Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 5 WingRig_frames.zip
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"text": " Okay, so now we have the tendrils and the legs and the rest of the body set up. I want to now work on the wings. So in the final model that I created, I also do have some other sections that go underneath the body and everything. So if we turn off the shell, we have these sections and then I also have some plates that move around here. We're not going to cover the moving plates as I mentioned but we will cover the wings. So for the wing we'll just enable the wing and I just want to take a closer look at how the wing is actually set up and we can show how this would orientate and how this would actually rotate in here. So let's just kind of go through the details of the wing there. We'll turn everything else off and And let me also just remove the armature here as well. Okay, so these are the different pieces of the wing that we have in here. So we're just going to need to rotate these back to their original location. So some of these have become slightly out of whack with their rotations here. So if we just reset these rotations, these should go back into the position. one lines up here so we'll just snap that back. So these are the different pieces. This is actually separated out into four pieces for the wing here. I didn't cover modeling the wing in the earlier parts of the tutorial but the wing itself is actually very straightforward in terms of its design and how it's going to actually animate and work. So we have this kind of section here which connects this connects to the body so if we turn back on the body here that's in this little socketed piece and then what happens with the wing is if we just turn back off the body here we have that connection piece we have a bottom wing and then we have a top wing piece here and the idea was that this would sort of fold out to create this big large wing and then from there this could kind of bend so if we look at actual reference of the wings from the Beatles I'll just show my thought process behind that. So here's a good example of the real world reference of these wings actually in motion and you can see that they also have this kind of idea of folding up here which I think is a pretty cool aesthetic. They sort of collapse in on themselves to make enough room inside of the shell. So here is also some photo reference of the same kind of thing. So you can see when they're actually spread out this is what they look like. There are much larger than would actually fit in the shell and then they have this sort of point at which they fold backwards into the shell. So to make that into more of a hard surface design I went for something kind of along the lines of this where you've basically got the two pieces and then a section where they rotate. So that was sort of the general idea of this. So if I jump back over into Blender here you'll see that kind of idea right. So I have the mechanical parts And it makes it look like it has some function and then these guys sort of just rotate on on an axis there so in terms of actually Rigging this and getting this to actually work. I did it quite a simple a simple rig for that So let me just sort of go through that process. You can keep the wings In a in whatever way you want You can have them sort of folded down like this and rigged them like this or you can have them Open up and rigged like this. Just be aware that they're gonna clip through the shell in whatever way you orientate them So you can see here that they clip through the shell but once they're rigged you can then bend and collapse them into the shell and Have that as the the default pose there So let's just kind of go through that process of setting up those bones now I just wanted to make sure that You could see that it's not an issue if it's gonna clip through the shell Don't worry about that for now. It's something that we can definitely resolve and fix as we as we rig things So we'll just leave them kind of collapsed back in their default position and then when they are Rigged we can unfold them, right? So to do that and we'll turn back on our armature here. We're gonna need a new bone So we'll just as we did before we'll duplicate out one here and I'm just gonna to rename these as well so let me just kind of go through and this one will call wing base.l. Okay so that's our base and then I just need to move these so I want to put that one at the base of this object here so we'll just snap that there and then for the top of this bone we want to put it in this area so kind above that. I don't have a particularly good location for that so what I'll do is I'll just select these faces here and we'll just do that by seam selection here and then I'm just going to move the cursor to that area and then now we can actually just snap our bones so we have that there. We want to maybe move it up a little bit as well so it lines up with the next bone that we're going to create and then we're going to start to build out a hierarchy for these particular bones here right? You can sort of see that there and then we'll extrude one up and we can just shift this to be a bit more centralized and then we'll just sort of align the next bone. So we've now got these these different bones and we can actually parent these as well to those particular sections as we as we work. One of the things that's a bit tricky with this is it's kind of hard to visualize the bones, which I think this is why it's nice in this case to switch over to something like the B bone for the bending. And we can hide the shell bone. And then for these, we can just scale them down a bit so that we can actually visualize the bones and what we're actually doing. So I just find that's a bit easier with these bendy bones there. So that's our kind of basic rig. And then what I did, so we could obviously rig these right to those bones that wouldn't be too much of a problem we can just come into pose mode and select the object and then parent these guys to this and then the same you know for these areas so we just come in here and then select and parent. So this is going to work pretty well the issue is that now I want to be able to bend these Wings a little bit because they're gonna conform to the surface of the body So if they're straight then they're just always gonna be straight and that's not gonna look super great So I wanted to be able to bend them plus when These fly as well. There's definitely some bend to the wings as they as they actually Are flying so I wanted to be able to add that control as well So we'll go over that as well once we've kind of parented these in so we select this one and then let's just parent Just cancel that so parent to the bone and then last one here select this guy and parent so now we should have the basics of our rig we can actually rotate this guy around to rotate this he can obviously move and and rotate the wing and then this one as well we can rotate our wing from this point and then and yeah, same for this, right? So we have all the control to actually manipulate and move our wings, but as I said, I wanted to add that control for bending. So let's go through that. So what I did in the case of these bones was I actually used Blender's Bendy bones. So you can choose the amount of bones that you have in here. If I just disable, let's just undo that, if accidentally enabled the key frame there. So we can choose maybe say five bones for these. And at the moment you'll see that this is creating this quite odd result where everything is like bending kind of odd, right? So you can see that that's sort of how that's working. And then we would want to do the same for this one. So we can also have bendy bones here. So we'll choose five again. And so with bendy bones, you can also choose an end bone and a start bone so that they don't bend up in this way basically. So in this case, I would basically want to be able to add some extra bones in here so that then we can create bones that are straight and we're not creating this kind of result like we can see here, right? Now you can play around with the different options here as well as we do that, but let's kind of go through. So the next thing I wanna do is I wanna go to edit mode And I want to just right-click and subdivide this bone. We now have two bones there and we'll subdivide this one as well So now we've basically got three bones and these all have bendy bones So we want to turn that off. So this one we're going to switch to zero bendy bones And this one is also going to be switched to zero bendy bones. So now We have these guys here We can actually select the end of the bone here So sometimes you have to just sort of zoom in. This is actually I find easier if you have the this version enabled. So we can actually just adjust these guys so that the bones at the end are pretty small. And then when we swap back to bendy bone you can sort of see that there. So now we have these these bendy bones and they're they're gonna work pretty well. As I rotate these endpoints you'll notice that we get a nice bend in our bone, which is what we are after. So I'm going to go through the same process here just to basically enable the bendy bone, how I want to set it up. So we'll just subdivide this a couple of times and then we'll set, actually we've subdivided that too many, so let's undo that. Also I might just disconnect the rig of these parts for now because they are, it's not helping us basically. So if we un-parent that and we'll just do clear parent and reset the transforms as well. So now we can see this. Okay, so now back to edit mode we're just going to subdivide this one more time. So now we have the three bones as we've had before. And with this we're going to set our bendy bones back to one and one for this one. So now And this is looking pretty good. We can jump back over into the octahedral display and just move our bones Back to where they were before And we'll do this guy as well. I'm just gonna move that somewhere to the end Okay, and then jump back over to Benny bone. We can visualize this so now What we should be able to do in post mode is with these end controls you can see that we're able to basically bend our section here so we can sort of rotate this and bend this and then you can see that we're able to manipulate the wing and kind of give us a nice bend to everything which is pretty cool. So now we just need to parent the pieces that we've made to those bones so what we'll do is we'll select the bendy bone and then we'll just come over to the piece and then I'm just going to control and I'm going to choose with automatic weights. And so now what should happen is as we do this, you'll see that, well, at the moment, this isn't actually parented, it's creating an issue there. So what we need to do, you can sort of see that it's created the groups, but it hasn't actually assigned any vertex weight to that. So you can see that this is wing base 006, which is this bone here. So if we come in and we select vertex paint or weight paint, we can actually come in here and just hit the weight here and we'll just go, there's an option for assigning it. I think it is, where is it, set weight, control X. So if you do control X, that will fill this vertex group at 0.06, which is the wing base here with that particular result there. So now what we should see is that as we manipulate this, we're getting that nice bend. And I'm not too worried about some deformation in here because when we actually make the flight of this wing, it's gonna be very, very fast in the animation. So you're not really gonna see in great detail like how much this is bending. And also to be fair, it bends pretty nicely anyway. That's not too bad. So we'll do the same now with this guy. want to select this and just parent it and we'll go with automatic weights. We should see that this isn't going to do any deformation so that's as to be expected and then we'll just make sure that we select the right bone so for this one it's wing base 005 and then we will come into weight paint and in this case we are just going to hit ctrl X I think it is. Just make sure I've got the right one selected. Right so there we go so now we press ctrl X that will add full weight to that and now we can do the same thing as we did with this guy so now you can see that this is actually parented correctly and everything is bending but we still have the control to be able to basically rotate if I select the right axis here. So now we have that I want to just tidy up some of the bones as well in terms of like the orientations. So for this guy, this one is only going to rotate in the Z axis. So let's just select all of our wing bones here. And I'm just going to set this to XYZ. And then for this one, we only want it in the Z. So we'll just do that and we can lock our move and scale and we'll sort of lock all of our moves and scales on these as well. Let's just do that. Okay, cool. And so this one is going to free rotate. So that's fine how it is. This one is good. This one we only want to rotate. I mean, we could do it this direction because you can see that we can get some kind of deformation like that. And we could also twist it like this. if we wanted to. So we'll just keep those as they are. This guy as well we we could do kind of the same thing you can orientate them sort of how you want. This one we only want to rotate in the Y and then this bone it's fine. Okay and then we also want to just set up a new group for wings so I'm gonna set one up here. I want actually to hide some of the bones that you can see here so we'll do that in a second. I think it's only these first two bones that we basically don't need to deform those. So we'll just assign those here and then just hide them or remove them from that group. So it's only these end two bones that we have and then the main bone of the wing plus these these deformation wings that we want to tweak right so actually maybe the start one let's go back to this start one is actually useful for rotating so maybe we'll just remove that and then I'll set a new group which is just going to be the wings and I'm going to select just turn off the hide bone and then I'm just going to add these wings to the wings category there and remove it from bones. Okay, so now we should be able to just turn off our wings which is cool and we have our wings and everything set up so now we can just enable everything else and the wing is rigged in there as well.",
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"text": " Okay, so now we have the tendrils and the legs and the rest of the body set up. I want to now work on the wings. So in the final model that I created, I also do have some other sections that go underneath the body and everything. So if we turn off the shell, we have these sections and then I also have some plates that move around here. We're not going to cover the moving plates as I mentioned but we will cover the wings. So for the wing we'll just enable the wing and I just want to take a closer look at how the wing is actually set up and we can show how this would orientate and how this would actually rotate in here. So let's just kind of go through the details of the wing there. We'll turn everything else off and And let me also just remove the armature here as well. Okay, so these are the different pieces of the wing that we have in here. So we're just going to need to rotate these back to their original location. So some of these have become slightly out of whack with their rotations here. So if we just reset these rotations, these should go back into the position. one lines up here so we'll just snap that back. So these are the different pieces. This is actually separated out into four pieces for the wing here. I didn't cover modeling the wing in the earlier parts of the tutorial but the wing itself is actually very straightforward in terms of its design and how it's going to actually animate and work. So we have this kind of section here which connects this connects to the body so if we turn back on the body here that's in this little socketed piece and then what happens with the wing is if we just turn back off the body here we have that connection piece we have a bottom wing and then we have a top wing piece here and the idea was that this would sort of fold out to create this big large wing and then from there this could kind of bend so if we look at actual reference of the wings from the Beatles I'll just show my thought process behind that. So here's a good example of the real world reference of these wings actually in motion and you can see that they also have this kind of idea of folding up here which I think is a pretty cool aesthetic. They sort of collapse in on themselves to make enough room inside of the shell. So here is also some photo reference of the same kind of thing. So you can see when they're actually spread out this is what they look like. There are much larger than would actually fit in the shell and then they have this sort of point at which they fold backwards into the shell. So to make that into more of a hard surface design I went for something kind of along the lines of this where you've basically got the two pieces and then a section where they rotate. So that was sort of the general idea of this. So if I jump back over into Blender here you'll see that kind of idea right. So I have the mechanical parts And it makes it look like it has some function and then these guys sort of just rotate on on an axis there so in terms of actually Rigging this and getting this to actually work. I did it quite a simple a simple rig for that So let me just sort of go through that process. You can keep the wings In a in whatever way you want You can have them sort of folded down like this and rigged them like this or you can have them Open up and rigged like this. Just be aware that they're gonna clip through the shell in whatever way you orientate them So you can see here that they clip through the shell but once they're rigged you can then bend and collapse them into the shell and Have that as the the default pose there So let's just kind of go through that process of setting up those bones now I just wanted to make sure that You could see that it's not an issue if it's gonna clip through the shell Don't worry about that for now. It's something that we can definitely resolve and fix as we as we rig things So we'll just leave them kind of collapsed back in their default position and then when they are Rigged we can unfold them, right? So to do that and we'll turn back on our armature here. We're gonna need a new bone So we'll just as we did before we'll duplicate out one here and I'm just gonna to rename these as well so let me just kind of go through and this one will call wing base.l. Okay so that's our base and then I just need to move these so I want to put that one at the base of this object here so we'll just snap that there and then for the top of this bone we want to put it in this area so kind above that. I don't have a particularly good location for that so what I'll do is I'll just select these faces here and we'll just do that by seam selection here and then I'm just going to move the cursor to that area and then now we can actually just snap our bones so we have that there. We want to maybe move it up a little bit as well so it lines up with the next bone that we're going to create and then we're going to start to build out a hierarchy for these particular bones here right? You can sort of see that there and then we'll extrude one up and we can just shift this to be a bit more centralized and then we'll just sort of align the next bone. So we've now got these these different bones and we can actually parent these as well to those particular sections as we as we work. One of the things that's a bit tricky with this is it's kind of hard to visualize the bones, which I think this is why it's nice in this case to switch over to something like the B bone for the bending. And we can hide the shell bone. And then for these, we can just scale them down a bit so that we can actually visualize the bones and what we're actually doing. So I just find that's a bit easier with these bendy bones there. So that's our kind of basic rig. And then what I did, so we could obviously rig these right to those bones that wouldn't be too much of a problem we can just come into pose mode and select the object and then parent these guys to this and then the same you know for these areas so we just come in here and then select and parent. So this is going to work pretty well the issue is that now I want to be able to bend these Wings a little bit because they're gonna conform to the surface of the body So if they're straight then they're just always gonna be straight and that's not gonna look super great So I wanted to be able to bend them plus when These fly as well. There's definitely some bend to the wings as they as they actually Are flying so I wanted to be able to add that control as well So we'll go over that as well once we've kind of parented these in so we select this one and then let's just parent Just cancel that so parent to the bone and then last one here select this guy and parent so now we should have the basics of our rig we can actually rotate this guy around to rotate this he can obviously move and and rotate the wing and then this one as well we can rotate our wing from this point and then and yeah, same for this, right? So we have all the control to actually manipulate and move our wings, but as I said, I wanted to add that control for bending. So let's go through that. So what I did in the case of these bones was I actually used Blender's Bendy bones. So you can choose the amount of bones that you have in here. If I just disable, let's just undo that, if accidentally enabled the key frame there. So we can choose maybe say five bones for these. And at the moment you'll see that this is creating this quite odd result where everything is like bending kind of odd, right? So you can see that that's sort of how that's working. And then we would want to do the same for this one. So we can also have bendy bones here. So we'll choose five again. And so with bendy bones, you can also choose an end bone and a start bone so that they don't bend up in this way basically. So in this case, I would basically want to be able to add some extra bones in here so that then we can create bones that are straight and we're not creating this kind of result like we can see here, right? Now you can play around with the different options here as well as we do that, but let's kind of go through. So the next thing I wanna do is I wanna go to edit mode And I want to just right-click and subdivide this bone. We now have two bones there and we'll subdivide this one as well So now we've basically got three bones and these all have bendy bones So we want to turn that off. So this one we're going to switch to zero bendy bones And this one is also going to be switched to zero bendy bones. So now We have these guys here We can actually select the end of the bone here So sometimes you have to just sort of zoom in. This is actually I find easier if you have the this version enabled. So we can actually just adjust these guys so that the bones at the end are pretty small. And then when we swap back to bendy bone you can sort of see that there. So now we have these these bendy bones and they're they're gonna work pretty well. As I rotate these endpoints you'll notice that we get a nice bend in our bone, which is what we are after. So I'm going to go through the same process here just to basically enable the bendy bone, how I want to set it up. So we'll just subdivide this a couple of times and then we'll set, actually we've subdivided that too many, so let's undo that. Also I might just disconnect the rig of these parts for now because they are, it's not helping us basically. So if we un-parent that and we'll just do clear parent and reset the transforms as well. So now we can see this. Okay, so now back to edit mode we're just going to subdivide this one more time. So now we have the three bones as we've had before. And with this we're going to set our bendy bones back to one and one for this one. So now And this is looking pretty good. We can jump back over into the octahedral display and just move our bones Back to where they were before And we'll do this guy as well. I'm just gonna move that somewhere to the end Okay, and then jump back over to Benny bone. We can visualize this so now What we should be able to do in post mode is with these end controls you can see that we're able to basically bend our section here so we can sort of rotate this and bend this and then you can see that we're able to manipulate the wing and kind of give us a nice bend to everything which is pretty cool. So now we just need to parent the pieces that we've made to those bones so what we'll do is we'll select the bendy bone and then we'll just come over to the piece and then I'm just going to control and I'm going to choose with automatic weights. And so now what should happen is as we do this, you'll see that, well, at the moment, this isn't actually parented, it's creating an issue there. So what we need to do, you can sort of see that it's created the groups, but it hasn't actually assigned any vertex weight to that. So you can see that this is wing base 006, which is this bone here. So if we come in and we select vertex paint or weight paint, we can actually come in here and just hit the weight here and we'll just go, there's an option for assigning it. I think it is, where is it, set weight, control X. So if you do control X, that will fill this vertex group at 0.06, which is the wing base here with that particular result there. So now what we should see is that as we manipulate this, we're getting that nice bend. And I'm not too worried about some deformation in here because when we actually make the flight of this wing, it's gonna be very, very fast in the animation. So you're not really gonna see in great detail like how much this is bending. And also to be fair, it bends pretty nicely anyway. That's not too bad. So we'll do the same now with this guy. want to select this and just parent it and we'll go with automatic weights. We should see that this isn't going to do any deformation so that's as to be expected and then we'll just make sure that we select the right bone so for this one it's wing base 005 and then we will come into weight paint and in this case we are just going to hit ctrl X I think it is. Just make sure I've got the right one selected. Right so there we go so now we press ctrl X that will add full weight to that and now we can do the same thing as we did with this guy so now you can see that this is actually parented correctly and everything is bending but we still have the control to be able to basically rotate if I select the right axis here. So now we have that I want to just tidy up some of the bones as well in terms of like the orientations. So for this guy, this one is only going to rotate in the Z axis. So let's just select all of our wing bones here. And I'm just going to set this to XYZ. And then for this one, we only want it in the Z. So we'll just do that and we can lock our move and scale and we'll sort of lock all of our moves and scales on these as well. Let's just do that. Okay, cool. And so this one is going to free rotate. So that's fine how it is. This one is good. This one we only want to rotate. I mean, we could do it this direction because you can see that we can get some kind of deformation like that. And we could also twist it like this. if we wanted to. So we'll just keep those as they are. This guy as well we we could do kind of the same thing you can orientate them sort of how you want. This one we only want to rotate in the Y and then this bone it's fine. Okay and then we also want to just set up a new group for wings so I'm gonna set one up here. I want actually to hide some of the bones that you can see here so we'll do that in a second. I think it's only these first two bones that we basically don't need to deform those. So we'll just assign those here and then just hide them or remove them from that group. So it's only these end two bones that we have and then the main bone of the wing plus these these deformation wings that we want to tweak right so actually maybe the start one let's go back to this start one is actually useful for rotating so maybe we'll just remove that and then I'll set a new group which is just going to be the wings and I'm going to select just turn off the hide bone and then I'm just going to add these wings to the wings category there and remove it from bones. Okay, so now we should be able to just turn off our wings which is cool and we have our wings and everything set up so now we can just enable everything else and the wing is rigged in there as well."
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