All right let's go ahead and check out weight painting.
So we're going to be painting our character in a way weight painting basically allows for us to affect
or to select which part of our character is affected by which bones.
So it's really cool.
It's a way to fine tune our deformation before we do that however slight the bones hit a dislike over
them and hit all tar and all g to clear the rotation and location and we can see that right here.
These ones do not line up at all.
So what I can do is actually hit tab to go into Edit Mode C to bring up the brush tool left click and
drag over all of these and hit X and delete the bones.
Now I'm going to go ahead and select this bone shift as cursor to selected and then make sure that my
pivot point is on 3D cursor.
Now selecting these bones ready here I'm going to hit shift d to copy it right click to leave it there
and then as x negative one and then control and and recalculate it on the global z axis.
Now what I'm going to do is select the character go to the Data tab right here.
And these are all the vertex state does.
And this is basically the each point or each influence that the bone has on certain amount of vertices
for our character.
So we're going to take a look at this a lot more during the weight painting part of it.
But for now I'm just going to click this little arrow and like delete all groups and selecting my character
shift for clicking the bone control p with automatic weights once again and we can see that the vertex
groups have been re added.
Now if I select a bone you can see that once again it animates it.
And that's a pretty interesting result right there.
So what we need to do is go over here.
Select these bones and go to armature flip names.
And now flip the names to dot R and of course everything's working fine and dandy.
All right cool.
Now let's take a look at automatic weights and how we use them and how we're going to use them to tweak
this a little bit.
So for example we can see that when we move the arm part of the face moves right here.
This is moving kind of the face as well.
And this is kind of moving.
The teeth are not moving quite as well with it.
So make sure I'm impose load.
I'm going to select the character and hit Control P or control tab excuse me mixing up my shortcut keys
control tab and we just went we just went from object mode to weight paint mode which is right here.
Now you can see that whenever we select a bone there is painting on our character as the name implies.
So pretty cool.
And this is basically the influence that the bone has on it.
So the lighter the color the less influence for example a light blue means it's influencing a little
bit yellow or green as more yellows a little bit more and then red is influencing it 100 percent.
Such as right here.
Now there's several different ways that we could change the weight mode if we hit the tiki to bring
up the tools shelf.
Just like with the sculpting we have some drawing tools here and we could draw so we can like draw and
just painted on and add some more weights on there and you could see that now if I rotate this it will
affect whatever I just painted on here.
Control-C to undo that.
And of course we have the subtract and all the other different options such as that are very similar
to the sculpting.
You have the weight which is the basically the weight of the paint.
You have the radius and the strength which is how light or how strong it will be.
So strength that one you will get read pretty much and you put the strength way down you'll get more
of a blue greenish color.
Now we could do it this way.
But and this way is great if you want to have it more smooth or more transitional.
Except there's a more direct way to do it which is what we're going to do over here hitting t to close
that off.
I'm now going to with this middle bone selected hit tab to go into edit mode are actually what I want
to do first is we can see that when we select the I.K. hand when we move this moving part of the mouth
and the eye.
And the reason for that is because if we select this bone we can see that there's a tiny hint of blue.
Now you can barely see it.
But if I move this bone you could see that it's moving the eye.
And part of the face and this one obviously has some as well but this one is what we want to remove
from here so that it doesn't move the face.
So to do that well we're going to do is using the vertex groups we're actually going to have this bone
selected which it's going to select it right here whenever you select a bone here we'll select it in
the vertex tab selectiveness bone and then get a hit tab to go into Edit Mode of the character.
I'm going to select this edge loop right here and hit control plus to increase the selection to right
about there.
And then what I'm going to do is hit Control I to inverse invert the selection.
And now because on this bone when we move it we can see that it's moving.
It's even moving the nose a little bit right here.
So we know that there some weight paint a little bit all over here.
Now with everything else selected except for what needs to be moved which is the arm only got the bicep
Dayal and select remove.
Now it basically removed all the weight painting on the selected vertices.
So if I move this you could see that's no longer moving the nose or the eyes or the face.
Awesome.
And of course a mirror in it to the other side as well.
Pretty cool.
And we don't have to do it on both arms so it's both mirrored on there.
Now let's check this one.
This one is pretty good.
I'm just seeing if it moves the face at all so we're good on that.
Now let's go to the middle bone right here which is a mushroom got our underscore mid hitting tab to
go into edit mode.
And then going to hit the box select all of this up to here.
Diesel like this by middle mouse clicking and de-select these right here like that and selecting this
one as well.
I'm going to dislike these ones by alt shift right clicking
and leave those like that.
And now what I'm going to do is with this bones like that go over here with the weight all the way to
one I'm going to assign a weight of one to these vertices on this bone.
So now if I hit tab to go back into PPO's mode you could see that the weight has been added onto this
bone as a way of one which is referenced with the red on here.
Now a couple of things I want to do to increase this or to change it is you can see that right here
when I rotate it it's kind of pinching it a little bit too much there.
So what we're going to do with that is hitting tabs go into edit mode.
Let's actually select this one right here.
And before we do that going back to the selection let's go down to this bone and you can see that part
of the mouth and everything selected on this bone and we don't want that.
So with this bone selected hitting tab to go into edit mode with all the selection still we're going
to remove it so that all these are removed from this bone right here.
Awesome now.
All right click this loop right here.
And with this bone selected I'm going to go to the weights and put it at point five and assigned that
to here.
And then I'm going to go to this bone right here hit tab and assign a way of point five to there as
well.
Now if I rotate this you could see that we got what we got a nice rotation right here.
All right so that is those two bones taken care of.
Now let's take a look at up here.
First thing we want to do is you can see that this bone has some influence up here on the mushroom top
which we don't want.
So what I'm going to do is with this bone selected go to this and select select and actually select
everything because there is some white painting on there.
So we have to do it a different way.
I'm just going to go into wireframe beat box select all of that and then dislike that and de-select
that as well.
Now hitting tab to go into topos mode making sure there's a bonus like that.
Going to hit tab and remove the weight from there then selecting this one right here I'm going to go
ahead and hit tab to go into edit mode control I to invert the selection.
And now I want to remove all the selection from this top one.
So I'm going to hit remove them and now only this is assigned to here.
And then one last thing we need to do actually with the top.
If I hit tab to go into edit mode and then hit Control high we are neighbors card going off control.
I invert the selection.
I'm going to assign a weight of one to this top bone right here.
So with this Tabone selected with all these vertices selected I'm going to hit a sign.
And now the wait is at 1.
So now if we rotate this you can see the result that we have which is pretty cool.
Now let's go ahead and try one thing.
Let's select this vertex right here like unselected.
Actually it looks like that one.
Let's try with this one and I bring it down to point five.
And with this one selected I'm going to sign it 2.5 and then it's like this phone and with this one
it's like it I'm going to sign it 2.5 as well and let's see what that gives us.
We're actually going to sign this one.
Let's go point to five.
Sign
and sign
three point to five seems to be a little bit better of a result right there.
And there we have it.
So that is weight painting.
And of course you can use it the other way with the brush tool as well but you can see that all our
bones have been assigned some weight to them and that's with the automatic weights So pretty cool.
I believe that is pretty much all the tweaking that we need to do for the weights painting.
Now let's actually check this bottom one right here.
This bottom one let me see
there we go deform.
All right so for this forum on what I'm wanting to do is actually
I mean I leave it like this for now because it's giving me the result that I want.
Although
I'm actually going to select this one hit tab to go into edit mode and select all these vertices right
here.
I actually had control tab going to face select mode select all these faces.
Not all of those.
Sometimes you get a little crazy with a selection and then with that bonus like that I'm actually going
to put this to one and see what that gives us.
And with this one selecting a hit tab to go into edit mode and just remove that way from there
and I like that better.
It's got a little you know a little bounciness to it.
It's got a lot of squishiness too at the bottom now it's kind of like a squishy mushroom.
So I like it like that.
We're going to leave it right there for now.
And we might come back our we might go back to the weight painting if we see that we need to make a
couple of tweaks.
But for now that is pretty much the weight painting and our mushroom character is ready to be animated.
And of course you don't want to twist him too much in a way that he wouldn't twist for example if I
like this and twist it too much you could see some twisting in the actual mash So we're actually going
to possibly put some rotation limits on some of these so that we could actually not twist them in a
way that wouldn't twist if that makes sense.
Of course it makes sense.
And then of course we're going to have to parent the hands to the main bone down here.
But we'll do that in a future story.
See you there.
All right.
Have a great one.
See the next tutorial.
Ciao over let me ask you something.
Have you ever been wrong about something you've thought all along but you're still singing the same
old song.
Why not change it around and listen to a whole new sound.
All right ladies and gentlemen you know like that song that you hear for a while now I gets stuck in
your head and you find yourself singing it like it's a small world from Disneyland or sometimes some
of our stories are it's a small world type of songs and we just gotta change it up a bit.
All right.
Ciao for now.
Oh boy.
Appreciate you guys.