Hey, fellow animators, I'm Miloš Černý.
In a previous video we analyzed this prehistoric dinosaur bird.
Today we will do a main rig for the model.
Next video will be rigging the props and eventually also skinning it.
After we are done with these tutorials the model will be animation ready,
and you can start creating any animations you want.
For example a run cycle like this.
If you didn't watch the video where we analyzed this model, you should do that first.
We will follow the exact same procedure.
Because of that analysis, we already have a pretty good idea what we want to do.
Keep in mind that even though this is not the first rigging tutorial I have done,
with every new creature and new rig, you always encounter some new problems or situations.
So even if you already did 10 CAT rigs for example, you can still learn stuff from this whole tutorial series.
But with that said, let's start already.
We ofcouse have to begin with main body parts.
Let's hide all the props and freeze the model so we don't keep selecting it.
Start with creating CATParent as always.
Don't forget to zero it out every time you create one.
Create a pelvis bone.
Set CATUnits Ratio so the Z-axis of pelvis pivot is somewhere where you need it.
Scale the bone so it's more representing of an area it should affect.
Let's continue the same way we did in that analysis video and create a tail.
Align it with Pelvis.
Make it a bit longer and set number of bones to 6.
Now start rotating and placing the bones to the places you want them.
First bones should be longer, and they can shorten up as we move to the tip of the tail.
That's because the area around the pelvis is thicker and doesn't have to move as much as the tip of the tail.
Now I will be setting it up for a while here.
It always takes some time to align everything and think about where you actually want the pivots to be.
After I was done, the actual lengths I ended up with were 12 for the last bone,
then 15,
18, 21, 27 and 30.
When finished, again, adjust the sizes of the bones so they match the mesh as best as they can.
For creating Chest, add a Spine to the Pelvis.
Set number of bones to two,
and with one Spine bone selected, head to the Motion panel.
Here select Sub-Object and now you are able to rotate this blue line.
Rotate it somewhere, where you want the Chest to be.
After that, set up the chest bone.
The blue line will probably not align perfectly to the chest bone, but that's ok.
The line represents the orientation of the spine and it should match the actual rotation
of bones in spine as close as possible. To get the best results.
It doesn't have to be precize, but don't leave it going straight up when the spine
is horizontal, like here.
Align the Spine bones so they don't overlap with Pelvis and Chest that much.
It will help with skinning because the envelopes will not be so overlapped, which means less work for us.
To change the second one, you need to apply "Edit Poly" modifier and edit it that way.
Because with changing the length you would move Chest bone as well, which we don't want.
Here I am just checking if the Chest moves as I expect it to.
And doing some additional changes to dimensions.
Nothing too important to explain.
Now, let's continue with the legs.
Add one and start editing it.
We will need 3 bones like I said in the analysis video.
Align them just generally to the places where they should be.
It doesn't have to be precize for now.
Start from the bottom, like we always do.
Starting with platform, and moving through ankle bone to the upper ones.
This time, place the pivots precisely where you want them.
Of course, don't forget about the horizontal alignment as well.
Move them right or left if they need to be moved.
Here again, a lot of additional setting up and checking if everything is where it should be.
Again, after you are done, change the shapes of the bones to better match the mesh.
The reason why to do that is that after you apply the skin modifier, it will create envelopes
according to the shapes of the CAT bones.
It will generally create much better default skin for the mesh, when the bones are set right.
Now select the ankle and add four digits to it.
Which will be the fingers.
Set three bones for each of them.
Move one to the back and start aligning them.
Fingers always take quite a lot of time to align.
Because when you think about it, you actually need to place 12 bones to the right place,
which is a similar number to all bones we did so far in this tutorial.
So I will speed this part up even more, because it's not hard, but it takes a lot of time.
If you want to see the precise placement of all the bones, you can head to my website
and download the finished rig to check.
It's completely free.
After we are done with the fingers, the whole leg will be finished as well.
Fortunately CAT will save you the work of creating another one.
You can now just select Pelvis, create new leg and it will automatically create a mirrored one.
Let's continue with adding Arm to the Chest bone.
Now yet again, the same process as with every other bone.
Place pivots of the bones to the places they should be.
There's a lot of camera rotating during this process, because you have to make sure
that the pivots are on the right places by looking from all angles.
This setting up of bones and placing the pivots is bread and butter of the whole rigging.
I am not commenting on every single placement of a joint here and why I place them where I do,
because that way, this tutorial would be 2 hours long and nobody would even watch it.
If you have trouble realizing where to place the pivots, I don't have an advice for you
that would work every time.
But generally, you learn from different rigs, your own experiences, existing creatures and
their bone structures and also you need to account mesh flow into the equation.
However, practice is the most important obviously.
Well, the arm seems pretty ok already, let's create fingers.
Process is the same as with legs.
Just select the Palm and add 4 digits to it.
And I will again speed up this finger aligning process, because at this point, most of you
would skip this part anyway, or would just stop watching the whole video from being bored.
I will use this time for a little bit of talking again.
As I said at the beginning and even few seconds ago, if you are learning rigging and animation,
every new creature is a good rigging practice.
Especially with CAT, because CAT offers you a fast way to do very versatile rigs.
Everybody can rig a humanoid.
Or at least you can find like three hundred tutorials for rigging a humanoid.
But how many can you find about rigging an dinosaur.
In 3ds Max on top of that.
And in CAT?
With saddle on top of it?
There are always a lot of small things you will encounter for the first time.
And you have to solve them somehow.
Even I sometimes wonder if some specific solution will even work.
And the problem is that you have to invest a lot of time to find out.
You have to create and align the bones, you have to skin the part of the mesh and even
after that, you still might not be sure.
Because first you have to find out how easy it is to animate with what you did.
So there are a lot of things you can learn with just practicing.
Which is why I encourage you to do as many tutorials as you can.
But ok, let's get back to the tutorial.
We have the fingers finished, which means the whole arm as well.
Add another to create a mirrored one.
Now select the hand and head to Motion Panel.
Click on "Create IKTarget", to well, create an IK target.
Do it for the both arms.
And when you select them, you can change their look from cross to platform.
So the last of the main things that remain is the Head.
But before that, I decided that I want to try out the skin on what I have so far.
I unfroze the model and applied a Skin Modifier.
Selected all the bones, except the helpers and platforms.
Now you can just create a default Motion Layer for a fast test.
It's not bad, but we can immediately see that I forgot to resize the Spine bones.
That's why it creates this jagged transition.
So let's fix that.
Just turn off the Animation Mode, delete the layer and change dimensions of those bones.
Now to test it again, I delete the Skin mofidier and reapply it.
There is a reset in the parameters of the modifier but I usually do it this way.
Just to be sure.
Now create Motion Layer the same way.
And this is why I tell you to resize the bones properly.
You can see that big difference.
You of course have to edit the skin anyway after rig is done, but you obviously want
to have the best result possible with the default skin, to save yourself some work.
Here I am just checking the tail out of curiosity, if it looks ok.
Well, so that's done, delete the layer and Skin modifier and let's continue with the Neck and Head.
I do them with Tail chain, not a Spine.
I explained the reason for it in previous videos, but basically, with tail you can animate
everybone separately and it gives you much more freedom for Neck and Head poses.
But I will probably do a separate video to explain this in more detail someday.
Ok so after creating tail, set up the bones the way, that the tip of the last bone will
be where you want to have pivot of the Head bone.
I have unhidden the model of cage around the neck, to see if the straps aren't around
the pivots of Neck bones.
But it's fine.
Don't forget to resize the neck.
Select the last Neck bone and add additional bone, which will be the Head.
Change it's size, and Use Edit Poly modifier if you have to.
I am fixing the neck a bit more here, but I don't know if I even ended up with moving it. Details ...
Aaand again.
Now add a bone for Head.
We are going to do the Eyes.
Unfreeze the model and align it to the Eye mesh and change it's dimensions to be smaller.
Add another one and paste the first one as mirrored, or just align it to the mesh.
First I copied and pasted it as mirrored as you can see.
But realized that the model might not be exactly symmetrical, so after that I aligned it to the Eye mesh
and rotated it.
Try out if they rotate the way you like when both are selected.
I rotated the second one, but it is again just a detail.
Now I continued with bones for the Tongue.
That's just a simple chain of five bones, so nothing too special about it.
By the way, if you are wondering why there is no Jaw bone yet, it's pretty simple,
I completely forgot to add it.
But it will be in a next video, after I realize it's missing.
Now let's do the Eye lids.
But again, not much to say here.
They are created as an additional bones for eyes to be underneath them in hierarchy.
I usually place the pivot to the same place as the Eye has.
So align it to the Eye bone.
When you are done with one, you can copy and paste the settings to make another one and
And then flip it to have the right rotation.
Now when both are selected, you can see they close nicely together when rotating.
Now do the same for the other side.
After this we should be pretty much done with all the main body parts.
You can actually use the model like this.
Although you have to skin it first of course.
But it doesn't have to have all the props if you don't want them.
However in a next video, we will be rigging all of them.
But the finished rig with all of the parts already skinned, can be downloaded by everybody
on my website for free.
Now some finishing touches.
Final skin test, which seems ok.
Check if you have all you bones named correctly and set colors of the rig to something more
esthetically pleasing if you want.
Because you sure know that you will be looking a lot at the model and rig when animating
so I usually want it to look at least decent.
But it's your choice.
So I hope you have enjoyed the video.
Unfortunately I am quite busy lately with another animation stuff I have to do,
so it takes a bit longer to do these videos.
But I try to do them as fast as possible.
I just want you to know that the uploads might unfortunately not be so frequent these days.
So thank you for staying.
If you want, you can support what I do on Patreon, or with any other way you would prefer.
I am Miloš Černý and Thank You for watching.




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