Blender Grease Pencil Head-Turn Part 2: Rigging
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- čas přidán 20. 08. 2024
- In this video, we will see how to apply a simple Grease Pencil rig to our model. We will be using an armature, lattices, and basic constraints.
This video is one of four, detailing the character’s creation, from sketch to model, to rig and finally covering my animation workflow.
I have added English subtitles. If you would be willing to translate these into a different language, I would be happy to publish these to help others follow along. If you are able to help, contact me via the email in the 'about' tab: www.youtube.co...
Blender 2.83 File:
Google Drive: drive.google.c...
Dropbox: www.dropbox.co...
Note: If you have any trouble downloading, please let me know in the comments.
Useful Blender & Grease Pencil Links:
Blender Viewport Navigation Basics: • Viewport Navigation - ...
Grease Pencil Overview (masking not up-to-date): • Grease pencil / Basics...
Grease Pencil Fundamentals: • Grease Pencil Fundamen...
Grease Pencil Animation: • Learn Grease Pencil 2D...
Grease Pencil Rigging: • Grease Pencil Arm Rig ...
Blender Grease Pencil Head Turn Playlist: • Blender Grease Pencil ...
First, this is so convoluted, please tell me this has been made easier since the video was made. Second, this is probably the hardest youtube tutorial i've ever managed to follow, since many things were not explained step by step, or happened too fast, or happened in the background without being mentioned. Had to slow the video down a number of times to get through it. Still there are some clear instructions in there and with a calm voice. Anyway I have learned a lot so far
The dream is real! Thank you so much for doing this and taking the time to share your knowledge.
An absolute pleasure. I hope you find it helpful!
you are a great teacher frfr
If it helps anyone, you can do basic motion capture by using ctrl+shift+c to connect the DEF bones onto empties generated by tracks (once you've tracked something, go Reconstruction, link empties to track) (you might have to turn off lock object preferences)
Also, this is the first tutorial I've come across that actually shows how add constraints to individual bones. Thanks again!
If anyone can't get thru this tutorial, you can get to a half-way point where you can
access the "Shape Keys" which are pretty simple to use, and put your mouth pose library
into a set of "Shape Keys", since Blender Grease Pencil, doesn't let you use Shape Keys
unless you apply armatures and lattices, as to which the "Shape Key" format becomes
accessible. Rhubarb Lip Sync is still Greek to me at this point, but I can still do
a series of mouth poses for my characters, and have them talk by following this
tutorial.
nice tip. thank you
Hello! for all those who got stuck at minute 07:45 because despite doing everything step by step the bone doesn't move the eyebrow or the mesh, it's because you have to go to "pose mode" (at the same place where you switch to edit mode/object mode)... now you can surely visualize how the bone affects the other elements (of course, if you did all the previous steps correctly XD)... let's continue!
Just a suggestion. I get a little lost when you're doing multiple pieces/objects of the character without completing the steps necessary to completely rig each one. I know this is probably how you prefer to actually work and it's probably more efficient that way, but for someone starting out and learning new concepts, it might be more helpful (to me at least) if you complete the rigging of just one object before jumping around to the other objects. For example, rig the main face shape first with the lattice, bone(s), vertex groups, modifiers, etc. and everything you need to completely finish that rig before moving on to other shapes. Thanks for your tutorials!
Thanks for the feed back. I'm new to making tutorials so your comments are very helpful!!
@@SketchySquirrel No problem. I've gone back and watched a bunch of your older (and newer) videos, and you're doing great! I also started out with Moho, but I'm trying to learn Blender instead. The future development of Moho seems very uncertain, so I don't really want to invest more time in it. Blender has come along way recently and their developers are kicking butt! By the way, I emailed you a little while ago about rigging something in Blender for me (for $), but I haven't seen a response yet.
@@bigalitstudios Thank you for the encouragement and yes, I'm a bit concerned about Moho's future too. I saved up to upgrade to Moho 12, then won two copies of 13 but I've noticed (and reported) a few bugs yet to be fixed so we'll see how that all goes. Blender, GP is heading in the right direction, I'm looking forward to see how it moves on in the future, especially in the Moho-esque rigging side of things. Oh and sorry for not replying sooner re: rig.
I agree to this. Still coping up on how to understand this but im eager to learn. So keep it up @Sketchy Squirrel
Agreed, it's great tutorial! Hope Sketchy Squirrel could consider slow down a bit with more details on this video during 3.42 - 3.59. How to create vertex group on only Base-line and base-color, exclude the eye-bag, mouth and etc? thanks!
from the bottom of my heart ,I sincerely thank u for this video
Thanks for your kind comment. I hope you find it helpful.
For you who stopped at the step of adding modifier, just click on the object you want, add the modifier the same way it is in the video, after that go to the lettice edit mode and select all the lettice points and move ( g ), scale(s) or rotation (r).
Thank you very much for the clarification, I was just getting frustrated for not advancing in that part XD... now I can finish my character's head.
One of the best rig tutorials I've ever watched, thank you man!
Wow, thanks!
Another awesome tutorial! Thank you so much for your time and effort to help others.
Thanks for your kind comment and thanks for watching!
This is excellent!
Thank you for the great effort! 🥰
Thank you for your kind comment! I'm new to tutorials so hopefully, they can be helpful :)
ah sweet, the new video's here! cant wait to watch it after work
Thanks Jonny!!!
Thanks for doing this
Waiting to see full body rigging
Marvelous. Thank you for sharing.
You can tell that I'm new to making tutorials ;) Thanks Pierre.
Should've been...
"These groups should match with the corresponding group or else..."
**SUPER DRAMATIC**
Yay! Will devour this! Thanks man!
Hope it helps :)
You are amazing for share your work!! I realize what i was doing bad observing your workflow. Thank you so much!!
these are awesome videos, but i cant be comfy while i watch them as your voice is soooo soothing and the hang drum music so chill that i suddenly wake up having missed half the video. this is about my 5th time watching it and am determined to make it through cos the info is awesome. ps have you thought of doing ASMR vids? seriously you would be great at them
This is the best tutorial I've come across for this! Thanks for making the head free. Being able to feel what you're capable of is really amazing. Not locking it behind some stupid paywall got you a subscriber!
Cheers!
Thanks for the kind comment and thanks also for the sub!! :)
Very good Tutorial.
I love your techniques.
Thank you very much for sharing.
You are so welcome! Thanks for your encouragement!
Bones! Bones! BONES BONES BONES!!! (thank you so much for this)
You're so welcome!
Yes! Thank you so much again!
You are so welcome! Thanks for the comment :)
Awesome stuff!!!!!!!!!!
Thanks!
i have a feeling rigging a 2D character is way more time consuming that just a standard frame by frame animation
You're right, it does come down to how often you are going to use your character. If you are regularly animating the same character, you may find that spending more time creating a versatile and flexible rig can speed up your animation process.
Whether you animate using a rigged puppet or frame by frame can be more of a stylistic choice that is balanced against time and other resources.
You make a good point, thanks for your comment.
If you're making a general purpose rig that can do "all things for all scenes", then yes, it can be very time consuming. I'm just learning Blender, but I have used an animation program called Moho in the past, and to save time, I would create multiple versions of a rigged character. If I only needed a close up of a face, why bother creating a fully rigged body? If I only need chest up, why bother with the lower body? This all comes down to proper planning and story boarding, so you only create what you actually need for your scenes.
Yes I agree, it totally is, especially when you consider the interpolation tools that blender comes with
Excellent work, congratulations. I'm in doubt between drawing with Toon Boom Harmony or Blender, but after this video, I'm going to delve deeper into Blender, as it combines 3D, 2D and sculpting. Thank you.
Such a good series! Thanks for your efforts!!
So kind of you, thanks for your comment.
Beautiful work! Congrats
Thank you so much 😀
thank you so much for making this tutorial! keep up the great work. and love your explanation
Thank you, you are very kind.
This is such a good video
Thanks for the quick and kind response.
No problem
So great 2d style results!!!
Hey thanks!
More please love this so much....!!
Thanks!
Brilliant! Thank you so much.
You're very welcome! Thank you for your comment :)
WOWOWOW THANKS!!
No worries, thanks for watching!
Alright, started over from scratch and it's all working fine so far...
I'm glad to hear it. Sorry that you had to restart to get there, but hopefully it will help with the learning process. Best of luck :D
This is an amazing 2d tutorial!
thank you sooooo much
Thanks, I hope it was helpful :)
Excellent tutorial! I just hope 2d rigging in Blender can get to a point where it's as simple as Moho. Until then, I can't move away - as much as I'd like to - because this is just waaaaaaaay too time consuming! Keep up the great work.
I hope so too! It certainly looks like it's heading that way. I can already see how a little python scripting could get us there, so I'm sure we'll get there at some stage.
@@SketchySquirrel I would love to see this compete with my Moho!
love Blender
WOOOOWWWWWWW!!!!!!!
thank you so much
You're welcome!
Your amazing bro..truly 💪
You're v.kind
Hello and thanks for this tutorial... it looks like something is not clear though ... for all the stretch constraint from 16:10 everything is messed up bones are jumping randomly :( I looked at your video many times from beginning but can't find what I'm doing wrong :( :( .. if you have some ideas or clarification of what kind of problems it could be... thanks again for your effort
Hi Dan, (love your guitar tutorials), in regards to the problem you're having with the constraints. Make sure that the deformation bones line up with the mch bones. This includes the y position, so rotate around your scene, and see if the mch bones are in front or behind the def bones, and move them accordingly, (you could select both sets of bones, press S for scale, press Y to limit it on the y axis, then press 0, to bring them together).
Hope this helps, otherwise you can send me the blender file, and I can take a look for you. :)
You can find my e-mail address on the about page of my channel czcams.com/users/SketchySquirrelabout
@@SketchySquirrel thanks very much for the answer :) oh I don't want to bother you, even if I'm close I think it's a little bit too advanced for me I should do an easier tutorial :( by the way, if you're looking for some nice music I own this store www.musicincloud.com I could offer you some music in exchange for credit and a link in your video's description... I really appreciate what you do ! :)
tell me if you're interested :)
@@DanB Yes very interested - I love anything sounding like Django Reinhardt's minor swing :) - I'm just working on a simple Blender 2D animation tutorial to get people going without the complexity of the head turn - if you are keen, I'll try to publish in the next week. - I'm happy to look at your Blend file if you would like - not a problem.
I love thiss!!
Thanks, glad you liked it, hope it's helpful.
All of luck
All your tutorials are very helpful.... pl make more tutorials on 2d animation..... pl also make a detailed video on a animated story making...
Subscribed
Hey, I've a problem at 17:25, when i create the controllers for eyebrows, and then try to move them like at 18:15, the eyebrows are not following; It seem like controllers bones are not parented to the brows but i don't understand why.. can you help me mate ?
Thank you for the tutorial btw
I’m also stuck there, have you found a solution pls
thank you!!!
Hello. Awesome character. I have cuestion. 3.30 i display the second lattice menu in object and i can see the all latties expect the one i need. Why? And how you have the eyebrown so cool after you parent them... ?? THank you!
Hi Violeta, I think I know the issue that you're referring to. If you can't find the lattice that you want in the outliner, under the lattice collection, then it probably isn't in that collection. To fix this, you can select the lattice and then press 'M' to move it to another collection. Then in the pop-up menu, select the lattice collection. I hope that this helps. Thanks for the encouragement. :)
@@SketchySquirrel Hello!!! Thank you so much for your super quick answear. That is not the problem. i have 3 collections the one with the sketch the character and the lattices... i added a lattice in the lattice eyebrown right but when i display the object´s menu to parent it with the original eyebrown lattice the lattice where i am is not an option... But this happen with all the lattices... and try to parent it in the object´s display i can´t find just the one i´m in. I¨m sorry for the english. I¨m from COlombia, thank you so much!!
@@SketchySquirrel I´m sorry for the long answear... But i want to tell you that i search and if select both the eyebrown layer and the lattice for eyebrown then right click and a menu is displayed where i can choose modify lattice... and kinda works... but does not looks like yours :(
@@yellowlila That could be a shortcut to do the same thing, so either way should work. The way I did it, was to add a lattice modifier to the eyebrow and then point the modifier to the lattice. But your way should work too.
@@SketchySquirrel Thank you!! I really love your character... will be awesome if you do a challenge or something related with these vids and people´s results.. :) Keep the great job!!
Excelent video
Hi!! been keeping up with your content, been peaking between this series and the 8 hour video to make my own rig, I'm wondering if latices are better vs using vertex with weight painting, thanks in advance, you rock!!!
For some reason, when I'm rigging my characters, after I parent the bones, the main bone I try moving (like moving the forearm for example), the bones connected to the hand move along with it but not the actual lattice (I made sure to parent each shape correctly). I can show you some pictures if you need me to. I'm not sure if CZcams allows links from imgur, so it might be hard to demonstrate.
Hey there. I'm not quite sure what the problem is. Feel free to send me your Blender file and images, through the email listed on the about page of my channel, sketchysquirrel.com/about
I'm sorry that I couldn't be more helpful here :D
@@SketchySquirrel I sent an email with a video link. Thank you for your time!
감사합니다.
와우, 정말 감사합니다!
Wow! Thank you so much!
Very cool, but some times very difficult. This part took me about 1,5 week to finish it.
Well done for getting there. Next time it wont take as long :)
This is great
I have a question. You have vertex select on for your strokes and then you could edited it. I’ve been experimenting around and can’t seem to find out how to do vertex select on the line you draw. How would I go about getting those instead of a single stroke you can’t even select in edit mode? Sorry if it’s hard to understand.
No problem, I believe you have stroke select mode selected. This is similar to edge select for 3d meshes. You can change this at the top left of the 3d viewport while in edit mode. Hope this helps
is there a tutorial about the whole 'naming things' ?like DEF and CTRL. or maybe a tutorial that goes more in depth about all of them? not just the ones that are needed for the rig thats being built for the vid. not what they do, cuz i understand that, but more in depth? like how to use them, when to use them, why to use them. and maybe a list of all the different ones?
Here's a list of all the naming conventions, and their uses, blender.stackexchange.com/questions/49076/what-does-abbreviations-like-def-mch-ctrl-wgt-stands-for-in-rigging
Keep in mind that these conventions do not change the functionality of the bones, they are purely for organisation's sake, so you don't have to use the exact prefixes etc. It just helps keep a complicated rig in order.
@@SketchySquirrel thank you for linking that and explaining. that helps out a bunch.
Great content! Thanks for your generous effort doing these tutorials.
I have a question about the bone restraints. In the eyebrows bones, when assigning "strecth to", things got real messy. Bones keep disappearing or going to crazy places towads infinite. The glabellar lines worked well though, so I'm not sure if I made a mistake or it's just a bug.
Hey there, thanks for your encouragement! Regarding your rig, I can't be certain what is causing your difficulty. If you'd like, you could email me your blend file (email address is here czcams.com/users/SketchySquirrelabout ). I would suggest it could be a parenting issue, check that the eyebrow control bones are parented to the head base bone and that the bases of the eyebrow deformation chains are also parented to the head base bone and that the rest of the deformation chain is parented to its correct neighbour. I will certainly have a look at your rig if you think this would help. Joel
@@SketchySquirrel Hey, I got it! After some tests, I realized it could be just a orientation problem... so after a "Scale X -1" and some renaming it's now working :)
Thanks for your solicitude. Looking forward for the next videos!
@@mateuspavan Great to hear you solved it. I'm happy to help whenever you hit a problem. Salut.
@@mateuspavan could you explain please and thanks, I'm having the same problem?
@@mateuspavan never mind figured it out :)
This video is 28 minutes long but it has taken me 2 weeks to complete it
Congratulations on the classes. One question: how do you do 2d secondary animation (second motion) on the grease pencil?
Hi Cristiano, I'm not sure if I fully understand, however if your referring to overlapping motion, then I usually go about animating that by rigging a chain of bones, then animating them in synch, then selecting each bone and offsetting the keyframes by increasing amounts as I work my way down the chain. I hope that this has helped.
On the other hand, if you are referring to secondary motion, (actions that support the main action) then I don't know how to answer your question, as its such a board topic.
Great tutorial, but a bit difficult for beginners.
Like the use of some shortcut keys, I don’t know how to use it.
I'm working on a tutorial for a GP rigged character for absolute beginners... Will post after my next project is finished.
Yeeeeees
Hope it's helpful.
@@SketchySquirrel Thanks !
Very cool videos. I subscribed to your channel, can't wait to see new Blender videos.
I have a question for you. I heard that Blender can now import SVG as Grease Pencil materials.
I was wondering if you knew if the method you describe here could be used starting from SVG.
It would be cool to use an application such as Inkscape to make vector images that can be imported and animated in Blender through Grease Pencil.
This may be a simple to answer question, sorry if it is, I don't know much of Blender yet.
Thanks for the video and have a good one.
Thanks for your kind comment and for the sub,
Yes, you can import svg's into Blender GP, here's a link to a video demonstrating this, czcams.com/video/vnpIpnLmTH0/video.html
However Grease Pencil is an amazing environment for creating your content, but if you need that functionality, it does exist. Hope that helps, :) Thanks again
Joel
my lattce didnt show the selectedone
Such a great job! Rigging is clearly a profession on itself ;) and you seem very at ease with Blender! Thanks for this workflow suggestion. i was wondering though if it is aswell possible to combine the sculpting mode as an animation tool in combination with bone animation (like for the brows and some facial expressions) i must admit i'm not so at ease with so many (deformer & controller& ...-) bones - although i can see the advantage of the rig stability ... do you have experience with that or do you know of anybody who has? Thanks so much.
Thank you so much for the encouragement. I'm actually pretty new to rigging, but these channels,
Pierrick Picaut : czcams.com/channels/XxtsisIDLiiL6YZFrORkUg.html
and
Dikko : czcams.com/channels/dEz1N-xB-mYNpeU5ZKbGLw.html
have been very helpful for me. I have not tried animation by sculpting, as I'm new to blender, but I'm sure you could come up with a solution. Have a look at this example czcams.com/video/jnSLnmqwkB4/video.html or czcams.com/video/fUgZmnFDfuc/video.html
Thanks again, Joel
Thank you for the video tutorial
I really appreciate it
I have a problem, I’m stuck at 17:25 - 18:15. I’m trying to move the EYEBROW controller bone, but it seems like bones are not parented to the BROW. And I don’t understand why?
Pls can u help me?
How did you extend the Root bone 5:17 also how did you go to a different layer at 5:30?
Hi Mortal, When you make the armature, it comes with a default bone, but because it's facing upwards, we just have tom move it to the side. We could rotate it, if you do you need to make sure that it rotates around the base. The way that I did it was to select the end of the bone, ( the little bauble at the top of the bone ) then I just press G to move it, then I just move it down to the side. to make it snap to the grid you just need to hold down the CTRL button while moving it. I hope that this helps, and thanks for the comment. :)
The shortcut to extending/creating a new bone is Shift + E while dragging. In order to make the new bone go straight, hold CTRL. Also heres a great video about bone layers: czcams.com/video/MVl7FQw-x6M/video.html
I also don't see layers when I click on the data tab
Oh never mind they just changed the interface
Thank you so much for this amazing tutorial!!! I am a beginner and so I have a problem : at 16:23, when I apply the stretch constraint the first and second bones disappear but I don't know why. Thank you, e grazie davvero per tutto quello che mi stai insegnando con i tuoi tutorial!
This morning I understood how I can do that!!! I'm happy! :-D
@@blackrainbow6720 I'm glad you worked it out - I was a little slow in responding. Grazie per il commento gentile!!
@@SketchySquirrel Thank you so much! I just finished all the tutorial and I' m really happy (and exhausted XD) because it works!!! And now, the Part 3!
"Stretch-to" seems to break everything. They start twisting the original bones all over the place, making them unusable.
I tried:
- parent swapping
- disconnecting original bones
- keeping them on the same layer
- using new bones for the MCHs
- starting from scratch
Is there a fix or workaround for this issue?
Hi, I am unable to understand how did you connect face with the lattices? You are going too fast and the video is fast forwarded too! Please explain what all objects are you selecting and please please please go a bit slow. This is my first time starting out with 2d characters
HI Megha, sorry that I was going too fast. This tutorial is not aimed at beginners, so I added some links to some more beginner friendly tutorials in the description. If you're finding this tutorial too hard, try to follow some of those and then return with your new knowledge, and hopefully this will make it a bit easier. :)
Thank you for commenting, and I apologies for the late reply.
would there be a way in blender to make a rig that changes the drawing ?
sort of like live2D .. where i can move the head bone to the left and then draw a new keyframe where the face is looking in that direction
i can do that already in the timeline .. but can i have the rig control this ?
Hello! Very interesting tutorial! It's not very clear: why do you first parent the eye-deformer-bones to the Mechanical-bones? since eventually the CTRL bones are the ones that lead the eyes movement with the Copy Location? thanks for the answer :)
Good point! It doesn't matter which set of bones you parent the deformer bones to, I like to keep the control bones separate, but either method should work just as well.
Muy buen tutorías aunque creo que pudieras explicar más a detalle ... no me importaría que durara horas el video aún así lo vería todo
Gracias, intentaré dar más detalles en el futuro. Los tutoriales de Blender en la descripción también pueden ayudar.
Great tutorial! Maybe slighty too speed in few miments, but is very good.
I have one question - whats is title of music in this video?
Thanks for your encouragement and critique. The music used in these tutorials are Night Music (Kevin MacLeod) and Night Snow (Asher Fulero) - both are from the CZcams Audio Library - with no attribution required.
@@SketchySquirrel Thanks!
Hey can you tell me what is that rig in bottom left in 0:35? What does it do? And like how did you that? Loving your tutorials btw!!
Hi Strange Lord, I'm glad that you like them. Thanks for asking, I didn't include that control in the tutorial, because it was getting too long and it didn't use any techniques that we hadn't already covered. Essential it reduces the detail on each of the Grease Pencil objects. This is helpful for when the character is a long way from the camera, and it might look strange to have the full detail. I made it with a modifier on each of the GP objects, and a driver and a control bone. I hope that this answered your question. :)
@@SketchySquirrel Aaah okay okay got it. Thanks alot
The bone stick style is a bit confusing to understand, but excellent tutorial.
Thanks for the comment.
PLZZZ BE SPECIFIC WHILE USING SHORTCUT KEYS PLZZ BROTHER
wow this is a fantastic tutorial. May I know if you are able to edit the shape of individual mouth shapes during animation?
Hello,
The way I made the mouth for this rig, was to treat it as though it were a frame by frame animation (and apply a time offset modifier for lipsyncing). If I understand you correctly, you can't edit the shape throughout the animation, as each shape is a pose on the timeline. If you want a more dynamic mouth, you can duplicate the frame you want to edit, and treat it like a separate mouth shape. I cover the "frame by frame" method for the mouth in part three of this series.
Otherwise, you could rig the mouth, and set up poses, that can be edited at any time during the animation.
Hope this helps.
Thanks for the encouragement.
This is fascinating, thanks for the series.
I am building this Armature_Head - head bones (and Lattice Collection, etc) on a character which already has a standard other Armature with IK for arms & legs. Should I combine the 2 Armatures? For example if I animate my character jump, it is all connected (with the Root as hips i guess)?
You are awesome!
HI Falshination, sorry for the late response. That sounds great, I would recommend keeping the rig for a single character as one armature. If you would prefer, you could rig the head and body separately then combine them later, however, personally I think that keeping them as separate armatures would make organisation within a scene a nightmare. I hope that this is helpful, :)
@@SketchySquirrel No need to apologize, your videos are super helpful and well explained. Thanks also for the info on Rhubarb in Vids 3 & 4, i got that working in 2.93 and it is magical.
I was doing well until the glabellar rig...totally lost. I tried to follow but end up guessing where you sped up the video. I had to skip it, I didn't want to though....I want to understand everything..
I love you'r work but at the same time it hard to keep up with you and i get lost in the video..!!
Thanks for the support. I'm sorry that you have difficulty following along. I've found that when I follow a tutorial that's either too complicated for me, or just hard to follow, I tend to do my best, then repeat it again and again until it begins to make sense. Hope this helps.😀
Hey quick question, is it possible to modify the drawing after the whole rigging part?
Hi there. Thank you for asking. Yes it's fairly easy. How it works is each vertex is assigned to certain bones or lattices, at certain weights. So if go back in after wards and move them around, that will work just fine. If you add something new to the drawing just make sure you assign the new vertices to the appropriate bones or lattices. I hope that this is helpful. Thanks again.
@@SketchySquirrel oooh okok thank you so much for your quick answer ! this series is super handy for my work !
I've failed on bone session, i reversed it when placing the bone. Is it affecting the final step?
I'm following the tutorial and I have a question. After paring the lattice and the stroke what do you do to move the lattice? Is there a shortcut?
I'm really enjoying the tutorial, thank you!
Hi, thank you for your encouragement, I'm glad that you liked it.
Regarding your question, If you want to move the lattice, you need to enter edit mode, by pressing TAB. Then you can move the individual vertices around, which will affect the stroke. If you want to move the entire lattice while moving the stroke, just select and move all of the points. I hope that this helps, feel free to ask again If I didn't explain anything clearly enough. :)
Thanks, and all the best.
Joel
@@SketchySquirrel Thank you! It's working perfectly. I'll show you through Twitter when it's done
@ I look forward to it :)
Hi, so far so good but I didn't understand what you did to create the second bone... you typed ROOT and then put it in, but I don't know how it's done, maybe you used some keyboard shortcut I don't know.... I am very new to this and would like to be able to finish it as I understand it but this part has me stuck.
Hi there, after I created the armature object, it was important to enter "edit mode", by pressing TAB, so that any bones that I added would still be contained in the same object. Then I renamed the existing bone to root, by pressing F2. Then a pop-up appears, where I could type the new name. Then I could start adding new bones, either with "SHIFT+A" or extruding the existing one with "E" or duplicating it with "SHIFT+D". I hope this is helpful, let me know if you have any more questions, and I'll do my best to help :D
@@SketchySquirrel Great!!! thank you very much for the clarification and for taking the trouble to answer, it worked for me and I was able to move to the next steps, but now I got stuck again XD.... it happens that at minute 07:45 after configuring and linking the vertices of the mesh to the bones you get to move everything (the eyebrow, the mesh and the bone), in my case only the bone moves. ... the eyebrow and the mesh if I have them linked and deform together, but I have not managed to move the bone to link with other elements ... I have verified each step, even the name of each bone so that it is the same as the assigned vertex groups (I have Blender in Spanish and I put the names ex: DEF_CEJA D.1 ) I really do not know if it is a language issue or if DEF must be translated to my language... or if it does not matter the name I write, as long as it is the same in the bone and in the vertex group assigned to the mesh... even so I can not move forward from here, I do not know what can be happening.
in minute 3:35 i cant select the lattice points to move, please help me.
Hi there, to move the vertices of a lattice, make sure that the lattice is selected, and make sure you're in edit mode. You can tell which mod you're in at the top left of the 3D viewport. If you're in object mode, press TAB, and you will enter edit mode, where you can move the vertices of the lattice. I hope this is helpful.
how did you add the controllers?
If you are asking how to customise your bone shapes (the bones used to control the rig), I have left a link in the description (in Part 3) on how this is done. Custom Bone Shapes: czcams.com/video/SfSIz12WjSI/video.html
hi, I like your stuff it's very informative, I wonder if you can help me?. I have converted a video image from a grease pencil and saved it after conversion. i would like to add color and manipulate the image, now the problem is can not open the converted image in draw mode, how can change the image?to draw mode? Do I have to trace over the converted images? let me know what you come up with.thanks.
So, how do you do this with Blender 4.0? The skeleton part of the armature selection has been replaced with bone collections
That's a good question. In essence it's a pretty similar process. In the video, I show how to move various bones from one layer to another. The only difference with the new collection system, is that you have to create your own layers, one at a time, and you can name each layer. So in the past I would keep the deformation bones on the first layer, then the mechanism bones on the second, and control bones on the third, with some other layers here and there for various uses, with collections I would name the first collection 'deformation', and the second 'mech' then 'control' etc. You can still press M to move bones from one collection to another. I hope this is helpful, let me know if you have any more questions :)
4:37 The eye creases and the pink shade below it, remains in the same position (it is visible) even when I move the head around like that. What could be the reason for this?
This is intentional. I wanted to rig the pink shade etc separately to the head to have more control, so I set it up so that the lattice only affects the base of the head. I did this by specifying which layer should be affected by the lattice modifier. Hope this helps :)
@@SketchySquirrel 12:18 For me, only the bone at the top rotates like that. When I rotate the other one at the bottom, the whole nose bone starts to rotate. How to fix this?
@@peterporker1990 Try changing the view port display, under the armature properties, from stick, to Octahedral. This will show what direction the bones are facing. If the thick end is at the bottom, then you need to select both bones, press S for scale, Z for the z axis, and type -1. This will flip the bones vertically, then the bone chain will flow correctly. Hope this helps. :)
If not, you can send me your file, at the email address on the about page of my channel and I'll have a look for you, Joel
czcams.com/users/SketchySquirrelabout
@@SketchySquirrel Is it fine to rotate the bone instead of scaling? Because I rotated the whole bone upside down yesterday and it worked fine for me
@@peterporker1990 Yes, because the bone chain is straight the result will be the same :)
currently stuck at 2:49
when i go to apply the lattice modifiers for the head, it only allows me to attach the nose lattice to it? (i only have 2 lattices needed for mine currently; the nose and the head). i also get the same problem for the nose modifier, it only lets me attach the head lattice to it. i dont think ive done anything wrong, ive just been doing exactly what youve been doing :)
Hi there. I'm sorry to hear that you're having trouble. I do have one idea of what might be the issue. In Blender, each Grease Pencil object can only have one lattice modifier attached. In the video each part is a separate object, the head, eyes nose, eyebrows etc. If you have the head and the nose of the same object, even if they're on different layers, then you will only be able to attach one lattice. To fix this you can select the nose or the head in edit mode, press P, and select separate by selection. This will take the nose and move it into it's own object. (This might cause some issues because the two objects are at the same depth, so Blender can't figure out what to render infront, so you can just move the nose slightly forward) I hope that this helps. If not, feel free ask again, or email me your project file, (my email is under the about page of my channel) and I would be happy to take a look. All the best :D
i have emailed you the blender file. so sorry that its not working, i have no idea what to do. ive done what youve explained to do and its still not working. thanks for the help though :)
A lot of important steps are happend in the time lapse. It would be a perfect tutorial to lern new things. I get lost...
hi
i wanted to ask how did you made this bones at the end of the video
Thanks for the tutorial man:) If I can get it working it would be a big help. I'm having trouble with the part at 7:45 where the bones are supposed to control the lattice. The lattice is controlling the object but the bones aren't controlling the lattice. Do you know what the issue might be? I checked many times to see if the vertex group name matched the bone name and it does. Let me know what you think please. Thanks:)
Sorry for the late reply. If you've checked that the vertex groups are named correctly, then you might have forgotten to assign the vertices of the lattice to their groups, or you might have forgotten to add an armature modifier to the lattice object.
Thanks for the comment
@@SketchySquirrel Thanks man I appreciate it :)
@@TheUnalteredMyth Hello, I know I'm a little late but, did you manage to solve it at the time? I have the same problem and I checked every step, names, mesh, vector group, and so far so good.
Hello! for all those who got stuck at minute 07:45 because despite doing everything step by step the bone doesn't move the eyebrow or the mesh, it's because you have to go to "pose mode" (at the same place where you switch to edit mode/object mode)... now you can surely visualize how the bone affects the other elements (of course, if you did all the previous steps correctly XD)... let's continue!
at the 5:27 mark I have No idea what he did to with that layer thing or how he opened that menu. Anyone know?
To open that menu, I just press "M", this allows you to move your selected bones to another layer. Hope this helps. :)
@@SketchySquirrel OMG thank you so much for the quick reply *cries* I been looking at so many rig tutorials to see someone do just that, but no dice. lol thank you so much.
we are expecting with murderous intent the next part...
If it doesnt come out, i will just say this, " We know where you live, we are many...."
Now, I wasn't aware that death was on the line!!! I have recorded the audio and should finish the editing for part 3 this week. Thanks for your interest!
sorry to bother you. In pose mode i cannot turn the inner side of eyebrow. the eyebrow rotates entirely. what's my mistake?
Hi Max, sorry for the late reply, I'm not quite sure what the issue is, that you're facing. If you're still facing this problem, then feel free to send me your blender file, through the e-mail address on the about page of my youtube channel, czcams.com/users/sketchysquirrelabout
Again, I'm sorry for the late reply, and I'm sorry that I wasn't able to help directly.
Hi, I'm stuck in the error that makes bone rotates when I apply stretch to constraint as someone asked. Do you know any solution for this?
Hi, sorry for the late reply, I'm not quite sure if I know the issue that you're referring to. My only suggestion is to check the child parent relationships between the bones. If the bone that is stretching is parented to the bone that's stretching to, or the other way around, that can cause some problems. If that doesn't fix your issue, feel free to send me your blender file, through my business email, on the about page of my channel : czcams.com/users/sketchysquirrelabout
Thanks for your comment, and I hope that this helps. :)
How you change the pivot point of the bone for rotating joint at the connected part in eye brow bone
Sorry for the late reply. The bones pivot from their base. If it is pivoting from the wrong side, then you can flip it, using the scaling technique displayed in the video.
is there a simpler way? This is so complex
tienes que simplificarlo muchas cosas que dices no se captan de una