WEBVTT

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Armatures, or skeletons, can be very powerful, but they can also get very messy.

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If you have a very complex rig, with different deformed bones, controllers, constraint specific

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bones, etc. etc., you'll want to start hiding certain bones or selectively viewing others

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so that you only see the bones you need at any given moment.

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This is where bone layers come into play.

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Instead of manually hiding and unhiding bones as you work, you can actually place bones

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in certain bone layers within your armature, allowing you to selectively view any given

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bone layer or layers at any time.

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This works differently from collections as there is a maximum of 32 layers, but oftentimes

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that is more than enough.

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I'm going to demonstrate bone layers on a simple rig, but just remember bone layers

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are most often used on complex rigs where organization is necessary for clarity.

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We can see the bone layers visually in the armature properties tab in our properties editor.

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This tab is indicated by a green stick figure icon.

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Once there, you can see this horizontal grid-like pattern which represents our bone layers.

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You don't have to count them, but there are 32 squares displayed here horizontally.

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The other 32 squares you see right below the layer section is for selecting which layers

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from above will be considered protected layers.

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They're technically still referencing the same 32 layers we see up here, but we'll

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come back to this section later.

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Clicking on a square in the grid will enable that layer exclusively, hiding all bones on

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all other bone layers.

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Holding shift and left clicking on another square will allow you to toggle on or off

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multiple bone layers at a time.

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You might notice that the first square here has a small white dot in the middle.

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This represents the fact that there are bones within that layer, and typically enabling

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that layer will make these bones visible.

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By default, our bones exist on our first layer, and our first layer is already enabled.

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Now that you understand that, let's get to organizing.

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You can choose to organize your bones however you want, but let's say for our sake, we

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want to simply move our bones of each limb in our rig to separate layers, while still

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keeping the rest of the rig in the first default layer.

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So to accomplish this, we'll need 5 layers total, including our first layer.

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Let's choose 5 layers that'll make sense visually in our bone layer's grid pattern.

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I'm going to choose these two for our left and right arm bones, and these two for our

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left and right leg bones.

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This way, I know that the top layer is generally for left hand side bones, and the bottom layer

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is for right hand side bones.

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Now let's move our bones where they need to go.

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I'm going to start with the left arm bones.

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To move our bones to a different bone layer, simply go into Pose mode, select the bones

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you want to move, and go to the Pose menu at the top left of our viewport.

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You can then select Change Bone Layer.

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This will pop up a menu that looks exactly like our layer grid that we saw in our Properties

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Editor.

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For hotkey users, simply hover over anywhere in the viewport and press the M key as in

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Move to bring up the same layer menu.

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Now you can simply select the layer or layers you would like your selected bones to reside

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in.

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For the left arm bones, we decided to place them here in the second layer of the top row.

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Once we do that, you can see that our bones have disappeared from our viewport as they

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are now hidden in the second bone layer, while we still only have the first bone layer enabled.

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Let's repeat this process for our other limbs.

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Now that we have our bones in the right layers, we can select these layers with left click

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to see each limb's bones independently or shift select to enable multiple bone layers

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at a time.

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You may have already noticed that only one square in the grid pattern actually has a

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filled white dot while the others have a hollow white dot.

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The filled in white dot simply indicates which layer your last selected bone or active bone

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is on, while the hollow white dots simply indicate that there are bones present in that

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layer.

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And those are the basics of bone layers, but we haven't touched on what this Protected

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Layers section does exactly.

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For most beginners, you probably won't have to touch these settings, as they refer specifically

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to when the rig is imported into other blender files and referenced as a proxy.

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Protecting a layer tells proxy rigs of the source that bones on that layer should prioritize

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and reference the original data from the source file if the source changes.

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Referencing files is most common in studio environments or group productions.

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And those are the fundamentals for bone layers, but for further organization, I also recommend

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Bone Groups.

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What are Bone Groups?

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Well, let me just show you real quick.

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Bone Groups can be edited right below the bone layers in the armature properties of

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our Properties Editor.

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Expand that and you'll see a very familiar interface if you've worked with vertex groups

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already.

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To create a new bone group, simply press the plus key.

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Before left clicking a group will allow you to rename the group to whatever you want.

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I'm going to call this Left.

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And now, since you probably know what I'm going to do, let's create another group called

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Right.

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We can add bones to whatever group we have selected in this list by simply going into

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Pose Mode, selecting what bones we want, and clicking the Assign button in the Bone Groups

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interface in our armature properties.

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I'm going to go ahead and organize these bones so that the left hand side bones are assigned

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to the left group and the right hand side bones are assigned to the right group.

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Okay, now that I've done that, let's go ahead and deselect everything with Alt A.

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Now what's great about Bone Groups is that we can very easily select or deselect bones

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in that group by selecting the group in that list and clicking the Select or Deselect buttons

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here.

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But another great benefit of Bone Groups is colors for visual clarity.

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What I love to do, for example, is to mark our left hand side bones as red and our right

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hand side bones as blue.

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How do we do this?

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Well, you can simply select our left group and go to the Color dropdown below.

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From this, we can select a color set that matches what we want, or we can create a custom

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color set.

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When setting custom colors, you can read more about what each color is used for by hovering

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over each colored rectangle.

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Let's do the same thing for the right group.

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Now we have this very colorful rig that helps us and whoever animates with this rig understand

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at a glance which bones belong to which groups.

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Important note, unlike vertex groups, bones can only belong to one bone group at a time.

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I hope you find these tools useful for understanding and organizing the bones within your rigs.

