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Game Character Creation in Maya

Game Character Creation in Maya

with Chris Reilly

 


Get a thorough overview of techniques for creating characters for video games or real-time rendered applications. Author Chris Reilly covers low-poly modeling, texturing and animation, using 3D model and texture assets created in Maya and Adobe Photoshop. The course also includes an overview of Unity 3, including importing characters and making interactive animations with the Script Editor.
Topics include:
  • Optimizing, extruding, and sculpting geometry
  • Modeling a character's head and body
  • UV-mapping the head and body
  • Mirroring and texturing
  • Setting up the skeleton
  • Rigging the head and body
  • Skin binding & weight painting
  • Controlling animation with scripts in Unity

show more

author
Chris Reilly
subject
3D + Animation, Modeling, Character Animation, Game Design
software
Maya 2012
level
Intermediate
duration
2h 58m
released
Sep 15, 2011

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Introduction
Welcome
00:04Hi! I am Chris Reilly.
00:05Welcome to Game Character Creation in Maya.
00:07In this course I will show you how to use Maya's modeling and animation tools to
00:11build the character for use in the video game engine called Unity.
00:14First, I will show you how to model a low-poly character.
00:18Then we will explore UV mapping and texturing.
00:21Next, I will walk you through rigging and preparing a character for animation.
00:24We will look at importing your game character into Unity.
00:28Finally, we'll see how to make your character interactive with scripting.
00:31I am excited to show you the tips and techniques you'll need to start
00:34creating game characters.
00:36Let's get started with Game Character Creation in Maya.
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What you need to know before watching this course
00:00Okay, let's talk about what you need to know before watching this course.
00:03First of all, the techniques we use in this course aren't specific to the
00:07versions of software that we use.
00:08So I will be using Maya 2011, Photoshop CS5, and Unity 3.
00:13But the techniques we cover should work in other versions of those software packages.
00:18You need to have intermediate to advanced Maya skills to use the techniques
00:22covered in this course, so you should know things like polygon modeling,
00:25texturing, and rigging and animation.
00:28You should also have basic to intermediate digital image editingskills in
00:32Photoshop or an equivalent image editing program.
00:36Experience with the Unity game engine is a plus, but it's not required.
00:39We will cover a little bit of the basic interface of Unity plus some techniques
00:44used in importing game characters and animating through scripts.
00:48Keep in mind though that Unity is a very complex program and there is a lot of
00:51stuff that we won't have time to cover in this course.
00:54If you don't have that much experience with Maya, check out some of the other
00:57Maya courses on lynda.com.
00:59These are a few I would recommend.
01:00The Maya Essential Training courses, Maya 2011:
01:04Modeling a Character, and Character Animation Fundamentals with Maya.
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Understanding game asset creation
00:00Let's take an overview of game asset creation.
00:03So let's think about all the things that make up a video game.
00:06Well, we've got sounds, images or textures, 3D models for characters or props,
00:12and scripts that can control interaction.
00:15All of these things are known as game assets generally.
00:19Now you might have heard this term a game engine.
00:21Well what is a game engine?
00:23A game engine is a software that combines input from the user with other assets
00:28like scripts and sounds to create real- time renderings which basically lead to
00:32your gameplay and fun video games are all about real-time rendering.
00:37If you've ever tried to play a video game on a slow computer you might know
00:40what I am talking about.
00:41Video games that are responsive to user input, even games that are still
00:44difficult or challenging, are much more engaging than video games that are
00:47slow or unresponsive.
00:49Now in order for a computer that's rendering a video game to be responsive to
00:53user input, the game assets have to be rendered quickly.
00:57This means they must be optimized for low memory usage.
01:00So image resolutions for textures have to be relatively low. Also 3D models
01:04can't be too complex.
01:05So if you have experience creating models in Maya for still renders, for
01:09example, you might be used to working with higher resolutions and higher poly
01:12counts in your models. That's okay.
01:14We will go over some specific techniques to prepare a character model asset for
01:18real-time rendering in the next few chapters.
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Using the exercise files
00:00If you're a premium member of the lynda.com Online Training Library or if you're
00:04watching this tutorial on a DVD-ROM you have access to the exercise files used
00:08throughout this title.
00:10The exercise files for this course are arranged into chapter folders with Maya
00:15scene files for each chapter.
00:17Make sure you watch the setting up Scene folders video in the next chapter for
00:21instructions on how to copy your project files into your Maya and Unity project
00:26folders to make it easier to import between Maya and Unity.
00:29If you are a monthly subscriber or annual subscriber to lynda.com, you don't
00:34have access to the exercise files, but you can follow along from scratch
00:37with your own assets.
00:39Let's get started.
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1. Overview of Maya Modeling Tools
Setting up scene folders (Maya and Unity)
00:00So as a first up, we will set up new projects both in Unity and Maya and this
00:04will create one central location where all of our game asset files will live and
00:08it's going to make it really easy to work back and forth between Unity and Maya.
00:12So in Unity, we are going to go to the File menu and select New Project.
00:17I will set the Project Directory just to the Desktop.
00:22You can save this to wherever you like. And I will call this LyndaUnityProject.
00:31Again, you can title it however you want.
00:34You'll have the option here to import the following packages.
00:37So this will let you import lots of pre-made assets into your Unity program files.
00:42At this point we don't need to worry about this.
00:43We will come back to this in later chapters.
00:45So I can just come down here and click Create Project and I don't what to save
00:49this AngryBots default scene that comes up when you first open Unity.
00:56So let's take a look at the Finder.
00:58So I see my LyndaUnityProject folder here.
01:00If I go into that folder I will see that Unity has automatically created this
01:05folder hierarchy for me.
01:07I see three folders here.
01:08I have Assets and that's going to hold all of my game assets.
01:13So it's going to hold all of the sounds, all the images, all the 3D models,
01:16every file that I am going to be using in my Unity projects is going to reside
01:20in Assets, and I can make subfolders of that Assets folders if I need to.
01:24Library and Temp are both going to hold backend files that Unity uses as
01:29its imports and exports files, automatically as it compresses images things like that.
01:34Library and Temp, you should never have to mess with and you should never
01:37delete those folders.
01:39So now that our Unity project is set up, let's switch to Maya and we will create
01:45a new project in Maya that's going to live inside of our Unity project.
01:50So in Maya I am going to click the File menu, go down to Project, and select
01:55New, and my project name, I am just going to title this Maya-3DModels.
01:59Again, you can title this however you like.
02:06The Location I am going to set inside of my UnityProject folder, inside the Assets folder.
02:15Maya is going to give us some options for all the different folders that are
02:23going to hold things like textures and animations, all of the stuff that goes
02:27along with your Maya Project.
02:29For those I am just going to click Use Defaults and Maya is just going to get up
02:33the default folder names for all those files.
02:37So I will click Accept and back to Finder.
02:41If I look in my Assets folder now, I should this Maya project folder with all of
02:47my Maya folder hierarchy in there too.
02:53Now if we go back to Unity, we should see in the Project panel here our Maya
02:59project folder which is under our Assets.
03:03So setting up the folders in this way is going to let Unity automatically import
03:07any changes to our Maya project and that way we don't have to worry about
03:11importing and exporting manually.
03:14So as a final step let's go back to Finder and we will copy in our exercise files.
03:21So I am going to take images and sourceimages, just copy those into my
03:32Maya project folder.
03:33It's going to ask me if I want to replace the existing folders and I do want to replace them.
03:42Then all the rest of my files I am going to copy to the scenes folder.
03:50So now we have all of our project folder hierarchy set up and this is going to
03:54make it really easy to work back and forth between Maya and Unity.
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Optimizing geometry
00:00During a modeling process in Maya it's important to be aware of the number of
00:03triangular faces on your character model's mesh.
00:06This number is generally referred to as the polygon count or poly count for short.
00:11You want to make sure your poly count isn't too high.
00:13If it is too high, your game may render sluggishly or not at all.
00:17It could actually even crash due to that extra memory it's going to take to
00:20render out a high poly character.
00:22So in Maya we can get some feedback about the poly count of your geometry by
00:28accessing the heads-up display.
00:30So in Maya I am just going to click Display > Heads Up Display > Poly Count and
00:36I can see here in the upper left of my viewport I will get some rows and columns
00:39with information about the poly count and geometry in my scene.
00:42So I have Verts, which is short for Vertices, and Edges, Faces, Tris, which is
00:48short for Triangles, and U and V coordinates.
00:50So really Triangles is the number that you want to be paying the most attention to.
00:55So this column is going to show us the totals for the scene. The middle column
01:00will show us totals for what we have selected.
01:02So let's go down and select this sphere here. So I can see I have 760 triangles
01:06in this sphere and 80 in the cylinder.
01:10Then the far right column will show me counts for individual components that I have selected.
01:15So if I hold down right-mouse button and select Face component mode, I can see
01:20as I go to Shift+Select these faces I will get counts for just those components
01:24that I have selected.
01:26So how do I know if my character's poly count is too high?
01:28Well, the answer is, it depends.
01:30It depends on two major factors.
01:33The first is the platform on which your game will be running.
01:37So a platform could be something like an iPhone or an Android smart phone.
01:42Another platform could be a desktop computer.
01:45Now the poly count requirements are going to be much lower for an iPhone or
01:50smart phone since the processor and the memory is much more restrictive than
01:54something a desktop computer.
01:55So there's definitely a range that depends on what platform your game will be running on.
02:00Another factor that's going to affect your target poly count is going to be sort
02:04of the structure of your gameplay.
02:06So for example if your character will be appearing on screen with lots of other
02:10characters at the same time, your poly count restrictions will be tighter versus
02:15a game where your character is the only thing on screen.
02:18So it depends both on the platform and on the structure of your gameplay.
02:22Generally speaking, for something like a smart phone platform your poly count
02:27might be somewhere between 300 to 1500 polygons.
02:30On the other hand, a poly count for a desktop platform might be something more
02:35like 1,000 maybe even up to 10,000 polygons.
02:39So the important thing to note is to just have a good idea of the range that
02:43you want to end up in.
02:4410 or 20 polygons more or less isn't really going to make or break your game,
02:47but if you're shooting for 1,500 polygons and you end up having 10,000, that's
02:52probably going to be problem.
02:54Another thing to be aware of is that poly count isn't the only thing that can
02:58affect the rendering resources that a character will use.
03:01Other things like UV map scenes and hard edges can also effectively increase the
03:05poly count that actually gets rendered by the game engine.
03:08But keeping track of the number of triangles is going to give you a pretty good
03:11baseline for what your actual poly count will be.
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Using symmetry
00:00Taking advantage of Maya's symmetry tools can really speed up your modeling process.
00:04Parts of the character that are identical, the arms or legs for instance, really
00:08only need to be modeled once, then mirrored across their axis of symmetry.
00:11Here's one way to do that.
00:13I have selected this mesh half that I have modeled already and under the
00:16Polygons menu, I can go to Mesh > Mirror Geometry with options.
00:23Now since we've already modeled this half of the mesh in the positive X
00:27quadrant, we want to mirror it into negative X. So our Mirror Direction is
00:31negative X. We also want to merge the two meshes together and merge the vertices
00:37together to form one complete mesh.
00:39So I will click Mirror and I can see I have got my complete mirrored mesh here.
00:44So I can make further edits to this mesh if I want to.
00:47Let's go in to Vertex mode.
00:48I am just holding down my right-mouse button here and select Vertex and let's
00:53just make some edits to the hand here.
00:55So I am going to select all those vertices on a hand and the wrist, switch to my
01:00Move tool, and I can move those around as I want to.
01:04Now you'll notice the changes are only happening on one side.
01:07So the mesh isn't symmetrical anymore.
01:10If I wanted to, I could come over here, I could try to make those same edits.
01:13Well, that's really tedious.
01:15I would not recommend trying to model this way.
01:17I am just hitting Ctrl+Z here or Command+Z on the Mac to undo the changes I just made.
01:23One technique you can use to help you with symmetrical modeling can be found
01:28under the tool settings, under these Reflection Settings.
01:31So I have got the Move tool selected right now and if I select Reflection
01:36we will notice what happens.
01:37Here in the viewport the vertices that I have selected on the right hand are now
01:42mirrored with a selection on the left hand.
01:44So my selection of vertices is mirrored over the X axis and as I've make
01:50adjustments to those, those changes are going to update across the X axis.
01:56So that can help me with symmetrical modeling.
01:58Now one of the problems with this technique is that it doesn't work for every tool.
02:03So let's say that I wanted to do something like add an edge loop.
02:07So if I go to Edit Mesh > Insert Edge Loop tool.
02:11Let's just pick a place here.
02:13Let's add an edge loop on the body here.
02:16Well, okay, it's updated on the right side, but not the left.
02:20So that's going to be a problem.
02:21Again, I really want to avoid trying to manually make those changes on
02:24both sides of the model. symmetrical
02:26So I will show you another technique that's a little bit more robust and can
02:29take care of some of these changes when modeling symmetrically.
02:33So I am going to reopen this scene without saving.
02:41So this other technique uses the Duplicate Special command.
02:44So if I go to the Edit menu I can Duplicate Special with options.
02:50So I want to create a geometry type that's in instance of this original
02:54half that I have and I want to mirror that geometry again into the negative X quadrant.
03:01So I will set the Scale property to -1 in the X. So these scaling boxes here
03:06correspond to X, Y, Z.
03:08So I will mirror it to negative X. So I'll Duplicate Special and now what I have
03:14is an instance of this original half of the mesh that's mirrored into the
03:18negative X quadrant and as I go to make changes here, again I will just more some
03:23of these vertices and then in my tool settings I will turn Reflection off
03:29because I don't need it anymore.
03:31And you can see even though I have turned Reflection off these vertices are
03:34still selected symmetrically.
03:37As I make changes with the Move tool it's going to update automatically, because
03:41the side is an instance of the original side and it's even going to work for
03:46changes like edge loops.
03:48So if I insert an edge loop, that's going to be updated over the X axis as well.
03:55So that's a little more robust way of working symmetrically with the
03:59Duplicate Special command.
04:01So modeling symmetrically can save your lots of time during your modeling
04:03process and I would really recommend to model symmetrically as much as you can.
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Extruding geometry
00:00One of the most versatile techniques for editing polygonal geometry in Maya is
00:03the Extrude command.
00:05Extrude allows you to move, scale, or rotate polygonal components like faces,
00:09vertices, or edges while automatically creating new geometry on the fly.
00:13Using Extrude makes it easy to flesh out a rough version of your geometry, then
00:17go back later and build in additional details.
00:19So let's take a look at this cube shape here.
00:21Maybe this is a shape of a torso and we want to start to create some arms.
00:26So I am just going to click my right-mouse button here, switch to Face component mode.
00:29I will just select one of these faces on the side here.
00:32So maybe I want to move this out to start forming the upper arm of the character.
00:36So I am going to switch to the Move tool.
00:40When I first select this face, if I try to move it, you can see you get some
00:43weird deformation there.
00:45So I am just going to undo that.
00:48We want to actually use the Extrude command.
00:50So I am going to go up here to Edit Mesh > Extrude.
00:53Now, when we go to drag this face out from the cube, Maya is going to
00:57automatically build in these faces along the side so that face can
01:01extrude forward away from the main portion of the torso.
01:05When we first do the Extrude command, you will get the Show Manipulator tool
01:08here and this is going to allow you to rotate or scale or move the face or the
01:13polygon component that you are extruding.
01:15So we can grab these little cones here and move the extrusion around.
01:21We can click the little cube handles here to scale the extrusion and we can
01:27click this rotate handle here to bring up the Rotation tool and we can rotate
01:34the extrusion as well.
01:36When you first do an extrusion, the Show Manipulator tool will be oriented in
01:41local coordinates to the component you are extruding.
01:44So it's not going to quite match up with the world coordinates.
01:47As you can see the little guy down here. It's going to be oriented to the face
01:52of the vertex that you are extruding.
01:53We can switch back and forth between world and local coordinates, just by
01:57clicking this little coordinate handle here, and now are oriented to the world
02:02coordinates and we can move relative to the origin on our grid.
02:06So that's a simple extrusion.
02:08Let's do a couple of more complicated ones.
02:11Let's say on the sphere here maybe we want to have some shapes that are going
02:16to be legs coming off of this sphere.
02:19So if we wanted to extrude all four of these faces at once, I can just
02:22Shift+Select all four, go to Edit Mesh and Extrude.
02:29So now when we extrude these out away from the sphere, they will all extrude
02:33as individual legs.
02:35But if we wanted to extrude all four as one extrusion, let's go ahead and undo that.
02:44I can just activate this Keep Faces Together option.
02:47So if I select Keep Faces Together and then do an extrusion, those faces will
02:54extrude as one component.
03:01We can also use a curve as an extrusion path.
03:06So I will select this curve.
03:07I am just holding down my right-mouse button here and then I can also select this face.
03:16So now if I go to Extrude with options, I just need to make sure that this
03:22Use selected curve for extrusion option is checked, and let's go ahead and apply that.
03:27Well, you can see it sort of went along the curve, but what's happening is this
03:32Division setting is set to 1.
03:33So it's only doing one division from the original face to the extruded face.
03:38Let's go ahead and undo our extrusion.
03:41Let's increase that Division.
03:42Let's maybe say 10 and see what happens. Okay.
03:47So now that extrusion is going to follow more closely the NURBS curve we
03:50selected, and the more divisions we have, the closer it's going to follow.
03:53So maybe this is a piece of hair or something like that in our character and we
03:58could adjust that even a little bit more with this Taper command.
04:01So if we scale this down a little bit, the extrusion will taper downwards as it
04:08goes towards the end of the curve.
04:09So take some time to play with the Extrude commands.
04:11These are really great techniques for quick low poly modeling and you'd be
04:15surprised how much you can flesh out a model just with a few simple extrusions.
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Sculpting geometry
00:00Maya Sculpting tools are convenient for creating smooth organic shapes while
00:04minimizing tedious selection of polygon components.
00:07Two techniques in Maya for sculpting polygonal geometry are Soft Selection and
00:11the Sculpt Geometry tool.
00:13Soft Selection allows a tool to affect not only the polygon components that are
00:17selected, but also adjacent components within a surrounding area.
00:21Let's try and example on this sphere using Soft Select.
00:25So right now I have two vertices selected on this sphere and I'm using my Move
00:29tool, so if I click and drag these out to move those vertices around you can
00:33see how sharp the division is between the vertices I have selected and the
00:38neighboring vertices.
00:39So I'm just going to hit Ctrl+Z to undo that.
00:42So let's try that move again using Soft Select.
00:45So in my tool settings here for the Move tool I'll check the Soft Select box to
00:50turn on Soft Select and you can see how the display changes.
00:54So if I click again to move those vertices you can see how it's moving much differently.
00:58So not only am I moving the vertices that are selected, but I'm also moving
01:03these surrounding vertices.
01:05So let's pretend that the shape is maybe the start of the head of a
01:08character that we're going to model and let's say that I want to try to form
01:12some eye sockets here.
01:13Right now my Soft Select is kind of moving too many vertices at once, so let me
01:17just undo those moves.
01:19What I can do over here in Soft Select is decrease this Falloff radius. Maybe
01:23I'll give this a two.
01:24That looks okay for maybe the start of an eye socket.
01:33So when you have Soft Select activated you'll see visually the vertices that
01:37are being affected.
01:39So the yellow vertices are the ones that are actually selected.
01:42The red ones are being partially selected by Soft Select and black ones aren't
01:47going to move at all.
01:48So you can affect how many vertices are selected with the Falloff radius and
01:53also the Falloff curve.
01:54I'd recommend playing around with some these different curve presets just to
01:57see how those behave.
01:59Now the Sculpt Geometry tool allows you to very quickly modify geometry using a
02:03really intuitive painting interface.
02:04So let's get to the Sculpt Geometry tool.
02:07It's under the Mesh menu, Sculpt Geometry tool, so let's bring that up with options.
02:13So now, as I mouse over my sphere here I'm going to get this brush interface.
02:19So I want to select my whole sphere, so I just did a right mouse click and hit Select.
02:23So the Sculpt Geometry tool allows you to very quickly modify geometry using
02:27a painting interface.
02:29So let's go ahead and select an operation here.
02:32I want to pull and let's see what happens here. Ah, okay.
02:37So as I click with the left mouse button, the Sculpt Geometry tool is going to
02:44pull those faces out from the center and that's probably a little bit more
02:50than I want, so I'll switch to the Erase operation and just brush that back to where we started.
03:00So if I wanted to start to flesh out the nose area right here I might switch
03:03back to pull and I would want to select a smaller area with my brush, so I
03:09could hold down the B key and just left-mouse-click and drag and that's going
03:16to decrease my radius.
03:17That's looking a little better.
03:31And as far as the nose goes, that's a little bit wonky, so I could also try to
03:36smooth that out a little bit with the Smooth operation. And I would just keep
03:49working on this until it looked right.
03:51Again, I would recommend playing around with these tools. They're a lot of fun,
03:54they are very intuitive and it's a great way to sculpt your geometry without
03:58having to do a lot of tedious selection in between.
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Importing reference sketches
00:00So, now I'll make some adjustments in Maya that will help me to model in the
00:03proper scale and proportion.
00:04Proper scaling of your Maya model helps smooth your workflow between Unity and
00:09Maya, giving you a model that fits with the rest of the assets in your Unity
00:12project without needing manual adjustment.
00:14Now, of course, once we get in to Unity, we can certainly adjust the scaling as
00:18we need to, but this is going to help it fit automatically with other assets
00:21that we might create for our game.
00:23So the very first thing I am going to do in Maya is to set the linear units to meters.
00:28Now meters are the default system unit in Unity, so modeling my Maya scene using
00:32meters makes sense.
00:34To set the units, I'll go to Window > Settings/Preferences > Preferences >
00:41Settings and I will set the Working Units to meter. Then click Save.
00:48I will also make some adjustments to my grid.
00:52So under Display > Grid Options, I will set the Length and Width to 5.
01:01Grid lines every 1 unit, with 10 Subdivisions.
01:06These settings will make the grid match up a little bit more closely to the
01:09proportions of our character, just make it easier to work off the grid.
01:13So I will click Apply and Close.
01:16Now I will go ahead and add some reference images of the character that we
01:19are going to model, and this will just give me a nice visual reference, as I
01:22go through the stages of modeling to work off of, so that I am not just
01:25making it up as I go along.
01:26So let's switch to Finder and in my Maya Project folder, under sourceimages,
01:34I have few different reference images for Doug the Bug.
01:39Now you'll notice under the Pixel Dimensions here, all of these reference
01:43images are the same size.
01:45I have got open in Photoshop and we just take a little bit closer look.
01:50So each reference image is proportioned at two to three, the Width versus the
01:56Length, and that's going to make it nice and easy for us to set up consistent
01:59reference planes in Maya.
02:01So I will switch back to Maya.
02:04And I will go ahead and set up the reference plane for the Front viewport, so I
02:08am just going to switch to the Front viewport.
02:10I just hit Spacebar there to switch into my four-panel view and I will hit
02:15Spacebar again with the mouse over the Front panel.
02:18So I am going to go ahead and create a Polygon Primitive and I want a Plane and
02:25I can just click and drag to create a plane perpendicular to the Front viewport.
02:33Now the important thing I want to do here is this polyPlane INPUT,
02:36I want to set the Width to 2 and the Height to 3.
02:41So remember each of our reference images are scaled to be proportioned at 2 to 3.
02:47So that will make sure that they fit nicely on each reference plane and that
02:51they are all scaled consistently.
02:53The next step is to apply the reference image as a texture to this plane.
02:57So I am going to right mouse click over my plane, select Assign New Material.
03:03I will make a Lambert Shader and map the shader's Color attribute to a File node.
03:14Then point the Image Name to the reference image for the front viewport.
03:20And I am just going to click Open.
03:23So now in my Front viewport, I will switch to Shaded mode and Textured and if I
03:30zoom in here I see I have my front viewport image on the plane but it's getting
03:34cut off and it looks like it's kind of stretched out a little bit horizontally.
03:38So one additional step
03:39I need to take is to select the plane, go up to Create UVs,
03:44and I want to do a Planar Mapping with options.
03:46I want to Fit the projection to the Bounding box of the plane, and I want to
03:53Project from the Z axis, so Z is the perpendicular axis that's facing directly
03:57towards the reference plane, and I will just click Project and that should
04:03nicely fit the reference image to the plane.
04:06Okay, I will just right-click and select that and we can move it around a bit
04:12in the Channel Box.
04:13I don't want to translate it in the X direction and in the Y direction, I want
04:20to make sure that the bottom is lined up with the X axis.
04:24So I should be able to set this to 1.5, because that's half of the overall
04:29height of the image.
04:30Okay, and I will switch back to Perspective view and just turn on Shading and
04:36Texturing and I will select, so I am just right-clicking, and with my Move tool,
04:42I will just move this back off of the grid.
04:46So that when I am in Perspective Mode working on my character in the center here,
04:49the reference image isn't in the way.
04:51So I am going to go ahead and create those reference images the same exact way for each view.
04:57So I will do one for the side, one for the top, and there is actually one
05:01for the back as well.
05:02The only difference is going to be when I go to create that Planar Mapping.
05:08I will change the axis that I am projecting from depending on which viewport I
05:15am setting up the reference image for.
05:18And when it's done, should look something like this.
05:23So you can see I have these reference images sitting outside the grid and if I
05:32hit Spacebar to switch to any of the orthogonal views, they will be lined up
05:37and that will make it really easy to have a visual reference as I am modeling my character.
05:41And of course, I can deviate from the reference images as I need to, but again
05:45it's a nice visual guideline.
05:47It's going to help me to maintain the correct scale and proportion of my model,
05:51especially in relation to other assets that will be in my game.
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2. Insect Character Creation: Modeling the Body
Modeling the head and nose
00:00Let's start off modeling our character, Doug the bug, by looking at the face.
00:04So we'll just look at the front of the head here, so the eyes, nose, and mouth area.
00:08You can see the overall shape of the head is really close to a sphere.
00:12So it really makes sense to start off with a polygonal sphere primitive and
00:15just work from there.
00:17I'm going to switch to the Top viewport here, go up to Create > Polygon
00:24Primitives > Sphere, and just click- and-drag a sphere more or less over
00:29the reference image.
00:31I'll switch to the Front view and I just need to drag this up again to line up
00:40with the reference image.
00:42Now one thing I'll notice is that the number of polygons here is pretty high
00:47compared to what I'm going to need for the face.
00:51So I can adjust the number of polygons in my sphere by going to the Channel Box
00:56and clicking on this polySphere1 input.
00:59Right now these are both set to 20 Subdivisions on the Height and the Axis.
01:04I'm going to change this to 12 Axis Subdivisions and 8 Height Subdivisions.
01:09So that's going to reduce the number of polygons in our facial area, but still
01:14give us enough to work with to flesh out the important geometry.
01:17Now since we're going to be using some of those symmetry techniques we talked
01:20about in an earlier chapter, I can actually go ahead and just delete this
01:24half of the sphere.
01:25So I'm just going to switch to Face component mode, just click-and-drag, and
01:31delete that whole half of the sphere.
01:34Also, from the Side viewport, I'm going to delete the whole back of the sphere as well.
01:40Since the back of the head has some other details like the antenna and the
01:43ears, we'll come back to that in a later chapter and kind of give that some more attention.
01:47So I'll delete all those, select my quadrant of the sphere at this point, and
01:53then I'll just kind of align that a little bit more closely.
01:55One thing I can do in the viewport is to switch the Shading to X-Ray mode and
02:01that will let me see both the geometry and the reference image at the same time.
02:04So that's really helpful.
02:08I'll do the same thing in the Front viewport.
02:10So if we look from the front, I can see that the edge of the sphere is slightly
02:20off from the Y axis.
02:21Since we're going to be mirroring this later on, we want to maintain a really
02:25consistent axis of symmetry that's right along that Y axis.
02:28That's going to make mirroring the two halves of the geometry much easier
02:32later on down the line.
02:33So what I can do at this point is just hold down the X key and that's going to
02:37snap to the grid lines.
02:39So as I move this half of the sphere, you can see it's snapping to each one of
02:42those gridlines, and I'll just snap it right to the Y axis gridline.
02:46That'll make mirroring really easy later on.
02:50Okay, so let's take a look at the nose.
02:51So you can see the nose in the reference image is kind of this inverted triangle shape.
02:57What I would need to do to this rectangular face here to flesh out the nose
03:01is to actually split that face, so I can get sort of a triangular shape for
03:05the base of the nose.
03:06Before I do that, I'm just going to switch to Vertex mode, just move these down
03:12a little bit to align more closely with the mouth.
03:17So I'll switch back to Face mode and I'll split that face over the nose using
03:22the Split Polygon tool.
03:24So I'm going to Edit Mesh > Split Polygon tool, and I will just click down here
03:28at the base of the nose, and up at the top. That looks good.
03:32I hit Enter to finalize and split that face.
03:36So I'm right-clicking to switch back to Face mode and I can select that face and
03:42extrude it to form the nose.
03:44So it's going to be a lot easier to do that from the Side view, so let's switch
03:47to the Side view, just zoom- in a little bit here. Okay.
03:52So I'll extrude that face, and I'll take it out, and I want to scale it down
04:06to form the tip there.
04:07I'm just going to click this local world coordinate handle to switch to world coordinates.
04:14That way, I can move it relative to the world axes.
04:17That looks pretty good.
04:21Let's take a look in Perspective view. Yeah, pretty good.
04:33So one last step for the nose, we just want to make sure that we delete that face.
04:39Since the axis of symmetry is going to run along the middle of the head, along
04:43the middle of the nose, so we want to move those edges also to line up with the Y axis.
04:48So I'm selecting those three edges along the nose, and I'm going to use the Move
04:54tool to snap these right to that Y axis, and I just want to make sure under my
04:59tools settings that this Retain component spacing is unchecked.
05:07So I'll hold down X in the Front viewport and just click and move that over, and
05:12it's going to snap all those edges right to the Y axis.
05:16That's going to maintain our axis of symmetry.
05:18I probably want to move that vertex over to keep the nose nice and pointy. Okay.
05:26So we've got the main shape of the face and the nose fleshed out.
05:30In the next couple of videos, we'll tackle the eyes and the mouth.
Collapse this transcript
Creating the mouth
00:00In this video we will look at making the mouth, which is really just a
00:03simple extrusion inwards.
00:05Now one thing I want to do in the side view here is make a couple adjustments
00:12to these edge loops.
00:13So I want-- this one at the top looks pretty good because it's kind of lined up
00:16with that upper lip.
00:17I want to get this bottom one lined up with the lower lip and then have this one
00:21I have got selected in between.
00:23So I am just going to drag that up.
00:29Drag that up just so it's kind of horizontally aligned with the bottom of the lip there.
00:36And then I can scale these with the Scale tool but I want to scale out from the
00:42back edge of the head.
00:43So I can move that scaling point just by holding down the D key and I want to
00:49move it right so that it's aligned with that back vertex.
00:52So I will also hold down V to snap to vertices.
00:56Just move that right back.
00:57And just kind of scale it so that's going to align sort of with the shape of the head there.
01:06And same thing for this edge loop.
01:07I am going to hold down D to move the reference point and V to snap to vertex.
01:14Scale that out, maybe come down a little bit, and I will do the same thing
01:24from the front view.
01:28So aligning the edge loops like this is going to give us a nice starting point
01:32for when we do an extrusion for the mouth.
01:34It's going to let us have sort of a nice lip shape around the mouth and it will
01:37make deformations easier once we go to do animations on the mouth.
01:44So I continue tweaking this until I get the mouth lined up how I wanted.
01:46So again I want this top edge loop to be lined up more or less with the upper lip,
01:49this bottom one with the lower lip, and this middle one kind of in between
01:54where the teeth would meet and that's going to let me extrude inward to form
01:58the mouth and form a nice little lip shape that will make deformations a lot
02:02easier down the road.
02:03Okay, so then to form the mouth I will switch to Face mode and I will
02:07Shift+Select these four faces.
02:11Under Edit Mesh I'll make sure to Keep Faces Together is checked and then I will
02:15Extrude and I just want to scale these down a little bit, move them over, and I
02:23will switch to the Perspective view just to make sure that's looking okay.
02:30So what we want to do here is kind of drag this extrusion out a little bit.
02:38So I will do this from the Side view and I am going to click this little local
02:42world coordinate handle to switch to world coordinates and just kind of pull
02:47this out a little bit.
02:47So you can see as I am pulling this out we are forming a little lip shape and
02:50that's going to help to flush out the upper and the lower lips there.
02:53That looks pretty good.
02:56I am going to extrude this again and again switch to world coordinates and
03:04we will just take this straight back.
03:06So I will switch to the Move tool by hitting W after I extrude those faces
03:09backward and I will just hold down X to get those just snap to grid and that way
03:14we can align them all up.
03:15We can see a little bit better from perspective.
03:18So now that back of the mouth is nice and flat and that's just going to make it
03:21a little bit easier down the road when we go to mirror it.
03:27So kind of like we did with the nose.
03:29I just want to go ahead and delete all these interior faces that were formed by
03:34extrusion and I will switch to Edge mode and I can see in my Front viewport here very clearly.
03:44I want to get all these edges lined up with that axis of symmetry along
03:47the y-axis, just like we did with the nose. That's going to make mirroring easier later on.
03:52So an easy way to select all of these edges is just I am going to select this
03:55one right below the nose, go down here, Shift and double-click, and it's going to
04:02grab all those edges in between.
04:03Then I can just hold down X, Snap to Grid, and snap it right to that y-axis.
04:10That's looking good!
04:11I could keep making adjustments to the vertices to form the lip shape but for
04:15time's sake let's just see my finished file.
04:17So it should look something like this and you can see especially the bottom
04:20lip shape there is it's just looking a lot more similar to what's in the reference image.
04:24Okay, in the next video we will look at making the eyes.
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Crafting the eyes
00:00Okay, so we've done some work and we've got the nose and the mouth fleshed
00:03out in the face here.
00:04So let's take a crack at the eye.
00:06Right now this is still a pretty spherical shape, so I want to go ahead and form
00:09an eye socket first.
00:11Let me switch to the front view here.
00:13So what I want to do to form the eye socket is grab these four faces that kind
00:18of sit right over the eyeball in the reference image.
00:21So I am just going to switch to Face component mode.
00:23I am holding down my right mouse button here.
00:25I am just going to Shift+ Select these four faces.
00:30I want to make sure under Edit Mesh that Keep Faces Together is selected and
00:36I'll just go ahead and extrude these four faces, and I want to scale these down a little bit.
00:42So I am just going to click the scale handle here and scale it uniformly down.
00:46That looks pretty good.
00:47I'll switch back to the Perspective view to see how it looks. Not bad.
00:55And I will also push the extrusion back just a little bit towards the center of the head.
00:59So you can see what that's going to do is start to form kind of the bridge of
01:02the nose and part of the eyelid shape here.
01:05Eventually, we'll end up deleting these interfaces and that's going to form
01:08the open eye socket.
01:09Okay, I'll do one more extrude and if I switch to the kind of back of the head
01:18here. It's a little bit easier to see what's happening.
01:22So this time I want to extrude these back up and push them back just a little
01:28bit farther towards the back of the head.
01:30Like I said, we can just delete these and now we have an open eye socket and
01:38we'll fill that in with an eyeball.
01:41This shape here is going to kind of flesh out the eyelid shape.
01:47So I'll switch back to my front view and give Doug an eyeball.
01:56So for that I can just use the polygon sphere.
01:58So I will go to Create > Polygon Primitives > Sphere and just click-and-drag.
02:04Now it can be a little misleading when you're looking at the reference image,
02:07because the eyeball in that reference image is fairly small compared to what I
02:12just drew here, but you've got to realize though that the eyeball itself is
02:15going to extend back into the head and the visible part is kind of only a small
02:20fraction of the actual eyeball itself.
02:23So make sure that you draw it big enough so that it's going to be able to rotate
02:26around inside the eye socket.
02:29Just like when we do the sphere for the face originally we probably have too
02:32much geometry here in this eyeball.
02:34So I'm going to knock that down a little bit.
02:36So with the eyeball selected I am just going to click on this polySphere2 INPUT
02:41and change those Axis and Height Subdivisions to-- I think both should be good at 10.
02:45That will give us enough to work with.
02:51From there it's just a matter of positioning based on the reference image, and
03:11then we'll want to do a little bit of adjustment to some of these vertices that
03:16are forming sort of the eyelid shape.
03:18So you can see here there is a big gap in-between the eyelid and the
03:21actual eyeball itself.
03:23So to help me out as I'm doing adjustments to these vertices, I am going to turn
03:27on the Smooth Mesh preview.
03:28So I will just go ahead and select both the face and the eye and I can use the hotkeys.
03:34I am going to push 3 and that's going to turn on the Smooth Mesh preview.
03:37So this is going to just show me visually what the mesh will look like when I smooth it.
03:42I can change it back to the original just by hitting 1.
03:46This is going to help me do some adjustments to these vertices to kind of fill
03:51in these gaps between the eyelid and the eyeball.
03:54So I'll click back to the Normal view and I'll just grab a couple these vertices
04:01here and just start moving these around.
04:10The goal here is to get a nice contour of the eyelid that's going to match
04:15up with the eyeball.
04:16So you shouldn't have these kind of intersections here or gaps here.
04:19It's going to take a little bit of time.
04:21Just keep using Smooth preview and you'll get a pretty good indication of how you're doing.
04:26So spend a little time adjusting the eyelid and I'll go ahead and jump ahead to the end result.
04:43You can see here if we turn on Smooth Mesh preview that the eye is lining up
04:49nicely with the contour of the eyelid.
04:51So you can really spend as much time as you want, adding more and more detail to the face.
04:55One additional step that I took was to add one extra edge loop on the lips here
05:01and that's just going to help to define a little more sharply the edge of lip.
05:05So that's a pretty good start with the face and the eye. In the next videos
05:08we'll look at doing the rest of the body.
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Building the body and a wing
00:00Okay, so I've done a little more work on the head here, just fleshing out the
00:03back and adding a few more details like the ears and the antenna.
00:07These are just simple extrusions.
00:09Your character may be a little bit different, so it's not really worth going
00:12into too much detail how I did that.
00:14So now let's go ahead and tackle the body.
00:16I'm going to hit Spacebar to switch to the Side viewport here.
00:19Just take a look at my reference image. So you can see the body is really kind
00:22of these two main shapes.
00:24So you have the torso here, which is this sort of elliptical sphere shape.
00:29It's pretty symmetrical.
00:30Then you have this back wing shape that's quite a bit different than the torso.
00:34So I think to start fleshing out the body, a good strategy would be to make a
00:38sphere for this front part of the torso and then work separately on the shape
00:43it's going to make the wings.
00:44So I'll hit Spacebar to switch to Top view and I'm just going to draw out a polygon sphere.
00:49Go up to Create > Polygon Primitives > Sphere and just click and drag to line up
00:59with the reference image.
01:00And back to Side view. I just want to make sure that I'm getting it aligned in
01:06all the views, so I'm just going to move using the Move tool.
01:12And just like with the head, this sphere that we just drew, this is probably too
01:16much geometry for what we need to do.
01:19So I'm going to go into the Channel Box.
01:20I'm going to click on this polySphere3 INPUT and change the Axis and Height
01:27Subdivisions for this sphere, probably something like 8 Axis Subdivisions and 6
01:34Height Subdivisions.
01:35It's going to give us more or less the right amount of geometry that we need for this body.
01:38Now just go ahead and make some scale adjustments to get it to line up with the
01:42reference image a little bit more closely.
01:46And I'll just hit Spacebar to switch to the Front view. Do the same thing.
01:50Okay, that looks pretty good.
01:57Now just like with the face and the head, we're going to be mirroring just
02:00half of this geometry.
02:02So we're just going to work on the right half and then mirror it later on.
02:04So I can go ahead and delete all these faces on the left side.
02:07So I'll just hold down my right mouse button, switch to Face mode, and I can
02:11just click and drag to select all those faces and just go ahead and delete them.
02:17And again, since we're going to be mirroring, we want to make sure that that
02:19axis of symmetry on the body is lined up along the Y-axis just like we did for the head.
02:24So I'm just going to go ahead and right- click and select the whole body and hit
02:29W to activate the Move tool.
02:31So I want to move this right to the Y- axis and we do that just by holding down X
02:36to snap to grid and I'll snap right to that Y-axis gridline.
02:40So let's make a couple more quick adjustments to some vertices here.
02:46So I'm holding down right mouse button to switch to Vertex component mode.
02:50Let me just drop that down a little bit and let me just adjust this.
02:57Okay, that looks pretty good.
03:02So I'll hit Spacebar to switch back to Side view.
03:07And like we said earlier, this front torso, this is very close to the spherical
03:11shape that we have right now.
03:12The back wing shape is quite a bit different, so I'm actually just going to
03:15go ahead and delete all of this part in the back and we can flesh that out separately.
03:19So I'll do that with the Split Polygons tool.
03:22So I'll go ahead and select the entire sphere.
03:24I'm just holding down the right mouse button here.
03:27Now I'll go to Edit Mesh > Split Polygon Tool.
03:33In working off the reference image, I'm just going to click right along this
03:36line, this sort of lip where the wing ends and the torso begins.
03:40I'll just click and drag this. Let me click here.
03:52And I'm really only going to look at the faces that are kind of directly facing
03:56the Side view camera.
03:57So these ones on top, I'm not going to worry about.
03:59Same thing with this little sliver down at the bottom.
04:01Once I'm done, I'll just hit Enter.
04:05Now I can switch back to Face component mode just by holding down right mouse
04:08button, and I'll just go ahead and select all these faces, so I'm
04:14Shift+Selecting here as I click and drag.
04:18I can just delete all of those.
04:20So I'll hit Spacebar to switch back to Perspective view and what I want to do
04:25here is just grab all these edges that are left after the faces we just deleted.
04:30I'll extrude those out and that will kind of form the little lip of the wing as
04:33it leaves the torso.
04:36So I'll right mouse-click, switch to Edge component mode, select this top one,
04:42and I want to get all the way down here.
04:43So I'll just Shift+Double-Click and that will select the entire row of edges.
04:50So I'll hit Spacebar to switch to Front view now and let's go ahead and extrude
04:55these out a little bit.
04:56So I'll hit Edit Mesh > Extrude, and I want to be working in world coordinates
05:01here, so I'll click this little local world handle, and I want to move these out
05:09away from the body a little bit, maybe make a couple scale adjustments.
05:14This part is really upto you how you want it to look.
05:17I'll hit Spacebar to switch back to Perspective view.
05:20The important thing is we're just kind of defining this little lip that's formed
05:25as the wings come over the torso.
05:27So I think that looks pretty good.
05:31I'll switch to Side view just by hitting Spacebar.
05:38Now to start forming this wing geometry on the back here, I'll do another extrusion.
05:42I just bring those edges backwards.
05:45So I'll click Edit Mesh > Extrude and again I want world coordinates, not local.
05:50So let's bring those back a little bit.
05:54Now we'll switch to the Move tool.
05:57So what I want to do here is get all these edges to align vertically and I can
06:02do that by snapping to the grid.
06:03So I'll just hold down X, click and drag, and I'll just align these just so
06:10they're a little bit past this farthest vertex back.
06:14So I'll do a couple more extrusions to flesh out the back of the wings there.
06:18For time sake, I'll just skip ahead to a point where I've already done it.
06:27So we can see here, I've just done a couple more extrusions, taking that vertical
06:31edge backward, scaling it down a little bit to follow the contour of the wings,
06:34and I've also brought these vertices down a little bit.
06:37Let me just hit Spacebar to switch to Side view.
06:39So bring those down to line up with the tips of the wings a little bit better.
06:45So a couple more finishing steps on the body.
06:49We want to fill in this hole that forms sort of the little hump on the back of the wings.
06:55To do that, I'll switch to Edge mode, so I'm just holding down my right mouse button.
07:01I'll select this one and I want to select this whole row, so I'll just
07:04Shift+Double-Click, and we'll get that whole row of edges.
07:07So I just want to extrude these in towards the center, so I'll click Edit Mesh >
07:13Extrude, and it's probably easiest to do this from the Front view, so I'll
07:17maximize that by hitting the Spacebar.
07:20And I want to switch to world coordinates, so I'll click this little world local
07:24axis handle, and I just want to scale these down.
07:32That looks pretty good.
07:33I'll move them in towards the center.
07:35Now let's switch to the Side view by hitting Spacebar and just push these back
07:43and continue the contour of the wing as it rounds out over the back there.
07:48Okay, I'll hit Spacebar to switch to Perspective view.
07:54We have one more gap here.
07:55And again, since we're going to be mirroring this, we want to make sure that
07:57we're paying attention to our axis of symmetry, make sure that everything is
08:00butting up nicely to the Y-axis.
08:04So I'll just do one more extrusion of these edges.
08:08I'm just Shift+Selecting these three edges here.
08:10I'll do Edit Mesh > Extrude.
08:17And from the Front view, I'll just hit Spacebar to maximize.
08:20I want to work in world coordinates, so I'll click the local world handle there.
08:25So I'm going to move these out, then we'll switch to the Move tool, hold down X
08:33to snap to grid, and just snap those right to the Y-axis there.
08:38So let's switch back to Perspective view just by hitting Spacebar and so you
08:43can see that little gap has been filled in.
08:45Now one additional thing we want to do, you can see I've these tiny edges down
08:50here from that last extrusion that I did to flesh out the back of the wings.
08:54I want to grab all those vertices.
08:56So I'm just holding down right mouse button here and switching to
08:58Vertex component mode.
09:00So let's click and drag to select all those.
09:02I'm just going to merge these all together and that's going to get rid of some
09:04excess geometry that we would otherwise have there in the back of the wing.
09:09So I'll click Edit Mesh > Merge, and I might need to adjust my tolerance on the Merge tool.
09:17So let's select Merge with options and let's just increase that Threshold
09:23there to maybe 0.05. Okay.
09:27Great! And you can see all those vertices were merged into just one, so that gets of
09:30some excess geometry.
09:31It helps us keep our poly count low.
09:37So I'll continue to do a little bit more kind of fine-tuning here, maybe
09:40smoothing out this contour to get it to match a little bit more closely to the wings.
09:45For time's sake, I'll just skip ahead.
09:49Okay, so I would keep making some little fine-tuning adjustments, maybe
09:52smoothing out this back wing here to get it to match more closely with
09:55the reference image.
09:56One additional thing I did was use the Split Polygon tool to add a couple
10:00extra edges here, and that's going to make it a little bit easier as we go in to do the arms.
10:04But that's basically how we flesh out the body and the wing and in the next
10:08video, we'll work on the limbs.
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Forming the limbs
00:00So I've done some more work adding a little bit more detail to the body.
00:03So I've done things like flesh out the collar here up at the top.
00:06At this point I think starting my arms is a good idea.
00:10So if we take a look at the reference image, we can see that our character is
00:13kind of a big fat goofy bug with small spindly arms, so we'll do some extrusions
00:18with a small diameter to give him those insect-like limbs.
00:21Now of course your character might not be a bug, so you might want arms that are
00:25more muscular, larger, something like that.
00:27But we'll kind of go over the basics of forming a limb.
00:30Another thing to notice in the reference image is that he has these sort of
00:33little shoulder sockets that are coming off of the wing and the upper arm is
00:37actually coming out of the wing itself.
00:40This is kind of a cartoony character.
00:42The wing is actually sort of almost like a cape too because it has this little
00:45collar that comes up.
00:46So you could think of this almost as like a sleeve that the arm is coming
00:49through, and that's kind of one of the challenges sometimes of working with a
00:53cartoony characters, that you can't always rely on sort of the laws of anatomy as
00:57you go through your modeling process.
00:59So I'm going to switch to Face component mode here.
01:01I'm just holding down the right mouse button, and I want to look at this face to
01:05start forming that little shoulder socket.
01:08Let's switch to the Side view just so you can see where I'm at.
01:11So in the Side view that's kind of the face that's over that shoulder socket.
01:14So I'm just going to do a couple extrusions here to start forming the geometry
01:19that will make that socket that comes off of the wing between the upper arm and the wing.
01:23So I'll click Edit Mesh > Extrude and I'll just do a couple of extrusions here.
01:29I'm just scaling this down. And Edit Mesh > Extrude again. Scale down again.
01:38I want to push this back a little bit and that's going to kind of form a little
01:41lip as that shoulder socket transitions from the wing.
01:45So we'll Edit Mesh > Extrude one more time, and that's going to be our
01:49little sort of bump.
01:50That's the shoulder socket that comes off of the wing and transitions into the upper arm.
01:55So I'm going to Extrude one more time and that's going to form the face that
02:01we'll use to extrude and form the upper arm, and like we said before, just
02:05going by the reference image his arms are real spindly, so I want to make this
02:08a pretty small face.
02:10So I'm going to switch to Front view just by clicking Spacebar and one
02:16additional thing to notice is that in this reference image, his arms are bent
02:20and we actually want to model his arms just sticking straight out, kind of
02:23fully extended, and that's going to make it much, much easier later on down the
02:27line when we go to do things like rigging for animation.
02:30If we try to model his arms bent like this, it's just going to create lots of
02:34headaches as we try to set it up for animation.
02:36So I'm going to deviate a little bit from the reference image here and that's okay.
02:40One thing that's going to help make it easier as we extrude straight out, let me
02:44switch back to Side view here just by clicking Spacebar.
02:51We want to make some adjustments to the vertices that form this face that we'll
02:55use to make the upper arm.
02:56So I actually want to make sure that these are parallel to the X and Y axes,
03:00and that will just make it simpler as we do more extrusions to form the rest of the arm.
03:03So I'm going to turn off X-Ray Shading.
03:06That will just make it a little bit more easy to work visually.
03:09So Shading, uncheck X-Ray, we'll switch to Vertex mode.
03:14I'm just going to hold down my right mouse button, Vertex, and for all these
03:20vertices around the edge of the face that we're about to extrude for the
03:22arm, we'll just select them in pairs, get the Move tool, and hold down X to snap to grid.
03:48Okay. So I'll switch back to Face Mode.
03:50Now, we're ready to do an extrusion that will form the upper arm.
03:57So switch to the Front viewport, and I'll just do Edit Mesh > Extrude, and I
04:04want to extrude this straight out from the body.
04:06And rather than doing this in local coordinates, I want to do this in world
04:09coordinates, because I just want to take it straight out.
04:11So I'll click this local world coordinate handle and just bring this straight out.
04:17Now again, this face that I'm extruding for the arm, I want it to be parallel to the Y-axis.
04:23So I'm going to switch to the Move tool, hold down X to snap to grid, just
04:29click-and-drag, and that's going to snap it parallel to the Y-axis.
04:33If we notice from the reference image, the arm kind of tapers down into this
04:37very, very narrow joint at the elbow.
04:39So I also want to scale this face down and I can just do that uniformly. Maybe
04:46move it up a little bit with the Move tool.
04:49Again, just looking back at the reference image, you can see right after the
04:52elbow, he has kind of got this bigger upper arm, kind of miniature Popeye arms.
04:56So to form that geometry, I'll do a couple of more extrusions.
05:02So I'll extrude out and I'll scale it up just a little bit.
05:12Do Edit Mesh > Extrude again.
05:14This time I'm not scaling.
05:16I'm just going to bring it out just a little bit and then Edit Mesh > Extrude
05:19one more time and that will form the lower arm.
05:25So in addition to forming the shape of the upper arm as it transitions into the
05:30elbow, this is going to give us some geometry that will make it easier as the
05:33arm bends once we go and do some animation and rigging on this character.
05:39So again, that lower arm is going to taper as it transitions into the wrist.
05:44So I'll scale that down a little bit.
05:49Then for the hand, we'll just do Edit Mesh > Extrude, just come out a little bit,
05:54and this will form sort of the base of the palm. And to do the thumb
06:00and the forefinger, I'm just going to switch to Perspective Mode just by hitting Spacebar.
06:10So I want to extrude one more time.
06:11So Edit Mesh > Extrude, just bring this out, scale it down, and then grab this
06:22face for the thumb, extrude up, and just scale it down a little bit.
06:33So our character doesn't have very detailed hands.
06:36He is a bug, so I think that's okay.
06:41As I go through this modeling process, again, I'll switch back and forth between
06:45Smooth Preview by clicking 3.
06:46I can get the smooth version, 1, back to normal, and you can see when I click
06:503, I'm not getting good amount of detail as I go through those transitions of the joints.
06:54So I'm going to go ahead and just add a couple of edge loops along the wrist,
06:59and at the elbow, and at the shoulder.
07:01I'll just do one right now.
07:05So do Edit Mesh > Insert Edge Loop, and just click-and-drag. So maybe right
07:11there and that's going to kind of reinforce that taper of the upper arm as
07:15it meets the elbow.
07:16So as we can see if we turn the Smooth Preview back on, that taper of the upper
07:21arm gets a little bit more well-defined.
07:23So we can continue to add a few more edge loops at points where we need a little
07:26bit more definition, as the geometry transitions between limbs.
07:31For time's sake, I'll just skip ahead.
07:36Let's just see what this would look like with a few extra edge loops.
07:39So you can see I've added a couple on the palm, couple on the thumb, one at the
07:46elbow, and one at the shoulder.
07:47If we turn on Smooth Preview, you can see you get a much better definition of the geometry.
07:52So the process for creating the rest of the limbs is going to be pretty similar.
07:55Just keep in mind that the key to creating interesting limbs is really to
07:59realize that there are changes in shape as we go from one joint to the next.
08:02It's not just a straight extrusion.
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Adding finishing touches
00:00So I've gone ahead and added some more detail to my character.
00:02I've fleshed out the lower arm and the leg and I've just added a few extra
00:06tweaks for instance the lower wing to here. You can see in the reference image
00:10how it kind of splits off from the other side of the wing.
00:12Now, it's time to add a few finishing touches that we'll need to get our game
00:17character ready for UV mapping and texture editing in the next chapter.
00:21These steps will apply to any game character really, not just this one in particular.
00:26The first step I want to do is just make sure that all the edges of my character
00:31are center aligned, so everything that's going to be along the axis of symmetry
00:36is all snapped to the Y-axis, just like we've been doing in the steps, for
00:39instance, modeling the head and modeling the body.
00:43So I've got all these edges selected here and I'm going to switch out of
00:45Perspective mode into my Front view and I'll use my Move tool, holding down X to
00:55snap to the grid, and just make sure everything is snapped right to that Y-axis.
01:01Again, that's just going to make sure that when we go to mirror our geometry
01:05that everything mirrors correctly.
01:06I'll switch back to Perspective view just by hitting the Spacebar.
01:14Now, my next step is to merge the geometry of the head with the geometry of the body.
01:19So we model those as two separate pieces and you can see here there's a little
01:23gap between the neck and the torso.
01:26So I'm going to merge those together using the Merge Edge tool and I can
01:31activate that by going to the Edit Mesh menu, down here to Merge Edge Tool.
01:37One thing that's helpful as I use this tool is I can turn on this Wireframe
01:41Over-shaded rendering mode and now I can see all these edges, so I can just see
01:45a little bit more clearly what I'm working with here.
01:48So the Merge Edge tool is going to prompt you to select two edges to merge together.
01:52So I just want to select these edge pairs from the neck to the torso and just
01:58click Enter, and Maya is going to merge those together.
02:00Let's just get these other two pairs.
02:05So I can bring back the Merge Edge tool.
02:07One neat trick in Maya, you can hit the G hotkey and it will automatically bring
02:11up the last tool you had activated. And so that's really useful if you're doing
02:14something repetitive like this.
02:15So I'm just clicking those two edges and hitting Enter.
02:23So now the neck is merged with the body.
02:29So let's switch to Object mode, just by holding down the right-mouse button.
02:33So the body and the head are connected, but I still have the eyeball separate
02:37from the rest of the body and even though the edges aren't merged, I want to
02:42combine those two meshes so that Maya treats it all as one object.
02:45So I'm just going to Shift+Select both the entire body with the head and the
02:50eyeball, go up to Mesh, and click Combine.
02:56So now Maya is going to treat this all as one object and that's going to make
02:58our rendering faster when we bring the game character into Unity.
03:02So I'm pretty much done with my modeling at this point.
03:05One good precaution to take is to delete the history on your geometry.
03:10This can sometimes cause bugs when you go into Unity.
03:13So this is just kind of a precaution to take to make sure nothing funky happens
03:17once we get ready to import our game character.
03:19So I'm going to go to Edit > Delete by Type > History, and that's going to
03:23delete all the history on that geometry.
03:26Since I'm pretty much done modeling, I can get rid of my Reference Images.
03:30So I'm just going to select all those.
03:33Delete and I can delete that layer too.
03:38Okay, so those are a few finishing touches.
03:40In the next chapter, we're going to work on UV mapping and texture editing.
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3. Insect Character Creation: Texturing
UV mapping overview
00:00UV Mapping allows you to add colors and textures to your character by wrapping
00:03flat images on to your model's geometry.
00:06UVs are components that represent the local texture space of each polygon face.
00:11So in addition to edges and vertices, your polygonal geometry also has UV coordinates.
00:17UVs look very similar to vertices.
00:19But instead of controlling the location of geometry and space, UVs control the
00:23way a texture, image, or pattern is mapped onto each face.
00:27So in the example file here I have two cubes that are identical in size.
00:31But you can see they are textured pretty differently.
00:33So the cube on the left has a nice checker pattern where the squares are
00:36very even. The cube on the right has a checker pattern where the squares are very distorted.
00:41There is some stretching here that's looking a little funky.
00:43So let's take a look at the UV maps of each one of these cubes.
00:47I am just going to select a cube on the left and bring up the UV Texture Editor.
00:52That's under the Window menu.
00:57Here, I can get a look at the UV map of this cube.
01:01So let's say that we wanted to apply a texture to this cube that was on a checkerboard.
01:06Well, it would be a process pretty similar to drawing on an unfolded cardboard box.
01:10So you can see each face of the cube here is laid out flat in the UV Texture Editor.
01:16So this UV map would be very nice and very easy to work with, because we could
01:20very easily draw, let's say we wanted something in the top-left corner on one of
01:23the faces, we can just draw it on a flat image.
01:26That would map pretty reliably to a corner of the face that it corresponded
01:29to on the 3D geometry.
01:32Let's take a look at the cube on the right.
01:34So this UV map is looking pretty funky, so you can see things are stretched.
01:38It's not as regular as a UV map of the cube on the left and if we were to try to
01:43texture this cube using this UV map, there would be a lot of problems.
01:46You would get a lot of unexpected distortion.
01:48So let's go ahead and look at a couple of quick edits we can do to minimize
01:51some of that distortion.
01:52So in the UV Texture Editor, I am just holding down my right-mouse button and I
01:57am going to select UV.
02:00Let's look at this one.
02:01Just like vertices, you can move UVs around using the Move tool.
02:04You can see as I drag this, in the Perspective window that texture is already changing.
02:09So I am already just with that one little move I am getting a lot less distortion.
02:13So the overall goal when you're UV mapping a piece of geometry is to minimize
02:17the amount of distortion that you get going from a flat texture, mapping it
02:22onto the 3D geometry.
02:23Obviously when you are dealing with a video game character, your geometry is
02:26going to be much more complicated than just a simple cube.
02:30So it's pretty unlikely that you will completely eliminate all stretching
02:33and distortion in your UV maps, but the overall goal should be to minimize
02:37stretching and distortion or to move it to a place on your character that's less visible.
Collapse this transcript
UV mapping the body parts
00:00Okay, so now that we have an overview of the goal of UV mapping, let's take a
00:04look at some more specific examples and techniques using an actual character.
00:08One thing that I find really helpful during a UV Mapping process is to map a
00:12checkerboard pattern onto my character, just like I did with the cubes in
00:17the previous video.
00:18So I am just holding down my right mouse button here.
00:20I am going to select Material Attributes.
00:22I am going to map a checkerboard pattern onto the color node here and this is
00:29just going to give me a temporary visual indication of where distortion and
00:33stretching is going to happen in my texture.
00:37This is really helpful to eliminate that kind of distortion.
00:39Let's take a look at the UV map in the UV Texture Editor.
00:44So I will select my character, go to Window > UV Texture Editor. Boy!
00:50It's kind of a mess.
00:51It can be a little bit hard to know where to jump in when you first start UV mapping.
00:57I think one good spot to pick is the antenna.
01:00This is actually going to be a nice example that's going to transfer to the
01:04other appendages kind of like the arms and the legs.
01:09Even though there are certainly different body parts you can see they are all
01:12kind of shaped similarly.
01:13So there are actually all sort of cylindrical and that's going to help us as we
01:18go through the UV mapping process to figure out how to approach UV mapping for
01:23those different body parts.
01:26So just to give an example of what the end result is going to be for the antenna
01:30I am going to skip ahead here.
01:44So this is the end result of my UV map for the antenna and you can see the
01:48checkerboard pattern is nice and regular.
01:51The checkerboard squares are spaced evenly width and height. That's going to just
01:56make sure that I get very little distortion when I go to map an actual texture
02:00onto the antenna there.
02:01So let's go back to our previous file.
02:04We will talk about how to approach this antenna mapping.
02:11So as I mentioned earlier if you think about the way that the faces on the sides
02:19of the antenna flow from one to the next it's very similar to a cylinder.
02:24And one key to successful UV mapping is to try to think about how your
02:28character's geometry will sort of unfold, because really you are trying to map a
02:32flat two-dimensional image onto three-dimensional geometry.
02:36So as we look at the character's geometry we can look for clues that will help
02:41us figure out what's the best way to UV map at this particular part.
02:44I'm going to right-click and select Face component mode.
02:48I am just going to select the faces on the antenna.
02:51So I'll start just by clicking on the top face and then I can hold down Shift
02:56and hit greater than and that's going to grow my selection down the stock of the
03:00antenna and select all those faces down to the base.
03:04That's just an easy way of selecting a bunch of faces on an appendage like this.
03:08So I'm going to focus on the faces that are on the outside of the antenna.
03:12I am actually going to deselect this face on the top.
03:15We will come back to that in just a bit.
03:16I am just going to look at these faces on the outside and what I am going to do
03:20to get started here is apply a cylindrical mapping.
03:23So I am going to come up here to this Create UVs menu and apply a Cylindrical
03:28Mapping to these faces. And if I look in my UV Texture Editor we can see the
03:34start of that mapping. That's quite a bit different than our end result.
03:38But in my first step I am just going to click and drag this away from that top
03:43quadrant of the UV Texture Editor graph and that's just going to separate it
03:46from the rest of the UV maps that are there already.
03:48It's going to make it easier for us to come back and edit this portion of the UV map later on.
03:55So one thing I can do to make this match up more closely with our end result is
03:59to adjust the rotation of the cylindrical mapping.
04:03So I can see right now if I look at the manipulator for the cylindrical
04:07mapping, it's oriented straight up and down. So parallel with the y-axis.
04:11What I want to do is actually rotate it so that it winds up with the axis of
04:14symmetry of the antenna.
04:16And I will do that from the Front view.
04:19So just hit Spacebar to maximize Front view and I will turn off X-Ray Shading to
04:25make it a bit easier to see.
04:27So to rotate the Cylindrical Mapping I am just going to click on this little
04:30red handle down here.
04:31It's going to bring up my rotate handle so I will click on that and I can just
04:36rotate this from the Front view.
04:37So you can see that axis of the cylindrical mapping is lining up more closely
04:42with the axis of symmetry of the antenna.
04:44And I can see too in my UV Texture Editor window the UV map is starting to look
04:49a lot more like my end result than it did before.
04:54So there are a lot of little manual adjustments that I would want to start
04:56to make at this point.
04:57Let me show you one important one.
04:59Let's switch back to Perspective and one part where there's a lot of distortion
05:05is this sort of bottom of the bulb of the antenna.
05:08What's happening here-- let me switch to UV Mode.
05:11So I am holding down my right mouse button and select UV and let's just
05:15select these UVs that are at the top of the stock as they move into the ball of the antenna.
05:26Now one of the cool thing is your UV mapping is to think about the
05:29correspondence between what you see in the 3D views and what you see in the UV Texture Editor.
05:35So again that's a cue to think about how your 3D geometry is going to sort of
05:40unfold flat as your UV mapping.
05:43So if I zoom-in real close here I can see there is actually two sets of UVs here.
05:50So there is these UVs, which correspond to the top of the stock of the antenna,
05:57and then these UVs are kind of right next to him right here.
05:59So if I Shift+Select this UV you can see those are kind of lined up right
06:04alongside one another.
06:05So I want to separate these out a little bit.
06:06So I am just going to move those down with a Move tool. That's going to help a
06:13little bit to minimize distortion.
06:15Obviously it's not perfect at this point but I will come back to that in a
06:18little bit and do some more tweaking.
06:19Before I go much further on that though, I need to pay some attention to the
06:23top of the antenna.
06:25So I will switch back to Face mode, select that face, and I'm going to apply a
06:31planar mapping to this phase and then merge it with our cylindrical mapping that
06:35we just created for the rest of the antenna.
06:37So click on Create UVs > Planar Mapping with options and I want to make sure
06:42that I'm fitting the projections at the best planes.
06:44So that's going to make a planar mapping that winds right up with the top
06:48face of the antenna.
06:49Just click Project and in my UV Texture Editor again I just want to drag this
06:54away from the top right quadrant of that UV Texture Editor graph. And then to
07:04bring up the rest of that antenna projection I will just right-click over my
07:06character and select it.
07:09So now I can see I have got both projections there.
07:12So when you are UV mapping each sort of section of the UV map is referred to as a shell.
07:17So right now I have two UV shells that aren't connected and what I want to do is
07:21merge these two together.
07:23So I am just going to select UV.
07:25So I will just right-mouse-clicking here.
07:28So select these four UVs that represent that planar mapping on the top face.
07:35Just move these up a little bit.
07:39Now switch to Edge mode and we will look at something interesting here.
07:41When I select an edge of this planar mapping in the UV Texture Editor window
07:48another edge down here is automatically selected.
07:50So what that tells me is that these two edges on the 3D geometry are butting
07:55right up against one another.
07:57These two corresponding edges, those are good candidates for merging together.
08:01One thing I would want to do before I merge these two edges together is to
08:04adjust the scale of this planar mapping.
08:06So let's switch back to UVs just holding down right mouse button and then use
08:11the Scale tool to scale this down so it's a little bit closer to be
08:17cylindrical mapping.
08:20Okay, I will switch back to Edge mode just holding down right mouse button.
08:24Select those two edges and I can merge them together with this Move and Sew tool.
08:32Okay, so now I have one shell that's going to represent the UV Map for
08:36the entire antenna.
08:39And I will keep doing some adjustments here, just moving UVs around.
08:42Again the overall goal is to minimize the distortion in a checkerboard pattern.
08:48You want to keep the width and height as consistent as possible in each of the
08:51checkerboard squares.
08:53So this process is going to apply generally to the rest of the appendages.
08:56Select the arms and the legs.
08:58That's going to be a very similar process where you are doing one, maybe two
09:02cylindrical projections combined with one or more planar projections.
09:06So I will keep doing some adjustments off screen.
09:08Again, the overall goal is to minimize the amount of distortion on the
09:11checkerboard pattern.
09:12You want to try to get the width and the height of the checkerboard squares as
09:16consistent as possible.
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UV mapping the face
00:00Okay, so we spent a little time looking at how to do UV mapping for some of the body parts.
00:03Let's switch now to the face and the head.
00:06This can be a little bit daunting since the geometry is a lot more complicated
00:09in the face and the head.
00:11Really though an easy technique is to just kind of split it up into a couple of
00:14different UV maps and then merge those together.
00:17So I am going to start off with this UV map for the face and the head with a
00:21combination of three planar projections.
00:23So I will do one from the back for the back of the head.
00:26I will do one from the side for these faces on the side, and then I will do one
00:30from the front for the front of the face.
00:34So let's start off from the back.
00:35I am just going to right-click and switch to Face component mode.
00:39I am just going to go ahead and select these faces on the back.
00:43So now that I have got all these selected, let's go ahead and apply a Planar
00:50Mapping to the back of the head.
00:53So I will select Create UVs > Planar Mapping with options.
00:56I will fit the projection to the Bounding Box and I want to project from the
01:02Z-axis, so that's going to make the projection perpendicular to the back of the head.
01:07So I will just come down here and click Project, and just like we did before in
01:14the UV Texture Editor, I will just click -and-drag this projection away from the
01:19top-right quadrant of the UV Texture Editor grid.
01:23Okay, so now I'll select some faces on the side of the head and do another Planar Projection.
01:34So now I have got these faces selected.
01:36I will go ahead and do another Planar Mapping with options, and this time I want
01:43to project from the X-axis.
01:44So that's going to project from the side of the character, kind of from this
01:49perspective more or less.
01:50So I will click Project and again just drag this away from the UV Texture Editor grid.
02:01Okay. We've got one more to go.
02:02So I am going to select these faces on the front, the face.
02:08Just click and rotate this. Let me click here.
02:15Okay, so I've got all these faces selected on the front of the face and I will
02:19go up to Create UVs > Planar Mapping with options and this time again we want to
02:24project from the Z-axis, so we will be looking straight on from the front of the
02:28face for this projection.
02:29I will click Project, and again just click-and-drag that away from the top
02:36right quadrant of the UV Texture Editor graph.
02:39So let's go ahead and select our character, and look at what we have so far.
02:46So these are the three different shells from the three planar projections we just made.
02:50To make these a little bit more manageable, I will just separate them apart from one another.
02:53One really nice trick when you're working with shells in the UV Texture
02:57Editor, you can switch to UV component mode just by holding down your
03:01right-mouse button.
03:02I want to grab this whole shell from the back of the head.
03:05All I need to do is select one UV.
03:08Then I am going to hold down Ctrl and right-click, and select this To Shell option.
03:13So, that's basically just going to fill-in all of the UVs in that shell.
03:17That way I can just grab the whole thing and with the Move tool I can just move
03:22it away, so that it's not overlapping anymore.
03:24It is just going to make it a little bit easier to work with.
03:26I will do the same thing for these other two shells.
03:30So again, I am just holding down Ctrl and right-click, selecting To Shell.
03:41Okay, so let's take a minute and look at the shape of this head here.
03:45So the front projection looks pretty good and the side projection looks pretty
03:50good too. So you can see kind of how that geometry flows from the front of the
03:54face around to the back.
03:58But actually you can see that this face, at first glance, it looks like it's
04:02going to line up really nicely, the shell for the back of the head, and the
04:05shell for the side of the head, but if we think about the way the edges flow
04:09from one to another, we can see that this is actually backwards. And that happen sometimes.
04:15So we can get a good visual indication of UVs that are backwards, they are
04:20called flipped UVs, with this Toggle Shaded UV Display.
04:25Let's turn that option on, and I can see here now the UV Texture Editor is going
04:28to color code my UV maps and it is going to show me blue for UV maps that are facing outwards.
04:35It is going to show me red for UV maps that are flipped.
04:38They're actually facing inwards.
04:39So I want to make sure that all my UV maps are blue, so everything is facing
04:42outwards towards the outside of the model.
04:45So a really easy way to fix this is just to, again, I am going to select UV,
04:50Ctrl+Right-click, select To Shell.
04:54So I want to select this entire shell for the back of the head, then select
04:57Polygons > Flip, okay.
05:00So now, I just flip the UVs for the back projection.
05:08I can also see a couple of places here in the projection for the face where some
05:13of the UVs are red and some of the UVs are blue.
05:16That's really just a matter of doing some manual adjustment of these UVs.
05:20So as I select that UV for instance and pull this inward, this is kind of the
05:26eyelid shape right now.
05:28That's going to flip back to blue.
05:29So really it's just a matter of looking at the shells that are completely
05:33red and flipping those.
05:39So one step I will go through before I start doing much more fine-tuning like
05:42this is to just merge these three shells together.
05:45So I can select the Edge component mode, and just like we saw in the last video,
05:51as I select these edges, the UV Texture Editor is going to show me which edges
05:55correspond to one another.
05:59That's going to give me some good cues for how to move these around.
06:01So I can move these UVs manually.
06:05What I like to do sometimes is hold down the V key as I move and that will help
06:11those UVs just snap to their corresponding edges.
06:14Then I can switch back to Edge mode, and just Shift+Select and I can sew these
06:32selected edges together.
06:36So I'll go ahead and keep doing that for all the edges in all three UV maps.
06:43For the sake of time, I will just skip ahead to the finished map to show
06:47you what it looks like.
06:48So in the end, this is more or less what your UV map for the face would look
07:01like for this character.
07:02Again, you can see I have tried to minimize as much as possible the distortion
07:06in the checkerboard pattern.
07:07And one thing that I found helpful is kind of like we did in the previous
07:10modeling chapter to toggle Smooth Preview on and off, and that's going to give
07:15me a good indication of what this will actually look like when it's smooth
07:18because that might be a little bit different than just a very low poly version.
07:23So you may need to spend some more time doing some manual adjustment to your UVs.
07:28Remember the goal is to minimize the distortion in the checkerboard pattern.
07:32With parts that are more complicated like the face, it's really more about
07:35minimizing and hiding the distortion.
07:37You're never really going to completely eliminate it all.
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UV mapping wrap-up
00:00So I spent some more time finishing out the UV map for the rest of my
00:03character's geometry, and I've tried my best to minimize distortion in the
00:07checkerboard pattern that I'm using in my material.
00:10There is a couple of places where I deliberately placed scenes or distortions
00:13where it'd be least visible.
00:15So one example that is here behind the leg you can see, the pattern gets a
00:19little bit distorted. Some of that is unavoidable.
00:21The trick is to just place it in a part of the character where it's least visible.
00:25And you can see in the UV Texture Editor window that I've separated out each UV
00:29shell into parts kind of based on the body structure.
00:32So I have the face, the front of the torso, the back of the torso, and so on.
00:36And this'll give me a logical reference as I go into Photoshop to create the
00:41character's texture.
00:42So I'll know that I'll be able to paint on the front of the torso, the face, and so on.
00:47I've also made sure that all the UVs are facing forward and I can see this
00:50visually since I've got my shaded UV display turned on and all the shells are shaded blue.
00:56So the final step in our UV mapping process is to move and scale all of the
01:01UV shells so that they fit in this upper right quadrant of the UV Texture Editor graph.
01:06Now the reason we want this is that, as UV sit outside of that upper-right
01:11quadrant, they'll tend to make the texture repeat and wrap back onto itself.
01:16Now this would make sense if our model were something like a brick wall for
01:19instance where we had a tiling texture that repeated over-and-over again.
01:23In this case though our character's texture is going to be pretty much a
01:26one-to-one relationship. We don't want anything to really repeat
01:29over-and-over again.
01:30So I'm going to go ahead and start scaling these shells to fit back in that
01:34upper right-hand quadrant.
01:36As I do this, I can scale the shells selectively, since the larger shell is in
01:41the UV Texture Editor graph, the more detail that part of the character's
01:44geometry can have.
01:46So a good technique to use this is to start with parts of the body that you want
01:49to have more detail. So let's look at the face.
01:51I'm going to go ahead and switch to UV mode by holding down my right mouse
01:55button and selecting UV.
01:57I'll just click on any one of the UVs in the face shell and then hold down Ctrl,
02:03right-click, and select To Shell, so I'll select that entire shell for the face
02:08and I'll click W to get my Move tool.
02:11I just start dragging this around.
02:14Down to that upper right quadrant of the UV Texture Editor graph and now I'll
02:18switch to my Scale tool and just scale this down.
02:23Now I want to make sure that for all these shells as I'm scaling that
02:29I'm scaling uniformly.
02:36So probably the parts of the character that I want to have the most detail are
02:39the face and probably the torso.
02:46So I'll fit those in first and then kind of scale everything down to fit around it.
02:51So I'll spend some more time moving and scaling my shells until I get everything
02:55to fit into that upper right quadrant of the UV Texture Editor graph.
02:59Okay, so I spend some more time scaling and moving the UV shells from my character.
03:04Again, we want everything to fit in this upper-right quadrant of the UV
03:08Texture Editor graph, and we're almost ready to mirror this model to make it symmetrical.
03:13So when I mirror this half of the model that I've already created, the UV shells
03:16will be duplicated right on top of each other, and this will allow me to give
03:20more texture detail to the overall model but it also constrains me to having
03:25totally symmetrical texturing.
03:27So if I wanted to texture the model in a way where one side look different
03:30from the other, I would need to leave extra room in my UV map for shells from the other side.
03:35Okay, so we're pretty much done with UV mapping. In the next video we'll mirror
03:40our geometry and get the character ready for texturing.
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Mirroring
00:00So we finished our UV mapping process for a character and now I'm ready to
00:04actually mirror the geometry so you make it symmetrical.
00:07So I'll go ahead and select my character and I'm going to mirror using Duplicate Special.
00:11So I'll click Edit > Duplicate Special, with options.
00:15And I want to create a copy of my half that I've already modeled.
00:20And I want to set the Scale in the X direction to -1 since all my geometry is in
00:24the positive X direction right now. We want to mirror that into negative X.
00:29So I'll click Duplicate Special. Okay.
00:31And I'll just Shift+Select so I have both sides of the character selected.
00:36I'll use Mesh Combine to combine these into one mesh.
00:41Now even though this is all one mesh now, the vertices and the edges along the
00:45character's axis of symmetry are still separate.
00:47So I need to merge those together.
00:48So I'm going to do that with Edit Mesh > Merge, with options.
00:56Now one thing I need to watch out for is in places like the face where there's
00:59more detail, there's geometry that's closer together, I need to be careful that
01:03I don't accidentally merge some of these vertices and edges that aren't actually
01:07on the character's axis of symmetry.
01:09So I want to set a very low Threshold here in my Merge Options.
01:13So I'm going to set this to 0.0001 and click Merge.
01:19Okay, so I'll select my character.
01:20I'm just holding down my right mouse button. Click Select.
01:23And I'm going to go into the Outliner, so I'll click Window > Outliner.
01:28I'm just going to rename this, so we'll double-click and rename this mesh low_poly.
01:36And I'll also delete the history on the mesh, so I'll go to Edit > Delete by Type > History.
01:42Sometimes if you don't delete the history on a video game character, Unity can
01:46get kind of confused and throw in some bugs when you go to import it.
01:49So it's a good habit to get into.
01:52So I'll close my Outliner and I'll create a layer for this character by
01:56clicking Layers, so I'm in my Channel Box Layer Editor.
01:59So I'll click Layers > Create Layer from Selected, and I'll title this
02:04layer low_poly_layer.
02:07Now I'll make a duplicate of the entire game character, so I'll just select
02:12Edit > Duplicate, and I'll create another layer by clicking Layers > Create Layer from Selected.
02:19And in this layer I'll title hi_poly_layer.
02:29Also in the Outliner, so Window > Outliner.
02:32I'll rename that to hi_poly.
02:37So what I'm doing here is I'm actually creating two versions of my character.
02:41One, which is in the hi_poly_layer, I'm going to apply a Mesh Smooth too.
02:47I want to make it very smooth, very organic.
02:49And if I wanted to, I could do some extra sculpting to add extra detail.
02:53And then in the next chapter, we'll use a normal map to capture some of that
02:57detail and apply it to the low_poly version without adding any excess geometry.
03:02So it's a neat trick that you can use to make a character look like it has
03:06more detail than it actually does in its geometry and it's used a lot in
03:10video game character modeling.
03:12So I've got my hi_poly_layer turned on.
03:13I'm going to go ahead and apply a Mesh Smooth operation to this copy of the character.
03:19So I'll select Mesh > Smooth, with options.
03:23And I want to add divisions exponentially.
03:24I want my Division levels set to 2, my Continuity set to 1.
03:29I want to smooth the UVs.
03:31I want to smooth all the map borders, and I don't want to preserve any of
03:35the stuff down here.
03:37So I'll click Smooth, and now we can see we've got very nice smooth version of the model.
03:43But you also notice, look how many triangles we have.
03:46It's a very, very high poly count, so that's way more than we would ever want in our video game.
03:51But that's okay because we're just going to use this to capture normal map and
03:54apply it to the low_poly version.
03:56So I'll turn off this hi_poly_ layer and turn on the low_poly_layer.
04:02And so with the low_poly version, I've a pretty low_poly count here and that's
04:06looking pretty good.
04:07I'm actually going to smooth this version a little bit.
04:09You don't have to do this.
04:10I'm planning to use this character in a desktop platform.
04:14So I can afford to add a little bit more geometry.
04:17Your character might be running on a different platform like an iPhone or an Android.
04:20So you may want to keep your poly count much lower.
04:22I'm just going to smooth this version a little bit to add a little bit more detail.
04:27So I'll select my low_poly version. Select Mesh > Smooth, with options.
04:32And this time I'm going to add divisions linearly. Set my Division levels to 1,
04:38Divisions per face to 1, and the Push strength and Roundness to 0.1.
04:43and I'll just click Smooth.
04:45Okay, so that did increase my poly count, but it's still within the range that's
04:49reasonable for a desktop platform.
04:51Again, you might be running on a different platform, so you may have a different
04:55goal in mind for your poly count.
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Texturing
00:00Let's get ready to apply a texture to our character.
00:02I am working with the hi_poly version of my character that we worked on
00:06the previous video.
00:08So I use the UV map that I created in the previous chapters to export a
00:11reference into Photoshop that I can use as I paint my texture image.
00:15So I'll select my hi_poly version, open up the UV Texture Editor.
00:20So Window > UV Texture Editor and select Polygons > UV Snapshot.
00:29The UV Snapshot is just going to basically export an image that shows that the
00:35UV map of the character I have selected and that I can use as a reference in
00:39Photoshop as I go to add images and textures and patterns that will then get
00:43mapped onto my character.
00:48So I set the Size of my UV Snapshot to 1024x1024 and I will just save this out
00:57to the default folder so this is saving to the image folder in my Maya project
01:01and I will set the Image Format to Targa.
01:06The image format isn't all that important.
01:07You can really set it to whatever you want. And I will just click OK.
01:11So I can open my UV Snapshot in Photoshop and start painting right over it.
01:18I can add colors and textures to the different body parts by painting over their
01:21shelves on the UV Snapshot.
01:23So I am going to spend some time in Photoshop just painting and creating a
01:26texture for my character.
01:27So let's spend time in Photoshop just painting and creating some textures and
01:32colors from my character.
01:33I have used the Gradient tool, the Brush tool and a few other tools.
01:36It's really up to you how you want this to look.
01:38So let's switch back to Maya and we can apply this texture to our character.
01:42So I close out my UV Texture Editor, right-click, and hold down over the hi_poly
01:48version, and we will assign a new material.
01:51That's a Lambert shader, and we will map the Color node to our Photoshop file.
02:03So I saved out my UV Snapshot as a Photoshop file called hi-res-bug-texture in
02:09my source images folder in my Maya project.
02:12So the texture is applied.
02:14It's looking a little bit weird so I just need to make one adjustment here.
02:17I am just going to right-click and select Material Attributes and it looks
02:23like Maya has automatically mapped our Photoshop files to both the Color and
02:27the Transparency nodes.
02:28I just want to right-click over to Transparency and click Break Connection,
02:32because I am not using transparency in my texture.
02:34So we've got a nice texture applied to our high res version.
02:38Now in the next chapter we will use the high res version to create a normal map
02:42that we can then apply to the low_poly version.
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Normal mapping
00:00In the last video we applied a texture to our high poly character.
00:04In this video we will create a normal map from the high poly character and apply
00:08it to the low poly character that will allow us to add some more detail to the
00:11low poly character without adding extra geometry.
00:13So to start I go to my Channel Box/Layer Editor and make sure both the high poly
00:19and the low poly layers are turned on.
00:21And you notice that two meshes are sitting right on top of one another.
00:24That's exactly what we want when we go through this process.
00:26I am going to come up here and switch to the Rendering menu and under
00:30Lighting/Shading bring up the Transfer Maps tool.
00:34I am also going to bring up the Outliner. So go to Window > Outliner.
00:41This will just make it a little bit easier to select between the two different meshes.
00:45So my Target Mesh I want to set to the low poly version of my character.
00:50So in Outliner I am going to select low_poly and click Add Selected.
00:53In my Source Mesh I want to make sure its set to the high poly version of my character.
01:00So in Outliner I click hi_ poly and click Add Selected.
01:06Now one of the settings I want to take a look at in the Target Mesh is
01:09this search envelope.
01:10So the two meshes aren't exactly the same shape. There is a little bit of deviation.
01:15So we want to make sure that Maya searches just a little bit outside the Target
01:18Mesh to make sure that it captures all the geometry.
01:21So if we increase the Search envelope, well, nothing happens because we need to
01:25set this Display to display both the mesh and the envelope.
01:29So now as we increase the Search envelope you can see Maya is going to give us
01:34that sort of pink representation of how far away from the Target Mesh it's
01:38going to be searching.
01:39You don't want it to have this too big. Otherwise it's going to make Maya take a
01:42really-really long time, because it's going to be searching for an area that's
01:46way outside the Target Mesh.
01:48So if you are doing it visually you just want to make sure that the Search
01:51envelope is outside of both the Target and the Source Mesh.
01:56I am just going to set this to 1.5%.
02:00It might be different depending on your character and I will just turn off this
02:04Search envelope display for now.
02:05So now in our Output Maps we are going to tell Maya which sorts of texture maps
02:10to generate through this process.
02:12So we want to do a Normal map and we want to do a Diffuse map.
02:16So what that's going to do is transfer both the visual texture that we applied
02:22to the high poly version and it's going to transfer a normal map, which is going
02:27to help capture some of the detail from a high poly version without adding extra
02:30geometry to our low poly version.
02:33So for both of these I am going to set the File format to Targa.
02:42The file format is not extremely important.
02:44You could really set it to whatever you want.
02:46Targa is just kind of a standard for working with 3D models.
02:48And I am going to save this to my source images folder.
02:51This one is the Normal map. So I will title this bug-low-poly-normal and click
02:59Save and the color map I will set to bug-low-poly-texture.
03:10And under Connect Output Maps I want to connect both of these images to the
03:14shader of the Target Map so that's the low poly version of our model and I want
03:19to connect them both to a new shader.
03:20So Maya is automatically going to create a new shader for the low poly version
03:24and it's going to attach both the Texture and the Normal map to that shader.
03:28Then under Maya Common Output I will set the Map width and height both
03:35to 1024x1024 pixels.
03:38I want to Transfer in World Space and the Sampling quality? At first you probably
03:43want to start out with a Low sampling quality if you are just doing testing.
03:46I am going to set this to High.
03:48It's going to take a lot longer so again before you get this perfect do it on
03:52Low couple of times maybe just to see that it's going to work and give you the
03:55results that you want.
03:56I am going to increase this Filter size to 8.
04:00Again, this is another setting that you want to start out with Low til you get
04:03it looking good and then increase it.
04:05And Fill texture seams, I'm going to set this to 4.
04:08So this will actually cause the texture image to bleed out over the UV shells
04:13and if you set this to 0 or 1 what can happen is the seams of the UV maps can
04:18sometimes end up looking a little bit funky.
04:20So just make sure that all the seams in the UV maps transition nicely into one another.
04:24Then I am going to click Bake and Close and this process can take a long time, so be patient.
04:31It's probably a good idea to do a couple of test with the sample quality and the
04:35filter size set lower,
04:37so you don't have to wait around quite as much to see the results.
04:41Okay, so our Transfer Maps process is finished.
04:43I am going to go ahead and turnoff this hi_poly_layer and you can see our
04:47low_poly_layer now has the texture applied to it from the high poly layer.
04:51So I will do a little bit of cleanup in Photoshop as necessary but now our low
04:55poly version of the model has both the Texture and a Normal map, so it's going
04:59to help it to look a little bit more detailed once we import it into Unity.
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4. Insect Character Creation: Rigging and Animating
Setting up the skeleton
00:00So now we are ready to give our low poly character ready for rigging an animation.
00:04So let's think about what that means.
00:06We are getting him ready to move around and animate, maybe walk, maybe run.
00:10So we need to tell Maya where his body parts are going to bend.
00:12So basically where his joints are going to be and we do that by setting up a skeleton.
00:16So I am going to switch to the Animation menu and I will start out in the
00:22front viewport here.
00:23I am just going to maximize that by clicking the spacebar.
00:26So you will notice I've deleted the high poly layer and the high poly version of
00:31our model, because we are done with that and all we needed that in our last
00:33chapter for was to give the normal map.
00:35So we are just working with the low poly character.
00:38I am going to go ahead and create a new layer where our skeleton is going to go.
00:41Let me call it skeleton.
00:45And I will start the skeleton with a Joint tool.
00:48So I am going to click on Skeleton > Joint Tool and I want to draw the first
00:55joint in the skeleton right about where this character's pelvis would be.
00:59As I do that I am going to hold down the X key to snap to grid. Just like we
01:04did when we modeled the character, we are only going to build about half of
01:06the skeleton and then we can mirror it over the Y axis since we already know
01:10our geometry symmetrical we can build the symmetrical skeleton too and that
01:13will save us some work.
01:14So I am holding down X. I am just going to click right there.
01:19So that's our first joint and as I do this I am going to bring up the Outliner
01:23by clicking Window > Outliner.
01:27As I build my skeleton I am just going to title each one of the joints and this is
01:32a really good practice to get into as we go through animation and as we bring
01:36our character into Unity. This will make it much, much easier to work with so we will
01:40know that we will have a left hip and left knee for instance as opposed to
01:43joint 12 and joint 13.
01:45This is just going to make a lot more sense.
01:46So with the Joint tool still activated I will switch out of Front view back to
01:50my four panel view and I am actually going to look from both the side and the
01:55front since I'll need to align these joints to the geometry.
01:58So just keep clicking only to the left hip now.
02:02So I will click to place that joint right about there, right about where that
02:06left hip would bend, and from the side view I will click W to turn on my Move
02:10tool and just move that up a little bit.
02:12So that's positioned more closely to the center of the leg.
02:15I will click back to activate my Joint tool and we will do the knee and I'll
02:27just move that forward.
02:28So you might notice now that Maya didn't draw in the bone between those two joints.
02:33Let's take a look again in the Outliner.
02:37So you can see I have this joint too.
02:41So that's going to be my knee joint.
02:42Let me just re-title that and I have this root joint, which is my root and my hip joint.
02:49So if I expand this see I have the joint from my hip and I will just label that Hip_L.
02:56I can see in the hierarchy the hip is underneath root and then knee is down here by itself.
03:01Where I want this to be in hierarchy is underneath the hip.
03:04So we go root > hip > knee.
03:05So I am just going to middle-mouse drag and drop that knee under the hip and you
03:10see Maya automatically builds in a bone in-between those two joints.
03:14So the skeleton is really just arranged by its hierarchies.
03:17So you go knee down to ankle, to toe and so on.
03:25And if you don't want to do parenting for every single joint like this-- let me
03:29just undo this here--
03:30we can also go to Skeleton > Insert Joint tool.
03:35This way if we click on that knee joint we can just draw a joint down to the
03:39ankle with a bone already attached and it's going to handle the parenting for us.
03:42So then from the Front view I'll just align that with the ankle and
03:49keep labeling as I go.
03:50So this is the ankle left.
03:58So let's look at the foot.
03:59Now for the foot I want to do one joint down here for the heel.
04:03Now I want to do one joint here for the ball of the foot and then one joint for
04:07the toe and that's going to help it bend a little bit more naturally.
04:11So I will get my Joint tool back, so we will do one for the heel and that's
04:19going to parent to the left ankle.
04:21Be sure to hit Enter to finalize that.
04:25So back to the Joint tool.
04:26So there will be one for the ball of the foot and then one for the toe.
04:29So we will title that Ball_L and Toe_L and this joint chain can be parented
04:42to the ankle as well.
04:45Then from the Front view I am just going to align those joints with the Move tool.
04:51So I am going to move that ball of the foot to line up with the foot and
04:58same thing for the heel.
05:04So you can see how to make joints and bones for a structure like a limb.
05:07The main things to remember are to place joints where you want a change in
05:11motion and also to consistently label your joints.
05:14It's really going to save you a lot of work when we get to later stages like animation.
Collapse this transcript
Building the spine
00:00Okay, so I've drawn out the bones for my leg joints. Let's go ahead and work on
00:04the spine a little bit.
00:05Before I go any further, I'm just going to do a little bit of housekeeping here.
00:08In my Outliner, I'm going to select my root joint, and all the joints below it,
00:13and just make sure that those are placed in the Skeleton layer.
00:17Then my low poly layer where my geometry is, I'm going to set that to a
00:21Reference layer, so that I don't accidentally select it as I'm going through
00:25and placing joints.
00:26So let me just zoom in here.
00:31So for the spine, I'm going to draw a few joints leading up the center of the character.
00:36So the first one I'm going to draw is going to be aligned where the lower
00:41arms kind of branch off.
00:43So I'll have a spine joint here, and then I'll start the joints for lower arm later on.
00:48So I'll bring up my Joint tool by clicking Skeleton > Joint Tool and as I place this,
00:53I'm going to Snap to Grid, because I want to make sure this is all aligned
00:56to the Y-axis for mirroring later on.
00:59So I will set one and I'm going to title this Spine1.
01:03I'll just move that up a little bit.
01:06So I'm just going to zoom-in, and use my Move tool, just to slide this up a
01:12little bit, so that we're aligned with the lower arms.
01:15I am going to draw another joint above it, in between this joint and then the
01:23point on the body where the upper arms are going to branch off.
01:27So bring up the Joint tool again, Snap to Grid, and do one more. And just clean
01:41these up in the Outliner and then these are going to parent to the root joint.
01:55I'll just keep labeling these. Now since there is no left or right spine here,
01:58so these are all aligned to the center.
02:00So I'm just going to number these sequentially. And let's go ahead and switch to the Side view.
02:05So we can see right now the spine is oriented straight up and down and that's
02:16not really how spines work.
02:17You want to add a little bit of a curvature and kind of follow more towards the
02:20back of the wing contour here.
02:22So I'm just going to move these joints just a little bit.
02:28So move these back just to kind of follow that profile.
02:33Let's make it a little bit more natural.
02:39That looks pretty good.
02:41Now, another step I'm going to take with the spine is to build some
02:45joints coming out that will help to control sort of the abdominal area of the character.
02:50That will help the character deform in a more natural way as he sort of bends
02:53over or arches his back.
02:55So I'm going to close my Outliner here.
02:58So I'm going to add just a few joints here and I'll bring my Outliner back up to parent these.
03:07So this I'll just call Rib1, because we think of it as just kind of like a rib cage,
03:11and that will parent to root.
03:13I'll bring the Joint tool back up again and I'll make a rib for Spine1.
03:21So this we call it Rib2.
03:24We'll just repeat that process for the other two spine joints.
03:32So I'll keep working on this.
03:33Let's skip ahead and I'll talk about a couple of other steps that I take as I
03:36build out the skeleton.
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Finishing the skeleton
00:00Okay, so I have done some more work on my skeleton here. Let's just review
00:03what I have done so far.
00:04So in last video we did the spine and the ribs.
00:07I have also added in the arms, which are very similar to the legs.
00:10They just branch out from the spine joints that they are closest to.
00:13Let's take a closer look at the head here.
00:16So I have added in a joint for the neck and let's take a look at that in the Outliner.
00:28So we have got a joint for the neck coming out of that last spine joint and have
00:32one central joint for the head and after the head is going to come the joints
00:38for the antennas, the joints for the eyes and the joints for the mouth.
00:42So that way, as we rotate the neck all of that stuff will kind of move in unison.
00:46So the joints for the eyes are pretty simple, coming off of that head joint--
00:53Let's switch to the Top view. This is a little bit easier to see. Let me click here.
01:03So I am just going to select that eye joint. And coming off the head joint I have
01:12one joint that's centered in the sphere that makes the eyeball and then one
01:17joint that comes actually to the pupil of the eye, and that's just going to make
01:21it easy to rotate around that centered joint so that the eye can kind of move in
01:26its socket and maybe tract back and forth like it's looking at something.
01:29Now the mouth, this is kind of an interesting setup too.
01:31Let me maximize this Perspective view here just by hitting Spacebar and I am
01:40actually going to turn off my geometry layer so we can look a little bit more
01:44closely just at the skeleton.
01:47So coming off of this central head joint here, I have one joint that's going to
01:52control the upper jaw and then one joint that kind of builds out to the lip,
01:58a joint for the lower jaw, and again for the lower lip, and then I also have one
02:02fore the corner of the mouth and I am going to mirror that to work on the other
02:05side of the mouth as well.
02:06We are a little bit constrained with the way that we can set up our skeleton
02:11because we are bringing this into Unity.
02:13Unity only supports bone animations, whereas with other applications in Maya you
02:17can use different techniques like blend shapes to do a mouth for example.
02:21So this is one technique that gives us a little bit more control over the
02:24mouth of the character.
02:28And finally just the antenna, this is pretty similar to one of leg or the arm joints.
02:32This is just going to let the antennas kind of flop back and forth maybe as he
02:35jumps up and down or something like that.
02:41So we've got everything set up for this left side of the body and we need to go
02:45ahead and mirror these joints over to the opposite side.
02:48So I am going to go ahead and switch to the front view just by hitting Spacebar
02:57and I will go ahead and start mirroring these joints.
02:59So I am going to select this left hip joint and let's find that in the Outliner as well.
03:06Okay, so I have got the left hip joint and I want to mirror that to the opposite side.
03:10So I am going to go to the Skeleton menu > Mirror Joint with options.
03:15So we want to mirror this across the YZ plane.
03:20So if we think about this, let's switch to Prospective view so I can demonstrate
03:24this a little more clearly.
03:25So if we think about the way that this character is oriented, we have got the
03:31y-axis coming up and down here and the z-axis coming parallel.
03:35So we would want the plane that's formed by the y and z axis.
03:38That's kind of the plane of symmetry.
03:40So we want to select that to Mirror across and we can also have Maya help us out
03:46with our naming conventions here.
03:48So we can have basically Maya perform a Search and Replace with the names.
03:52So I could have it search for that _L and just replace it with _R.
03:58So that way I will keep all the same hip, knee, ankle and so forth for both
04:02sides of the skeleton.
04:03So let me just select that hip again and mirror across the YZ plane.
04:12So go ahead and do that same operation for all the rest of the symmetrical
04:15joints, so the arms, this one side of the mouth, and then the antenna is already
04:20done and that's pretty much for the skeleton.
04:24Really the key to being successful when building a skeleton is thinking
04:27ahead for how the character is going to move and also how its geometry is going to deform.
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Rigging the legs and feet
00:00So we have got our skeleton set up.
00:01To help us in the process of animating, I'd like to build in some controls that
00:06make different parts of the skeleton easier to move and easier to select.
00:10So I am just going to zoom in here on the leg and right now I can click on
00:14these individual joints and I can rotate these around, so I am just going to use
00:18the Rotate tool here.
00:19So I can rotate these to pose them and I can go through each one.
00:24That's a little tedious and that's kind of more work than I'd like to do just for the legs.
00:28So let's take a look at one easy way that can help posing our legs go little bit easier.
00:32So I am just going to undo those rotations.
00:36So what I like to use for the legs is called an IK handle.
00:39So to make an IK handle, I can go up to Skeleton > IK Handle tool with options.
00:44I am going to make an IK handle.
00:46I want to make sure that I am using the ikRPsolver, not the ikSCsolver.
00:52So when we bring this into Unity, Unity is going to do some calculations
00:56based on any IK handles we have and it can only do those calculations with the ikRPsolver.
01:01So we'll just make sure that's set and to make an IK handle, we will start with
01:06the base joint of the leg, so that's the hip.
01:08Just click on the hip and at the ankle.
01:12And now if I go to the Move tool, I can move this IK handle around.
01:17It's going to automatically handle the rotations in the joints along the IK handle.
01:21Let me just undo that.
01:24So that's the way to move the leg a little bit more naturally, and that's going
01:28to be helpful as we go through and pose and animate our character.
01:30Now another thing I like to do is build in some controls using NURBS curves that
01:35make a little bit easier to access the different joints in the skeleton.
01:38So you can see some of these are kind of buried here beneath the geometry of a character,
01:43so it's going to kind of hard sometimes to click and access each of
01:45these joints, and so let me just show you an example of that with this IK handle here.
01:49So we'll deselect that and I am just going to create just a simple NURBS circle.
01:54So go to Create > NURBS Primitives > Circle and I will just draw this anywhere for now.
02:01That's fine.
02:01Let me pull up my Outliner, so go to Window > Outliner, and I'll look at my
02:08ikHandle and I will just parent it by middle mouse clicking and dragging on
02:13to the nurbsCircle.
02:14So now if I want to move that IK handle around I can select that NURBS circle and
02:19move that IK handle around since it's parented.
02:21That way I don't have to try to zoom in and click right on the little IK hndle.
02:26I can just click on the circle.
02:28So that's a much more convenient way to select different parts of my skeleton.
02:31So I can just delete that circle and I have actually got some pre-built NURBS
02:38curves that I can import into my scene.
02:42So rigging-feet-controls, I am just going to import that.
02:49So I have got some curves here that I will use to set up for controlling the
02:53different joints in my feet and my legs.
02:57So just like we did with the joints in the skeleton I am going to try to
02:59keep consistent naming conventions with all of my IK handles and my NURBS curves controls.
03:05So this I am going to title ikHandle_Foot_, left and again this is just to help me keep organized.
03:14It really does help out down the line.
03:16So I would really encourage you to do this. And let's took a look at
03:18these control curves.
03:20So I have the main foot control, so that's this circle here in the back and that's
03:25going to control also the TOE and the HEEL.
03:30So anytime I want to control the foot I can just grab that NURBS circle.
03:34So right now if I go to move this around, nothing is going to happen because I
03:38don't have these NURBS curves parented or constrained to any of these joints.
03:42So the first thing I can do is just grab this IK handle that I created and middle
03:48mouse click and drag onto the foot left control.
03:51So now when I select that foot left I can move the whole foot up and down.
03:55Now I also want to build-in some controls to allow the foot and the toe to bend
04:02as this character walks or jumps or whatever.
04:05So I am going to add a couple more IK handles, so I will do one leading from the
04:12ankle to the ball of the foot.
04:14I will title that ikHandle_Ball_, left.
04:22Then another from the ball to the toe and I will call that ikHandle_Toe_, left.
04:33Okay, so my Toe IK handle I'm going to parent to the Toe control.
04:39Now when I select this control, I can rotate that toe joint.
04:47So if I wanted to make the character tap his toe or if he was bending to kind of
04:51push off of this foot and walk or run cycle that would be really easy.
04:55One thing to note is that I have set the reference point for rotation directly
05:00underneath this ball of the foot since that's really where it's going to be
05:03doing those rotations from.
05:06And if I wanted to adjust that, I could just hold down the D key and I could
05:09just kind of drag that around.
05:10So basically it's just directly under that ball joint.
05:13Then the Ball IK handle, we are just going to parent to the FOOT control, because
05:22really we just want to kind of keep it along with that ankle.
05:25So now let's try this again.
05:26As I move this around, it should move the whole foot and then if we wanted to
05:31make that bend we could have control over each of those elements as opposed to
05:35just kind of flopping around as we move it.
05:36So let's take a look at the Heel control and you will notice that the reference
05:42point for the heel control is all the way up here, so if I go to rotate that heel,
05:46it's rotating around the ball of the foot and that's actually going to be
05:50good for our purposes since we could use this to kind of bend the foot forward.
05:54Again, if he is in the point of a walk or a run cycle where he is sort of
05:57pushing off of that toe, we are going to want to bend the whole foot kind of
06:00forward, have the heel come up.
06:02So I am actually going to find that IK handle for the foot and parent that to the heel.
06:09So now when I go to rotate,
06:12I can rotate that whole heel over the ball of the foot.
06:16So let me zoom out here and we will show one final control.
06:22And I am just going to grab the main FOOT control here and use the Move tool to
06:27move this up and down.
06:28So you will notice as we go up, that knee kind of goes outward a little bit
06:37more than I would like it to, so we can actually control that which is great.
06:39So let me undo my movement.
06:44We can control that with what's called a pole vector constraint.
06:47So I am going to use this square here that's in front of the knee and then I am
06:51going to find the FOOT IK handle.
06:55I am going to Ctrl+Select.
06:58So I first selected the square and then I selected the IK handle that we did at
07:03the ankle and go up here to the Constrain menu and select Pole Vector.
07:10So when we want to move this knee around, we can grab this square and that's
07:18actually going to control the direction of the knee, so we can kind of make his
07:21knee move in and out as we need to.
07:23Okay, and as you are setting up controls, one more important thing to look at,
07:32let me bring up the Channel Box here.
07:33It's really helpful to start all of your NURBS curves at 0.
07:39So as I draw a NURBS curve, let me just draw one out real quick and I will show you.
07:46So let's say I wanted to add another NURBS curve here for some other part of the foot.
07:50You will notice here that there are some Translate X, and Translate Y, and
07:53Translate Z properties for this circle now.
07:56Let's say that I wanted to get all of these back into their original poses.
08:00With these curves, it's easy because they are centered at 0 in their starting points.
08:05 This curve not so much because it's got all these just random numbers.
08:09So before I do any parenting or constraining what I like to do is go to Modify
08:14> Freeze Transformations, and that's going to kind of freeze the translate
08:17properties of any of the NURBS controls and their starting points and that
08:21makes it easy to go back to the original pose, just by zeroing out all of these controls.
08:27Okay, so the setup is going to be the same on the opposite foot and leg.
08:31in the next video we'll look at rigging the spine and the torso.
Collapse this transcript
Rigging the torso
00:00So I went ahead and did the controls for the other leg and foot.
00:03I also created a layer called Controls that I'm just placing all of my NURBS
00:07curves and so that way if I need to, I can just toggle those on and off.
00:13So let's move onto the controls for the spine.
00:16Now, we think about the way the spine wants to move, the character would like
00:19to be able to bend, so let's say he is bending over to get something, but also to twist.
00:25So a good way to set up controls for the spine are to use a couple of
00:30different constraints.
00:31So let's just get some curves in here to start with.
00:33I'm going to go to import the torso controls.
00:38Let's go ahead and switch off my Geometry layer here.
00:44Let's look from a Side view.
00:46So basically, I just have these four NURBS rectangles and I'll just snap them
00:56right to each spine joint and then rotate it, so that each rectangle lines up
01:01with the rib joint of the corresponding spine joint.
01:04So let's switch back to Perspective.
01:07To set up these controls, we'll use two different constraints:
01:12a Point Constraint and an Orient Constraint.
01:14So that will allow us to rotate the spine and also move it around if we need to.
01:19So let's just set up this first one.
01:21I'm going to select this control.
01:23I'll bring up my Outliner as I'm doing this.
01:28So this is the Hips control.
01:29I want to use this to control the root joint, because that's again like
01:35the character's pelvis.
01:36So I'll Shift+Select root joint, and I'll go to Constrain > Point, with options,
01:45and I just want to make sure that I check Maintain offset.
01:48So we'll add a Point Constraint and I'll also add an Orient Constraint.
01:53So I'll go to Constrain > Orient with Options and make sure Maintain offset is checked.
01:59We want to maintain the offset so that the control curves stay in the same place
02:04relative to the bones that they're controlling.
02:08Okay, so let's see how that behaves.
02:10I'm just going to select this Hips control and let's bring up the Move tool.
02:14So now I can move the whole hips up, and down. I can also rotate.
02:22So I am going to rotate side to side, front to back.
02:32I'm just going to go through that same operation for the rest of the hips.
02:35So I'm selecting each of the controls, Shift+Selecting the spine joint, doing a
02:42Point Constraint and then Orient Constraint.
02:45So same thing for SPINE_2.
02:51Constrain > Point, Constrain > Orient, and same thing for SPINE_3.
03:03One last thing is to look at the hierarchy of the controls.
03:06So if you think about the way that the hierarchy of the skeleton works, we start
03:10with root, we go up to SPINE_1, up to SPINE_2, up to SPINE_3.
03:14So that hierarchy should kind of be mirrored in the controls.
03:17So I'm going to parent SPINE_3 to SPINE_2, SPINE_2 to SPINE_1, SPINE_1 to HIPS.
03:28So this way, now, when I grab the hips, all of these other controls should come
03:31along with it, and same thing if I rotate.
03:39But I can still go in and select individual controls as I need to.
03:43So that's how we set up controls for the spine.
03:45In the next couple of videos we'll look at the arms and the head.
Collapse this transcript
Rigging the arms and hands
00:00So we're all set with the spine. Let's take a look at the arms and the hands.
00:04So I'm going to go ahead and import some controls.
00:15So you can see we got a control for each shoulder, elbow, and wrist.
00:23You can see those here in the Outliner. For these controls, it's very simple.
00:27I'm just using one constraint and that is an Orient Constraint.
00:31So very similar to how we setup the spine. I'm just going to first select the
00:34Ctrl, then Shift select the joint, and do Constrain > Orient.
00:42Let's just double check and make sure maintain offset is set.
00:46That's just going to keep the position of the controls relative to the joint static.
00:50It's not going to move the control accidentally.
00:54Same for the elbow, Constrain > Orient, and same for the Wrist, Constrain > Orient.
01:07And in the Outliner here, I'm just going to set the Hierarchy of those controls,
01:11so the wrists will be parented to the elbow.
01:15The elbow we will parent to the shoulder.
01:20So now when we select the shoulder, we should be able to rotate that arm around,
01:28same thing with the elbow and wrist.
01:33Okay, and that process is exactly the same for all the rest of the arms.
01:36Let's take a look at the hands now. So import some controls for the hands, and I'll
01:41just zoom in a little bit here. So just like we did for the spine, we'll do a
01:56point and an orient constraint for each one of these joints.
02:00I've got a control for the finger and control for the finger joint, same thing
02:09for the thumb. So let's select the Ctrl, Shift select the joint, and then
02:17Constrain > Point, and again, I'm just going to make sure Maintain offset is
02:22selected, and Constrain > Orient, with Maintain offset selected.
02:37And same exact process for all the rest of the hand controls.
02:42Constrain > Point, Constrain > Orient, Constrain > Point, Constrain > Orient,
02:53and now I'll look at the Hierarchy.
02:54So this FINGER_1 should parent to the finger base.
03:03So now if I select the base, I should be able to rotate around and if I
03:09select both, I'll bring back my Rotate tool, it should be able to kind of curl that hand in.
03:21Same thing for the thumb, so that outer thumb joint should parent to the base of the thumb.
03:27Okay, so I'm going to keep working on the rest of the arms and hands, but again,
03:32the process is exactly the same for every single one.
Collapse this transcript
Rigging the face and head
00:00So I have some more work off-screen finishing up the controls for the arms.
00:03Let's go ahead and work on the head for a little bit.
00:05So I will set up controls for the mouth, the eyes, the antenna, and one overall
00:10control that will move the whole head around.
00:12So go ahead and import some controls.
00:14I will just bring up my Outliner so go to Window > Outliner and let's take a
00:25look at this main head control here.
00:27So this is what I used to rotate the entire head around.
00:33So I am going to constrain this to that neck joint.
00:42So, again I just selected the head control, Shift+Select the neck joint, and
00:50we will do a Point Constrain and an Orient Constraint.
00:53So I am going up to Constrain > Point, with options.
00:57Make sure Maintain Offset is checked to keep the orientation of the controls
01:00static and click Add and Constrain > Orient. Again let's make sure Maintian
01:07Offset is selected and click Add.
01:09So now when I select this head control I can bring up the Rotate tool and I
01:14should be able to rotate the entire head around the neck.
01:17Okay, that looks good! Let's move onto the eyes.
01:25So our eye joints here, we have this central one, which is located in the center
01:28of the sphere that forms each eyeball and then this outer one which is located
01:33basically over the pupil of the eye.
01:35So to set up motion for this I am going to make an IK handle that goes from the
01:39center of the eyeball out to the pupil.
01:42So I go to Skeleton > IK Handle Tool, start at the centre of the eyeball, and
01:48now it's the pupil.
01:50In my Outliner I will just title that ikHandle_Eye_, left and that gets parented to
01:59the eye left control, which is this circle right here.
02:03So if I select that and use the Move tool I should be able to move that around.
02:10So what that's going to do is rotate the sphere around its center point, so
02:14that will allow me to have the eyes track back and forth or follow something on screen.
02:18I will do the same thing for the opposite side.
02:21So IK handle from the center of the eyeball to the pupil and that gets parented
02:33to the eye right control.
02:36Now I also want a way to be able to select both eyeballs at once just in case I
02:41want them to be looking at something on screen or just not going cross-eyed.
02:45So I have set up just a straight NURBS curve here from main EYES control and I
02:50am going to parent both the EYE_L and the EYE_R control to that EYES control.
02:58And then finally, since I want to basically have those eye controls move
03:03along with any rotations that the head make, I will go ahead and parent that
03:07EYES control to HEAD.
03:09So now when I go to make rotations with the HEAD, those EYE controls will
03:14follow along with it.
03:15Okay, let's take a look at the antenna.
03:23So for each one of these antenna controls this is actually very similar to the spine.
03:27I am just going to do Point and an Orient Constrain reach control.
03:31So I will select the base ANTENNA control and Shift+Select the base antenna joint
03:35and Constrain > Point, Constrain > Orient. Same thing for these other two.
03:53The right hand side is exactly the same so I will leave that for you to do offscreen.
04:01Now, let's move on to the mouth.
04:04So mouth controls are going to be set up very similar to how we structure the eyes.
04:07So we are just doing single joint IK handles from the inner jaw to the outer jaw.
04:13So set up Skeleton > IK Handle Tool. Drom the inner jaw to the outer jaw.
04:25And this one is going to be called ikHandle_Jaw_ L and that gets parented to the JAW_L control.
04:36And the process is exactly the same for all the rest of the JAW controls.
04:39So IK Handle tool, from inner to outer jaw.
04:46This is ikHandle_Jaw_Top and that gets parented to JAW_TOP.
04:57So I will spend some more time finishing up the antenna and the rest of the jaw
05:00controls but that's pretty much it as far as rigging controls.
05:03In the next video we will just do a couple of cleanup tips before we move on to animation.
Collapse this transcript
Rigging wrap-up
00:00So we have got all our controls in place and we just need to go through of a
00:03couple of more steps to kind of clean things up a little bit.
00:06I am going to take a look in the Outliner here and just make sure all of my
00:09hierarchy is correct.
00:11Let's just start with the head and work our way down.
00:13So my Head control. Right now my Eyes are parented to the Head.
00:17I also want to make sure that all other controls that are located on the head
00:20are parented to the head.
00:21So the Antena, both Antennas and all the Jaw controls, actually parented to the head.
00:27Now look at these different Shoulder controls. It looks good.
00:46So just take a look at our Spine controls, which lead to the controls for the upper arms.
00:53To the Left and the Right upper Shoulder should both be parented to Spine_3.
01:00Then the lower arm and hand controls should get parented to Spine_1 and then
01:07finally the Head controls should also get parented to Spine_3.
01:12It's looking good and then we will just make one additional control.
01:21So we go to Create > NURBS Primitives > Circle, and I just want a make a big
01:27circle kind of around the base of the character that I can use to just pick up
01:31and control everything all at once.
01:33So I am going to hold down X to snap to grid here and just click-and-drag and
01:38that looks just fine.
01:39So in my Outliner, I am going to title this one, MAIN_CONTROL.
01:48Then all of my controls will get parented to MAIN_CONTROL.
01:52So now if I just want a move the entire character around I can just
01:56click-and-drag him around.
02:01I also want to make sure that all of my controls are in the controls layer.
02:07So now I can turn on and off the controls and that can just help visually make
02:13things look little bit less messy.
02:14I am going to turn my geometry back on.
02:17So all our controls are set up now and in the next video we'll get ready to bind
02:22the skeleton to the actual geometry so you can post the character.
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Skin binding and weight painting
00:00So we've got all our controls set up on our skeleton and we're at a point now
00:04where we need to bind the skeleton to the character's geometry.
00:07And that's going to allow the position of the skeleton to determine the
00:11position of the geometry.
00:13So we'll do this using a process called smooth bind.
00:15And smooth bind lets each bone in the skeleton affect vertices in the
00:21character's geometry.
00:23So let's get this set up in the Outliner here.
00:25I'm just going to select my skeleton and Shift+Select my geometry.
00:30Then under the Skin menu, I'll go to Bind Skin > Smooth Bind, with options.
00:36So I want to bind to the Joint hierarchy and I want to set this Max influences to 3.
00:42So what that means is for any vertex in the character's geometry, only three of
00:47the bones will be able to control it.
00:49And that's just going to help to simplify our process as we go through and
00:52determine which bones affect which parts of the geometry.
00:55So I'll go ahead and click Bind Skin.
00:57And now if I go ahead and move my skeleton around, I should see that the
01:01geometry is moving along with it.
01:03So let me select this left foot control and let's go ahead and turn off X-Ray Shading.
01:08So I'll click Shading and uncheck X-Ray.
01:10So now, as I bring this foot control up, I can see that the character's geometry
01:14is moving along with the skeleton.
01:16I can also see it's moving in kind of a weird way.
01:18So you see as I move the foot up, parts of this wing and the lower abdomen are
01:22moving along with it.
01:23So we need to go through and kind of do some fine-tuning to tell Maya which
01:27bones affect which parts of the geometry.
01:29So I'm just going to undo that movement there.
01:31So to edit the way that the skeleton influences the geometry, I'm going to use
01:35the Paint Skin Weights tool.
01:37So I'll select my character's geometry.
01:39I'm going to go up to Skin > Edit Smooth Skin > Paint Skin Weights Tool, with options.
01:46So if you notice when I brought up the Paint Skin Weights tool, my shading
01:50changed on my character.
01:51So the Paint Skin Weights tool is going to give me a visual indication of the
01:56influence for each joint to the character's geometry.
01:59So let's just expand this a little bit here.
02:04So in my tool settings for the Paint Skin Weights tool, I'll see the entire
02:08hierarchy of my character's skeleton.
02:10So this is another reason why the naming conventions are so important.
02:14So I know exactly which bones I'm dealing with here and that's just going to
02:17make it so much easier as I go through and adjust the weights.
02:20So right now, I've got the root bone selected. Let's go down.
02:23I want to look at the left knee.
02:26And I'll zoom in a here a little bit on the left knee.
02:30So the visual that I'm getting with the Paint Skin Weights tool is the wider the
02:34geometry is the more influence the current bone has over that geometry.
02:38So I can see this part right here, the knee joint has a lot of influence
02:42over this geometry.
02:43And then I can see up here on this kind of wingtip is a little bit gray.
02:47So that would make sense because as we were lifting that leg up and down, that
02:50wingtip is kind of moving around.
02:52So there's a little bit of influence from the left knee joint to this wingtip.
02:56So we want to go ahead and get rid of that.
02:59In my Paint Skin Weights tool settings, I want the Mode set on Paint.
03:05I want the Value set on 0.
03:07So for each joint in the skeleton, I'll have the option of a weight from 0 to 1.
03:14Now right now, I want to get rid of all of the weighting from that left knee
03:19that's applied right now to this bottom of the wing.
03:22So I'm just going to set this value to 0, so essentially I'm erasing the
03:29influence from that left knee to this area of the geometry.
03:32And right now my Brush Size is very small, so I'm going to increase this a little bit.
03:36I'm just going to hold down the B key and click with my left mouse button and
03:40drag and just increase that Brush Size a little bit.
03:42And I'll just go ahead and click and I'm just kind of paint over that area of the wingtip.
03:48You can see as I do that, the color changes from gray to black.
03:53So that's a visual indication that I'm removing the influence from that left
03:58knee joint on this part of the geometry.
04:04And I can see there's even some on the back here too, so I'll just spend a
04:06little time painting over this geometry.
04:09Let's take a look and see how that worked.
04:11So now, as I select that left foot control again and use my Move tool to move
04:18it up and down, I should get less distortion.
04:20There's still a little bit, and I think that's probably coming from some on the
04:23hip joint and some on the ankle joint, so I need to go through each individual
04:27joint and make sure that it's influencing the geometry in the correct way.
04:32And that's going to take a little bit of time, but it's not too bad.
04:35This is another point in our process where we can take advantage of symmetry.
04:39So really all we need to take care of painting skin weights for one side of
04:43model and later on I can mirror those over.
04:46And I can do that using Skin > Edit Smooth Skin > Mirror Skin Weights.
04:52I want to actually do this right now but I'll just go over the options, so I'll
04:54bring up the options for this.
04:56And just like when we mirrored the skeleton, I want to mirror over the Y-Z
04:59plane, and I do want Positive to negative.
05:02So I'm just going to continue like I've been through this whole process, working
05:05in the positive X direction and we'll mirror that into negative X.
05:08So as I go through the process, I can mirror as I go or I can mirror at the very end.
05:13But the point is I really only have to focus on one part of the model until I
05:16get all my weights painted correctly.
05:18So I'm going to spend some time finishing out the weight painting on the rest of this geometry.
05:23In the next video, we'll look at animating.
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Animating in Maya
00:00So I've spend some time painting the skin weights for my character and I've got
00:03pretty much everything deforming nicely the way that I wanted to.
00:06So I'm at a point where I can start building in some animations to bring into Unity.
00:11Now when we work with a game character in Unity, we don't actually work with the
00:15Maya file. We work with a format called FBX.
00:18Now luckily there's a way to allow Unity to automatically export our FBX files for us.
00:24So we don't do any kind of exporting to bring our file into Unity, everything
00:28is handled on the backend and we do that in Maya with a plug-in called the FBX plug-in.
00:33So I just want to make sure that my FBX plugin is installed and activated.
00:37So I'm going to go to Window > Setting/ Preferences > Plug-in Manager and I just
00:45want to look for this fbxmaya pug-in.
00:47I want to make sure it's loaded and I'll have it Auto load, so every time Maya
00:50runs this will load.
00:51If you don't have the FBX plug-in you can get it from the Autodesk website.
00:55just grab the plug-in for your version of Maya.
00:57I am going to close this out.
00:59So we're all to set to have Unity automatically handle all of the exporting for
01:04us to bring our Maya files into Unity.
01:06So we first start animating and I'll just double-check that a couple
01:08settings are set correctly.
01:10So I'll go up to Window > Settings/ Preferences > Preferences and under Settings
01:17I want to make sure that Maya working units for time are 30 frames per second.
01:23That's the frame rate that the FBX plug-in is going to be expecting.
01:27So this will make sure that all our animations transfer at the right rate.
01:31If we don't do this, we'll get a lot of weird jumping.
01:33The animations just won't come through correctly.
01:35One other setting I want to look at under Time slider is my Max Playback Speed
01:40and I'll set this to 30 frames per second.
01:44So that'll actually play at the rate that we're going to see in Unity and
01:47that'll give me a pretty good indication what my animations will actually
01:50look like in the game.
01:51So I'll go ahead and save this and I'll spend a little time off-screen building
01:55in some animation sequences.
01:57A couple tips as you're building animations.
01:59Unity will automatically import bone animation. So IK animations and FK
02:04animations, that's Inverse Kinematics and Forward Kinematics animations, will
02:08automatically be imported into Unity.
02:10Unity won't automatically import blend shapes and expressions or driven keys.
02:15Now that's not to say that you can't use those techniques in your animations.
02:18You'll just have to go through the extra steps of baking in the keys in Maya
02:22before importing into Unity.
02:24So the process won't be quite as automated if they use things other than bone animations.
02:28So if you'd like some more tips on specific techniques for animation I recommend
02:32the lynda course Character Animation Fundamentals with Maya.
02:35That's got some great pointer for how to set up animations if you don't have much experience.
02:40So I spent some time setting up a few different animation cycles for my character.
02:43I've got a walk cycle and a run cycle, a jump cycle, and an idle cycle.
02:49So let me just scroll down here.
02:51So this is the walk cycle and I have just got these all kind of laid out
02:54sequentially on the timeline.
02:56So after the walk cycle comes the run cycle, then a jump, and then later on an idle cycle.
03:05So this is kind of an interesting cycle.
03:07It's just got the character moving just a tiny bit over. I think about a
03:10hundred frames or so.
03:11That's just going to make a little bit more lifelike so. As the character's
03:14standing around in the video game it'll be moving a little bit it looks like he's
03:18breathing or maybe shifting his weight a little bit.
03:20So that's something that can just add a little bit more life your character.
03:23So I've just built these all into the time sequence and when we go to import our
03:27character into Unity we can specify which parts of the Times slider correspond
03:33to which animations and the FBX plug-in will automatically import those as
03:37separate animations into Unity.
03:39So it's another nice feature working with Unity and the FBX plug-in.
03:43So at this point we're ready to move onto the next chapter and talk about
03:46importing our character and animations into Unity.
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5. Importing into Unity
Exploring the Unity interface
00:00So let's take a few minutes to get a little more familiarized with the Unity interface.
00:04Hopefully, you have a little bit of experience with Unity, but if you don't,
00:07this will give you a pretty good overview.
00:09I'm using just the default demo project called Angry Bots that comes
00:13preinstalled with Unity.
00:14Just so we have something to look at here.
00:16So let's start off with the Project panel. This is kind of analogous to your
00:21project folder in Maya, so this is going to hold all of the assets that are
00:24used in your game and you can see we have got these categorized with some subfolders here.
00:29So you love things like Scenes, Scripts, Textures in this folder.
00:33This is going to automatically track the folder called Assets and Finder and
00:38it's going to automatically import anything that you save to that folder.
00:41One recommendation when you're working with files in your Project folder,
00:45especially if you're moving things around, is to do it through Unity as opposed
00:49to doing it in Finder.
00:51Unity automatically tracks lots of metadata about the files that you're using in
00:54your game and the connections between those files, and if you're moving things
00:58around outside of Unity, sometimes those connections will get broken.
01:01So as much as you can, try to move things around in Unity.
01:05The Scene view, so that's this 3D view up here, is your interactive editor for
01:09the current scene, so here we can select all of the game objects that are in
01:13a current scene. We can move things around, kind of similar to your 3D views in Maya.
01:19Next to that we have the Game view, so this is actually the rendered interactive
01:24view that you'll see when you run the game, so think of this is kind of the
01:27render view in Maya and that'll show you your end product.
01:32Down here we have the Hierarchy and this is similar to the Outliner in Maya,
01:36so this going to show you the hierarchy of all the game objects that are in
01:40your current scene.
01:42And just like Maya you can parent game objects to one another and if we click
01:49on any one of these, we can look over in this window called the Inspector, and
01:53think of this as kind of like your attribute editor or your channel box from
01:56Maya and here's where you can adjust all of the components of a game object, so
02:01down here I can adjust the Position, Rotation, Scale, things like that and other
02:05components like Scripts and physics components like Collider.
02:13I can add new game objects to the hierarchy from the GameObjects menu, so I can
02:18create things like primitive polygon shapes or lights.
02:24I can add new components like scripts. They'll help to process user input and
02:29make my game interactive, and just like Maya, not all of the interfaces visible
02:34all the time, so we can bring up a few other windows. One important one.
02:38I'll click on the Window menu and we'll look at the Animation window, so Unity
02:43actually has its own built-in Animation Editor.
02:45Again, it's kind of similar to Maya, where we can use curves to animate
02:48properties of different game objects, and we'll go over this one in a little bit
02:52more detail in a later video.
02:54If you're brand-new to Unity, I'd recommend going over some of the tutorial
02:57documents that can be found on Unity site, at unity3d.com.
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Importing character and animations into Unity
00:00So now that we are little bit more familiar with the Unity interface, let's go
00:03ahead and open up the project we created in the first chapter.
00:07So I will click on File > Open Project, and I don't want to save these changes
00:13that I made to the default scene.
00:16Okay, so we have got our project open.
00:17Let's take a look at our assets. So this is my Maya project.
00:21I am just going to expand this here and I want to scroll down to scenes,
00:30Chapter 5, and this is the version of our character that we are going to import into Unity.
00:34So I'll just click on this to bring it up in the Inspector and before we bring
00:38the character into our scene, I want to set up a few options in this
00:42FBXImporter component.
00:45So this is going to tell Unity exactly how to import our character along with
00:50its animations into our game project.
00:53And really this Animation section is the one I want to pay the most attention to.
00:57So I want to make sure that this Bake Animations option is selected.
01:02This is going to allow Unity to use that FBX plug-in through Maya to bake all
01:07the IK animations and take care of all exporting automatically.
01:11That's going to leave our Maya project very fluid and we can go back and make
01:14changes easily and then Unity will automatically bring those in and our
01:18character will just be ready to go.
01:19The Animation Wrap Mode, so we can set a default way for animations to either
01:24loop or stop at the end or go forwards and backwards.
01:28I am just going leave this on default but let's just look at the options here.
01:31So we can have by default every animation play only Once and stop. We can
01:34have it Loop over and over again.
01:37PingPong means it plays forward, then reverse and so on.
01:41ClampForever plays once and will look to a script as though it's playing forever.
01:46That one is a little bit more complex.
01:48Again, we are just kind of touching on the basics of getting a character into Unity.
01:52Obviously, Unity is a very complex program. There is a lot more depth that
01:56we can go in to that.
01:56Unfortunately it's just beyond the scope of this course.
01:59So here under the Split Animations options, we have the table with animations.
02:05So like we talked about in the previous chapter, I built all of my animations
02:10into my Unity character's timeline in the Maya project, and I am going to tell
02:14Unity to split those animations up into separate components.
02:18So let's go ahead and get those set up.
02:19I am going to click this little plus icon here.
02:21So we will add an animation.
02:23By default, it's going to be called idle.
02:26And I will use that to set up the idle animation, which in my Maya project starts
02:30on Frame 66 and Ends on Frame 167.
02:34And for this one I want to set the Wrap mode to Loop, because I just want this
02:39to loop over and over again.
02:40So that way, if the character is just standing still, that idle animation
02:44will always be playing.
02:45So he will always have a little bit of movement and never just be
02:47standing completely still.
02:49Now this other Loop Option here.
02:51This can help out if your animations aren't perfectly set up for cycles.
02:55So if there is a little bit of jump between the Last frame and the Start frame,
02:58 Unity will try to smooth out that transition but I am just going to
03:02leave that unchecked for now.
03:05So just go ahead and set up, all the rest of animations that I have built into my Maya file.
03:12So the walk animation starts at Frame 2 Ends at Frame 34.
03:17And again, the Wrap Mode on this one, I want it to loop because if the character
03:21is walking, I just want it to loop over and over again.
03:23Then I will do run animation which starts at Frame 35 and Ends at Frame 51 and I
03:33also want this to loop.
03:39And finally the jump animation starts at Frame 53, ends at Frame 55, and this
03:48one I just want to play it once.
03:52Okay, and that's pretty much it for settings.
03:54The Animation Compression you can leave on the default and just click Apply and
03:58Unity will go ahead and use that FBX plug-in to automatically import your Maya
04:04file into the FBX format that we need to use in Unity.
04:08So as far as animations go, this is a pretty basic set for a character.
04:12So idle, walk, run, and jump.
04:14Those are kind of just the basics to get a character to move around and be interactive.
04:17Now obviously, your character might be different, your gameplay might be different.
04:21So you might have fewer or many more animations to import along with your
04:26character, but again we just want to touch on the basics of getting a character
04:30with animations into Unity to make it interactive.
04:33Okay, so we've gone ahead and set up our changes through the FBXImporter.
04:38Let's just see what that looks like.
04:39So I am going to go down to my Project panel, just click and drag my character
04:47into the Scene Editor.
04:53And by doing that I can see I have also had automatically had that character
04:56added to the scene hierarchy. So let me just select that in a hierarchy and look
05:02over here in Inspector, and I can see this character already has an animation
05:06component attached to it and if I expand the list of Animations, so I can see
05:11Unity has automatically separated out those animations into discrete elements.
05:17In the default animation that's going to play when I run the game is just
05:21the idle animation.
05:22So let me make some adjustments to the camera here, so I can make sure that my
05:25character will be visible.
05:27So I just kind of move and rotate this around.
05:34Okay, and let's just switch to Game view and see how that looks.
05:37When I hit Play here to preview the game rendering, I should see the
05:40character's idle animation.
05:42That looks pretty good.
05:44We will go through some steps in the next video to actually make our
05:47character interactive.
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Controlling animations with scripts: Third-person character controller
00:00So in the last video we covered importing our game character into Unity.
00:04So now let's look at some ways so that we can add interaction to our game
00:08character, and basically the way we do that in Unity is through scripts.
00:11So I am going to go ahead and import some scripts into Unity.
00:15These are scripts that come preinstalled with Unity.
00:17So this is part of the standard assets package that you should have with
00:20your install of Unity.
00:21So I am just going to go up to Assets > Import Package and I want to import
00:27this Character Controller package. So I just want to leave all these selected.
00:34Just go ahead and click Import. Okay and then when I look in my Project
00:38folder, we should see this Standard Assets folder and I can expand that down.
00:47And there is a couple prefabricated game characters in here that we can play
00:52with too, if you would like.
00:53But what I want to look forward down here is this Sources, Scripts folder.
00:56This has a couple of pre-made scripts that are going to work to allow us to make our
01:01character interactive, so it can move around and respond to user input.
01:05So we'll be going to looking at this ThirdPersonController script in this video.
01:10And if I click on that I can get a preview of the actual text.
01:13Now there are many ways in Unity to make a script that acts as a
01:17Character controller.
01:18So you can even write your own, a lot of people do it. Unfortunately, we don't
01:22really have the time in this course to go over the fundamentals of scripting and
01:25all the things you need to know for scripting Unity.
01:27But just be aware that there are a lot of different ways to set up a script that
01:31does a similar thing, and if you are interested, I would recommend checking out
01:34some of the Unity scripting tutorials.
01:36Okay, so we will just make a couple of adjustments to our character in the hierarchy.
01:41The script that we are going to be using is actually expecting a model that
01:44scaled much smaller.
01:45So I am just going to adjust the Scale in my character's Transform component.
01:50And I am going to change it from 1 to 0. 01, so we are just going to temporarily
01:55make it a lot smaller and that's going to actually just be easier than
01:59adjusting the script itself.
02:01So I have got my character highlighted in the hierarchy and let's just go
02:04back to the Scene view.
02:05I am just going to hit F to automatically zoom-in on that character.
02:13Right now, my character is the only thing in the scene.
02:15I actually need to give him sort of a floor to walk on. Otherwise, once we
02:19attach a Character Controller script, this character will actually have gravity
02:22attached to it, so it will just keep falling into space.
02:24So let's go ahead and create a GameObject, and I will just make a Plane.
02:30I'll just bring that down a little bit, and maybe in the plane's Transform Scale
02:41component, I am just going to make that a little bit bigger.
02:45So that will at least give the character something to walk around on.
02:53So to make this character interactive, I am going to look in that Standard
02:56Assets folder that we imported, and I want to grab this ThirdPersonController
03:00script, and all I need to do is just left mouse click and drag, just drop
03:05this right on my game character and I am going to get this warning about losing Prefab.
03:11I am going to go ahead and Continue. It's okay.
03:13Basically, this is breaking the connection between our character model that's
03:16in the Project folder and kind of making a local copy that's just going to be
03:21used for this scene.
03:22So I will click back in the hierarchy on our game character and I should see
03:28here I have got a couple extra components that I can see in the Inspector.
03:31So I have this Character Controller and this Third Person Controller. Both of
03:36these are scripts that are now attached to this game character.
03:39So I am just going to make a couple of adjustments here. Let's start by looking
03:42at the Character Controller.
03:44I'm just going to set some scaling here, and again, this might be different if
03:49your characters are slightly different size.
03:53So basically what I'm doing here is forming sort of a rough shape that will
04:02represent the collider of my character.
04:04So this is going to kind of flesh out the rough physical shape and sort of help
04:09out with physics calculations that Unity will do during game play.
04:13So now let's move on to this Third Person Controller script and let me just expand that.
04:18What we want to look at here are these Animation Clips.
04:22So we've got the Script asking us for an Idle Animation, a Walk Animation, a Run
04:27Animation, and a Jump Pose.
04:29So what I can do is look back to my Project panel, find that game character file,
04:36and I can see here I have got the animations that I've set up through my FBX
04:39Importer, and what I can do is just click and drag those over.
04:42So I am going to set the Idle Animation for Idle Animation.
04:48Walk for the Walk Animation and so on for Run and Jump.
04:55And there are a few other settings here as far as the Maximum Speed that the
04:58character can walk with, how high it's going to jump.
05:00I am just going to leave these on defaults for now.
05:03One additional thing I want to do is add a light in my scene, so if I switch
05:06back to the Game view, let me just move my camera so I can see. So I want to
05:18just place that a little closer. Let me click here.
05:22I will click and rotate. Let me adjust this.
05:40And I will click and drag this.
05:45So if we switch to Game view, I can see my character is very dark and that's
06:00because there are no lights in the scene.
06:02So I am just going to go ahead and add a directional light, so I will click
06:06GameObject > Create Other > Directional Light and then that will add this Directional
06:11Light to my hierarchy and let's go ahead and rotate this. Let me zoom in a
06:19little here. So I'll just rotate it so it's kind of shining on our character
06:24and if I switch to the Game and I can see that lighting looks a lot better.
06:27So let's go ahead and click Play and we should see that our character has some interaction.
06:31So by clicking the A, W, S, and D keys, I should be able to make him walk around.
06:36So let's go ahead and click Play and see what that looks like. Okay.
06:39So I am clicking W here to walk forward, S to walk backwards, and I can turn
06:47using A & D. And if I hold down Shift, I can make him run. And I can jump with the spacebar.
07:01So those are kind of the basics of using a script to add interactivity to
07:06your game character.
07:07In the next video, we will cover getting the camera to move around and follow
07:11the character as he walks and runs around.
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Controlling animations with scripts: Third-person camera controller
00:00In the last video we've looked at how to use a script to access the different
00:04animations of our game character and make it interactive.
00:07In this video let's take a look at another script that we can apply to make the
00:12camera follow our character around as he's moving.
00:15Luckily, we have another pre-built script for that.
00:18So in that Character Controller asset that we imported in the previous video I
00:23just want to look for this Third Person Camera script.
00:26I'm going to apply this just in the same way that we did with the controller
00:29script to the game character itself.
00:31So I'm just going to left-mouse click- and-drag and just drop this right over
00:34our game character.
00:35So now if I click in the hierarchy on our game character it should be able to
00:40scroll down here in the Inspector and now see this Third Person Camera component
00:45that's attached to our character.
00:46So the camera script is going to be looking for which camera we wanted to control.
00:51So right now there's just one camera in our scene.
00:54So that's the main camera.
00:56So in hierarchy I'll just click on that, just left-mouse click-and-drag, just
01:00drop that right on the Camera Transform component.
01:04Below that we have some settings in the script for the Distance away from the
01:08character we want the camera to be as well as the Height and some speed settings
01:12for how a camera moves and response to the character's movements.
01:16So let's just leave this on a default.
01:17I'll go ahead and hit Play and we'll see how this works.
01:20So we can see when I hit Play the camera actually moved automatically.
01:24If I just go ahead and click the W key and make the character walk, I can do
01:28W+Shift to make him run.
01:29We can see that the camera is following him around.
01:32Now we can make a couple of adjustments here.
01:34One really cool thing about Unity is that even when the game is rendering we can
01:39make changes through the Inspector and those will update on the fly.
01:41So let's just adjust the Distance and the Height here.
01:45So I'll bring the camera little bit closer, maybe just drop it down a little bit,
01:49and I'll increase this Angular Smooth Lag so that will allow the character
01:55to kind of the scene more from the front and the side as he turns and not
01:59always from the back.
02:00So just click back in my Game view here.
02:03So, now as I move him around I get a little bit more of a frontal view when he's
02:09walking and it's not always just locked on the back there.
02:11Another thing you might notice is the lighting.
02:14Remember, in a previous video we set up the directional lights.
02:17The lights always coming from this side of the scene regardless of where the
02:20characters standing, some scenes that might be okay.
02:23In this one, I want to make the lighting a little bit more even.
02:26So I'll stop the rendering right now and let's take a look back to our Scene view.
02:32One little trick I can do is actually just parent that light to the camera.
02:39So in my hierarchy I'll just click on a directional light and parent it to the camera.
02:43So now basically if I select both I can see so the directional light is facing
02:48this way, the camera's also facing this way.
02:50So it's kind of like the light is always going to be perpetually facing the
02:55direction that the camera is facing.
02:56So let's go ahead and play and we should see a little bit nicer lighting.
02:59That's pretty good.
03:00So it's just more even.
03:03Again, that may not be exactly what you want in your scene.
03:05So you might do it a little bit differently, but that should work well for us.
03:08Again, I'm just going to click back on the character here and we will make some
03:17adjustments to the Distance and Height.
03:19So one thing to note is when you make changes through the Inspector as the game
03:24is rendering, they won't stay permanent.
03:26They will only be applied while the game is rendering.
03:28So once we stop the rendering these changes that I'm making now will disappear.
03:32Then maybe let's drop that Height down a little bit.
03:39That looks pretty good.
03:44So again I'm just holding down right now S+Shift to make him run, and A and D
03:48will turn him side to side and Spacebar will jump.
03:52So those are just some simple techniques to control cameras with the script.
03:56In the next video we'll look at Unity's built-in animation interface and how we
04:01can make our own animations within Unity.
Collapse this transcript
Making read/write animations using UnityScript Editor
00:00Unity has its own built-in Animation Editor and it allows you to edit animations.
00:06It's actually very similar to the Animation Editor in Maya. You use curves to edit
00:09animations, but it also allows you to do some really cool things with scripts
00:12like activate scripts at different points through your animation.
00:15So let's take a look and we can see a couple of different techniques to use
00:19the Animation Editor.
00:20So I'm going to click on Window > Animation, and that's going to bring up
00:24our Animation Editor.
00:25Now, right now I have nothing selected in my Hierarchy so everything is blank here.
00:29I'm going to take a look at my game character, so I'll just click back here to the hierarchy.
00:33And if I think about what is actually animating on my game character--
00:37Let me just going to expand to look at the hierarchy here. The roots, so that's
00:41the exoskeleton and that's actually what's being animated as my character moves around.
00:45I'll just select root and switch back to my Animation Editor, so now I can see
00:51that I have root selected I now have some animation curves here.
00:54In my Animation list here, so there is a list all of the animations that are
00:58applied to what I have currently selected in the Hierarchy.
01:01So I can see that idle, walk, run, and jump animation attached to this component.
01:05And if I scrub through in the timeline here I can play back and forth through
01:10that idle animation.
01:12Now another thing you might notice is that in this animation list all of these
01:15are labeled Read-Only, and if I tried to make any edits here in the Animation
01:19window I can't select anything. Everything is kind of grayed-out.
01:22So Unity actually prevents you from directly editing the animations that are
01:27attached to your character as of imports from Maya.
01:30That's actually a good thing because if you were to make edits to the animations
01:34here, if you try to open that file backup in Maya it may be corrupted.
01:37So if we want to make changes to the animations attached to our game character
01:42we actually need to make a local copy of those animations and that will allow us
01:46to both read and write to those animations.
01:48So let's look at how we can make a read/write animation for our character.
01:52I'll just close out of the Animation Editor here, then in the Project panel I'll
01:57look at our Maya file that is our game character, and I'll just look at these
02:01animation components.
02:02So remember in the previous video we looked at how to set up the FBX Importer to
02:07automatically parse out these separate animations.
02:10So I am going to go ahead and make a local copy of this run animation that we
02:14can edit inside of Unity.
02:15I'll duplicate this just by hitting Command+D. Okay, so there is my copy.
02:22I'm going to go ahead and rename this.
02:23I will just click Return to rename it.
02:25I'll name this Run-RW for run read/write.
02:29That will just make it easy to distinguish between this local copy and the
02:34read-only copy. And I'll go ahead and make a folder for this.
02:38So I'll go Create > Folder.
02:40I call this Animations-RW for read/ write, and just left mouse click and drag
02:47into that in Animations folder, and then I'll just go ahead and move this to the
02:52top level of my project directory.
02:54Okay, so now I have my local copies of animations that I can go ahead and edit as I need to.
03:00So let's click back to our game character and in the Inspector take a look at
03:06this Animation component.
03:07Right now I want to replace that read-only copy with my read/write copy of the run animation.
03:13So I'll just click on this selector here and just double-click on run-RW, so
03:19that will switch out so that we now have the read/write animation applied to our character.
03:24So back in hierarchy we click on root and bring back the Animation Editor.
03:34Now if we select the run read/write animation I can see the curves and now I can
03:38also make edits to those curves.
03:42So again I can scrub through.
03:45I can select the individual curves. So this is the rotation in the Y direction
03:49and I'll just grab one of these and drag it way down so we can see how that
03:53affects the animation.
03:56And from here I can animate any part of the skeleton that I want.
03:59It's a pretty robust animation interface. So in the next video we'll talk about
04:03how we can use our read/write animation to call and access scripts.
Collapse this transcript
Controlling scripts with animation events
00:00In last video, we talked about how to make local copies of animations for
00:03editing inside Unity.
00:05In this video, we'll look at setting up animation events, which allow animations
00:09to access the power of scripts by calling script functions as they play.
00:14So let's use this run-read/write animation that we created in the last video.
00:19I'll go ahead and apply that to the Third Person Controller script which is
00:23attached to our game character.
00:25So in the hierarchy, I'll just click on a game character.
00:29And down here in this Third Person Controller script, instead of the read-only
00:36run animation, I want to use this run-RW animation.
00:40So I'll just click and drag, just drop that right on the Third Person Controller script.
00:47So now let's set up a script that this run-RW animation can talk to you as it plays.
00:53So in my Project panel, I'll click on Create > JavaScript.
00:57And we'll just title this HelloWorld.
01:02And I'll also go ahead and just create a folder for all my scripts.
01:12And I'll just click and drag to place that in Scripts.
01:17So right now this is just a blank script, so I'll double-click and we can
01:20make some edits here.
01:22So right now, we have a default function called the Update function.
01:27So that's a function that automatically comes up in any script and there we
01:30could place scripting language to control things that happen every frame.
01:35In this case though, we're just going to make a very simple function.
01:37So I'm just going to type function and I'll title it Running.
01:43And all our function is going to do is output some text to the console.
01:52So the command to do that is Debug.Log and then we can just type in our message.
01:59So I'm just going to have him say "I'm running."
02:05So this is about as simple as you can possibly get with a function.
02:08If you don't have much experience with JavaScripting for Unity, again I would
02:13take a look at some of the documentation. There are some really great
02:15tutorials for scripting.
02:16And it's actually a lot of fun.
02:17You can do some really powerful things with scripts though Unity.
02:20So let's go ahead and save this.
02:22And we can quit out of our text editor. Whoops!
02:24I'm getting an error down here already.
02:27So let me just double-click one more time.
02:30I forgot my semicolon here. Okay.
02:35So I want to take the script, left-click, drag over to the hierarchy, and just
02:40apply it to our game character.
02:44So now let's click on root again and go in and add an animation event to our
02:50read/write animation.
02:51So I'll bring up the animation window by clicking Window > Animation and we'll
02:56edit our run-RW animation.
02:59So in the timeline here, right below there's this little track and that
03:03holds animation events.
03:04So I can drag the time slider out. Let's say halfway through I want to add an
03:10animation event here and I can just click Add Event, so I've got an event here.
03:15And right now, there's no function selected.
03:17So basically an animation event is just going to talk to any of the scripts that
03:21are attached to the game object that you're animating.
03:24So to edit this, I can just double-click and it's going to ask me to pick a function.
03:31So right now I get a big list. So these are all the functions from all the
03:34scripts that are attached to my game character right now.
03:37What I want to pick is this Running function.
03:39So as this animation plays, when it hits this point, it's going to call that
03:44Running function that we just set up in our script and it's going to print that
03:48text to the console.
03:49Okay, so I'll close out of the animation window.
03:55And I'll go to Window.
03:57It'll bring up the console so we can actually see the text that we're going
04:01to get when we play.
04:02And I'll just click this tab here, just drag it right down to the Project window.
04:07So one thing about the Unity interface is it's really easy to customize, so you
04:11can reposition and drag around windows as you need to.
04:15So I'll go ahead and switch to my Game view.
04:16Let's go ahead and play.
04:18So I'm going to hold down Shift+W and I should see in the console now my text is
04:25appearing as that running animation plays over and over again.
04:29So that's a really simple example of how to get an animation to talk to a script.
04:33Now obviously, you would probably want to do something more elaborate with your script.
04:37You could use it to control other game objects that are in your scene, maybe
04:42turn a light on or off, something like that.
04:44Really, the sky is the limit and it's just a matter of getting familiar with
04:47scripting and getting familiar with Unity.
Collapse this transcript
Conclusion
Additional resources
00:00The techniques we covered in this course for importing and controlling
00:02game characters are just a small fraction of what you could do in the Unity game engine.
00:07There are many other sides of game development that you can explore through the
00:10Unity support community.
00:12Connect with Unity developers on the forums and learn about everything Unity has to offer.
00:16Most of all, have fun creating your game!
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson



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