Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 6 Tidyup_frames.zip
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"text": " Hey everyone, so now we've got the majority of our rig completed for this session. I want to basically do a little bit of tidy up and clean up. There is obviously still some work to do. If this was your final rig, you would want to finish doing the legs and then mirror everything else to the other side. So if you've rigged the wing and everything in the way that I've just followed, you'd need to mirror that and then reassign the bones and everything on that side. So this shows all of the pieces that you need to complete for the rig but the final rig will obviously have a lot more of the stuff actually mirrored and symmetryed there. So that's how we set things up but I want to go over a little bit of organization and tidy up and then we'll also show how to make bone shapes and assign colors and things to the rig as well. So now we've got this Side of things set up. I want to just check my naming and make sure I'm happy with everything I think the naming and we can unhide some of the other categories that we have as well and we'll work on our Folders on this section as well. So at the moment we have Some of these bones just assigned to a group called bones And I'm going to rename this body so that we can assign our body bones to that but there's also The head so I want to create a new group which I'm just going to call head and then I'm going to assign These bones to the head and remove them from the body. So that keeps those organized The body and the root bone is currently in the body group Which I think is fine We could have a separate folder for that as well if we wanted to or a separate collection But we'll leave it here for now and then anything that's called hide I'm just going to move to the bottom here so that we can keep everything a bit more organized And then all the bones that we care about we can organize these so head and body probably want to come first Your leg bones your tendrils. Maybe the wings can come up above tendrils So I'm just organizing them in kind of priority order. So we just keep ourselves a bit more clean in terms of our rig Which is cool and then the other thing I noticed so the body and the shell bones they look like their names pretty nicely that's all looking quite good the foot and the knee that's all looking fine and then we've got our claw bones down here which I think is fine the wings so I want to rename the wings because we have wing base so I've started to rename these wing bottom and I'll just kind of go through and finish this renaming so So here we're going to call this wing bottom 03. So just so we know which bones are which, it's a bit more easy. And then these ones are going to be our wing top. So we'll just rename this as well. So just keep ourselves organized. The renaming shouldn't make any impact to the rig and what we've already parented when you rename things. Having said that though, it's always worth just checking. So I would just play around with the bones and make sure things are still deforming as expected. So that's always worth doing. So there's a bit of organization. Now I wanna look at the parenting hierarchy of things. So as I move different parts of the rig around, do those things come with it? So you notice, for example, here, the legs are coming with it. We can see those tendrils and everything moving, but the wings currently are not, staying where they are. The stuff that we haven't rigged like the legs and the tendrils that's fine you wouldn't expect those to be moving with them but the wing at the moment we basically just want to parent him to the body so we'll just do that so let me actually let me come back over to edit mode and I'm just gonna parent the wing now to the body and you can just check with all of this stuff as well just collapsing down the bones and just checking that everything is how you'd expect it to be. These large tendril ICs, we probably do want those to be maybe parented to the head. So we can just enable those two bones there and then just parent them here. So let's do that. So now when we move our head around, if we're in pose mode, the tendrils will basically come with this, right? So that's pretty cool. And we can move our tendrils as needed. So yeah, so that's a bit more of the parenting and just organizing our rig and structure a little bit more as well as tidying up the groups and the names and everything. Since the new version of Blender, they've added bone collections, which are a lot easier to work with as far as I used to have like a layer system. This is a lot easier when it comes to assigning bones to different groups and things like that. So definitely pretty handy. Okay, so now I wanna assign colors to the rig The way I would generally do that is just colorize the different sections in the way that I want to actually Work with them. So with the head so where things are kind of together That's the way I would generally colorize them So you can do that by coming over into the setting for the bone itself and just doing a viewport display and Setting the color here. So for the head, let's say we want to set it to be red You can set colors different for the rig but also for when it's in pose mode as well so if you want to do that you can. So I'm just going to come through and basically just unhide these guys and we'll set different colors for the pieces here and then the other thing you can also do if you want to select a bunch of bones really easily is come over into say the wings and hit select and it will select all the bones in that group. So that's pretty nice as well. We can come in and just set our colors up for these guys. That one we actually want it to stay as orange. Okay, so now we're just getting basic colors for the different sections. I'm going to also turn off the bone names because they're a bit distracting now and I don't need them anymore. So then for the leg IK, I would set this, I'm just going to set this up to be a different color as I want that to maybe be like a light blue kind of color and then for the this guy because these are also I case I'm just going to keep the color of those the same So I mean you can do whatever colors you want here You can make your own custom colors and so on but I'm just quickly assigning different colors to make it easier to understand What's going on? So that's kind of the basics of the color side of things you can also set up custom shapes and so I'll go through that process and then you can do a Pass on your rig if you want to organize things so what I'll usually do for that is I'll create a Folder you can see I've done this here already. I created Rig shapes and then I call them names right so if we just delete that and create a new collection here So just create rig shapes and then what you want to do to begin with is I'm just going to add a mesh I'm going to add a circle mesh and we're just going to move that back to the origin here We can scale this down if we want Just remember if you put in a scale change here that you need to just reset the transforms and then what you can do from there is I'm going to model a custom shape For this root bone So to do that. We're just going to basically come in here Scale some of the verts up so that this becomes like a marker essentially for our Root bone so now what we can do is come over into the root bone here and select a custom shape So this one what I usually do is I add them CBS at the start which just stands for custom bone shape and then I can actually assign my custom bone shape by doing a search and And hitting custom bone shape you'll see that it comes in it's pretty small and it's also rotated a weird orientation So that's really easy to fix because there's a bunch of transform controls here So we just need to find which one is going to rotate it. We can just rotate this Whatever orientation that we want so I'm going to make sure it's actually the right orientation there And then we can scale this up. So if we say we're to scale to 10 We can just hold shift and duplicate that across. So I actually want this to be Turn back on the shell. I would want this to basically be as large as the beetle because this is the main like root bone So we just scale this out. Maybe a value of 40 is going to be pretty good for this Just kind of come back in and just make sure we copy that across And then we can actually translate and orientate this Into a bit more of the middle of the the rig there. We could even scale this up. Maybe we'll go for say 50 Which I think is looking pretty good and then we can just sort of shift him into the right place So this would be the the bone for that we can hide our rig shape and so this would now replace the bone So when we look at the rig you can see that we don't see these bone displays We just see this wireframe of that bone So if we wanted to select the root then we can select the root and move it around right? So we could do the same For the other objects as well. We'll do one more save for these rigs on the front And so for that one, I'm going to actually make a sphere. So turn back on this guy and we'll just add it's come back over to object mode. We're going to add another circle again, and we'll just scale this. Put this back to point one again. And do the scale. And then I'll come into edit mode and I'll copy this and then I'll just rotate it 90 degrees. So now we have this kind of wireframe view of a sphere. we could even do another direction here by doing this and now we have a marker for like a sphere right and then you just come into these guys you can do two at once as well so we'll just rename this CBS sphere so we'll select our bones here and then once we've got those selected we can just alt CBS sphere and it's going to override both of them and then anytime you hold alt in the interface in blender it basically duplicates that display so you can see that we're able to manipulate basically both of these at the same time by holding alt. Okay and now this little sphere icon has basically replaced the the bone there so if you want to do this you can basically go around and this is not essential, but it just makes working with the rig a lot easier if it's got these colors and the bone shape set up and also definitely the layers. The layers are a huge help because when you're animating and you're rigging things you can easily turn off stuff. So for example if we were working on just rigging the legs or we wanted to just work on the wings we can enable that particular shape and then just work with these particular bones. So that's the general process of organizing and just tidying up your rig a little bit adding custom shapes and colors and that's the way that you would generally work with the rig. So I wanted to just kind of show off those particular things when it came to tidying stuff up.",
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"text": " Hey everyone, so now we've got the majority of our rig completed for this session. I want to basically do a little bit of tidy up and clean up. There is obviously still some work to do. If this was your final rig, you would want to finish doing the legs and then mirror everything else to the other side. So if you've rigged the wing and everything in the way that I've just followed, you'd need to mirror that and then reassign the bones and everything on that side. So this shows all of the pieces that you need to complete for the rig but the final rig will obviously have a lot more of the stuff actually mirrored and symmetryed there. So that's how we set things up but I want to go over a little bit of organization and tidy up and then we'll also show how to make bone shapes and assign colors and things to the rig as well. So now we've got this Side of things set up. I want to just check my naming and make sure I'm happy with everything I think the naming and we can unhide some of the other categories that we have as well and we'll work on our Folders on this section as well. So at the moment we have Some of these bones just assigned to a group called bones And I'm going to rename this body so that we can assign our body bones to that but there's also The head so I want to create a new group which I'm just going to call head and then I'm going to assign These bones to the head and remove them from the body. So that keeps those organized The body and the root bone is currently in the body group Which I think is fine We could have a separate folder for that as well if we wanted to or a separate collection But we'll leave it here for now and then anything that's called hide I'm just going to move to the bottom here so that we can keep everything a bit more organized And then all the bones that we care about we can organize these so head and body probably want to come first Your leg bones your tendrils. Maybe the wings can come up above tendrils So I'm just organizing them in kind of priority order. So we just keep ourselves a bit more clean in terms of our rig Which is cool and then the other thing I noticed so the body and the shell bones they look like their names pretty nicely that's all looking quite good the foot and the knee that's all looking fine and then we've got our claw bones down here which I think is fine the wings so I want to rename the wings because we have wing base so I've started to rename these wing bottom and I'll just kind of go through and finish this renaming so So here we're going to call this wing bottom 03. So just so we know which bones are which, it's a bit more easy. And then these ones are going to be our wing top. So we'll just rename this as well. So just keep ourselves organized. The renaming shouldn't make any impact to the rig and what we've already parented when you rename things. Having said that though, it's always worth just checking. So I would just play around with the bones and make sure things are still deforming as expected. So that's always worth doing. So there's a bit of organization. Now I wanna look at the parenting hierarchy of things. So as I move different parts of the rig around, do those things come with it? So you notice, for example, here, the legs are coming with it. We can see those tendrils and everything moving, but the wings currently are not, staying where they are. The stuff that we haven't rigged like the legs and the tendrils that's fine you wouldn't expect those to be moving with them but the wing at the moment we basically just want to parent him to the body so we'll just do that so let me actually let me come back over to edit mode and I'm just gonna parent the wing now to the body and you can just check with all of this stuff as well just collapsing down the bones and just checking that everything is how you'd expect it to be. These large tendril ICs, we probably do want those to be maybe parented to the head. So we can just enable those two bones there and then just parent them here. So let's do that. So now when we move our head around, if we're in pose mode, the tendrils will basically come with this, right? So that's pretty cool. And we can move our tendrils as needed. So yeah, so that's a bit more of the parenting and just organizing our rig and structure a little bit more as well as tidying up the groups and the names and everything. Since the new version of Blender, they've added bone collections, which are a lot easier to work with as far as I used to have like a layer system. This is a lot easier when it comes to assigning bones to different groups and things like that. So definitely pretty handy. Okay, so now I wanna assign colors to the rig The way I would generally do that is just colorize the different sections in the way that I want to actually Work with them. So with the head so where things are kind of together That's the way I would generally colorize them So you can do that by coming over into the setting for the bone itself and just doing a viewport display and Setting the color here. So for the head, let's say we want to set it to be red You can set colors different for the rig but also for when it's in pose mode as well so if you want to do that you can. So I'm just going to come through and basically just unhide these guys and we'll set different colors for the pieces here and then the other thing you can also do if you want to select a bunch of bones really easily is come over into say the wings and hit select and it will select all the bones in that group. So that's pretty nice as well. We can come in and just set our colors up for these guys. That one we actually want it to stay as orange. Okay, so now we're just getting basic colors for the different sections. I'm going to also turn off the bone names because they're a bit distracting now and I don't need them anymore. So then for the leg IK, I would set this, I'm just going to set this up to be a different color as I want that to maybe be like a light blue kind of color and then for the this guy because these are also I case I'm just going to keep the color of those the same So I mean you can do whatever colors you want here You can make your own custom colors and so on but I'm just quickly assigning different colors to make it easier to understand What's going on? So that's kind of the basics of the color side of things you can also set up custom shapes and so I'll go through that process and then you can do a Pass on your rig if you want to organize things so what I'll usually do for that is I'll create a Folder you can see I've done this here already. I created Rig shapes and then I call them names right so if we just delete that and create a new collection here So just create rig shapes and then what you want to do to begin with is I'm just going to add a mesh I'm going to add a circle mesh and we're just going to move that back to the origin here We can scale this down if we want Just remember if you put in a scale change here that you need to just reset the transforms and then what you can do from there is I'm going to model a custom shape For this root bone So to do that. We're just going to basically come in here Scale some of the verts up so that this becomes like a marker essentially for our Root bone so now what we can do is come over into the root bone here and select a custom shape So this one what I usually do is I add them CBS at the start which just stands for custom bone shape and then I can actually assign my custom bone shape by doing a search and And hitting custom bone shape you'll see that it comes in it's pretty small and it's also rotated a weird orientation So that's really easy to fix because there's a bunch of transform controls here So we just need to find which one is going to rotate it. We can just rotate this Whatever orientation that we want so I'm going to make sure it's actually the right orientation there And then we can scale this up. So if we say we're to scale to 10 We can just hold shift and duplicate that across. So I actually want this to be Turn back on the shell. I would want this to basically be as large as the beetle because this is the main like root bone So we just scale this out. Maybe a value of 40 is going to be pretty good for this Just kind of come back in and just make sure we copy that across And then we can actually translate and orientate this Into a bit more of the middle of the the rig there. We could even scale this up. Maybe we'll go for say 50 Which I think is looking pretty good and then we can just sort of shift him into the right place So this would be the the bone for that we can hide our rig shape and so this would now replace the bone So when we look at the rig you can see that we don't see these bone displays We just see this wireframe of that bone So if we wanted to select the root then we can select the root and move it around right? So we could do the same For the other objects as well. We'll do one more save for these rigs on the front And so for that one, I'm going to actually make a sphere. So turn back on this guy and we'll just add it's come back over to object mode. We're going to add another circle again, and we'll just scale this. Put this back to point one again. And do the scale. And then I'll come into edit mode and I'll copy this and then I'll just rotate it 90 degrees. So now we have this kind of wireframe view of a sphere. we could even do another direction here by doing this and now we have a marker for like a sphere right and then you just come into these guys you can do two at once as well so we'll just rename this CBS sphere so we'll select our bones here and then once we've got those selected we can just alt CBS sphere and it's going to override both of them and then anytime you hold alt in the interface in blender it basically duplicates that display so you can see that we're able to manipulate basically both of these at the same time by holding alt. Okay and now this little sphere icon has basically replaced the the bone there so if you want to do this you can basically go around and this is not essential, but it just makes working with the rig a lot easier if it's got these colors and the bone shape set up and also definitely the layers. The layers are a huge help because when you're animating and you're rigging things you can easily turn off stuff. So for example if we were working on just rigging the legs or we wanted to just work on the wings we can enable that particular shape and then just work with these particular bones. So that's the general process of organizing and just tidying up your rig a little bit adding custom shapes and colors and that's the way that you would generally work with the rig. So I wanted to just kind of show off those particular things when it came to tidying stuff up."
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