01 Rigging

23 minutes
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Transcript

Yo, Hello everybody, Andres to pay for speaking. Today we're going to talk about rigging, the most basic kinds of rigging that you can use without any problems. And Firstly, we will try to bring the character to the after effects. Okay, this is a composition with a character, I divided it into a bunch of layers. This is had a knack for both of them. Manage shoulder, okay?

It's a wrist, chest, stomach, bottom, then in the side of arms, then free parts of flags. Okay, I'll scan It's important to know that Reagan by aftereffects divided into two parts. The first part is Lincoln. I mean when you link different layers by a group once. And the second part is called puppet tool, because it's just a tool that is called puppet bento when it boots once by plugin that is called bobbin tool. And after you can deform the picture, okay, let's start with Lincoln.

Usually I started from arms, legs and arms are doing by to approach for what kinematics and inverse kinematics if the character is supposed not to take other objects or grab something And his movements are supposed to be waves or swings. Like I don't know how to say hello or greet somebody. So for what kinematic is used in this case, that what I'm going to do, the movement starts from the shoulder. So put anchor point to the center of the shoulder. You now see these kind of rotation according to the anchor point, then put an anchor point to the center of the yellow Cross of the forearm. Actually, these yellow crosses mean the conjugation center of two leaves.

If I had the forearm or just make it transparent, you'll see that it is almost the center did it in case any bugs Or artifacts when rotating and animating these parts next, and buoyant is here in the wrist. hotkey to turn on editing of in group one is why. Just press Y and you can move anchor point. Okay, we put anchor points of all the parts of the arm. And now we're going to link them to each other. So, link the four to the shoulder and wrist to the forearm and these kind of simple redness here.

Nice perfect. Next, because the shoulder touched the chest, so link shoulder to the chest. From the center of the character, you need to move up and down. So let's start from neck and hand. Select chest, neck and had then put in grip ones you should understand what point is the conjunction central or what points are. Link the head to the neck and the neck To the chest.

And what do you see everything is done is spinning. That's good. Often beginners don't pay attention to the neck, but the head can't move without neck. For example, if you want to throw the hat back, it will consider to be a broken head seems like you animate and dedmon really, the more proper way will be to move the neck like this. Okay, next, go from the body to down. The moment of the characters starts from the bottom.

So it is the most important part of the body. So unit to make the bottom as the dominant part. So link the chest to the stomach and the stomach link to The button. Now I'm going to break another arm by the same principle as the Brewers arm. And we'll check it. Okay, I'm down the arm and let's put in group one of the body's parts.

Here can be in the center and here, like spine has. Okay, we've done all the parents and let's check, grab the pelvis. Nice. Everything is moving and rotating. I can bend him like that. Hopes like that.

Perfect. Okay, let's turn to The more interesting part before everything that we did was a forward kinematics back legs. They are easy to animate but inverse kinematic. We have. I'm going to show you on the example of one leg, we have three parts of the map 123 you see one point, second point and central between of them dinnae and by inverse kinematic if you place one point here. So, the central point and the angle will be calculated automatically.

I mean this point will move somewhere there It will be looking like that. It is very comfortable, especially when a character has a support. In this case, the supporting canon isn't around you don't need to bend the leg. I will show you by forward kinematic you need to do like that you need to band Then get down and more often, we will lose the position by inverse kinematic you just need to get down this bar and all other bars will be banded by default and the foot will leave on the same place. Use inverse kinematic forex, the only way to use forward kinematic is when you have to, for example is happening on a horizontal bar or I don't know doing a pull ups. So inverse kinematic is created by a famous plugin that is called Duke.

You can download it for free print nuke, download. Okay, go forward to make inverse kinematics. Firstly, you should put layers in order that you need like a hierarchy From the hip, laying down into the hip and then link the foot to the knee book. Next in the ditches the controller that will control the main point point, that will change the angle. And in this case, it will be the foot because Moreover, we need to make steps and animate the leg from the bottom. So pelvis controls the hex, so food will have a controller.

To make the controller by doing you need to press this top controllers. Don't forget that the layer should be selected beforehand. Here you can choose the Outlook or the controller. I like These icon than mantium size white color Oh, this part is isn't as visible like that and press Create. I like to place it close to the lab. So we've had the order food than then leg and hip.

And controller is the bulk of all these layers is the most convenient lawyer. Okay, we're going to make an inverse kinematic of the leg. What should we do? Firstly, you need to select the last layer of the parents order. Once again food is above the layers, but importance order it is the last there, I mean that the main order is hip than building the knee to the hip and then we linked the food to the knee. The order of certain is very important.

So I start from the food then knee than hip then controller that is situated in the anchor point of the foot and press OK. Here you can see the degree of freedom. So free here. Then you press Create Here it is. Grab the control. Nice.

Controller has its settings. Here you can tune the turn of the knee. For example, if I turn on the clock wise so it is like grasshopper, we don't need it. So there are some additional settings that actually is not needed for beginners, but I would like to show you stretch. So if I grab the food father, so they'll actually start to stretch. If I turn up after stretch, there are no gaps between the parts of the leg, but we can admit it manually.

Okay, next one leg is ready. Okay now have to the hex with that inverse kinematic check it oops, turn on clockwise. Once again. Perfect. Also you can rotate the feet but what's going on? You grab the ballasts, but nothing happens character doesn't squat it.

What should you do? This happens because we have the controllers that control the system from the bottom but there is no controller from Top. So now the powers will do this work only just to link the purpose to hips wrong and then grab the pelvis. And here it is the character can dance. Even even break down so for example, doing yoga. Okay, we've covered the technique of the rigging.

That is called Lincoln And now we're going to try puppet tool on this character. Let's create a new project directory by puppet to we need the linked like a sausage with now joints now links that were before so in public to the ones that we'll put on the layer will be the joints. So I mean for example, in our should be one land arm for correct rigging, all the liens should be straight let's make a precompose Shift Ctrl C is a hotkey combination call it hand perfect. We have At recomposition So, as let these I can pop it into and put the points in their places of our hypothetical joints. There is a set of the number of triangles. The more triangles the more detailed the mesh, the mesh that will be deformed while moving the pain points.

For example, I grab and move a beam and it's magic already. But it is not enough. It is not really rigging, as you may notice to make a normal rigging You need unique as well. So opening the order will be different from the previous one. So you need to select beans, layer effects puppets mesh deform and three pins here. Okay select them and click the top bones.

Okay, this step makes controllers that are responsible for everything. And now to make it more interesting, let's take a closer look at inverse kinematic on this hand example. For now these bones don't reflect to a child so I'm bearing down but it's no deformations here because our mesh let me describe it better. I will draw it for you it will be better. So here is a mesh and if I move this pain so all the triangles inside the mesh have been deformed as well according to the beans position and all of these zones are moving as well. Okay, we'll continue.

You already know that the movement starts from the shoulder. So we should link all other bots to the shoulder. Got it? The order of the layers is not obligatory, but it will be convenient for you If you're doing inverse kinematic I would recommend you to leave the last layer at the top. Now we're going to do the same that we've done with Lex just be joined that will control the hand. Then click controllers.

Choose your favorite. Then click Create. Perfect. I'd move it closer and they as select the pins the last the middle, the first and lastly I select controller and press ik Okay, check it inverse kinematic is here. You may notice that deformation doesn't work good It is because of big pre composition. If I do the mask, you will see that Claire has big zone and the mash tune.

If we did it is another way. For example, create a shape layer. And as you see, bones box has a good shape, like rectangles. So let's use puppet to then pull it the permission is better and more correct. Once again how it works. Now the mesh doesn't cross the borders are the shape, I'll show you.

Now, the mesh is situated inside this rectangle and its deformation happens inside the shape, but when the shape is inside and outside the shape any movement of these points boosts not only mesh that is inside the shape, but also all the triangles that are outside the shape because of it, it works not correct. So if you are going to make rigging by puppet to, by the way have said that this tool is for like sausage looking shapes or for raster graphics So be ready that that you need us one layer for one limp while traveling. Okay, so we looked at two main kinds of rigging in After Effects. So we need to try and to study. I leave these character after lesson and try to make Reagan use Lincoln. Because after we'll need it for study.

Thank you. See you Bye

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