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So now we have our dog pretty much rigged. We've got everything kind of in place. So I've got my arms, my gloves actually move the hands, and my ears are floppy, and I've got the blinks. But I still haven't tied him altogether into a complete character. So let's go ahead and do that. I've got my Outliner here. You'll notice that each part is separate. I don't really have a whole hierarchy here. So if I selected my body, you'll notice I can just move that away.
He is not all tied together. This is where hierarchies really come in handy. So, for example, if I want the head to move along with the body, then I need to place it under the body in the hierarchy. So I'm going to go ahead and middle- click over the head. Drag it directly over that body node in my Outliner. So now, everything goes together. But underneath my head, I really need to have my eyes and my ears also go together.
So, let's go ahead and take both of these eyes, drop them over the head. So now, that all works together. Let's go ahead to the ears. Here is an issue that's going to come up with ears. If I drag the ears themselves over the head and I move them, these deformers don't go with them. So let me show you what the problem is going to be here. If I take this bend and I bend that ear and then I actually move the head of the character, notice how that gets all weird.
Well, that's because the actual shape of that is controlled by this bend. So I need to move the bend itself along with the head. So I'm going to middle-click up both of these and put those so that they move along with the head as well. So now, if I select this and bend it, it should just go along with the head. Okay, so you need to make sure that those deformers go along with the objects that they're deforming.
Now we have a similar problem with the arms. So what's really moving the arms on this character are two things,. Because I have IK setup, I've got this shoulder which is set up to move and I've got the glove, which is set up to move the other end. So you think, okay, so I've got the shoulder of the skeleton and the glove moving along with the character. So I need those to be under the body.
I need those within that body hierarchy. So I can middle-click on these, and drag them over here. So now when I move the body, everything moves. Now the one thing that I did not put underneath this hierarchy is the actual arm itself, because the arm is deformed by the skeleton. If I would've drag this under the body, then what I would be getting will be-- You see how that jumps? Why that is is because what's happening is is he is getting a double deformation.
So as soon as I put it under that body, the position of the body is deforming it because it's in a hierarchy. Then the shoulder joints are performing it because it has a skin modifier on it. So what I need to do is take these arms, and make sure that they are not in that hierarchy. So, I'm going to go ahead and do the right arm. I'm going to make sure that the right arm is under the body. Then these two things, the actual things that deform, I really can't touch.
So I'm going to go ahead and put those into a group and just call that Deformed. In some rigs, you'll actually see people type the letters "do not touch." But I'm just going to go Deformed. That way I know that these are things that are already being deformed by other things in the scene. So now I can select my character and I can move him around and then I can also move his arms and his head. Now the reason I didn't do the lower body is because ultimately he'll be sitting on the scooter.
So his lower body will be pretty much fixed in place. All that's really going to be moving is his arms and his head. If I wanted to, I can actually go through and use all of these same techniques to rig the entire character and make him entirely deformable. But for this situation, we're just going to work with the arms and the head.
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