver, the one you will add an ik solver constraint to it. It as to be part of the chain(the ik button). Ik bones are target of the previous ik solver. So if you see a setup like that:
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons01.jpg
the solver would go on the last bone of the chain, here 3_up_Finger.L and the target would be the little one nowhere, here ik_up_Finger.L. Sometime the ik or null bone will not have an “ik_” or “null_” name, but usualy we know what will do what. For example here: the “3_” bones of all Fingers are holder of ik solver and “ik_”, the target of each.

Reminder: to add a constraint to a rig: go in pose mode and select a bone then go in object button (F7KEY) and in the constraint panel select ik solver. you have to enter the armature’s name then the bone’s name. If the title turn red you did an eror when typing the name(Check for Caps!) or the target is parented higher than the solver in the chain.
Also don’t forget to do both side of the rig for bone named .L or .R. We can’t morrir the constraint, sadly.
First we will do the big controler:
-Pelvis
-ik_Back
-ik_Arm.L
-ik_Arm.R
-ik_Heel.L
-ik_Heel.R

Note there is no ik_Foot. This is because the foot use sub-controler(ik_Heel and ik_Toes) parented to ik_Foot so when you move ik_Foot you move both sub-controler who move the rest with the ik solver.

-Pelvis:
Nothing to do! All the surrounding chains are parented to it. So they will move if you move it.

-ik_back:
This is the target of a solver you will put in the back chain. The nearest will be okay. Like here i’m gonna put the constraint on bone 4_Back.
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons02.jpg

-ik_Arm:
The target of the solver of the arm. if we keep this “T” shape in mind. the logical place to but the constraint would be on the “Hand” bone and the target: ik_arm.

-ik_Heel:
ik_Heel is the target and null_leg is the holder of the constraint. Always refering to this “T” shape.

Ok the easy part is done. Now we have to do all the Finger one by one. The “3_” bone of each finger is an holder and the “ik_” one, the target.

The Foot & toes:
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons03.jpg
This is a bit weird to do, but ease the animation of a foot(when a character walk on the toes for instance). First the “Foot” bone is not moved by anything. We need it to point to the heel and at the same time the toes. But we can’t parent it to the rest of the leg because the ik of the toes would influence all the leg too. So we break the chain without the dependancy by setting a copy location constraint on the Foot, targeting the “null_Leg” bone. And to force the Foot bone to look at the toes, we will give an ik solver to the child of Foot: “null_Foot”, (done to hold an ik solver) targeting the “ik_toes” bone.

And last thing: the toes need to follow the foot but not to rotate with it. so as seen previously with the Foot bone, a simple copy location will do the job, targeting “null_Foot”

Some quick fix:
this is good and working. but if you tried the finger, the move of the ik bones is a bit odd:
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons04.jpg
they are moving everywhere but no following the chain. giving unknow result when moved. This is because these bone are parented to the chain itself so when you move the ik bone, the chain move, which move all the children, so you move the ik_bone two time more far than it should.
The best way to fix it is by parenting all the “3_” bones to the Hand bone. this way your safe.

To get a more stable rig you can add an other bone with an ik solver to pull the join the good way. Without, it’s easy to get such result:
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons05.jpg
Select the join between upper_arm and lower_arm and extrude a bone. Select the bone and move it back enough. Name it an easy name such as ik_upper_Arm.#.
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons06.jpg
Do the same for the leg but on the other side, naturally.
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/cons07.jpg
Go in pose mode and put an ik solver on the bone parent to the target (the “ik_” bone), There the solver would be put on the 4 bone with a name starting with “lower_” like lower_arm and lower_leg. So it give something like a “T” shape again.

You can get the Final blend file here.

And you’r done.
This was how to rig a character in blender 2.36.
Gabio
http://web.netrevolution.com/gbeloin/elysiun/aw/cons/img/final_pose.jpg

Great Tutorial! :smiley:

Whats next?
Can you show us how to animate him, like climbing a wall or something.

Also. I don’t really understand what all them IK_ and null_ bones are.
If applied correctly to the tip of a finger, would it allow you to curl the finger inwards, (like a fist) by just moving the top finger? Cause that would be cool. :wink:

and that what it does. if yuou apply the ik solver constraint on the null bone (or the tip of the chain if you prefer) and say the target is the ik_ bone. then when you move the ik bone all the chain will move to touch the target. This way you can move an entire finger just by moving one bone.

And yes I want to start animating now. with poses and action and NLA and all that stuff. And after that a bit of RVK.
you can alreay try and show you progress here. Its a workshop. And maybe it will give this thread more life too.
good day

Ah. A workshop. I thought it was an ongoing tutorial in which we all follow your instructions.

Okay. I’ll post some of my progress:

I started from scratch, and tried my hand at making my first human body, and replicating the alien man that Gabio made. Turned out okay:

http://img91.exs.cx/img91/7082/alienman3gx.jpg

I’d already done the Gingerbread man tutorial, so I knew the basics of rigging. So I added armatures to the full body mesh and rigged them:

http://img153.exs.cx/img153/8467/armatures3ig.jpg

Didn’t really understand weight painting, but from what I gathered, my mesh was pretty much fine as it was.

And now I’m up to where Gabio is.

Problems I encountered:
Mesh and armatures shifting between edit, object and pose mode.
IK and Null bones attaching themselves to the mesh itself (eg. moving the arm would leave the tips of the fingers mesh behind).

Tips learned:
Pressing ALT R clears rotation in Pose Mode.
If you parent the armatures to the mesh, after you have made the armatures, it will automatically rig itself to the rig. :wink:

Problems I still have:
Mesh and armatures still shift despite the ALT R trick.
Don’t properly understand how to use the constrant function. Most of my IK_ and Null_ bones do nothing.
Can’t rig the shoulders right. It always looks weird:
http://img153.exs.cx/img153/605/shoulder7cm.jpg

So thats pretty much where I’m up to. If anyone knows whats up with my shoulders or any of the other problems let me know. :slight_smile:
Thanks

weight paint is done to avoid that. In other words. you need to include the edgeloop of this shoulder in both vertex group: the upper body and the upper arm. so the join will be soft.
good day.

Weight-painting/vertex-groups alone willl never solve that kind of creasing completely.

To get good deformations in Blender, you need to model your characters with all joints approximately half bent.

Okay, I’ll try the weight painting idea.

Also, could someone please expain, in simple step-by-step instructions how to make it so that can bend this finger over by only moving one bone (IK):
http://img40.exs.cx/img40/1048/chain5ra.jpg

No offense to Gabio. But the instructions given are a little too advanced for my level, and I find it hard to follow.

Thanks

Okay, I got another problem. Pretty much the same as before. Except that: Pose Mode ALT R doesn’t fix it:
http://img50.exs.cx/img50/2272/prob47pg.jpg

and alt-g? do you know you can restor editmode “position” of the bone also? try it, i’m sure it is.

When do I press Alt G?

Do I select all bones in edit mode then press it?

Cause I did that, but nothing happened. :-?

pose mode, as alt-r did.

Nah. Tried that. Still shifts around.

Any other handy key combinations? :-?

Send blend then.

Ok sent it to your email. :wink:

Ok this is it. your target for the arms are not at the same place as the solver so when you enter and leave edit mode, the iksolver is set on and off. Mean the solver stick to the target in object mode and in edit mode it go back to factory default. A quick fix is to use the Shift-s menu. Select one of the bone’s tip, stick the cursor on the selection, then select the other bone’s tip and ask the selection to go to the cursor.

Don’t mean to be rude or anything. But I don’t understand anything you said. :-?

Could you please explain a little more in depth please?

That would be great. :wink: