From the course: Blender 2.8 Character Creation
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Creating the armature and adjusting joints
From the course: Blender 2.8 Character Creation
Creating the armature and adjusting joints
- [Narrator] To rig the character what we are going to do is create an underlying armature, or skeleton, that will then influence the mesh, the vertices here on the character. So each one of these points, if I go to vertex mode, each one of these points will have some sort of influence, will be influenced by a bone. Say this point here may be influenced by the upper arm bone, the clavicle and one of the chest bones. And it's the balance between those influences that really allow the defamation of character to seem realistic. So, let's go ahead and begin adding that skeleton, or that armature. To do that we could press Shift + A and come over here to armature, and we're going to us the human meta-rig. Now this is a script, or add-on, that's been created for blender, and if you don't see that here what you can do is come over here to edit and preferences, and in this window you can choose add-ons, and then come over here…
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Contents
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Preparing the character for rigging10m 33s
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Creating the armature and adjusting joints13m 33s
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Placing the joints of the hands12m 27s
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Adjusting the joints of the face13m 13s
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Placing the joints for the mouth and eyes14m 37s
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Generating the rig and binding the mesh13m 32s
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Parenting the eyes and teeth10m 27s
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Adjusting weights of the face14m 7s
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Testing the face controls8m 42s
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Adjusting the neck and chest weights7m 22s
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Painting the weights of the hand10m 35s
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Painting weights for the elbows and knees12m 30s
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Weight painting the torso and hips10m 16s
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Weight painting the boots and testing the rig9m 55s
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