WEBVTT

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Hello! This is Juan Pablo Rosa speaking and you're watching the timelapse about

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Regan Vincent. As you may already know Vincent is a free character that you can

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download at the Character Library of the Blender Cloud. It was originally designed

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by Matthias Mendiola and it was modeled by Andy Goralsic and then it was rigged

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by me using Blendric 5. Blendric 5 is a free add-on that you can download at the

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Blender Cloud or you can also get the latest version at this address of

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GitLab.com. Once you've downloaded the zip file you can install Blendric by

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going to File, User Preferences, Add-ons, Install from File, you select the zip file

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and then you can enable the add-on. Recently the PDF documentation about

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Blendric in which you will find a step-by-step guide about how to rig a

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character from scratch with Blendric was also made available for free on the

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Blender Cloud. So you can read that PDF file to get a better idea of how the rig

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works. And if you become even more interested in using Blendric for your

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own projects you can also sign up to the Blender Cloud and there you will find

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several hours of training material with many step-by-step guides about how to

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rig your characters with this rig among other things. Currently Blendric is only

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intended for film production but in the near future I plan to do other presets

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of the rig like for example a game engine ready rig, a quadruped rig and

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even some vehicles rigs. So stay tuned to any news about the Blendric project. Now

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let's get our hands on Vincent. First I'll add the Blendric armature from the

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add object menu and then from the Blendric rigging panel I will enable the

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reproportion mode to retarget the rig. In this mode you will get all the

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necessary controllers in order to fit the armature to your characters. So first

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I'll adjust all the controllers to the body of the character.

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Just a quick note about the fingers. Remember that Blendric has the option

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to have IK in the fingers so it is a good idea to place the fingers with a

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little bit of initial inclination so that the IK knows where to bend to.

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So then I'll go on with the head. There is a face master controller that will

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let you adjust the whole face at once. Here I'm just mirroring the pose to

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start getting things in place.

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Blendric has a facial rig based on bones so you don't have to rely on shape keys

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to do the facial expressions of the characters and all the mechanic of this

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facial rig is fully automated and it will let you achieve any expression you

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can imagine. So getting the face right on this first stage of the process is

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really important. As you can see the face is divided in different colors for each

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facial part so that you can fit each part separately into your model without

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any visual hassle. You can see what all these different bone colors are about in

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the bone groups list of the armature. Also it is a good idea when adjusting the

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face that you enable the B bones option in the armature so that you can see the

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actual curvature that the bones have. All the deformation that the rig delivers is

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based on B bones so it is nice to know how the curvature of the bones is

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behaving in order to make everything look as smooth as possible and to avoid

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bone flipping or sharp edges. About the main facial rig I first adjust the lip

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controllers and then I adjust all the outer controllers that surround the

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cheeks and the chin. This is because all the intermediate controllers will adjust

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automatically to these two ends the lips and the outer controllers. So in other

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words the rig kind of spreads from the lips to the outer face.

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Then of course after doing this I'll manually tweak all the intermediate

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controllers too.

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When you add the bone armature you're not only adding that armature but you are also adding some

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lattices to the scene, the measure from cage which will deliver automatic body

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deformation without any need of weight painting the character and a low

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resolution model for creating low resolution proxies of your character. So

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as you can see those models are already responding to the newly adjusted

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proportions of the rig which now fit Vincent and what I will do is to first

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bake the meshes and I will bake the armature last. So I press the bake mesh

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button in each mesh and then I go back to the armature and press the bake

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armature button. Oh here I realized that I have forgotten to adjust the hat and

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eyeglasses controllers of the armature so I adjust those controllers and then

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bake the armature again.

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Once the armature is baked I go into edit mode and I run a couple of

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operators. First the fixed joints operator which will fix some minor

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errors that may occur after the baking with the placement of the bones and then

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I run the calk rolls operator which will automatically calculate the roll angles

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for all the bones in the armature. Then I can go back into pose mode and I can

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turn off the reproportion mode. So now that all the objects of the rig are

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baked into the proportions of Vincent I can move on to adjusting the mesh deform

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cage. For doing that I will go into edit mode and I will start moving the

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vertices of the mesh deform cage so that this object completely surrounds the

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character. Needless to say is that if you do not want to use the mesh deform

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technique you can weight paint the character manually or you can do

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automated weights all of that is valid but blend rig comes with a mesh deform

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cage that is already weighted and that has been constructed with many techniques

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that will ensure the best possible deformation. For those who don't know what

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mesh deform is you can think of mesh deform as a customized lattice so this

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low-resolution mesh will drive the deformation of the model but as it is a

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very simple mesh you can weight paint it and add shape keys and edit it in a much

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easier way than directly editing the character. Besides that mesh deform will

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deliver an organic deformation that no other method will be able to achieve so

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it is a very nice technique to use for organic characters.

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Once I'm done editing the mesh I will add a mesh deform modifier to the body

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and the head of Vincent and I will first bind these modifiers at level 5.

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This is because with precision level 5 mesh deform will bind very quickly and I

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will be able to check if all the vertices of the model are moving along

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with the rig. So as you can see here many vertices have been left outside of the

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calculation so I will unbind the modifiers and I will edit again the

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mesh deform cage making sure that all of those vertices are inside of the

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cage. I will repeat that procedure until I get everything right.

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So I bind the modifiers again and check for loose vertices. Okay now that all the

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character is moving along with the rig correctly I will unbind the modifiers

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for the last time and I will do the final binding in precision level 7. This

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can take several minutes and up to half an hour sometimes but it guarantees a

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correct deformation of the character so it is very important to do the final

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binding at level 7.

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Here I'm taking the out of the box deformation and you can see it's pretty

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decent but as this is a main character I will pay a lot of attention to detail

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when it comes to deformation. In the Blender Cloud tutorials I talk about

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ways of how to speed up this process for secondary characters using deformation

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enhancer modifiers and other techniques so if you're interested in that you can

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check out the training material on the Blender Cloud. Although in the ways that

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I do things I usually take the time to tweak all the deformation manually in

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order to have complete control over the process. So here I am adding Subserve

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modifiers to the objects and I'm adding a driver to the viewport subdivision

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level so that I can control the whole subdivision of the character from the

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model resolution property that is on the Blenderic panel.

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After doing that I'm going to go joint by joint checking how deformation is

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doing in each part of the body.

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Here I'm just tweaking some IK parameters so that the knee can fully

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extend.

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And here I found out that the joint of the thigh and the pelvis was kind of too

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low so I'm going into repropulsion mode again and I'm hiring that joint and I

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bake the rig once more.

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So basically what I'm doing now is a first deformation pass. So in this first

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pass I basically use three factors the geometry of the mesh deform cage and

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that is if I see that the influence of the mesh deform cage isn't working that

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great I may need to unbind the modifier, tweak the geometry of the mesh deform

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cage and then bind the modifier again. And this is because as I said earlier

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Blenderic's mesh deform cage is built up with many topology techniques that

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deliver a better deformation out of the box so the relation between the model

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and the edge loops of the mesh deform cage is really important in order to get

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a good deformation. The other deformation factor that I take into account in this

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first pass are the deformation helper bones and these bones which have the

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suffix fix are placed in each joint of the armature and they move away from the

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joint when the joint rotates. So these bones greatly improve volume

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preservation so as you can see here I'm also tweaking the weight painting of the

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deformation bones over the mesh deform cage so that everything looks as best as

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possible. The other thing I do with the deformation helper bones is to change

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their behavior by slightly tweaking the values of their transformation constraints

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that way I can make them move more or less according to the needs of that joint.

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And finally the third thing that I use for correcting deformation in this first

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pass is to use the parameters called realistic joints. In Blenderic these

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parameters let you simulate the actual volume of real-life bones because in

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many cases real-life bones not only rotate but they move in a noble fashion

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along the head of the neighboring bone. So this realistic joint parameter lets

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you simulate that and it is another great way to help in volume preservation

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when the rig articulates.

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Well here I'm going to add some edge loops to the mesh deform cage in the area

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of the belt of the character so that I can see if I can make the belt deform in a less rubber-like way

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when the character moves the pelvis. So by adding more edge loops and by modifying a bit the weight painting

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I will try to make the belt look more rigid.

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So well I'm glad with how the belt deforms now and I'm going to check the remaining parts of the body.

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Here I'm going to set up some automated movement parameters that can be found in the rigging panel

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and these parameters you can basically set how the shoulder behaves when the arm moves in IK

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so the shoulder kind of follows the arm automatically when it moves. You can also set up the behavior

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of the foot roll which you can set to roll from the heels to the tip of the foot

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and you can also set how the spine behaves when you rotate the master spine controller.

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The good thing about mesh deform is that the deformation of the cage

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doesn't have to be perfect. The cage can have intersections that may not look 100% correct

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but the important thing here is that the character itself deforms correctly. So if you think of mesh

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deform as a kind of lattice you can understand that the main objective of the deformation of

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the mesh deform cage is to pull and push the vertices of the main character as this model

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won't mimic the deformation of the mesh deform cage but instead it will be influenced smoothly

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and organically. So the good news is that we don't have to care about the deformation of the

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mesh deform cage being perfect because the important thing here is how the character is

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deforming under the mesh deform cage and in most cases that will be smoothly and organically and

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it will let you achieve deformations that you would just not be able to achieve with other methods.

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Once I have done my best tweaking the deformation with the armature the second deformation pass

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will be adding corrective shape keys in those places that I was not able to achieve a perfect

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deformation just with the mesh deform cage and the armature. So I move the character into critical

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poses and then I add the shape key to correct the problematic deformation. Remember that in the PDF

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documentation and in the step-by-step tutorials of the Blender Cloud I explain which bones you

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have to use in each body part in order to drive the shape keys. In those tutorials I also show how

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to easily set up the drivers. As you can notice it is very easy to edit the shape keys of the

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mesh deform cage and you can see how the deformation is improved in real time over the character's model.

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So once I'm done with the shape key I mirror it and I also copy the driver

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but then I change the target bone of the driver from left to right.

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In the area of the elbow I ended up using three different shape keys to drive the motion of the

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sleeve of the shirt when the forearm rotates.

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So here I made it in the curves so that the shape keys overlap with each other a bit

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in order to make the motion look right.

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And then I just mirror the shape keys to the other side.

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So I go checking joint by joint now with the torso.

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Here I will duplicate the mesh deform cage because I want the deformation of the neck of the character

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to be independent from the deformation of the neck of the shirt and for that I need another mesh deform

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cage. So one mesh deform cage will deform the shirt of the character and the other mesh deform cage

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will deform the head and neck of the character. I will get rid of unnecessary geometry because

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this mesh deform cage will only influence the head model. So I will assign this new mesh deform cage

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to the mesh deform modifier of the head and then I'm going to bind the modifier again.

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So I will duplicate the bones of the neck of the armature

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and then I'm going to erase all the constraints that make these bones rotate with the head.

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Then I will assign these new bones to the mesh deform cage that deforms the shirt and in this way

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I'm making the shirt independent from the head rotation. So as this is a separate mesh deform

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cage I can also add extra controllers to deform the neck of the shirt.

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So

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here I'm just editing the shirt model so that it overlaps with the neck of the character

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and we don't see a gap between the two models.

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So

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and of course with any change that you make to the geometry you have to

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rebind the mesh deform modifiers.

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Here I will add a shape key to correct the intersection between the shirt and the neck in this extreme pose.

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So

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here I will just duplicate the buttons of the shirt of the character

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and I will parent them with vertex parenting to the mesh of the shirt. This way I prevent the

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buttons to squash and stretch with the motion of the body as they do if they are deformed by the mesh deform cage.

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Here I'm adding some corrective shape keys to the buttons objects so that they don't intersect with the shirt.

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And after doing some tests I will just leave three vertices from the original bottoms in the shirt model

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and I will vertex parent the button objects to these three vertices. So far we've seen that mesh

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deform works great for the body but when it comes to small areas or rigid areas mesh deform doesn't

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do that well. So in those cases we will use the armature modifier to deform the model and that is

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the head, the hands with the fingers and the feet if the character has toes. In this case the character

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doesn't have toes so we will use the mesh deform for the feet but not for the hands and head. So now I'll

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add an armature modifier to the body model and as the mesh of this character is based on Victor from

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Cosmos laundromat the geometry already has the vertex groups. So what I'm gonna do is to just

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check how it deforms out of the box and I'll make some corrections if it is necessary.

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Here I'm just tweaking a bit the position of the wrist joint

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and here I noticed that the bone of the forearm and of the hand are separating too much because

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of the realistic joint parameter so I will lower the wrist value in the realistic joints tab.

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So here I'm modifying the weight painting of the no-em-def group which divides the influence of the

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armature modifier and of the mesh deform modifier. By smoothing out the limits of this group you

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cannot blend the influence of both modifiers.

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Here I'm enabling the bone rolls layer which will allow me to modify the roll angles of the whole armature

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and after tweaking the rolls of the bones of the fingers I'm going to run the custom aligns

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operator which will align all the bones of the armature to the bones of this layer.

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So by editing these bones you can easily customize the rolls of the whole armature.

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So I'm going to check how the hand is deforming and as I did with the body I'm going to move the

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fingers into extreme poses and check the deformation there because if the deformation

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is correct in the extreme pose it will most likely be correct in the intermediate poses.

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Again you see that I'm not only tweaking the weight painting of the main bones of the fingers

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but also of the deformation helper bones of each of the joints of the fingers. This way I maintain

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the volume of the joint as I need.

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you

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Here I'm checking that all the weights have been mirrored correctly

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and here I added a corrective smooth modifier to the model of the body just to enhance the

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deformation of certain parts of the model. For isolating the influence of this modifier I create

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a new vertex group called corrective smooth and when I paint that vertex group you can see the

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influence of the corrective smooth modifier in that area. The corrective smooth modifier is a

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kind of deformation enhancer modifier because it tries to preserve the smoothness of the surface

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while also keeping the details of the original model in rest pose. So you don't have to make

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abuse of this modifier but for doing subtle corrections it is a great addition to Blender.

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Here I'm just testing how the corrective smooth modifier works in different areas

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but finally I only used it in wrists.

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And now I will improve a bit the deformation of the thigh

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when it goes up so I will tweak the shape kissing vault.

