All right ladies and gentlemen.
Now on to the part where we're going to actually attach our character onto our armature.
Now before we do a couple tweaks I want to make and the first being that I want to bring these fingers
a little bit closer to one another because I think there's too much spacing in between.
So hitting tab to go into edit mode.
Let's go to wireframe and see to get the crosshair out and or the circle the brush tool out and select
all those vertices.
And I'd go down here turn on Proportional editing hitting one to go from view and then for twice to
rotate the view.
Let's hit r to rotate and then g to grab it and move it closer to the other finger.
And we still want it rotated out a little bit.
All right.
Now selecting the armature.
I'm just going to like these two bring em over and position them back there.
Control seven to go into the bottom view.
I'm also going to bring these down a bit and then seven to go on top view making sure that these ones
are nice and aligned as well.
All right.
And then with the thumb what I want to do is just grab this one here and just bring it down just a tiny
bit because I want this meet or this muscle part of the thumb to move when I'm rotating it.
All right cool.
Now couple last things before we get into the good part.
If I hit tab to go in and out of object or edit and pose mode you can see that all the bones move.
And the reason for that is because our I.K. hand is off the center of the hand bone.
See if I move this out and go in and out of object mode it will move even more.
So what we want to do is select this right here shift us cursor to selected and then it's like this
one and shift us selection to cursor.
Now if I hit tab to go in and out of edit and pose mode it's not moving anymore.
So pretty awesome.
Now just one last thing I wanna do is go over here to the elbow and Allt shift right click all these
loops here and I just want to smooth this out just a tiny bit because it's a little bit to penetrate.
They're also going to have five on the numpad to go out of orthographic view and go back into perspective
view because it's confusing sometimes.
All right.
Hitting W and a slight smooth to smooth that out.
Now the very last thing we do is select these bones right here.
Go to the bone tab and we're going to de-select deform on all three of these because we do not want
them to deform our mesh.
We actually want it to be separate from that part of the deformation.
All right.
Now we're ready to put our character onto our bones to the good parts selecting your character shift
right click any bone control P and select with automatic weights.
Now before we had printed it to the bone veray here this is armature deform you can do it with empty
groups meaning that there will you will have to sign them by hand.
You can do it with envelope weights or with automatic weights now automatic weights is really cool.
It just calculates the mesh that is surrounding the bone and then assigns that part of the mesh to that
particular bone.
So if I hit Control p with automatic weights now if I select my I.K. hand dot l hit G to grab it.
Check that out.
It's pretty awesome.
So we can actually animate and move our character with the bones we can hit are to rotate it.
And same with the body.
We can rotate it's hit twice to move it around.
Pretty cool.
So we did it.
Now one thing that I want to or that we need to do is if I rotate this like so kind of bring it out
like his hand is going to the front like this.
You can see that if I hit control tab to go into object mode and hide the armature you can see that
we have kind of a major problem.
I mean it might not be a problem if you want your character to his his wrist to animate like that maybe.
But for me it's a problem.
So let's go ahead and fix that.
Two things that we need to do to fix this.
First selecting our character.
Let's go to the modifiers tab.
Right here we have the three modifiers the mirror the subserve and the armature.
Now it's very critical in which order these are put.
So we want to have the subserve modifier last before or after the armature modifier.
So clicking down this down arroba and on subserve modifier you can see that already that does quite
a bit for here.
The rest area and for the elbow you can see the difference there.
So subserve modifier all the way down and now we still got some weird deformation so let's hit all h
to unhide our armature.
Select a control tab to go into PPOs mode and selecting this bone right here the forearm.
Let's go over here to the bone.
The bone options go to deform and we're going to increase the segments to six.
So the segments basically segment's the bone and makes it smoother.
So right here you actually can't see it because if we go over here you can see that right now it's set
to octahedron bone.
But if we still like the bone you could see that these segments basically breaks up the bones or subdivides
that now going to set it back to octahedron because I tend to like that better.
And what we're going to do as well to have some better deformation because you could see that at the
elbow it's deforming a little bit weird.
We got our wrist handle but at their elbow it's a little bit pinched so what are you going to do is
hit tab to go into edit mode select this bone and hit Allt p.
And I'm going to disconnect the bone so now it's no longer connected.
It's still printed but now what we have is a much sharper and cleaner defamation right here and it's
actually able to deform properly at a 90 degree angle instead of it kind of wrapping around there.
So one last thing we could actually do is we could slice this and change the ease in put that to zero.
And also the ease out put that to zero as well which will clean it up just a little bit more.
Now let's make sure that on here we do the same thing as well.
Segment 6 and ease in zero and ease out zero as well.
All right there we have it we have our character reg you could slide the bones and hit all our LG or
as to reset them.
And now you can see that we have pretty much our character and for the most part all the bones are animating
and rotating and changing whatever they're changing the correct part of the mesh that we want if we
see like the two fingers here or even one of them and it are to rotate.
And then Z twice to rotate the Annese normal.
You could see that when we rotate it it rotates both of them.
And we're actually able to animate the fingers as well and same with the foot thumb if we are an X to
rotate it or x twice to rotate it on the x axis you can see that we can animate the fingers and then
we could hit our to rotate the hand grab it and whatnot.
All right so that's pretty cool.
And now we just need to do a couple of tweaks because on some of them you can see for example if I grab
this you can see that it's moving the eye.
It's moving part of the face and the eye and some of the teeth as well.
So we don't want the arm to be moving the teeth so we could fix that quite easily.
And also for here it's moving a little bit of the eyes too much as well.
And the way we're going to fix these couple of tweaks is through the weight painting which we're going
to take a look at in the next tutorial but awesome so far.
We got our whole character Reg and for the most part it's looking good.
All right.
I'll see you in the next Tauriel sailor chap.
I don't know about you but I predict he's going to belly flop.
All right.
Looks painful.
Step up to the plate take that leap of fate jump off and go soaring away in this place.
You were never meant to stay.
I ladies and gentlemen take a leap of fate.
But don't belly flop on the way down.
Ciao for now.
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