On the topic of shape keys, you can use shape keys on your game character. I am using Unity and I do use shape keys for almost all characters and Unity recognizes shape keys on import and I do prefer to use it for facial animations like blinkning. That way I can control it through code very easy (of course you can control bone driven animations through code) shape keys can also minimize the number of animations in your animator which quickly can be cluttered if you are not carefull. And lastly with shape keys you dont need to worry about creating animations for every expression you might want to use since you can just set a new value for the shape keys over a duration of time. But as with everything its all about what you are doing, which workflow you prefer, time, optimization and so on. I hope someone finds this information helpful:)
[14:03] A little tip for the spiral curves: there is no need to make spirals manually since there are default spiraled curves in blender. To use them you just need to activate the in-built add-on called "Add Curve: Extra Objects". Then in Object Mode [Add] -> [Curve] -> [Curve Spirals] - adjust the spiral's Height - VOILA !
Awesome. I’m working on a project for my kid, so, perfect timing. I’ll give your approach making the hands and fingers a go. (My ogre needs new hands).
Wonderful stuff Grant, as ever. So many disciplines utilised for this one video. How long would you say it would take to reach a level of competency with all those, and is there an order it should be approached? These days I am able to create simple characters, with some basic texturing but the idea of rigging and weight painting and animating... Kind of daunting. So how best to approach so many disciplines? Would it be best to master one at a time, or familiarise myself with everything on a basic level first? Thanks again for the amazing work and production of your videos. Cheers Ric.
🫶🏻😍 awesome tutorial. how do you export fbx mesh and animations from blender? Can you make a video for “exporting from blender” ? (I’ll use 3d models in Unreal Engine.)
Super awesome! I've never done character rigging or anything like that before so not familiar with how weight painting applies to rigging. Based on your brief explanation of the leg, I assume it has something to do with how much the mesh is distorted by the movement of the bones?
I'm confused by something, I keep seeing people mentioned when moving an armature that's connected to a mesh to use weight painting, Nothing changes at all, so I Ctrl G and mesh in edit mode, and remove active Group, then Ctrl G Set Active Group, choose a bone, then Ctrl G Assign to Active Group. I do this for things like eyes and eye brows.
Cool! May I ask, is it possible in NLE to change a rotation direction during the blend area? My personage walks forward then turns back and walks back. So, nla blend actions from one pose to second with rotation. Thanks!
@@grabbitt I got quad remesher based on your recommendation the first week I was learning sculpting since manually retopo is just too time consuming. Amazing buy. Will auto rig pro bone works with second life? How is the auto weight feature? Does it help with animation as well? Ty
@Grant. Is Kitbashing for character creation cheating? As a Generalist nothing is more frustrating when an Art Director rejects hours of work creating from scratch, as with all your character creation tutorials.
[11:36] I would like to add a bit of critique to the way you've rigged the gun with an empty. This way of rigging is FLAWED. The weapon should be rigged with an additional bone instead. **And that are the main reasons why: 1) It'll become unbearably tedious to switch back and forth between empties and the armature-bones while you animate the character (if you do the animation) 2) It's impossible to export empty-based rig to the game engines. 3) With empties you just cannot use ANY of useful bone instruments, like pose libraries, or Inverse Kinematics *if it's handled by weapon (which would be handy even for the arranging of the single pose). 4) If you decide to print the figure - you can apply bone-rigged pose with the two mouse clicks literally (right click -> convert to mesh). And - as a contrary - there is much more tedious set of actions to apply the pose which is controlled by empties. __ So I see a proper option to rig weapons this way: 1. To the main armature add an additional bone which is parented but not connected to the palm and name this bone (for example) 'GUN'. 2. Then create a Vertex Group for the weapon and name this group the same as the previously created bone ('GUN') - then assign all weapon's vertices to this group. 3. [*while armature is in the rest pose*] Place the weapon to the right place (inside the fist) 4. Parent the weapon to the armature: Ctrl+P -> Armature Deform [*without any additional options, just _Armature Deform_ ] 5. It's done - VOILA !
I'll be sure to send this one to people who ask me about how to start sculpting from now on, covers the basics in a very clear and concise way!
Awesome work as always. I really appreciate how detailed your videos are as it helps to reinforce my knowledge base of blender.
On the topic of shape keys, you can use shape keys on your game character. I am using Unity and I do use shape keys for almost all characters and Unity recognizes shape keys on import and I do prefer to use it for facial animations like blinkning. That way I can control it through code very easy (of course you can control bone driven animations through code) shape keys can also minimize the number of animations in your animator which quickly can be cluttered if you are not carefull. And lastly with shape keys you dont need to worry about creating animations for every expression you might want to use since you can just set a new value for the shape keys over a duration of time. But as with everything its all about what you are doing, which workflow you prefer, time, optimization and so on. I hope someone finds this information helpful:)
[14:03] A little tip for the spiral curves: there is no need to make spirals manually since there are default spiraled curves in blender. To use them you just need to activate the in-built add-on called "Add Curve: Extra Objects". Then in Object Mode [Add] -> [Curve] -> [Curve Spirals] - adjust the spiral's Height - VOILA !
Can you create a different video explaining the workflow to create this kind of video's? It would be fun to see
And then a different video on how you created that video...
I wanted this to be a tutorial
Grant you just know how to be spectacular! Quick and concise with the perfect amount of detail!
Always best quality! Thanks for helpful content, Grant!
Thanks Grant! The character loos awesome!
My favorite blender teacher as usual 👍
Thanks for another great breakdown/tutorial Grant. Love the character.
Would love a full tutorial series of this!!
Absolutely love this art! Great explanation
😀
Awesome. I’m working on a project for my kid, so, perfect timing.
I’ll give your approach making the hands and fingers a go. (My ogre needs new hands).
Yet another great video! Fyi, Shapekeys can be exported. They are used heavily in applications like VRChat for avatar expressions 🙃
Thanks for the info!
This was awesome. Make more like this. Love ya vids
Incredible well done!
TY for sharing
Thank you for your work!
Wonderfull Work ! Thanks
Another great video.
Wonderful stuff Grant, as ever. So many disciplines utilised for this one video. How long would you say it would take to reach a level of competency with all those, and is there an order it should be approached? These days I am able to create simple characters, with some basic texturing but the idea of rigging and weight painting and animating... Kind of daunting. So how best to approach so many disciplines? Would it be best to master one at a time, or familiarise myself with everything on a basic level first? Thanks again for the amazing work and production of your videos. Cheers Ric.
It's tricky to say really. It's whatever you feel comfortable with. Although it's often best to work on one at a time it's good to experiment too
Cheers Ace. I'm trying to go in stages and become competent first before moving on. I think I'll forget less that way 😅
Cascadeur!
Your characters always looks like works of a big studio. It's what inspires me ❤
You actually can use shape keys in both Unreal and Unity. Don't know about other engines
i didn't realize. thanks
Reminds me of your Deep Sea Diver in Sculpt Jan 2019
yes thats very true :)
🫶🏻😍 awesome tutorial. how do you export fbx mesh and animations from blender? Can you make a video for “exporting from blender” ? (I’ll use 3d models in Unreal Engine.)
You're the Jamboree 🎉
Why do you weight paint separated objects instead just joining them. Is it possible to weight paint different objects under one armature?
Super awesome! I've never done character rigging or anything like that before so not familiar with how weight painting applies to rigging. Based on your brief explanation of the leg, I assume it has something to do with how much the mesh is distorted by the movement of the bones?
exactly
Beautiful Sir, but can you tell me please why you didn't choose grease pencil as an option to draw the character & choose photoshop
Not my style at the moment. But I might do something along those lines in the future
Drawbridge!
I'm confused by something, I keep seeing people mentioned when moving an armature that's connected to a mesh to use weight painting, Nothing changes at all, so I Ctrl G and mesh in edit mode, and remove active Group, then Ctrl G Set Active Group, choose a bone, then Ctrl G Assign to Active Group. I do this for things like eyes and eye brows.
yes you can do both ways
Cool! May I ask, is it possible in NLE to change a rotation direction during the blend area? My personage walks forward then turns back and walks back. So, nla blend actions from one pose to second with rotation. Thanks!
I don't actually know because I never get that far
Can you share some blockouts? 😭
What do you mean? Like the base shape?
Bro Can you share this reference image I want to follow your this video
I'll try and sort that out for you
@@grabbitt thanks, you can pin in comments
HOW DO U CHANGE THE RESOLUTION!!!!!!!!!!?????????
The remesh, with ctrl r
fu*k ,it is cool 🙌👌
What add on do you use for rigging and will that work with popular game like SL?
autorig pro probably best
@@grabbitt I got quad remesher based on your recommendation the first week I was learning sculpting since manually retopo is just too time consuming. Amazing buy. Will auto rig pro bone works with second life? How is the auto weight feature? Does it help with animation as well? Ty
not completely sure but it probably will as it has the most compatibility
YIPPIE
@Grant. Is Kitbashing for character creation cheating? As a Generalist nothing is more frustrating when an Art Director rejects hours of work creating from scratch, as with all your character creation tutorials.
i think kitbashing makes a lot of sense :)
@@grabbittThanks. 😅 I feel better.
[11:36] I would like to add a bit of critique to the way you've rigged the gun with an empty.
This way of rigging is FLAWED. The weapon should be rigged with an additional bone instead.
**And that are the main reasons why:
1) It'll become unbearably tedious to switch back and forth between empties and the armature-bones while you animate the character (if you do the animation)
2) It's impossible to export empty-based rig to the game engines.
3) With empties you just cannot use ANY of useful bone instruments, like pose libraries, or Inverse Kinematics *if it's handled by weapon (which would be handy even for the arranging of the single pose).
4) If you decide to print the figure - you can apply bone-rigged pose with the two mouse clicks literally (right click -> convert to mesh). And - as a contrary - there is much more tedious set of actions to apply the pose which is controlled by empties.
__
So I see a proper option to rig weapons this way:
1. To the main armature add an additional bone which is parented but not connected to the palm and name this bone (for example) 'GUN'.
2. Then create a Vertex Group for the weapon and name this group the same as the previously created bone ('GUN') - then assign all weapon's vertices to this group.
3. [*while armature is in the rest pose*] Place the weapon to the right place (inside the fist)
4. Parent the weapon to the armature: Ctrl+P -> Armature Deform [*without any additional options, just _Armature Deform_ ]
5. It's done - VOILA !