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Lessons:12Length:1.2 hours
Rig400
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2.2 Character Introduction

In this lesson we will go through the different components of our rubber hose character and how to prepare the parts for rigging.

2.2 Character Introduction

Hi, everyone, and welcome to the Rig a Rubber Hose Character course. In this lesson, we'll be going through the character and the different objects that make up the character so that we can familiarize ourselves before creating the rig. So let's take a look at the head to start off. So we can select the head from our menu here, and if we go into our perspective view. So click the middle mouse button. Select the perspective view, which makes things easier on the view port so you can see what we're selecting. If we select the whole head from the list here, you can see the whole head is selected and that we can actually manipulate this whole object by clicking on one of these buttons here. So if you want to move it, we can move it up and down, left and right. Just simply sort of place the whole head like so. And you can also see that if we click on the plus sign here, we can expand the group and see the other different objects which make up the head. So you can see that our whole head is actually made up of a mustache, eyebrows, nose, eyes, ear, hair, and the head itself. And you can also see that there are other subgroups in here, such as the eyebrows, the eyes, and the ear. These are basically symmetry objects which I've used to temporarily show both the left and right-hand side of these objects. So if you wanted, you can select one of these objects here, which make up the head, and you can also sort of manipulate these by clicking on these buttons, here, and sort of, Nope, let's see, if we select the object, we can, making sure that you've selected the model. You can actually manipulate the mustache if you wanted to, or the nose or any of the other objects that we've got that make up the whole head. You can also select them from the view port like so. So if I wanted to select the eyebrows, you can select the eyebrows here, or the ears, or the hair from the view port. But sometimes I find it a lot easier to select it from the list here, in case there are any other objects in our view port which make it harder to select the object that we want. So moving on from here, we've got the hips, which make up the bottom of the bottom half of our body. And they also help to connect the body to the legs, which you've got here. Now the legs are not a symmetry object. You can see that if I remove the symmetry modifier. So if I take the leg away from the symmetry modifier, I find we actually created the left side of the leg. So if I put the leg back inside the symmetry modifier, you'll see that it's created the other parts of the leg. And so we'll see if we need to create the other leg when we get to the rigging of the character. The arms are exactly the same, so they're also a symmetry object. And lastly, we have the body, which if we expand here, you can also see it's made up of different parts as well, such as the tie, the collar, the pocket, and the body. So with the body, if I expand this here, you can see that I've actually used a Taper modifier here, which helps it give a more interesting shape. So if I just quickly go through the options in Taper here, you can increase the strength of the Taper and you can see how it changes the body shape, Like so. And you can also move the Taper, using our tools here. Let's just bring back how that was before. So yeah, from here, like I've demonstrated, you can also select any of these different parts of the body or, indeed, the whole group itself. And use any of the movement tools here to sort of place the object. So we can use the movement tools using the axis arrows here. You can move them and place them around. You can even increase the size of the body or any parts of the body here. So if you wanted to increase the size of the tie we can do so like so, and we can also rotate as well, like so. So that's it for this lesson. In the next chapter, we'll be going through how to create the character rig starting with the arms. See you all there.

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