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subtitles for rigging april 2013

May 16th, 2013
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  1. 1
  2. 00:00:18,009 --> 00:00:20,699
  3.  
  4. 2
  5. 00:00:20,699 --> 00:00:22,349
  6. Welcome, we will see
  7.  
  8. 3
  9. 00:00:22,349 --> 00:00:24,769
  10. a small example of how to rig
  11.  
  12. 4
  13. 00:00:24,769 --> 00:00:26,169
  14. it will be quick
  15.  
  16. 5
  17. 00:00:26,169 --> 00:00:27,810
  18. let's see how
  19.  
  20. 6
  21. 00:00:27,810 --> 00:00:29,769
  22. using Blender 2.66a
  23.  
  24. 7
  25. 00:00:29,769 --> 00:00:31,699
  26.  
  27. 8
  28. 00:00:31,699 --> 00:00:34,830
  29.  
  30. 9
  31. 00:00:34,830 --> 00:00:38,420
  32. as it is in April 2013 and we can do a good rigging
  33.  
  34. 10
  35. 00:00:38,420 --> 00:00:39,579
  36.  
  37. 11
  38. 00:00:39,579 --> 00:00:42,690
  39. or at least an simple basic one
  40.  
  41. 12
  42. 00:00:42,690 --> 00:00:45,690
  43. Let's do a small clothing piece
  44.  
  45. 13
  46. 00:00:45,690 --> 00:00:48,460
  47. the very first thing is to get
  48.  
  49. 14
  50. 00:00:48,460 --> 00:00:50,490
  51. and open
  52.  
  53. 15
  54. 00:00:50,490 --> 00:00:52,219
  55. "Avatar Workbench 2.65.blend"
  56.  
  57. 16
  58. 00:00:52,219 --> 00:00:55,570
  59.  
  60. 17
  61. 00:00:55,570 --> 00:01:00,350
  62. You can see that opening it there is an avatar
  63.  
  64. 18
  65. 00:01:00,350 --> 00:01:02,630
  66. which is a female body
  67.  
  68. 19
  69. 00:01:02,630 --> 00:01:06,650
  70. I did in the past a small video showing
  71. how to import
  72.  
  73. 20
  74. 00:01:06,650 --> 00:01:09,530
  75. a male body to be used
  76.  
  77. 21
  78. 00:01:09,530 --> 00:01:15,000
  79. but here you might enable
  80. layer 3 and we get it
  81.  
  82. 22
  83. 00:01:15,000 --> 00:01:18,880
  84. male body is a small news
  85.  
  86. 23
  87. 00:01:18,880 --> 00:01:21,100
  88. of Avatar WorkBench
  89.  
  90. 24
  91. 00:01:21,100 --> 00:01:24,900
  92. Avatar Workbench for who doesn't know you can
  93.  
  94. 25
  95. 00:01:24,900 --> 00:01:26,410
  96.  
  97. 26
  98. 00:01:26,410 --> 00:01:31,370
  99. download from blog.machinimatrix.org => avatar workbench here
  100.  
  101. 27
  102. 00:01:31,370 --> 00:01:33,280
  103. we have various versions
  104.  
  105. 28
  106. 00:01:33,280 --> 00:01:36,620
  107. the latest is 2 65
  108.  
  109. 29
  110. 00:01:36,620 --> 00:01:41,010
  111. containing the "default male"
  112. we have seen
  113.  
  114. 30
  115. 00:01:41,010 --> 00:01:44,080
  116. now let's do
  117.  
  118. 31
  119. 00:01:44,080 --> 00:01:49,620
  120. a quick tutorial on how to make a cloth,
  121. let's make a small skirt
  122.  
  123. 32
  124. 00:01:49,620 --> 00:01:50,990
  125. let's call it a
  126.  
  127. 33
  128. 00:01:50,990 --> 00:01:52,780
  129. skirty
  130.  
  131. 34
  132. 00:01:52,780 --> 00:01:55,860
  133. to model a skirty we do "3"
  134.  
  135. 35
  136. 00:01:55,860 --> 00:01:57,010
  137. "5"
  138.  
  139. 36
  140. 00:01:57,010 --> 00:01:58,240
  141. "5"
  142.  
  143. 37
  144. 00:01:58,240 --> 00:02:00,560
  145. build using SHIFT-A
  146.  
  147. 38
  148. 00:02:00,560 --> 00:02:01,560
  149.  
  150. 39
  151. 00:02:01,560 --> 00:02:03,609
  152. let's build a
  153.  
  154. 40
  155. 00:02:03,609 --> 00:02:07,100
  156. cylinder
  157.  
  158. 41
  159. 00:02:07,100 --> 00:02:08,369
  160. "s"
  161.  
  162. 42
  163. 00:02:08,369 --> 00:02:13,829
  164. shrink it until it is more or less
  165. close to the size of our skirty
  166.  
  167. 43
  168. 00:02:13,829 --> 00:02:15,179
  169. ok
  170.  
  171. 44
  172. 00:02:15,179 --> 00:02:18,469
  173. lift it up
  174.  
  175. 45
  176. 00:02:18,469 --> 00:02:20,449
  177. let's suppose these are
  178.  
  179. 46
  180. 00:02:20,449 --> 00:02:23,209
  181. the sizes
  182.  
  183. 47
  184. 00:02:23,209 --> 00:02:25,469
  185. we are interested in
  186.  
  187. 48
  188. 00:02:25,469 --> 00:02:27,259
  189. let's remember
  190.  
  191. 49
  192. 00:02:27,259 --> 00:02:29,929
  193. we can keep it this way right now
  194.  
  195. 50
  196. 00:02:29,929 --> 00:02:36,289
  197. we can use the known technique
  198. of shrink-wrap
  199.  
  200. 51
  201. 00:02:36,289 --> 00:02:39,659
  202. let's go in edit mode
  203.  
  204. 52
  205. 00:02:39,659 --> 00:02:42,899
  206. NOTE: in previous video
  207.  
  208. 53
  209. 00:02:42,899 --> 00:02:45,029
  210. I forgot to click on
  211.  
  212. 54
  213. 00:02:45,029 --> 00:02:50,339
  214. the selection of hidden vertices
  215. A, B
  216.  
  217. 55
  218. 00:02:50,339 --> 00:02:54,679
  219. then we select
  220.  
  221. 56
  222. 00:02:54,679 --> 00:02:59,079
  223. we can keep it this way
  224. but let's docontrol-R
  225.  
  226. 57
  227. 00:02:59,079 --> 00:03:01,759
  228. let's make it bigger
  229.  
  230. 58
  231. 00:03:01,759 --> 00:03:03,419
  232. with these vertices
  233.  
  234. 59
  235. 00:03:03,419 --> 00:03:04,419
  236. ok
  237.  
  238. 60
  239. 00:03:04,419 --> 00:03:07,649
  240. what we want to do is to insert
  241.  
  242. 61
  243. 00:03:07,649 --> 00:03:09,189
  244. shrink-wrap
  245.  
  246. 62
  247. 00:03:09,189 --> 00:03:13,989
  248. shrink-wrap (go to object mode) we must do it
  249.  
  250. 63
  251. 00:03:13,989 --> 00:03:15,939
  252. including the whole avatar
  253.  
  254. 64
  255. 00:03:15,939 --> 00:03:20,469
  256. probably it is a good idea to select
  257. bottom part and shift select the
  258.  
  259. 65
  260. 00:03:20,469 --> 00:03:22,449
  261. upper part
  262.  
  263. 66
  264. 00:03:22,449 --> 00:03:27,359
  265. control J so now we have a unique mesh object
  266.  
  267. 67
  268. 00:03:27,359 --> 00:03:29,409
  269. this helps us
  270.  
  271. 68
  272. 00:03:29,409 --> 00:03:31,509
  273. here
  274.  
  275. 69
  276. 00:03:31,509 --> 00:03:36,439
  277. we must enlarge a bit: press s
  278.  
  279. 70
  280. 00:03:36,439 --> 00:03:39,239
  281. shift z
  282.  
  283. 71
  284. 00:03:39,239 --> 00:03:44,669
  285. let's enlarge it to be sure it is
  286. completely external to the avatar
  287.  
  288. 72
  289. 00:03:44,669 --> 00:03:48,529
  290. now we go with "3" on the right
  291.  
  292. 73
  293. 00:03:48,529 --> 00:03:51,149
  294. let's add a modifier
  295.  
  296. 74
  297. 00:03:51,149 --> 00:03:53,679
  298. shrink wrap
  299.  
  300. 75
  301. 00:03:53,679 --> 00:03:55,240
  302. we want that
  303.  
  304. 76
  305. 00:03:55,240 --> 00:03:58,019
  306. the target be
  307.  
  308. 77
  309. 00:03:58,019 --> 00:04:02,010
  310. let's go to the end of this table
  311.  
  312. 78
  313. 00:04:02,010 --> 00:04:04,029
  314. use the mouse wheel
  315.  
  316. 79
  317. 00:04:04,029 --> 00:04:08,099
  318. go to "upper body mesh"
  319.  
  320. 80
  321. 00:04:08,099 --> 00:04:12,689
  322. Blender is changing the
  323. cylinder to be
  324.  
  325. 81
  326. 00:04:12,689 --> 00:04:14,589
  327. tightened to the mesh
  328.  
  329. 82
  330. 00:04:14,589 --> 00:04:19,109
  331. let's do it a bit less tight
  332. to have it go out a bit
  333.  
  334. 83
  335. 00:04:19,109 --> 00:04:21,319
  336. just a bit, here it is
  337.  
  338. 84
  339. 00:04:21,319 --> 00:04:24,189
  340. this way is is quite similar to
  341. what we want
  342.  
  343. 85
  344. 00:04:24,189 --> 00:04:28,379
  345. go "tab"
  346.  
  347. 86
  348. 00:04:28,379 --> 00:04:29,900
  349. and make it
  350.  
  351. 87
  352. 00:04:29,900 --> 00:04:32,520
  353. smooth
  354.  
  355. 88
  356. 00:04:32,520 --> 00:04:37,229
  357. to be able to see it better
  358. add a material
  359.  
  360. 89
  361. 00:04:37,229 --> 00:04:39,110
  362. so it is more visible
  363.  
  364. 90
  365. 00:04:39,110 --> 00:04:41,360
  366. set the color to
  367.  
  368. 91
  369. 00:04:41,360 --> 00:04:44,330
  370. a birght green ok
  371.  
  372. 92
  373. 00:04:44,330 --> 00:04:48,140
  374. then to see it press f12
  375.  
  376. 93
  377. 00:04:48,140 --> 00:04:50,949
  378. we are not seeing it..
  379.  
  380. 94
  381. 00:04:50,949 --> 00:04:53,309
  382. but
  383.  
  384. 95
  385. 00:04:53,309 --> 00:04:55,469
  386. go to object mode
  387.  
  388. 96
  389. 00:04:55,469 --> 00:04:59,559
  390. we see that it's enough
  391.  
  392. 97
  393. 00:04:59,559 --> 00:05:01,089
  394. good enough
  395.  
  396. 98
  397. 00:05:01,089 --> 00:05:03,789
  398. if we are satisfied
  399.  
  400. 99
  401. 00:05:03,789 --> 00:05:06,749
  402. apply the modifier
  403.  
  404. 100
  405. 00:05:06,749 --> 00:05:09,249
  406. to apply the modifier go to
  407.  
  408. 101
  409. 00:05:09,249 --> 00:05:13,479
  410. object mode choose the modifier and
  411.  
  412. 102
  413. 00:05:13,479 --> 00:05:15,189
  414. apply it
  415.  
  416. 103
  417. 00:05:15,189 --> 00:05:22,189
  418. now we have this skirty which is
  419. made of 320 vertices
  420.  
  421. 104
  422. 00:05:22,249 --> 00:05:25,159
  423. done, we can fix it
  424.  
  425. 105
  426. 00:05:25,159 --> 00:05:29,469
  427. we could align it you see
  428. there are some imperfections, but it's good enough
  429.  
  430. 106
  431. 00:05:29,469 --> 00:05:32,430
  432. what I wanted to show you is how
  433.  
  434. 107
  435. 00:05:32,430 --> 00:05:36,879
  436. to "parent" the skirty with
  437.  
  438. 108
  439. 00:05:36,879 --> 00:05:39,449
  440. my armature, how we can do it
  441.  
  442. 109
  443. 00:05:39,449 --> 00:05:40,789
  444. go in
  445.  
  446. 110
  447. 00:05:40,789 --> 00:05:42,569
  448. object mode
  449.  
  450. 111
  451. 00:05:42,569 --> 00:05:46,409
  452. select skirty and then shift
  453.  
  454. 112
  455. 00:05:46,409 --> 00:05:49,400
  456. right click we have selected
  457.  
  458. 113
  459. 00:05:49,400 --> 00:05:51,939
  460. two things at the same time
  461. first
  462.  
  463. 114
  464. 00:05:51,939 --> 00:05:54,839
  465. the skirty and then the armature
  466.  
  467. 115
  468. 00:05:54,839 --> 00:05:56,819
  469. press "control p"
  470.  
  471. 116
  472. 00:05:56,819 --> 00:06:02,789
  473. put armature deform with empty groups
  474. this can be ok
  475.  
  476. 117
  477. 00:06:02,789 --> 00:06:07,680
  478. empty groups means that - we can check this
  479.  
  480. 118
  481. 00:06:07,680 --> 00:06:12,529
  482. if we selected only the skirty
  483.  
  484. 119
  485. 00:06:12,529 --> 00:06:17,240
  486. now we have the armature if we
  487. go on the vertices we see
  488.  
  489. 120
  490. 00:06:17,240 --> 00:06:19,979
  491. all the bones
  492.  
  493. 121
  494. 00:06:19,979 --> 00:06:24,059
  495. and we can see the the specific weights (weight paint)
  496.  
  497. 122
  498. 00:06:24,059 --> 00:06:27,240
  499. selecting single bone we see
  500.  
  501. 123
  502. 00:06:27,240 --> 00:06:29,210
  503. it is completely blue
  504.  
  505. 124
  506. 00:06:29,210 --> 00:06:30,680
  507. this is correct
  508.  
  509. 125
  510. 00:06:30,680 --> 00:06:35,130
  511. for these bones, obviously they are blue
  512. since they are higher bones but if we get
  513.  
  514. 126
  515. 00:06:35,130 --> 00:06:37,550
  516. hip this is
  517.  
  518. 127
  519. 00:06:37,550 --> 00:06:42,220
  520. blu but we should color it
  521.  
  522. 128
  523. 00:06:42,220 --> 00:06:44,349
  524. we can exploit the fact that we actually
  525.  
  526. 129
  527. 00:06:44,349 --> 00:06:48,629
  528. have a base coloring in the base avatar
  529.  
  530. 130
  531. 00:06:48,629 --> 00:06:50,809
  532. so we might simply copy
  533.  
  534. 131
  535. 00:06:50,809 --> 00:06:55,139
  536. i.e. take as basis the basic avatar
  537. and copy weights on our piece of clothing
  538.  
  539. 132
  540. 00:06:55,139 --> 00:06:58,080
  541. to do that with the skirty go in object mode
  542.  
  543. 133
  544. 00:06:58,080 --> 00:07:03,129
  545. select base avatar then shirt
  546. and as second and last selection
  547.  
  548. 134
  549. 00:07:03,129 --> 00:07:05,020
  550. the skirty
  551.  
  552. 135
  553. 00:07:05,020 --> 00:07:07,559
  554. go in
  555.  
  556. 136
  557. 00:07:07,559 --> 00:07:12,039
  558. weight paint... when being in weight paint
  559. "weight tools" appear
  560.  
  561. 137
  562. 00:07:12,039 --> 00:07:15,139
  563. here we have some new features in Blender 2.67
  564.  
  565. 138
  566. 00:07:15,139 --> 00:07:20,919
  567. you can choose "transfer weights"
  568. and this is the outstanding function
  569.  
  570. 139
  571. 00:07:20,919 --> 00:07:22,379
  572. not existing before
  573.  
  574. 140
  575. 00:07:22,379 --> 00:07:26,960
  576. select "transfer weights"
  577. and weights are magically transferred
  578.  
  579. 141
  580. 00:07:26,960 --> 00:07:31,860
  581. check that all vertex groups are transferred
  582.  
  583. 142
  584. 00:07:31,860 --> 00:07:36,659
  585. use the nearest face method (there are other options)
  586. but we are ok with the default
  587.  
  588. 143
  589. 00:07:36,659 --> 00:07:38,930
  590. to begin with
  591.  
  592. 144
  593. 00:07:38,930 --> 00:07:42,990
  594. and to see how you can do we can start with
  595. "hip right" which
  596.  
  597. 145
  598. 00:07:42,990 --> 00:07:46,349
  599. is influencing all this area
  600.  
  601. 146
  602. 00:07:46,349 --> 00:07:49,729
  603. see that here
  604.  
  605. 147
  606. 00:07:49,729 --> 00:07:54,680
  607. it is missing: it should influence also a bit here
  608.  
  609. 148
  610. 00:07:54,680 --> 00:07:57,020
  611. we should fix this
  612.  
  613. 149
  614. 00:07:57,020 --> 00:08:00,580
  615. so that when
  616.  
  617. 150
  618. 00:08:00,580 --> 00:08:03,139
  619. this tigh is raising, it should raise also
  620.  
  621. 151
  622. 00:08:03,139 --> 00:08:05,679
  623. here on the right
  624.  
  625. 152
  626. 00:08:05,679 --> 00:08:09,979
  627. how we can do it easily?
  628. It's simple we just "paint" with a brush
  629.  
  630. 153
  631. 00:08:09,979 --> 00:08:11,550
  632. we say
  633.  
  634. 154
  635. 00:08:11,550 --> 00:08:15,089
  636. "paint with a brush"
  637.  
  638. 155
  639. 00:08:15,089 --> 00:08:17,080
  640. then
  641.  
  642. 156
  643. 00:08:17,080 --> 00:08:21,789
  644. I move a bit also
  645.  
  646. 157
  647. 00:08:21,789 --> 00:08:25,149
  648. the other part
  649.  
  650. 158
  651. 00:08:25,149 --> 00:08:29,749
  652. actually we should do this in such a way
  653. that when we raise this
  654.  
  655. 159
  656. 00:08:29,749 --> 00:08:33,890
  657. it should move the equivalent part at the left
  658.  
  659. 160
  660. 00:08:33,890 --> 00:08:35,560
  661. here again
  662.  
  663. 161
  664. 00:08:35,560 --> 00:08:40,000
  665. we should paint to influence also this
  666.  
  667. 162
  668. 00:08:40,000 --> 00:08:43,440
  669. let's paint it red so to influence
  670.  
  671. 163
  672. 00:08:43,440 --> 00:08:46,850
  673. this part of the skirty
  674.  
  675. 164
  676. 00:08:46,850 --> 00:08:50,310
  677. we are seeing just a simple
  678.  
  679. 165
  680. 00:08:50,310 --> 00:08:54,770
  681. weight paint on a single leg
  682.  
  683. 166
  684. 00:08:54,770 --> 00:08:59,280
  685. to check if this is a good weight painting job
  686. we have taken it from the original avatar
  687.  
  688. 167
  689. 00:08:59,280 --> 00:09:02,600
  690. there are also other parts
  691.  
  692. 168
  693. 00:09:02,600 --> 00:09:08,990
  694. we have this mHipRight but there is also the mHipLeft
  695.  
  696. 169
  697. 00:09:08,990 --> 00:09:12,670
  698. we must do the same job
  699. we have taken the points from
  700.  
  701. 170
  702. 00:09:12,670 --> 00:09:14,040
  703. the other
  704.  
  705. 171
  706. 00:09:14,040 --> 00:09:17,220
  707. it took thos from nearest face
  708.  
  709. 172
  710. 00:09:17,220 --> 00:09:22,339
  711. when skirty was close, but now that the
  712. two parts are a bit separated
  713.  
  714. 173
  715. 00:09:22,339 --> 00:09:25,520
  716. weigth transfer was not able to copy them
  717.  
  718. 174
  719. 00:09:25,520 --> 00:09:29,300
  720. you can use probably other methods
  721.  
  722. 175
  723. 00:09:29,300 --> 00:09:33,900
  724. now the important thing
  725. is to go in object mode
  726.  
  727. 176
  728. 00:09:33,900 --> 00:09:36,470
  729.  
  730. 177
  731. 00:09:36,470 --> 00:09:41,290
  732. select instead the armature since
  733. we want to see the pose
  734.  
  735. 178
  736. 00:09:41,290 --> 00:09:42,350
  737. modality
  738.  
  739. 179
  740. 00:09:42,350 --> 00:09:47,280
  741. given that the armature had been parented
  742. we can do "pose mode"
  743.  
  744. 180
  745. 00:09:47,280 --> 00:09:52,160
  746. select the bone, this
  747.  
  748. 181
  749. 00:09:52,160 --> 00:09:53,150
  750. take
  751.  
  752. 182
  753. 00:09:53,150 --> 00:09:56,660
  754. this "rotation" modality
  755.  
  756. 183
  757. 00:09:56,660 --> 00:09:59,190
  758. try to rotate to see
  759.  
  760. 184
  761. 00:09:59,190 --> 00:10:00,310
  762. and we see..
  763.  
  764. 185
  765. 00:10:00,310 --> 00:10:03,020
  766. raising this...
  767.  
  768. 186
  769. 00:10:03,020 --> 00:10:06,100
  770. we get
  771.  
  772. 187
  773. 00:10:06,100 --> 00:10:10,700
  774. now you should repeat this
  775. job to verify
  776.  
  777. 188
  778. 00:10:10,700 --> 00:10:13,340
  779. that, at least for normal movements
  780.  
  781. 189
  782. 00:10:13,340 --> 00:10:14,899
  783. strange things
  784.  
  785. 190
  786. 00:10:14,899 --> 00:10:17,950
  787. are not happening in the final render
  788.  
  789. 191
  790. 00:10:17,950 --> 00:10:20,780
  791. when we see
  792.  
  793. 192
  794. 00:10:20,780 --> 00:10:26,150
  795. like this where movement is excessive
  796.  
  797. 193
  798. 00:10:26,150 --> 00:10:28,390
  799. you can
  800.  
  801. 194
  802. 00:10:28,390 --> 00:10:33,290
  803. go in
  804.  
  805. 195
  806. 00:10:33,290 --> 00:10:37,980
  807. object mode selecting the skirty
  808.  
  809. 196
  810. 00:10:37,980 --> 00:10:42,550
  811. then editing mode
  812.  
  813. 197
  814. 00:10:42,550 --> 00:10:43,660
  815. now...
  816.  
  817. 198
  818. 00:10:43,660 --> 00:10:48,220
  819. there should be a way to see... here
  820.  
  821. 199
  822. 00:10:48,220 --> 00:10:52,710
  823. clicking here you can see
  824. skirty moving
  825.  
  826. 200
  827. 00:10:52,710 --> 00:10:57,180
  828. now you can do various tasks
  829.  
  830. 201
  831. 00:10:57,180 --> 00:10:59,040
  832. fixing the rigging
  833.  
  834. 202
  835. 00:10:59,040 --> 00:11:02,760
  836. we can for instance go with editing
  837.  
  838. 203
  839. 00:11:02,760 --> 00:11:03,679
  840. select
  841.  
  842. 204
  843. 00:11:03,679 --> 00:11:08,350
  844. for instance here I activated
  845.  
  846. 205
  847. 00:11:08,350 --> 00:11:09,930
  848. proportional editing
  849.  
  850. 206
  851. 00:11:09,930 --> 00:11:13,160
  852.  
  853. 207
  854. 00:11:13,160 --> 00:11:20,160
  855. do select a vertix like this
  856.  
  857. 208
  858. 00:11:20,170 --> 00:11:24,390
  859. use the arrow because I want
  860.  
  861. 209
  862. 00:11:24,390 --> 00:11:25,569
  863. Here you see
  864.  
  865. 210
  866. 00:11:25,569 --> 00:11:30,900
  867. moving around
  868.  
  869. 211
  870. 00:11:30,900 --> 00:11:33,540
  871. the vertex so to
  872.  
  873. 212
  874. 00:11:33,540 --> 00:11:36,840
  875. in this way I study extreme positions
  876.  
  877. 213
  878. 00:11:36,840 --> 00:11:39,500
  879. and fix various vertices
  880.  
  881. 214
  882. 00:11:39,500 --> 00:11:46,500
  883. we do it as much as possible
  884.  
  885. 215
  886. 00:11:47,140 --> 00:11:48,279
  887. here now
  888.  
  889. 216
  890. 00:11:48,279 --> 00:11:51,440
  891. we are moving too much
  892.  
  893. 217
  894. 00:11:51,440 --> 00:11:57,030
  895. proportional must be modified
  896.  
  897. 218
  898. 00:11:57,030 --> 00:11:59,620
  899. the idea is that
  900.  
  901. 219
  902. 00:11:59,620 --> 00:12:03,640
  903. I try to work
  904.  
  905. 220
  906. 00:12:03,640 --> 00:12:10,640
  907. in order to generate
  908.  
  909. 221
  910. 00:12:11,660 --> 00:12:15,200
  911. I have to tweak this thing
  912.  
  913. 222
  914. 00:12:15,200 --> 00:12:20,250
  915. to avoid this kind of defects
  916. (I'm not very good at this)
  917.  
  918. 223
  919. 00:12:20,250 --> 00:12:25,780
  920. I expect that you can be smarter than me and
  921. succeed in tweak this object
  922.  
  923. 224
  924. 00:12:25,780 --> 00:12:30,550
  925. thing is to test raising something like this
  926.  
  927. 225
  928. 00:12:30,550 --> 00:12:36,100
  929. at the end set it back in pose mode
  930.  
  931. 226
  932. 00:12:36,100 --> 00:12:39,040
  933. object mode
  934.  
  935. 227
  936. 00:12:39,040 --> 00:12:46,040
  937. go back in selection of the armature
  938.  
  939. 228
  940. 00:12:47,790 --> 00:12:49,530
  941. here it is
  942.  
  943. 229
  944. 00:12:49,530 --> 00:12:53,810
  945. go back in selection
  946.  
  947. 230
  948. 00:12:53,810 --> 00:12:59,700
  949. object mode go in in pose mode here
  950. you select this
  951.  
  952. 231
  953. 00:12:59,700 --> 00:13:05,410
  954. in the pose you can do whatever you want including
  955.  
  956. 232
  957. 00:13:05,410 --> 00:13:07,420
  958. well
  959.  
  960. 233
  961. 00:13:07,420 --> 00:13:10,220
  962. there should be the possibility to reset it
  963.  
  964. 234
  965. 00:13:10,220 --> 00:13:12,090
  966.  
  967. 235
  968. 00:13:12,090 --> 00:13:16,400
  969. clear transformation ok
  970. resetting it in original position
  971.  
  972. 236
  973. 00:13:16,400 --> 00:13:22,610
  974. you see if it is ok
  975.  
  976. 237
  977. 00:13:22,610 --> 00:13:26,710
  978. that is the rest position that now had been spoiled
  979.  
  980. 238
  981. 00:13:26,710 --> 00:13:27,740
  982. don't go in the details
  983.  
  984. 239
  985. 00:13:27,740 --> 00:13:32,550
  986. now the only thing to do is select
  987.  
  988. 240
  989. 00:13:32,550 --> 00:13:33,800
  990. when you finish
  991.  
  992. 241
  993. 00:13:33,800 --> 00:13:35,679
  994. the weight painting
  995.  
  996. 242
  997. 00:13:35,679 --> 00:13:40,190
  998. of the bones. In this case involved bones are these
  999.  
  1000. 243
  1001. 00:13:40,190 --> 00:13:44,690
  1002. basically one (this) the left thigh and the right tigh
  1003.  
  1004. 243
  1005. 00:13:44,690 --> 00:13:46,130
  1006. and something more
  1007.  
  1008. 244
  1009. 00:13:46,130 --> 00:13:49,840
  1010. if we wanted we could
  1011.  
  1012. 245
  1013. 00:13:49,840 --> 00:13:56,840
  1014. study how it is moving
  1015.  
  1016. 246
  1017. 00:13:56,860 --> 00:13:59,970
  1018. compared to this bone
  1019.  
  1020. 247
  1021. 00:13:59,970 --> 00:14:02,430
  1022. you see that
  1023.  
  1024. 248
  1025. 00:14:02,430 --> 00:14:07,580
  1026. must study if this rotation is working too
  1027.  
  1028. 249
  1029. 00:14:07,580 --> 00:14:09,810
  1030. so it seems
  1031.  
  1032. 250
  1033. 00:14:09,810 --> 00:14:15,650
  1034. there also the rotation of this bone
  1035.  
  1036. 251
  1037. 00:14:15,650 --> 00:14:20,500
  1038. no, this is actually that which
  1039.  
  1040. 252
  1041. 00:14:20,500 --> 00:14:23,520
  1042. which is moving the avatar (the back bone)
  1043.  
  1044. 253
  1045. 00:14:23,520 --> 00:14:28,990
  1046. so basically this bone which can be
  1047.  
  1048. 254
  1049. 00:14:28,990 --> 00:14:32,280
  1050. rotated on the left or the right
  1051.  
  1052. 255
  1053. 00:14:32,280 --> 00:14:37,420
  1054. must study the way it is evolving in respect to
  1055.  
  1056. 256
  1057. 00:14:37,420 --> 00:14:40,280
  1058. these movements
  1059.  
  1060. 257
  1061. 00:14:40,280 --> 00:14:42,770
  1062. there are other bones: 1
  1063.  
  1064. 258
  1065. 00:14:42,770 --> 00:14:44,890
  1066. 2 3 bones
  1067.  
  1068. 259
  1069. 00:14:44,890 --> 00:14:49,180
  1070. must study movements of this bones too
  1071.  
  1072. 260
  1073. 00:14:49,180 --> 00:14:52,640
  1074. like this
  1075.  
  1076. 261
  1077. 00:14:52,640 --> 00:14:57,060
  1078. here must to do this work
  1079.  
  1080. 262
  1081. 00:14:57,060 --> 00:15:00,850
  1082. for each bone test all the three possible rotations
  1083.  
  1084. 263
  1085. 00:15:00,850 --> 00:15:03,650
  1086. (obviously the human possible)
  1087.  
  1088. 264
  1089. 00:15:03,650 --> 00:15:10,650
  1090. when finished use the clear transform all
  1091.  
  1092. 265
  1093. 00:15:13,170 --> 00:15:14,240
  1094. ok
  1095.  
  1096. 266
  1097. 00:15:14,240 --> 00:15:15,459
  1098. and now
  1099.  
  1100. 267
  1101. 00:15:15,459 --> 00:15:18,650
  1102. go in object mode
  1103.  
  1104. 268
  1105. 00:15:18,650 --> 00:15:22,930
  1106. select... ( I coudn't select all)
  1107.  
  1108. 269
  1109. 00:15:22,930 --> 00:15:29,790
  1110. movement modifications
  1111.  
  1112. 270
  1113. 00:15:29,790 --> 00:15:36,210
  1114. There is a pose mode - pose
  1115.  
  1116. 271
  1117. 00:15:36,210 --> 00:15:43,210
  1118. to do clear must do
  1119.  
  1120. 272
  1121. 00:15:48,180 --> 00:15:52,100
  1122. clear pose for each single bone then I do pose
  1123.  
  1124. 273
  1125. 00:15:52,100 --> 00:15:53,710
  1126.  
  1127. 274
  1128. 00:15:53,710 --> 00:15:56,510
  1129. clear pose all (here it is!)
  1130.  
  1131. 275
  1132. 00:15:56,510 --> 00:16:00,310
  1133. I must do it for all bones I modified
  1134.  
  1135. 276
  1136. 00:16:00,310 --> 00:16:05,050
  1137. now we go in object mode and reselect
  1138. the skirty
  1139.  
  1140. 277
  1141. 00:16:05,050 --> 00:16:07,270
  1142. Press file
  1143.  
  1144. 278
  1145. 00:16:07,270 --> 00:16:10,650
  1146. export collada
  1147.  
  1148. 279
  1149. 00:16:10,650 --> 00:16:14,650
  1150. possibly we select apply modifiers
  1151. and selection only
  1152.  
  1153. 280
  1154. 00:16:14,650 --> 00:16:17,799
  1155. export with a different name the skirty
  1156.  
  1157. 281
  1158. 00:16:17,799 --> 00:16:21,320
  1159. call it "skirty" or something
  1160.  
  1161. 282
  1162. 00:16:21,320 --> 00:16:26,330
  1163. .dae
  1164.  
  1165. 283
  1166. 00:16:26,330 --> 00:16:32,440
  1167. we can save under c:
  1168.  
  1169. 284
  1170. 00:16:32,440 --> 00:16:35,760
  1171. it didn't work so we do
  1172.  
  1173. 285
  1174. 00:16:35,760 --> 00:16:40,330
  1175. export again
  1176.  
  1177. 286
  1178. 00:16:40,330 --> 00:16:43,080
  1179. under c:\
  1180.  
  1181. 287
  1182. 00:16:43,080 --> 00:16:45,530
  1183. "skirty"
  1184.  
  1185. 288
  1186. 00:16:45,530 --> 00:16:46,770
  1187. .dae
  1188.  
  1189. 289
  1190. 00:16:46,770 --> 00:16:51,500
  1191. normally we can write on c if you are administrators
  1192.  
  1193. 290
  1194. 00:16:51,500 --> 00:16:55,400
  1195. now you can go in
  1196.  
  1197. 291
  1198. 00:16:55,400 --> 00:16:59,410
  1199. beta grid for example
  1200.  
  1201. 292
  1202. 00:16:59,410 --> 00:17:05,880
  1203. if you just wanted to check it
  1204.  
  1205. 293
  1206. 00:17:05,880 --> 00:17:12,589
  1207. that the skirty has been correctly rigged
  1208.  
  1209. 294
  1210. 00:17:12,589 --> 00:17:17,089
  1211. let's enter in firestorm
  1212.  
  1213. 295
  1214. 00:17:17,089 --> 00:17:18,680
  1215. connect to beta grid
  1216.  
  1217. 296
  1218. 00:17:18,680 --> 00:17:25,680
  1219.  
  1220. 297
  1221. 00:17:33,620 --> 00:17:40,620
  1222. (slow as usual)
  1223.  
  1224. 298
  1225. 00:17:53,440 --> 00:17:55,070
  1226. OK here we are
  1227.  
  1228. 299
  1229. 00:17:55,070 --> 00:17:58,040
  1230. now we do
  1231.  
  1232. 300
  1233. 00:17:58,040 --> 00:17:59,860
  1234. build - upload
  1235.  
  1236. 301
  1237. 00:17:59,860 --> 00:18:03,360
  1238. mesh model
  1239.  
  1240. 302
  1241. 00:18:03,360 --> 00:18:09,260
  1242. choose c:\ folder
  1243.  
  1244. 303
  1245. 00:18:09,260 --> 00:18:11,630
  1246. let's upload the skirty
  1247.  
  1248. 304
  1249. 00:18:11,630 --> 00:18:14,440
  1250. we just
  1251.  
  1252. 305
  1253. 00:18:14,440 --> 00:18:21,440
  1254. did
  1255.  
  1256. 306
  1257. 00:18:25,980 --> 00:18:32,980
  1258. now it seems it is not loading :)
  1259.  
  1260. 307
  1261. 00:18:37,040 --> 00:18:39,200
  1262. here it is
  1263.  
  1264. 308
  1265. 00:18:39,200 --> 00:18:43,150
  1266. but I did a mistake it loaded
  1267.  
  1268. 309
  1269. 00:18:43,150 --> 00:18:47,510
  1270. too many things
  1271.  
  1272. 310
  1273. 00:18:47,510 --> 00:18:52,540
  1274. there is extra stuff I dont want
  1275.  
  1276. 311
  1277. 00:18:52,540 --> 00:18:53,940
  1278. :(
  1279.  
  1280. 312
  1281. 00:18:53,940 --> 00:18:55,050
  1282. no
  1283.  
  1284. 313
  1285. 00:18:55,050 --> 00:18:57,820
  1286. we must redo the export
  1287.  
  1288. 314
  1289. 00:18:57,820 --> 00:19:00,600
  1290. go back to our blender
  1291.  
  1292. 315
  1293. 00:19:00,600 --> 00:19:07,600
  1294. being in object mode we have selected the model, but probably
  1295.  
  1296. 316
  1297. 00:19:07,620 --> 00:19:09,670
  1298. export collada
  1299.  
  1300. 317
  1301. 00:19:09,670 --> 00:19:12,280
  1302. selection only
  1303.  
  1304. 318
  1305. 00:19:12,280 --> 00:19:14,270
  1306. apply modifiers
  1307.  
  1308. 319
  1309. 00:19:14,270 --> 00:19:15,500
  1310. mmm
  1311.  
  1312. 320
  1313. 00:19:15,500 --> 00:19:18,990
  1314. strange I forgot this selection before
  1315.  
  1316. 321
  1317. 00:19:18,990 --> 00:19:24,620
  1318. let's save back in c
  1319.  
  1320. 322
  1321. 00:19:24,620 --> 00:19:27,490
  1322. export it again
  1323.  
  1324. 323
  1325. 00:19:27,490 --> 00:19:34,490
  1326. do another attempt of uploading it to SL
  1327.  
  1328. 324
  1329. 00:19:35,910 --> 00:19:39,180
  1330. the skirty
  1331.  
  1332. 325
  1333. 00:19:39,180 --> 00:19:41,860
  1334. now you see that at this point
  1335.  
  1336. 326
  1337. 00:19:41,860 --> 00:19:45,960
  1338. it is better
  1339.  
  1340. 327
  1341. 00:19:45,960 --> 00:19:48,220
  1342. here there is something in the middle
  1343.  
  1344. 328
  1345. 00:19:48,220 --> 00:19:53,360
  1346. that probably we can get rid of
  1347.  
  1348. 329
  1349. 00:19:53,360 --> 00:19:54,380
  1350. but
  1351.  
  1352. 330
  1353. 00:19:54,380 --> 00:19:56,580
  1354. we have more or less the skirty
  1355.  
  1356. 331
  1357. 00:19:56,580 --> 00:20:03,580
  1358. now you can see that we have "skin weights"
  1359. if I click skin weights
  1360.  
  1361. 332
  1362. 00:20:08,830 --> 00:20:15,830
  1363. I can see also "joints" so we are sure
  1364. that skin weights and joints are present in the model
  1365.  
  1366. 333
  1367. 00:20:32,280 --> 00:20:33,450
  1368. ok now
  1369.  
  1370. 334
  1371. 00:20:33,450 --> 00:20:35,790
  1372. let's correct a couple of things
  1373.  
  1374. 335
  1375. 00:20:35,790 --> 00:20:37,780
  1376. here
  1377.  
  1378. 336
  1379. 00:20:37,780 --> 00:20:43,190
  1380. I did some changes
  1381.  
  1382. 337
  1383. 00:20:43,190 --> 00:20:45,310
  1384. removed the faces
  1385.  
  1386. 338
  1387. 00:20:45,310 --> 00:20:48,190
  1388. on the top and bottom
  1389.  
  1390. 339
  1391. 00:20:48,190 --> 00:20:50,560
  1392. then I did an extrude
  1393.  
  1394. 340
  1395. 00:20:50,560 --> 00:20:54,740
  1396. to make it simple I hid the upper body
  1397.  
  1398. 341
  1399. 00:20:54,740 --> 00:20:58,210
  1400. now during the export phase
  1401.  
  1402. 342
  1403. 00:20:58,210 --> 00:21:01,350
  1404. export
  1405.  
  1406. 343
  1407. 00:21:01,350 --> 00:21:03,560
  1408. export collada
  1409.  
  1410. 344
  1411. 00:21:03,560 --> 00:21:05,820
  1412. now I tried the preset
  1413.  
  1414. 345
  1415. 00:21:05,820 --> 00:21:07,800
  1416. there is a operator presets
  1417.  
  1418. 346
  1419. 00:21:07,800 --> 00:21:12,070
  1420. made for rigging object in SL
  1421. so we are sure the armature is correctly exported
  1422.  
  1423. 347
  1424. 00:21:12,070 --> 00:21:14,500
  1425. this way
  1426.  
  1427. 348
  1428. 00:21:14,500 --> 00:21:18,170
  1429. what I get
  1430.  
  1431. 349
  1432. 00:21:18,170 --> 00:21:23,750
  1433. is really very meaningful when we do upload
  1434.  
  1435. 350
  1436. 00:21:23,750 --> 00:21:27,030
  1437. mesh model
  1438.  
  1439. 351
  1440. 00:21:27,030 --> 00:21:29,950
  1441. skirty
  1442.  
  1443. 352
  1444. 00:21:29,950 --> 00:21:33,670
  1445. now the cloth is appearing
  1446.  
  1447. 353
  1448. 00:21:33,670 --> 00:21:34,920
  1449. with
  1450.  
  1451. 354
  1452. 00:21:34,920 --> 00:21:36,890
  1453. no problems
  1454.  
  1455. 355
  1456. 00:21:36,890 --> 00:21:41,200
  1457. skin weights and join are visible
  1458.  
  1459. 356
  1460. 00:21:41,200 --> 00:21:43,620
  1461. so it is decent
  1462.  
  1463. 357
  1464. 00:21:43,620 --> 00:21:49,310
  1465. remember when you load it
  1466.  
  1467. 358
  1468. 00:21:49,310 --> 00:21:54,260
  1469. to check to have the include skin weights
  1470. option
  1471.  
  1472. 359
  1473. 00:21:54,260 --> 00:21:57,120
  1474. and include joint positions
  1475.  
  1476. 360
  1477. 00:21:57,120 --> 00:22:03,290
  1478. so that the model is "well rigged"
  1479.  
  1480. 361
  1481. 00:22:03,290 --> 00:22:04,890
  1482. and SL can use it
  1483.  
  1484. 362
  1485. 00:22:04,890 --> 00:22:07,430
  1486. properly
  1487.  
  1488. 363
  1489. 00:22:07,430 --> 00:22:10,100
  1490. if now we do
  1491.  
  1492. 364
  1493. 00:22:10,100 --> 00:22:12,710
  1494. double click on this
  1495.  
  1496. 365
  1497. 00:22:12,710 --> 00:22:15,370
  1498. it will be worn
  1499.  
  1500. 366
  1501. 00:22:15,370 --> 00:22:18,580
  1502. and when we walk it is moving around
  1503.  
  1504. 367
  1505. 00:22:18,580 --> 00:22:22,930
  1506. this has the same defects
  1507.  
  1508. 368
  1509. 00:22:22,930 --> 00:22:24,220
  1510. we have seen
  1511.  
  1512. 369
  1513. 00:22:24,220 --> 00:22:26,590
  1514. in weight painting
  1515.  
  1516. 370
  1517. 00:22:26,590 --> 00:22:30,570
  1518. so the main operation is
  1519. to be able to do
  1520.  
  1521. 371
  1522. 00:22:30,570 --> 00:22:32,600
  1523. a correct weight painting
  1524.  
  1525. 372
  1526. 00:22:32,600 --> 00:22:38,270
  1527. (!))
  1528.  
  1529. 373
  1530. 00:22:38,270 --> 00:22:41,670
  1531. so now the video has come to an end
  1532.  
  1533. 374
  1534. 00:22:41,670 --> 00:22:44,150
  1535. we say this is
  1536.  
  1537. 375
  1538. 00:22:44,150 --> 00:22:45,490
  1539. rigging
  1540.  
  1541. 376
  1542. 00:22:45,490 --> 00:22:48,580
  1543. as it appears in April 2013
  1544.  
  1545. 377
  1546. 00:22:48,580 --> 00:22:51,140
  1547.  
  1548. 378
  1549. 00:22:51,140 --> 00:22:53,110
  1550. Good Evening and see you next time
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