In this lesson, we're going to learn how to start to rig bones, this character that we modeled in
the first part, we tested in the second and now his third, we're going to rig them.
So we've seen the quick rig tool.
But I just quickly want to discuss also creating things from scratch.
So we go over to the rigging tab.
We can see we have all these different buttons.
And if we go to the same rigging tab up here, these are kind of correlate to these buttons down here.
So we go to skeleton, you can see create joints has the same icon as that.
Insert joints actually isn't even included over here.
But yeah, this Eick one over here is this crate I can handle.
So there's a lot of the same tools in the shelf that there are and the menu.
So you just kind of pick whichever one you want to use.
I typically like to use the menu because I can actually read what they are and don't have to guess at
what each one of these icons are or way to hover over them and see what the tool tips are so we can
pretty quickly create joints.
And you typically want to do that in orthographic view.
And that means front, right side or top.
So we can hold down, spacebar, click in the middle here and we get to the front view and then we just
start, for example, drawing the spine joints.
I could click here and if I click here without holding down shift, it might not be straight vertical.
So we can hold down shift to isolate where we're drawing the spine joints.
And you can quickly see we you know, we can't see that one behind it.
So there's actually a nice kind of tool here that is X-ray joints.
So we can see through the model to where the joints are.
So I can keep shift clicking and create a bunch of joints.
When I hit enter, they're all done.
So if we take a look at these joints, they might not be exactly where we want because we made them
in orthographic view.
So what I can do is go to another side view or go to a different orthographic view and I can move them
based off of their parent.
But then everything follows and then I can just kind of translate everything around.
And if, for example, I get everything the way I want to and maybe one of these metal joints are not
in the right place, instead of moving everything above it, I can hold down D, which is the pivotal
where we know of and just move that single joint.
So that's kind of a quick way to start creating joints and understand how to manipulate them and move
them.
Well, we're going to use to our advantage is the actual Queequeg tool, because it's one of the nice
things it does is it also labels and names all of the joints properly.
So we're going to use that just to create the skeleton and then we're going to finish out the rig on
our own.
So I'm going to click the quick rig tool over here.
We're going to go to the step by step process.
We're going to add a new character by adding plus and we're going to rename it.
And then I'm going to select all the geometry and I'm going to add it, and previously we use imperfect
mesh, but that's not going to work on this one because it's a mesh that has a lot of holes in it,
you know, so it's going to kind of spaz out if it tries to use imperfect mesh.
So the one that I've found that works with him is polygon soup.
And we create it takes a minute to think and now it actually works.
So experiment with different types for yourself if you're following along with a different model.
But I encourage you to follow along with me so that it is consistent and your results.
And if you have any questions, you can ask them.
So I'm going to move the joints where I would expect them to be for the pivot's of the elbow.
I'm going to mirror those changes over and we're going to need to create our own hand joints or our
own finger joints later.
But for now, let's just get the main joints in the right place, which is pretty easy to do with these
guide controls.
So now we've created the guides and we place them where we want them to be, we can hit this little
drop down menu over here to create the skeleton only because, again, we're going to make our own rig
from this point forward.
So let's create update.
And we have our joints and they're properly named.
If we go into the outliner, if we go over here to the channel box, we can see Bones is the name of
the character that we've already made.
So it starts with that left up leg.
And over here we see the joint bones, left arm, bones, right arm.
So it has a nice suit as a nice naming convention to it, already built in.
The one thing that might be a little distracting is how big the bones actually are.
They're a little too big, like we can't see the spine that well.
So let's close the Quecreek tool and let's go over to display and let's go down to animation joint size.
This way we can control the joint size and Arsène and.
Place it where we want it to be.
So now we've created the basic rig in the next lesson, let's create the finger joints and then figure
out how to mirror them over and name them appropriately.
Thanks for watching.