WEBVTT

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Hey, this is Jasti Helmeson from the Blender Institute and in this video I will show you how to link and set up the character Vincent so he's ready to be animated.

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Vincent was designed by Matthias Mendiola, modeled and shaded by Andy Gorolczyk and rigged by Juan Pablo Bosa.

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You can find a link to the Vincent rig on the Blender cloud right here next to my base.

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To start off we just have a totally empty startup file.

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Let's just delete everything and let's go and link Vincent.

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So here he is.

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Go to group, just link those two things in and we have Vincent.

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We have the two versions.

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We got the low and the high.

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Let's just delete the low one.

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We don't need it for now.

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And control alt P.

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We are making a proxy for the Blender rig, for the rig itself.

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And then you go to post mode and here we have him.

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Let's just simplify the scene.

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Where are you?

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Here we go.

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Simplify subdivision to zero.

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And now it's a little bit lighter.

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Of course we want to switch to cycles.

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There we go.

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Now he's colored and nice.

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Now in order to utilize this rig fully you need to go and download the Blender rig and

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install it.

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You can find a link to that here.

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Once you have Blender rig installed you can have this nice little panel.

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It has all these different options for the rig.

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So what I want to do is just go over a little bit the different settings that I usually

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use.

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If there's particular settings I want to set to I'll usually make sure that they're also

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keyed just so if I go out of the file and back into the file that they're still in the

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same position.

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So for the eyes I like to, so there's different options.

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I like to set it on one.

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That's the body setting.

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That just means that if I move the master it goes along with it.

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But if I move anything else then it stays there.

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So let's just key that.

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Then you've got the head.

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And I like to hinge that just like with the human body.

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If I'm moving to the side my head keeps readjusting itself.

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And that's kind of what's happening here.

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It kind of readjusts itself.

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In some cases you may want to not have it hinged but if it's just a basic animation

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test then yeah sure why not.

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Now for me personally you can also hinge the neck.

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I find that redundant and weird because in that case then it's not really the pivot point

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becomes here instead of here.

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And it's a bit weird that it feels like the neck is a bit broken when that happens.

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For the arms in this particular case because I'm only going to pose him right now just

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as a demonstration.

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But for the settings I'm going to do the settings as if I were to just animate him without leaning

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on anything and it's pretty basic settings.

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That involves FK so it's basically FK arm settings.

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However if you want to do IK settings for the arms that means that if you place the

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hand in a particular place and then if you move him around that hand shouldn't move.

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However by default the hinge is set to zero.

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So if you did want to use the IK setting which is right here and it's set by default you

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want that hinge to be at one.

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Yeah that's the left arm.

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There we go.

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And now if I move him around the hand stays where it is.

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Now you notice that when you pull it too far then he kind of pulls the hand with it.

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If you want to use the IK control then I would recommend having the stretch set to one.

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Not because you want to stretch the arms in particular but just because there are going

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to be these moments where you may be faking something or there's a moment when you made

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a mistake then at least the hand is at the right place when it happens and you can adjust

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for it.

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Because sometimes you want to cheat it in such a way that you just take the arm and scale

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it up slightly or something like that.

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It just depends on the situation.

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So by default you can see his screen left arm is not set to hinge so even though you

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can kind of pose his hand it still kind of follows the torso which is fine.

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It's just good to know what the settings do.

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But in this particular case we are going to use FK arms.

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So we set the arms to FK.

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Drag those little things and let's just key that.

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We do want to hinge the arms.

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So let's key that also.

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That is that means that if you do rotate the torso the arms are going to just align themselves

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kind of like with the head.

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In a lot of cases you don't want that to happen but if you're animating him just being kind

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of relaxed in a normal pose and he's breathing and he's moving just a little bit he's not

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doing jumping jacks or whatever then it's actually it gets kind of useful to do it because

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if you pose the arm in any particular way let's say like this and you can always add

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a little breath into him by rotating the shoulders up and down and it won't affect the pose of

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the hand otherwise the hand will start moving up and down and you don't have a lot of wiggle

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room there.

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So let's just clear that.

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Now in this case when you have FK on you actually don't want the hand itself to hinge.

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See what happens there it's kind of it's kind of hinging on its own so you have that to

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zero and let's just key that same with her left and right.

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Mm-hmm clear that.

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With the legs we just want the want them to be IK that's fine but the only thing we want

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to change with the legs is stretching this is kind of important I would say that this

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is something you really don't want to forget to do because if you're making him walk or

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whatever and you go a little bit too far it's better to have the leg be just a little bit

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stretched than to see the the foot itself popping up and down like slightly just ever

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so slightly it causes this weird vibration whenever you whenever you're trying to pose

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him and allowing it to stretch just gives you a little bit more wiggle room to work

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with.

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Okay so everything is cleared up and those are let's see yeah those are all the different

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settings.

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Oh one more I forgot the IK FK with the body itself so right now it's it's set to

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IK which is fine in and of itself if you only mean to rotate it but it's giving you this

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extra option of moving it and it's really hard to control and it doesn't really well

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I don't know I wouldn't use it for anything really so I would put that to FK so right

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now that's set to FK so you see that you get those red controls instead of the green ones

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let's just key that also.

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Okay so those are all the different settings now if we scroll up and we see all the different

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armature layers we are I'm going to go over what bones you may or may not want to use

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in this particular case you just it's on an individual basis depending on the the animator

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and the shot he or she is required to do at that at that moment so in this particular

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case I'm just going to demonstrate the bones I might use for just a simple animation so

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first of all let's just let's reveal these three layers there's the facial two the tune

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one and tune two and also fingers and toes this is kind of a pet peeve of mine because

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it depends on what you're doing but the blend rig has this feature for example that you

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have this kind of hand bone here at the end of the fingertips and if you scale it up and

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down it starts making a fist which is kind of cool and it can be really useful thing

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is it's all it's so automatic that it it moves in only this one way and now if you want to

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do anything else because that one pose is probably not going to be the one you want

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or Alt-R it's hard you can customize it on top of that but then you're counter animating

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and what would be better is that if you if you sculpt that that gesture yourself completely

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from scratch now a half step to that are these controllers which are these kind of finger

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extenders I don't know the name which are super cool you can you can move them you can

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rotate them and then if you scale them your finger goes like that it's really cool the

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problem with it not problem because this is kind of a half and half solution so it's really

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cool however when you want to do something really specific like you have a really specific

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hand gesture the hand is touching an object or it's grabbing something in a particular

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way you really want to sculpt that hand gesture and when you do that though those are not

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going to be really nice to work with because they will only give you a certain amount of

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freedom so one step further and this is of course like it's it's on the spectrum of simplicity

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but not a lot of options and then complexity with a lot of options you can go even further

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and you can just use these these are kind of the direct bones for the fingers now what

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some people do is that they may use the kind of the simpler bones to first get in the right

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direction and then use these these more complex bones to kind of refine it in my experience

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that works sometimes and sometimes it really doesn't work because what ends up happening

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is that you you're now using those tweak bones to counter animate something that's happening

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in a bone that's one step above so for example let's say you're using a very simple bone

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I really want this finger to go like this and maybe like this however this the tip is moving too far

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so let's say I move local or normal either way so let's say I want that back so if I just pull that back

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now I have the pose that I want problem is now these two things this one and this one are conflicting

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so it may look nice but when it starts interpolating there's this weird hiccup that might happen

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and this is a simple example but like in a more complex situation these hiccups kind of add up

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and they become hard for you to decipher what's wrong what there's something weird happening

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so that's just an example of the fingers if it if it were a super simple animation

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I would just go ahead and use these guys just to get like a really nice relaxed pose for the hand

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however in most cases for me personally I actually really enjoy just sculpting the hand with the actual finger bones

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so going going full detailed right from the get go it also helps you out a bit when you want to copy paste poses

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so if you have a really nice post that you like you can copy paste it without having to worry that oh yeah I also have to copy paste those extra bones that are on top of it

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so that's quite nice now we're going to make a selection set of the bones that we want to use

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a quick tip first the outliner that's here in the top right corner if you're not using it then I would recommend just hiding it or just you know make it disappear

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because it does use some CPU and if you're not using it then there's no real reason why you're slowing down your file

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so in order to choose which bones we want to use let's just unhide everything all the bones

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we have him here and what I usually do so we have a selection set we go to the armature panel and let's just hide all these

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here we go selection sets so what I usually do is I just don't have anything selected and I go around and I pick and choose which bones I want to use

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and I just hide those bones and then later on I can unhide them and then those are the only bones that are going to be selected and I can make a new selection set and put them in or assign them

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so let's take the master also

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here we go these here

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this one also

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yeah let's take the toes

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sure take the foot roll

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both of those

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and knee pole targets

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totally

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and let's take the hips or the pelvis control I guess it's called

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in this case well depending on what you're doing you may want to you may want to just use the FK control for the torso or if you want to be a little bit more fancy you can

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also have the kind of the FK spine controls if you want to do anything in particular yeah let's just take them also

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now the trick is to find the balance between not too many bones only the bones you really need but giving give yourself a little bit of wiggle room because sometimes it is better to have a couple of more bones that you're not completely sure you want to use

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at the same time the fewer bones you use the better also because otherwise you're putting too many keys and there's too many variables going on at the same time

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if you're for example just keying all the bones you're going to find that after about a few seconds of animation the file really starts slowing down I mean these are this this rig is 2,261 bone

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that is a lot of information to be stored if you key every single one of those it's it's too much man it's too much okay let's take the shoulders and let's see got the FK head control

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and maybe I only take the neck control yeah let's let's just take that and then we have the FK arms of course those are red easy to spot

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and here I'll just select all of this and then unselect this is this this

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and in these cases I'm I'm only gonna go for the the finger bones themselves like the more detailed finger bones I'm gonna skip this this isn't what I need right now

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I don't need this

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and a little quick tip you want to select things you selected but on the other side you do shift F that's quite nice but in this case because we're hiding it doesn't really help us that much but it's kind of a cool quick trip so hiding that

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all right looks good let's do the same on the other side

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funny thing is when you do one of those one of these videos you always do something really stupid but it's not obvious to me because I'm focused on too many other things and then you the audience will spot it and you'll be calling out oh man he's such an idiot I can't believe you clicked that button or whatever and it's oblivious to me

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so keep that in mind that it's it's not just that I'm an idiot

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hide hide those and we're working our way up to the face I think we have everything we need from below

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now do we really need

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we really need these right now oh the breath bone so there's a breathing bone here

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it works fine but don't don't just use that for breathing when you're breathing you what you usually do like it's nice to have one of those bones but what usually happens is that your

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your upper spine goes up so it's kind of the chest area goes up it does puff out a little bit but it's really important not to forget the shoulders but because when you breathe in those shoulders come up and kind of rotate a bit and if you if you only do the

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breathe bone and forget about the shoulders then it's it looks kind of fake but it is it's nice to use that breathe bone every now and then especially for tweaking stuff

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belly control that's cute

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well in this instance let's just let's forget about this and let's just work our way all the way up to the face now here we're gonna totally take the look target

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one is important so hide that one

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yeah let's take the hair targets why not it's gonna be fun play around with that a little bit

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all these different black hair targets

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yeah sure why not

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and then

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we go to the most complicated thing which is definitely the face so start off with a jaw the maxi we need the job

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hide that

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mouth corner left and right totally really important to have that

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this one I like it's the mouth master control you can rotate it slightly and do some interesting stuff with it

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I do think we need all of these little tweaky guys

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whoops

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all these little red balls around the lips

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hide that now we have them

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do we need the tongue

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well sure like let's say I'm doing this as a hypothetical what if I was gonna animate a scene of him just standing upright and he's talking a little bit of moving a little bit and maybe lip syncing so you know maybe in that case I would take the tongue

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just the first couple of bones I think that's all that's needed

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these things are interesting

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and they

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I would say that there are cases where maybe I would use these

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in this particular instance I probably wouldn't

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alright these two are nice

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and let's see

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then we're working our way up to the eyes

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now regarding the eyes it's it's really nice to grab these cartoon bones that are surrounding the eyes so these yellow bones and also the ones that are up here

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these are quite fun to play with

214
00:22:22.480 --> 00:22:26.480
it gives the the face a little bit more of a squash feel

215
00:22:27.480 --> 00:22:30.480
of course you can you can take it too far as with anything

216
00:22:30.480 --> 00:22:38.480
but allowing using it just slightly to give the face a little bit of asymmetry goes a long way

217
00:22:40.480 --> 00:22:43.480
we have the glasses sure let's

218
00:22:44.480 --> 00:22:49.480
here's the entire glasses but he's gonna have his glasses on so let's just grab this

219
00:22:50.480 --> 00:22:57.480
and maybe perhaps grab these corners because maybe we're gonna play around with that just slightly

220
00:22:58.480 --> 00:23:02.480
yeah these two why not

221
00:23:03.480 --> 00:23:07.480
is there a corner also? no, yeah there's a corner

222
00:23:08.480 --> 00:23:10.480
oh okay it's for the rim

223
00:23:11.480 --> 00:23:17.480
let's focus on the eyebrows now there's the the kind of main controller for the eyebrow

224
00:23:18.480 --> 00:23:21.480
in a lot of cases this is super useful

225
00:23:22.480 --> 00:23:25.480
in this particular case probably because you know

226
00:23:26.480 --> 00:23:35.480
I am like I can I can do do this up and down by using it but at the same time I would probably have to like if I use if I went up

227
00:23:36.480 --> 00:23:43.480
this is going too high up so I would have to counter animate that and then I have all these variables going on that counter animate each other

228
00:23:44.480 --> 00:23:48.480
so I'd rather just take these red ones and just use them to start with

229
00:23:52.480 --> 00:23:56.480
and we go all the way to the eyelids

230
00:23:57.480 --> 00:24:01.480
the most important things here are these two

231
00:24:02.480 --> 00:24:04.480
hide those, hide those

232
00:24:07.480 --> 00:24:14.480
and these little dudes are super helpful for tweaking, oops, I did see, here we go

233
00:24:15.480 --> 00:24:18.480
for tweaking the shape of the eyelids

234
00:24:18.480 --> 00:24:23.480
and that is an often overlooked thing

235
00:24:24.480 --> 00:24:32.480
because the thing is if I'm looking in this direction there's going to be this light distortion in the shape of the eyelids

236
00:24:33.480 --> 00:24:42.480
and then if I don't move my head and if I look somewhere else then there's going to be a slightly different distortion of the shape

237
00:24:43.480 --> 00:24:51.480
in real life this is kind of subtle but with cartoon characters because a lot of the times they have a big rise or what not

238
00:24:52.480 --> 00:24:56.480
everything gets a bit exaggerated and this is one of those things that needs to be exaggerated

239
00:24:57.480 --> 00:25:03.480
and because when we look at an image of a character a lot of the times we are constantly looking into the eyes of the character

240
00:25:04.480 --> 00:25:11.480
and we're trying to relate to that character it goes a long way with empathy and with emotion that those things are correct

241
00:25:12.480 --> 00:25:19.480
and yeah that you don't just ignore those important bones

242
00:25:20.480 --> 00:25:22.480
let's select that

243
00:25:23.480 --> 00:25:33.480
and hide those, okay, so now we're working our way down to the kind of sneer, frown I guess

244
00:25:34.480 --> 00:25:35.480
let's take that

245
00:25:36.480 --> 00:25:41.480
yeah, flare of the nose, I mean maybe you would use that

246
00:25:44.480 --> 00:25:49.480
this is something like the nose control itself

247
00:25:50.480 --> 00:26:01.480
I would use it but sparingly and subtly because if I'm talking for example and I do an M and I do mwah, mwah

248
00:26:02.480 --> 00:26:13.480
maybe okay it's not obvious like you're watching a screen that's kind of tiny but what is happening is my nose will be pulled down slightly whenever I do an M or bah, mwah

249
00:26:14.480 --> 00:26:30.480
this thing is subtle in real life but it also depends on who it is because sometimes people have different kinds of noses and different lips and different shapes and how much emphasis there is on the shape of the mouth

250
00:26:31.480 --> 00:26:32.480
when it happens

251
00:26:33.480 --> 00:26:47.480
so yeah and in cartoons of course you want to exaggerate a little bit just to sell it so you know if I do a pah in animation you may want to hold it for two frames even though in real life it would only hold for one frame just because you want to sell it

252
00:26:48.480 --> 00:26:51.480
you want to make sure that the viewer it registers to the viewer

253
00:26:52.480 --> 00:26:53.480
so let's hide that little thing

254
00:26:54.480 --> 00:26:58.480
and now we're working our way all the way down, what is this?

255
00:26:58.480 --> 00:27:01.480
ah yes mouth frown alright alright

256
00:27:02.480 --> 00:27:07.480
okay mwah alright let's try that, it's interesting

257
00:27:09.480 --> 00:27:15.480
yeah okay probably gonna find something that I'm missing but for now this is fine

258
00:27:15.480 --> 00:27:18.480
so what you want to do now is unselect everything

259
00:27:19.480 --> 00:27:29.480
and then unhide and then everything that was hidden is now revealed and also selected so those are all the bones you want to use

260
00:27:30.480 --> 00:27:37.480
and click the little plus for the selection sets and you can just name it main bones or whatever you want to name it

261
00:27:38.480 --> 00:27:45.480
and then you can do shift h and now only those bones are selected, these are the bones you want to work with

262
00:27:45.480 --> 00:27:53.480
now the final step is actually posing the character and if you want to do that then we might want to pose him in some direction

263
00:27:54.480 --> 00:27:58.480
in order to do that of course we need something to pose him towards

264
00:27:59.480 --> 00:28:03.480
so let's for example make a camera

265
00:28:04.480 --> 00:28:10.480
and just zero that out, let's say it's 50

266
00:28:11.480 --> 00:28:15.480
and set the view, there we go

267
00:28:16.480 --> 00:28:21.480
pass part out alpha 1

268
00:28:22.480 --> 00:28:25.480
sounds like french alright

269
00:28:29.480 --> 00:28:35.480
and if we do it so it displays only render, it's a bit nicer

270
00:28:36.480 --> 00:28:43.480
maybe we're gonna do a full body shot so we're not gonna use this film resolution

271
00:28:43.480 --> 00:28:46.480
so let's say it's more like a square

272
00:28:47.480 --> 00:28:50.480
so we're gonna do a square

273
00:28:51.480 --> 00:28:59.480
let's hide that, so we're gonna do a square and we're looking at him from a side view, maybe looking at it slightly higher up

274
00:29:01.480 --> 00:29:03.480
like that

275
00:29:04.480 --> 00:29:08.480
alright so it's kinda got this three quarters thing going on

276
00:29:10.480 --> 00:29:11.480
nice

277
00:29:12.480 --> 00:29:20.480
I hope it's not actually tilted which is what we call that Dutch angle

278
00:29:21.480 --> 00:29:26.480
originally it was Deutsch angle because it was from German cinema

279
00:29:27.480 --> 00:29:30.480
but for some reason people became a bit lazy and it became Dutch

280
00:29:31.480 --> 00:29:33.480
yeah let's just start posing him

281
00:29:34.480 --> 00:29:36.480
so we got the angle here

282
00:29:37.480 --> 00:29:39.480
and first thing we might wanna do is

283
00:29:40.480 --> 00:29:43.480
you know let's just get him into a kind of a relaxed pose

284
00:29:44.480 --> 00:29:50.480
his feet are a little bit pointed a little bit more outwards

285
00:29:52.480 --> 00:29:56.480
let's take his body down a bit

286
00:29:57.480 --> 00:30:01.480
and let's put his weight on just one of his legs

287
00:30:02.480 --> 00:30:05.480
either one is fine, doesn't really matter

288
00:30:05.480 --> 00:30:07.480
so let's say it's this one

289
00:30:08.480 --> 00:30:13.480
and let's make him take on that weight

290
00:30:21.480 --> 00:30:25.480
and if that's the case then this one can be a bit

291
00:30:27.480 --> 00:30:32.480
this is where the stretchy thing becomes a little bit ambiguous

292
00:30:33.480 --> 00:30:36.480
trying to see where it starts stretching, alright

293
00:30:42.480 --> 00:30:48.480
yeah one thing about these characters is that they, when they're standing in the T-post it's really stiff

294
00:30:49.480 --> 00:30:50.480
they feel kind of stiff

295
00:30:51.480 --> 00:30:58.480
and a lot of times people do not have this perfect of a back that's so completely straight

296
00:31:00.480 --> 00:31:02.480
they are a little bit more hunched usually

297
00:31:03.480 --> 00:31:07.480
so that's often what I do with the characters

298
00:31:07.480 --> 00:31:13.480
just hunts them down slightly and they feel a little bit more like natural characters

299
00:31:15.480 --> 00:31:17.480
okay let's say

300
00:31:21.480 --> 00:31:30.480
he's putting his weight really on his left leg

301
00:31:31.480 --> 00:31:37.480
oh Jesus wow man, his hips really dance when you move them

302
00:31:44.480 --> 00:31:46.480
just playing around with it

303
00:31:47.480 --> 00:31:49.480
seeing what it looks like

304
00:31:54.480 --> 00:31:56.480
alright interesting

305
00:31:58.480 --> 00:32:02.480
and we could exaggerate this even more so it's like

306
00:32:03.480 --> 00:32:04.480
hmm

307
00:32:08.480 --> 00:32:17.480
so maybe he's slightly tilted this way and he's actually, his torso is facing us a bit more

308
00:32:20.480 --> 00:32:29.480
it's the whole cool guy thing where he's kind of facing, not facing us directly on the hips but

309
00:32:30.480 --> 00:32:33.480
he's rotating our torso more towards us

310
00:32:34.480 --> 00:32:36.480
maybe, I don't know I guess

311
00:32:41.480 --> 00:32:47.480
and he's kind of looking towards us maybe

312
00:32:48.480 --> 00:32:51.480
ooh here's one thing okay so

313
00:32:53.480 --> 00:32:58.480
here's the eye target and if we scale it up you can see what happens

314
00:32:59.480 --> 00:33:01.480
it becomes a little bit cross eyed

315
00:33:02.480 --> 00:33:08.480
okay depending on what we want, do we want him to just look into the camera and break the fourth wall

316
00:33:09.480 --> 00:33:13.480
it's the most cliche thing ever, yeah sure why not

317
00:33:14.480 --> 00:33:16.480
let's just do it

318
00:33:21.480 --> 00:33:27.480
it's horrible to allow the arms to be in that rigid T-post, it's horrific

319
00:33:28.480 --> 00:33:31.480
so let's maybe get them down on a bit relaxed

320
00:33:32.480 --> 00:33:34.480
alright, feels a bit better

321
00:33:41.480 --> 00:33:44.480
yeah, we're starting to feel a little bit more like a human

322
00:33:45.480 --> 00:33:47.480
not like a rigid mannequin

323
00:33:52.480 --> 00:33:54.480
a little bit more bent

324
00:33:55.480 --> 00:33:57.480
and then the hands

325
00:33:58.480 --> 00:34:01.480
need to feel relaxed so

326
00:34:02.480 --> 00:34:04.480
this is what a relaxed hand looks like

327
00:34:05.480 --> 00:34:08.480
so I don't use any muscles so you can see from different angles

328
00:34:09.480 --> 00:34:13.480
there's a particular shape to it, it's not straight

329
00:34:15.480 --> 00:34:19.480
like if you look at a hand that's straight like this

330
00:34:20.480 --> 00:34:24.480
it always feels like there's some energy being wasted there

331
00:34:25.480 --> 00:34:29.480
they are intentionally making their hand being straight

332
00:34:30.480 --> 00:34:34.480
and right now in the T-post he's kind of half and half between that, not quite

333
00:34:35.480 --> 00:34:38.480
but what I want is to make it feel kind of relaxed

334
00:34:39.480 --> 00:34:44.480
and I can just do that to one of the hands and then copy that over to the other one

335
00:34:46.480 --> 00:34:47.480
okay let's see

336
00:34:48.480 --> 00:34:50.480
so maybe take that down a notch

337
00:34:53.480 --> 00:34:57.480
so well, perhaps curl the fingers of course

338
00:34:58.480 --> 00:35:04.480
got the index and the index is going to be I guess the straightest one

339
00:35:06.480 --> 00:35:08.480
from the first bone

340
00:35:09.480 --> 00:35:11.480
and we curl the other ones

341
00:35:12.480 --> 00:35:14.480
and the last two really get curled

342
00:35:18.480 --> 00:35:20.480
the ring finger

343
00:35:24.480 --> 00:35:26.480
and they look kind of spread

344
00:35:27.480 --> 00:35:30.480
maybe just bring them in a little bit more

345
00:35:32.480 --> 00:35:34.480
and then you got the pinky

346
00:35:41.480 --> 00:35:44.480
there's also one thing about the hand when you look at it

347
00:35:45.480 --> 00:35:50.480
what happens a lot of the times when you have a relaxed hand is that it's not just

348
00:35:51.480 --> 00:35:53.480
trying to do it in the angle of the camera

349
00:35:54.480 --> 00:35:57.480
it's not just curling in one axis, it's also relaxing itself

350
00:35:58.480 --> 00:36:02.480
so there's this curvature that forms here as it relaxes

351
00:36:03.480 --> 00:36:05.480
and as that happens you can see that the fingers

352
00:36:06.480 --> 00:36:09.480
they don't go, like it's not like a machine

353
00:36:10.480 --> 00:36:11.480
where it goes completely straight

354
00:36:11.480 --> 00:36:15.480
well it is kind of like a machine but a really distorted and weird machine

355
00:36:16.480 --> 00:36:21.480
they kind of rotate also slightly and they don't all evenly do it

356
00:36:22.480 --> 00:36:27.480
so in order to do something like that it is important not to lock all the axis

357
00:36:28.480 --> 00:36:33.480
for example if this finger bone here, if it had these rotational axis locked

358
00:36:34.480 --> 00:36:37.480
so it could only do it in X axis, then we couldn't do stuff like this

359
00:36:38.480 --> 00:36:42.480
just slightly move it more towards the center

360
00:36:43.480 --> 00:36:45.480
and just rotate this one slightly

361
00:36:46.480 --> 00:36:49.480
it's a subtle thing but it's all accumulative

362
00:36:50.480 --> 00:36:53.480
so all these little decisions that you make, they all add up

363
00:36:54.480 --> 00:36:56.480
and they make it feel much better

364
00:36:57.480 --> 00:36:59.480
maybe I'm even curling it too much, I don't know

365
00:37:01.480 --> 00:37:03.480
maybe it should be a little bit more like this

366
00:37:04.480 --> 00:37:05.480
more like this

367
00:37:06.480 --> 00:37:09.480
maybe the index should come in a little bit

368
00:37:13.480 --> 00:37:16.480
it feels kind of relaxed, of course the thumb is not relaxed

369
00:37:17.480 --> 00:37:18.480
so if you want him relaxed

370
00:37:19.480 --> 00:37:21.480
he needs to droop down a little bit more

371
00:37:22.480 --> 00:37:24.480
you know he's not going to curl up like this

372
00:37:25.480 --> 00:37:29.480
but he's going to be a little bit more droopy, he's not going to be like, like right now he's like this

373
00:37:30.480 --> 00:37:31.480
kind of

374
00:37:32.480 --> 00:37:33.480
and we want him like this

375
00:37:35.480 --> 00:37:37.480
and if you're posing, just try it yourself

376
00:37:38.480 --> 00:37:41.480
see what happens when you do it to your own hand

377
00:37:42.480 --> 00:37:44.480
and try to look at it from different angles

378
00:37:45.480 --> 00:37:49.480
because when you do it just right in front of you

379
00:37:50.480 --> 00:37:53.480
and you keep only doing it from one angle, then you're going to miss something

380
00:37:56.480 --> 00:37:58.480
there's some information that you're going to miss

381
00:37:59.480 --> 00:38:02.480
and not only that, you might find an angle that looks a little bit more interesting

382
00:38:06.480 --> 00:38:08.480
so yeah, it's a little bit more relaxed

383
00:38:11.480 --> 00:38:14.480
and yeah, maybe a little bit more rotated

384
00:38:15.480 --> 00:38:16.480
so now this

385
00:38:17.480 --> 00:38:19.480
this hand feels a bit relaxed

386
00:38:20.480 --> 00:38:21.480
kind of, I guess

387
00:38:24.480 --> 00:38:26.480
relax, god damn you man, come on

388
00:38:27.480 --> 00:38:28.480
like here

389
00:38:29.480 --> 00:38:30.480
okay

390
00:38:31.480 --> 00:38:32.480
now it feels relaxed

391
00:38:33.480 --> 00:38:34.480
ish

392
00:38:35.480 --> 00:38:36.480
yeah, could even

393
00:38:37.480 --> 00:38:39.480
could even be more like this, a little bit

394
00:38:41.480 --> 00:38:44.480
but also, I mean, okay, so let's look at it from the camera's perspective

395
00:38:45.480 --> 00:38:48.480
you know, is this more relaxed, does this look better

396
00:38:49.480 --> 00:38:51.480
you know, maybe this looks a bit better

397
00:38:52.480 --> 00:38:53.480
or

398
00:38:56.480 --> 00:38:58.480
yeah, there's so many things, so many variables to think about

399
00:38:59.480 --> 00:39:01.480
and I think that's a good idea

400
00:39:02.480 --> 00:39:05.480
yeah, there's so many things, so many variables to think about

401
00:39:06.480 --> 00:39:08.480
perhaps this looks a bit better, but weird

402
00:39:09.480 --> 00:39:11.480
given the position of the body

403
00:39:13.480 --> 00:39:15.480
you know, maybe this is fine, and then I just take that

404
00:39:16.480 --> 00:39:18.480
and, well, I can take the entire thing

405
00:39:19.480 --> 00:39:20.480
and

406
00:39:21.480 --> 00:39:24.480
copy paste that pose to the other side

407
00:39:25.480 --> 00:39:28.480
and now both his hands feel a little bit more relaxed

408
00:39:29.480 --> 00:39:31.480
look at it from the sides, yeah

409
00:39:32.480 --> 00:39:33.480
it's okay

410
00:39:35.480 --> 00:39:36.480
maybe that can

411
00:39:37.480 --> 00:39:41.480
could be a bit closer here, and a bit closer here

412
00:39:51.480 --> 00:39:53.480
I'm just playing around with it

413
00:39:54.480 --> 00:39:57.480
so many variables you can play around with

414
00:39:59.480 --> 00:40:01.480
okay, so he's kind of relaxed now

415
00:40:06.480 --> 00:40:08.480
maybe, perhaps, we should

416
00:40:10.480 --> 00:40:12.480
I don't know, make him smile

417
00:40:13.480 --> 00:40:14.480
yeah, sure

418
00:40:15.480 --> 00:40:18.480
it's not the most interesting thing in the world, but sure, why not

419
00:40:19.480 --> 00:40:20.480
so if we just

420
00:40:23.480 --> 00:40:25.480
well, how much do we want in this mic?

421
00:40:25.480 --> 00:40:29.480
so I'm just playing around now, giving him some asymmetry

422
00:40:31.480 --> 00:40:32.480
and maybe

423
00:40:33.480 --> 00:40:34.480
ugh, jeez

424
00:40:36.480 --> 00:40:38.480
you can always go too far, of course

425
00:40:39.480 --> 00:40:41.480
which may or may not be a good thing

426
00:40:43.480 --> 00:40:44.480
so let's

427
00:40:46.480 --> 00:40:47.480
let's squish together

428
00:40:50.480 --> 00:40:51.480
do we want

429
00:40:52.480 --> 00:40:57.480
which side of the face do we want to kind of squish together a little bit to give it that asymmetry

430
00:40:58.480 --> 00:40:59.480
so we could go here

431
00:41:02.480 --> 00:41:07.480
okay, let's make him look into the camera right now, he's kind of looking weirdly off

432
00:41:09.480 --> 00:41:10.480
so

433
00:41:12.480 --> 00:41:14.480
if we scale it up, that eye target

434
00:41:15.480 --> 00:41:21.480
it's like a really cheap way of just making his eyes go a little bit wider or narrower

435
00:41:22.480 --> 00:41:23.480
so I kind of like

436
00:41:24.480 --> 00:41:25.480
cheapen his way

437
00:41:29.480 --> 00:41:31.480
so I guess he's looking at it now

438
00:41:33.480 --> 00:41:35.480
one trick of doing that is

439
00:41:36.480 --> 00:41:40.480
just taking a piece of paper, or your hand, for example, and looking at it on the screen

440
00:41:41.480 --> 00:41:49.480
you can go over his right, the right side of his face and the left side of his face

441
00:41:50.480 --> 00:41:55.480
and just switch it and ask yourself, is he right now looking at me or looking at what he's supposed to be looking at

442
00:41:58.480 --> 00:42:04.480
just from that one half of his face, is that one eye looking in the right direction and then try it with the other one

443
00:42:05.480 --> 00:42:10.480
and what you might find sometimes is that just because one of them is doing it right

444
00:42:11.480 --> 00:42:20.480
you may be blinded to the fact that the other one actually is not looking nicely at you

445
00:42:21.480 --> 00:42:24.480
it's a little bit wobbly or off-sided or tilted or whatever

446
00:42:25.480 --> 00:42:33.480
so it's a nice way of just blocking out one of the variables and then that can't be overcompensating for the other one that's not working

447
00:42:34.480 --> 00:42:40.480
and in some cases maybe they are a bit wide-eyed or a bit cross-eyed

448
00:42:41.480 --> 00:42:46.480
but you wouldn't realize until you really cover it and a lot of times it's subtle

449
00:42:48.480 --> 00:42:55.480
so let's just for the heck of it try to make the screen right side of the face squish a little bit

450
00:42:56.480 --> 00:42:57.480
what's going on?

451
00:42:58.480 --> 00:43:03.480
okay so I'm gonna make it rotate around selection, I guess that's not, there we go, rotate around selection

452
00:43:04.480 --> 00:43:07.480
for me that makes more sense, so if I rotate it rotates

453
00:43:08.480 --> 00:43:13.480
let's take this down a notch

454
00:43:21.480 --> 00:43:27.480
okay let's do the cliche dreamworks thing, why not

455
00:43:28.480 --> 00:43:29.480
hey hey it's like

456
00:43:32.480 --> 00:43:34.480
okay I can't do it but well

457
00:43:36.480 --> 00:43:37.480
kind of like that

458
00:43:41.480 --> 00:43:44.480
let's try it, yeah that kind of smirk-y thing

459
00:43:44.480 --> 00:43:56.480
so it's a cliche, I mean everybody does it, it's in every single animated movie

460
00:43:57.480 --> 00:44:01.480
it's not animated, just animated movies, I mean this is just about everybody

461
00:44:02.480 --> 00:44:10.480
so you got that kind of smirk-y thing going on, let's take that down a notch and let's do

462
00:44:11.480 --> 00:44:14.480
let's get some asymmetry into the face

463
00:44:15.480 --> 00:44:21.480
so a little bit of this and that, let's do the opposite here, opposite there

464
00:44:25.480 --> 00:44:30.480
and oh there is, there might be two bones that I forgot so let's just

465
00:44:31.480 --> 00:44:36.480
now remember that we did make this selection set here

466
00:44:37.480 --> 00:44:43.480
and so we can toggle the selection and it's there, let's unhide everything

467
00:44:44.480 --> 00:44:48.480
and yeah it was hidden in the glasses, so there are these cheek controllers

468
00:44:49.480 --> 00:44:56.480
and I totally forgot about those, so it looks like the selection set right now on the blender that is installed on this demonstration machine

469
00:44:57.480 --> 00:45:01.480
is a little bit outdated because there is a new version of the toggle selection

470
00:45:01.480 --> 00:45:07.480
the selection sets made recently by Antonis and then refined by Ines

471
00:45:08.480 --> 00:45:17.480
it looks like this is the older version so in order to include it because it doesn't have the assign button there, the newer one has

472
00:45:18.480 --> 00:45:25.480
it's a lot of explanations right, what I need to do is just select this, add these to it

473
00:45:26.480 --> 00:45:35.480
where are you buddy, here you go, and then I can make a new one, I actually have to make a new one

474
00:45:36.480 --> 00:45:41.480
but in your case if you're seeing this you can just click them and click assign

475
00:45:42.480 --> 00:45:52.480
and you have it, ok so now we got it, I love the selection set little panel thing there, it's so handy, it's so useful, it's brilliant

476
00:45:53.480 --> 00:46:06.480
by the way I forgot, let's turn on the animation button or whatever, the automatic key for insertion button

477
00:46:07.480 --> 00:46:15.480
and key everything, I like to just do it rotation, location rotation scale because that kind of covers all my bases

478
00:46:16.480 --> 00:46:24.480
and I won't get any surprises later on, so now I got a bit of smirk going on

479
00:46:25.480 --> 00:46:34.480
it doesn't make him look like an asshole, ok so because he's going for a smile, those cheeks go a little bit more up

480
00:46:35.480 --> 00:46:38.480
maybe his lips

481
00:46:41.480 --> 00:46:42.480
go a little bit

482
00:46:45.480 --> 00:46:48.480
that is a funny face, but ok

483
00:46:50.480 --> 00:46:56.480
I never said I was going to do an appealing face, that is a weird smirky face going on right now

484
00:46:57.480 --> 00:47:04.480
there's a couple of bones that I could have actually added also which are the top lip and bottom lip bone

485
00:47:05.480 --> 00:47:13.480
they control all these kind of red balls, I kind of forgot but it doesn't really matter in this case, it's fine for what it is now

486
00:47:16.480 --> 00:47:29.480
and let's take the lower eyelids up a bit just to make them, just to allow the irises to maybe rest on them

487
00:47:30.480 --> 00:47:33.480
and maybe the cheekbones go up

488
00:47:33.480 --> 00:47:48.480
well yeah, it's the kind of smirky feel, it's like from the squinty thing, also kind of does that

489
00:47:49.480 --> 00:47:53.480
it becomes psychotic of course if you open up the eyes completely

490
00:47:54.480 --> 00:47:59.480
if you smile and open your eyes completely, it's so weird

491
00:48:00.480 --> 00:48:07.480
it always looks psychotic, almost no matter what you do if you have your eyes completely open it always looks weirder than psychotic

492
00:48:10.480 --> 00:48:19.480
let's shape those eyelids, so there is one little handy thing, if you rotate this it actually does shape them slightly

493
00:48:20.480 --> 00:48:28.480
and in some cases that just might be enough, because sometimes you just want to push one side down and the other one slightly up and that's it

494
00:48:29.480 --> 00:48:37.480
so in this case, and I am noticing that I am getting the eyelid shape a little bit more droopy here

495
00:48:38.480 --> 00:48:45.480
I might want to push that a little bit more up and away and now I get a better sense of his eye

496
00:48:51.480 --> 00:48:55.480
and then maybe we want to do something similar on the other side

497
00:48:56.480 --> 00:49:04.480
well we don't really need to shape that much because it's already kind of looking towards us

498
00:49:05.480 --> 00:49:13.480
it's going to look weird if we shape it, well maybe a little bit like that

499
00:49:14.480 --> 00:49:22.480
and it feels like it's flowing a little bit with the eyebrow, maybe

500
00:49:22.480 --> 00:49:35.480
and what we could do, because it's a bit of a cartoony character, we could also enhance the asymmetry by perhaps taking these glasses and making them also a little bit more asymmetrical

501
00:49:36.480 --> 00:49:42.480
so one of them becomes a little bit bigger and one of them slightly smaller, so yeah

502
00:49:43.480 --> 00:49:54.480
wow that is a weird smirk, and if you want to take it even further maybe he has this frowny thing going on also here, just a little bit

503
00:49:55.480 --> 00:50:06.480
wow it's like he's a creepy dude hitting on a girl at a bar, it's 4am

504
00:50:07.480 --> 00:50:14.480
and he's kind of drunk, but he thinks he has his mojo

505
00:50:14.480 --> 00:50:22.480
hey baby, okay and then

506
00:50:25.480 --> 00:50:29.480
ugh, okay so let's just take that all the way

507
00:50:31.480 --> 00:50:37.480
because it's funny, I've already spent too much time on this

508
00:50:38.480 --> 00:50:48.480
let's see, so let's say we take these two fingers and completely correct them like that, like so

509
00:50:50.480 --> 00:50:58.480
extend this finger, do the same to the long finger, what's the name of it?

510
00:50:59.480 --> 00:51:08.480
index, ring finger, dinky, nice time to get some long finger, I don't know, that sounds weird in English

511
00:51:09.480 --> 00:51:14.480
okay let's push those together, let's say he's doing something like this

512
00:51:15.480 --> 00:51:22.480
ugh, it's so corny and horrible, but I'm doing it, I'm just embracing the silliness of it

513
00:51:23.480 --> 00:51:31.480
let's say he does it, and if he does it, he's going to end up something like that

514
00:51:32.480 --> 00:51:35.480
going to be a little bit closer together here

515
00:51:42.480 --> 00:51:49.480
ugh, it's horrible, and maybe that pushes that a bit further

516
00:51:52.480 --> 00:52:11.480
alright, okay, that's working, kinda, and we do something similar to the pinky

517
00:52:11.480 --> 00:52:20.480
push all the way there, they kinda need to go together

518
00:52:21.480 --> 00:52:29.480
and maybe even curl a little bit up towards the thumb, because the thumb is going to be the thing that holds them together

519
00:52:30.480 --> 00:52:35.480
it's difficult to do it if you don't use your thumb, but you could do it like this

520
00:52:35.480 --> 00:52:42.480
well, maybe this is not as funny, maybe like, hey, ugh, that's horrible

521
00:52:46.480 --> 00:52:55.480
yeah, I'd rather have it anatomically, well, this actually looks horrible, does not look good, looks like, I don't know

522
00:52:55.480 --> 00:53:08.480
ugh, that's even, ugh, do the gun, do two barrel, oof, if I do two barrel, I don't know, maybe it's me, I have a hard time doing this

523
00:53:10.480 --> 00:53:19.480
and I wanna make it feel relaxed, so it's like, hey, hey, yeah, I guess this

524
00:53:19.480 --> 00:53:32.480
this is funny though, okay, so if it's a relaxed version of this, then you can see that they kinda don't curl at the end

525
00:53:33.480 --> 00:53:38.480
they can't do it, so I'm not gonna allow it to happen

526
00:53:39.480 --> 00:53:47.480
and this guy, not only that, he can't go as far as the other one, as the index

527
00:53:48.480 --> 00:53:53.480
and if he can't go as far as the index, then maybe the index curls a little bit to join up with him

528
00:53:54.480 --> 00:54:04.480
and then this grows, however, they are able to come together slightly more, so that's fine

529
00:54:05.480 --> 00:54:12.480
yep, a douche bag, that's what I'm trying to make, a douche bag, okay, so

530
00:54:15.480 --> 00:54:24.480
and, well yeah, looks kinda funny if you allow the thumb to be kinda up and to the side

531
00:54:25.480 --> 00:54:39.480
let's see, how much, I guess it's both, it's this here, let's see what it looks like, it's this thing here

532
00:54:40.480 --> 00:54:49.480
and then it's pushing that thing up and yeah, I guess the last part goes all the way up here

533
00:54:50.480 --> 00:54:57.480
but you know, if it looks weird though, then it's okay to cheat it a bit and make it look less weird

534
00:55:05.480 --> 00:55:10.480
yeah, and that's also an option, making it be from the other angle

535
00:55:11.480 --> 00:55:18.480
or come drooping here

536
00:55:27.480 --> 00:55:38.480
oof, decision, decision, so, do I, I think it's gonna be, I think it's gonna be kinda lost if it's directed directly at the camera

537
00:55:39.480 --> 00:55:44.480
but if I do it off to the side, it may actually be funnier

538
00:55:48.480 --> 00:55:51.480
and more creepy and weird, and or weird

539
00:55:52.480 --> 00:56:09.480
so maybe, if I just try making him look over there

540
00:56:09.480 --> 00:56:16.480
I don't know

541
00:56:20.480 --> 00:56:28.480
and if that's the case, then other things would need to change, yeah, there's more of a sleaze bag

542
00:56:29.480 --> 00:56:33.480
sleaze bag, no, douche bag, that's what I was going for, douche bag

543
00:56:34.480 --> 00:56:43.480
okay, it's going like that, and if that's the case, then still kinda like this

544
00:56:44.480 --> 00:56:50.480
maybe, this needs to be offset a little bit more to the sides

545
00:56:50.480 --> 00:57:11.480
yeah, when you take the top eyelid and you put it so far down that it starts kinda touching the iris itself

546
00:57:12.480 --> 00:57:19.480
and then even past that and going towards the pupil, they become kinda groovy and sleepy, look a little bit sleepy

547
00:57:20.480 --> 00:57:29.480
sometimes actually helps out the post or the expression, just depending on what you're going after

548
00:57:30.480 --> 00:57:38.480
in this case, I don't know, sure, I don't have anything specific in mind

549
00:57:38.480 --> 00:57:48.480
and I guess it's kinda funnier if he does it from the hip

550
00:57:52.480 --> 00:58:00.480
and if that's the case, then maybe he, whoops, there's my camera, maybe he does it like that

551
00:58:01.480 --> 00:58:08.480
and then we allow everything else to go a little bit off kilter

552
00:58:19.480 --> 00:58:24.480
whoops, ha, that's what it looks like, okay

553
00:58:25.480 --> 00:58:30.480
does it help if I rotate him a little bit more?

554
00:58:37.480 --> 00:58:43.480
it's fun to explore a little bit with the, just a little bit of head tilt, can really change

555
00:58:44.480 --> 00:58:48.480
can really change the expression or what it feels like

556
00:58:49.480 --> 00:58:56.480
just slight tilt on either side or a little bit more up or a little bit more down

557
00:58:57.480 --> 00:58:59.480
can really change

558
00:59:04.480 --> 00:59:07.480
I'm not even finishing my sentences

559
00:59:08.480 --> 00:59:11.480
okay, here we go, let's see, this is

560
00:59:12.480 --> 00:59:28.480
hey, hey, hey, I was just checking if, when I do it, if my shoulder is going up or out, it kinda goes out a little bit

561
00:59:29.480 --> 00:59:31.480
just a little bit

562
00:59:37.480 --> 00:59:40.480
now, is he pointing in the right direction?

563
00:59:41.480 --> 00:59:54.480
and is the rest of the body now sinking up to what we have? perhaps not

564
00:59:56.480 --> 01:00:04.480
and here's one fun experiment to do, sometimes it is to just take all the bones of the face

565
01:00:05.480 --> 01:00:09.480
and copy paste on the other side, and just see what it looks like

566
01:00:10.480 --> 01:00:12.480
looks pretty damn weird, that's what it is

567
01:00:14.480 --> 01:00:24.480
it's mostly, well, yeah, with the face, with the mouth you kinda have to ignore some parts because they're gonna feel really weird

568
01:00:25.480 --> 01:00:33.480
but it's the whole notion of, if I look in this direction, do I go hey, or hey

569
01:00:34.480 --> 01:00:40.480
now I feel like a sleazeback, now I think it is in this direction

570
01:00:42.480 --> 01:00:51.480
and is his other arm, if he's doing that, does it go like back, does it go out

571
01:00:54.480 --> 01:00:56.480
is it just relaxed like that?

572
01:00:57.480 --> 01:01:05.480
yeah, this is an instance where it actually helps out a lot to just record yourself doing it

573
01:01:06.480 --> 01:01:11.480
just do the pose, and then you do it a few times, and then you start forgetting that there's a camera there

574
01:01:12.480 --> 01:01:16.480
and you start seeing some interesting poses

575
01:01:17.480 --> 01:01:22.480
and some of them work, some of them don't, you just cherry pick what parts you like and what parts you don't like

576
01:01:23.480 --> 01:01:28.480
and you end up with stuff that you can use

577
01:01:31.480 --> 01:01:38.480
the thing I'm also thinking about is the silhouette, I'm trying to, one of the reasons why I kinda don't like doing this necessarily

578
01:01:39.480 --> 01:01:45.480
is because it kinda gets lost in the silhouette, and I was trying to do a pose that feels funny and or nice in the silhouette

579
01:01:46.480 --> 01:01:49.480
maybe he's just looking a little bit too far

580
01:01:50.480 --> 01:01:54.480
oh no, ok, this is something that happens to me all the time

581
01:01:55.480 --> 01:02:01.480
I will mindlessly press H instead of G when I'm moving a bone, and then I will hide all the bones

582
01:02:06.480 --> 01:02:08.480
what a low IQ will give you

583
01:02:09.480 --> 01:02:11.480
I kid, I kid

584
01:02:12.480 --> 01:02:15.480
hey, hey, hey, up, down

585
01:02:16.480 --> 01:02:18.480
yeah, ok

586
01:02:19.480 --> 01:02:21.480
yeah, ok

587
01:02:33.480 --> 01:02:36.480
it always feels a bit weird, a little bit drunk

588
01:02:37.480 --> 01:02:40.480
no matter what I do, it always feels a bit drunk

589
01:02:41.480 --> 01:02:44.480
let's, well, let's just play with that maybe, maybe he is drunk

590
01:02:45.480 --> 01:02:48.480
he goes a bit off balance, and then he's kinda

591
01:02:49.480 --> 01:02:51.480
catches his balance here

592
01:02:56.480 --> 01:02:58.480
not off balance, but

593
01:02:59.480 --> 01:03:02.480
he's heavily favoring one leg, not the other

594
01:03:06.480 --> 01:03:08.480
alright, there we go

595
01:03:15.480 --> 01:03:18.480
just wanna see what it looks like from the side

596
01:03:20.480 --> 01:03:23.480
just so I'm not screwing up everywhere

597
01:03:34.480 --> 01:03:36.480
a little bit higher

598
01:03:36.480 --> 01:03:44.480
yeah, he's totally back

599
01:03:47.480 --> 01:03:48.480
there we go

600
01:03:49.480 --> 01:03:51.480
is he relaxed, or is he kinda

601
01:03:52.480 --> 01:03:55.480
the other hand kinda splayed out, splayed out

602
01:03:56.480 --> 01:03:58.480
when he does it

603
01:03:58.480 --> 01:04:08.480
because that, otherwise it just feels like he, his pose is kinda half-assed

604
01:04:09.480 --> 01:04:11.480
meaning that it's

605
01:04:15.480 --> 01:04:17.480
that half of his

606
01:04:18.480 --> 01:04:21.480
body is kinda in a relaxed pose

607
01:04:22.480 --> 01:04:26.480
or, you know, one of his hand is in a relaxed pose, the other one is like doing something really wacky

608
01:04:26.480 --> 01:04:29.480
and it may feel a bit weird if it's

609
01:04:31.480 --> 01:04:34.480
well, maybe, I mean, maybe I should just embrace that

610
01:04:35.480 --> 01:04:38.480
the fact that he feels a bit drunk

611
01:04:40.480 --> 01:04:43.480
I am spending too much time on this, okay, let's save this

612
01:04:44.480 --> 01:04:45.480
there we go

613
01:04:45.480 --> 01:04:49.480
perhaps we can exaggerate it just a little bit more

614
01:04:57.480 --> 01:04:59.480
that's fine

615
01:05:02.480 --> 01:05:04.480
something like that

616
01:05:06.480 --> 01:05:09.480
how far can we go, woof

617
01:05:21.480 --> 01:05:24.480
meh, for an experiment, it's fine

618
01:05:25.480 --> 01:05:28.480
so, this is how we pose Vincent

619
01:05:29.480 --> 01:05:31.480
I hope you enjoyed this, you can download this file

620
01:05:32.480 --> 01:05:38.480
and the Vincent rig itself, the blend rig add-on, everything on the cloud

621
01:05:39.480 --> 01:05:41.480
thank you so much for watching, bless

