[0:00] [Music] [0:00] foreign [0:11] last time we went over math forms and [0:14] the mouth opening so if you want to [0:16] check out that video before this one [0:18] feel free to there are some tips there [0:20] that I am gonna use in this video but [0:22] that goes for all my other Ricky videos [0:25] So today we're gonna work on head angles [0:29] we're going to be doing angles X Y and Z [0:31] and I will also be going over augmented [0:34] physics now if you don't know what [0:36] augmented physics are it's basically [0:38] movement physics for your model that [0:40] gives you a little more life there are [0:42] different ways to add these physics in I [0:45] do an easier way that I think looks [0:47] cleaner but it does take away some of [0:50] the rigging I will explain that later [0:52] just follow along and we'll figure it [0:55] out together so first of all just like [0:58] the mouth rigging video we're gonna look [1:00] up a guide I feel like the head angles [1:02] for a model can really set apart a good [1:04] rig from a bad rig maybe even more so [1:07] than the mouth a good model that has [1:10] good angles can really show the depth of [1:12] the model and make it look more 3D [1:14] rather than 2D if you're an experienced [1:16] artist and you regularly draw head [1:19] angles like three-fourths looking up [1:21] looking down this will be a lot easier [1:23] for you if not as I said we're gonna [1:25] look up a guide so you can just go on [1:27] Google and just Google up head angles [1:29] but if you want to be more specific you [1:32] can look up head angles live 2D I think [1:34] a couple good guides will show up that [1:36] you can use as reference I will say I [1:38] think the hardest part about making head [1:40] angles look really good are the corners [1:43] and we'll be going over that hopefully [1:45] it will make sense and then once you [1:47] have your guide let's get into live TV [1:49] okay as I mentioned in my first video I [1:52] do have my angle separated differently [1:54] as you can see here in my inputs [1:56] parameter folder I have all the default [1:59] angles that come with life today my [2:01] angle X Y and Z and also body X Y and Z [2:03] basically these are what you're [2:05] inputting into your program when you [2:08] move your head to the left and right [2:10] that's angle X if you're moving your [2:12] head up and down it puts it into angle y [2:14] so that's why I put these into inputs [2:16] and then over here in angles is where I [2:19] have my head ankles so I named these [2:21] angle X Y and Z physics but you can name [2:24] these whatever you want whatever makes [2:25] easier for you so you can just press new [2:27] parameter make a new one this is my [2:29] angle X physics parameter so my name is [2:31] just Anglo X physics ID doesn't really [2:33] matter and my ranges go from negative 30 [2:36] to 0 to maximum 30. and then once you're [2:39] done with that do that for each of these [2:41] angles so these parameters are going to [2:43] be our physics parameters obviously so [2:45] when we input angle X when you look to [2:48] the left and right it's going to come [2:49] out as these physics so we're going to [2:52] start with the face so let's take away [2:54] all of our hair over here in Parts [2:56] you're probably going to have a ton of [2:58] warps that you see in Parts if you go up [3:00] to here you can actually hide it with [3:02] the green button and the red button if [3:04] you have any rotation warps so you can [3:06] just see all the layers here [3:08] just so we have our bald little face [3:10] here hopefully your face is symmetrical [3:12] and nice and shiny I know a lot of [3:15] people like to have bald toggles so if [3:17] you rig your head nice you won't look [3:19] too weird when you take off all your [3:21] hair so going over to my face I have all [3:24] of my face are under one warp to make it [3:27] easier for myself and we're gonna put in [3:30] the mesh for our face so if you follow [3:32] my guide you should have a face line and [3:35] face skin we're going to add in mesh [3:38] okay so I have my face line and my face [3:40] skin here and usually I would manually [3:42] mesh this but I want to focus on [3:44] something else I'm just going to [3:45] automatically mesh this these manually [3:47] mesh this if you can I'm gonna start [3:48] with the face kit I'm gonna deform it [3:50] heavily so it's gonna look something [3:51] like this and then for the face line if [3:54] you do it with a heavy deformation it's [3:56] gonna look like this which is not what [3:58] we want because actually we're going to [4:00] use glue to connect the face line to the [4:03] face skin so we're gonna take the face [4:04] skin and go into manually mesh and we're [4:07] actually going to select all of the [4:09] little vertices on the face control copy [4:11] check out then we're going to switch [4:13] over to the Face line manly mesh that [4:14] we're going to select all of those [4:16] vertices hit delete and then Ctrl V to [4:19] paste it and this will put the same [4:20] exact mesh that we put on the face skin [4:22] onto the face line so now we can select [4:24] both the face light and the face skin [4:25] and then if we go into the manual mesh [4:27] editor you see that these red lines are [4:29] now green well they're usually red this [4:32] is because the meshes are perfectly [4:34] overlaying on top of each other so now [4:36] if we select all the vertices here this [4:38] selects both the face line and the face [4:40] skin versus and then you can hit Ctrl G [4:42] and this will put a green box around all [4:44] these red boxes and this means that [4:46] these vertices are glued together so the [4:48] face line and face skin are completely [4:50] glued together this is like a little [4:52] intro to glue I will explain glue better [4:54] in another video but I'm not the best at [4:56] glue honestly so this basically just [4:58] makes it so that the face line and the [5:00] face skin whenever one of them moves the [5:03] other will follow along with it for [5:04] example if I take all the vertices here [5:07] with a brush tool it will move both the [5:09] face skin and the face line although I'm [5:11] only selecting the face line right now [5:12] so it just keeps it nice and neat when [5:14] you're deforming them of course as I [5:16] said if your face is just one layer you [5:18] don't have to do this but there are a [5:20] lot of benefits to separating your face [5:21] line from the face skin okay this is my [5:23] third time recording this section but [5:26] hopefully the last time so let's get two [5:30] minion warps and rigging the head so [5:32] first of all I'm going to open up my [5:36] face warp folder I'm gonna grab my face [5:39] line my face Shadows my blush and my [5:44] face skin and put that all under one [5:46] angle X Y War now it's gonna [5:49] automatically put a box around [5:50] everything but you can actually edit [5:52] this if you hold down control and then [5:54] you can warp the green points or the red [5:56] points holding that all to do both sides [5:59] at the same time usually like to like [6:01] usually I like to square in on the face [6:04] this way just to make sure it's all good [6:06] and well also you're gonna make sure the [6:09] warp is in the middle of the face [6:10] example here mine is not really in the [6:14] middle it's over to the left a little so [6:16] I'm gonna grab the right side and bring [6:17] it out a little bit until it's right [6:20] there next we're gonna put in three key [6:23] forms on angle X and we're going to turn [6:25] this all the way over to positive 30. [6:28] the key form that's the rightmost side [6:30] is going to be when your model looks to [6:32] the right and then the one obviously all [6:35] the way to the left your model is going [6:36] to look to the left so going back to the [6:39] right key form we're going to start [6:40] deforming the head take away the red box [6:42] now holding on shift I'm going to grab [6:44] these green corners and drag them over [6:46] to the side I'm working at and you'll [6:48] notice that we're forming that face [6:50] that's looking to the side make sure you [6:52] have your reference picture on hand so [6:53] you can copy shape of the face to what [6:55] you want or just freehand it like I'm [6:57] gonna do and then it's gonna look more [6:59] and more like returning to the side now [7:01] your face here is not going to move [7:02] since we're not warping it so it's gonna [7:04] look a little awkward when you're [7:05] turning to the side and it's just [7:07] staying there you can hide if you want I [7:09] usually don't because I like to use as a [7:11] guideline but I think it'll be easier to [7:13] see if I just get rid of all these for [7:15] you guys so let me just make those [7:17] disappear okay so now I got this little [7:19] mushy head over here and we're going to [7:22] want to deform it a little more we want [7:24] to edit it really well so it gives the [7:26] illusion that the face is looking over [7:27] to the side so we're gonna add more of [7:30] these green Corners to edit by going [7:32] into the bezier division number and [7:34] changing the height usually I could [7:35] change the height into five or six for [7:37] the face this adds more green Corners [7:39] vertically so we can edit these a little [7:41] more now with the forehead jutting out [7:44] the head will go back a little and your [7:46] face sinks a little on your eyes goes [7:49] back out on your nose and everything [7:50] obviously it's gonna look a little wonky [7:52] we need to add more of these gray Dots [7:55] here to edit it at a more detailed level [7:56] so we're gonna go to the number of [7:58] conversion divisions by default it's [8:00] five by five usually I could go up by 10 [8:02] for the face maybe less maybe more [8:04] depending on what I'm editing but now I [8:06] have more that we can edit it's a little [8:08] awkward because all these gray dots are [8:11] warp being not as smoothly as they [8:13] should be especially for the face that's [8:15] supposed to be something soon we need to [8:17] go to bezier edit type and by default [8:19] it's retain control structure but we're [8:21] going to change it to smooth all so now [8:23] if we click on these green Corners it's [8:25] going to smooth out those gray dots into [8:28] more curves and just make it a lot [8:31] smoother now of course we only edited [8:33] the middle of the face so I'm going to [8:34] go ahead and edit the side over here [8:36] because we really need that to pop out [8:39] to show the dimensions of the face when [8:41] turning [8:42] I'm gonna add one more to my height [8:46] [Music] [8:48] and now it's looking a little more [8:50] dimensional now this is just a base [8:53] sketch rig of the face you could say we [8:55] just want to get a general movement of [8:57] the face for everything on here so I'm [8:59] gonna reflect the motion over and now [9:01] we're looking left and right [9:04] next we're going to actually edit the [9:06] face line and the face skin specifically [9:08] so we can really get the right curves [9:11] for the face so if you select both your [9:13] face light and your face skin you can [9:15] put a path to former around the edge I [9:18] already have here because that is my [9:21] third time recording this but if you [9:23] want to follow me it's a little hard to [9:24] see but as always you can start with [9:27] less path deformers and add more when [9:29] you need to add more details so after [9:31] you have that finished we can actually [9:33] with both Face line and face get [9:35] selected put in angle X physics key [9:37] forms turn over to the right now we can [9:40] edit the face more usually I have to [9:42] hover over Pat the former hide all my [9:44] mesh and actually edit that way so it's [9:46] a little easier to see everything [9:47] [Music] [9:49] foreign [9:54] lumpy Parts like I do especially over [9:57] here you can actually fix these pretty [9:59] easily with Pat deformers just delete [10:01] some at the area you want to fix and [10:04] then you're gonna put Pat the former [10:05] dots at the peaks of your awkward spots [10:08] for example mine are here and here and [10:11] then make sure you have little anchor [10:12] points in between so since I have one at [10:15] this peak here I need one here and one [10:17] right in the middle here and the same [10:19] for this one I need one in the middle [10:20] here and one over here [10:23] so after playing those path of formers [10:25] in you can just edit those dots and [10:27] smooth those out you might have to lower [10:29] your path to form a distance depending [10:32] on how crazy your Peak is [10:36] [Music] [10:38] and then once you have those smoothed [10:40] out you can actually just get rid of [10:42] those path of formers and put them all [10:45] on a nice straight line again or a [10:47] curved line I guess and then you just [10:48] keep detail editing each little bit of [10:50] the face until you have something you're [10:52] satisfied with [10:53] [Music] [10:55] you can also just use the brush tool if [10:58] there's larger areas you want to edit [11:07] and then once you have something you're [11:09] satisfied with just reflect it over [11:10] horizontally and Bam you have it looking [11:13] left [11:14] all right [11:15] now of course you can make this turn [11:17] more extreme depending on how far you [11:19] want your model to look when you're [11:21] looking over to your left and right it's [11:22] all up to personal preference [11:25] now if you have blush or any Shadows on [11:27] your face like me they're probably gonna [11:29] look really whack because you're [11:31] focusing on just the face skin for now [11:33] honestly you can just hide those for now [11:35] I do use my blush as a guideline for [11:38] where I'm placing my eyes and my brows [11:40] and everything so I'm gonna take [11:42] everything under my blush I have my [11:44] blush marks separated from my blush so [11:46] I'm going to add a web deformer a little [11:49] X Y on that and since this is a child [11:52] deformer under our parent the former the [11:55] original angle X Y warp deformer it's [11:57] gonna have the same busier settings so [12:00] if you want to edit those you can I [12:02] would because I don't need this much [12:04] editing for my blush I'm Going to center [12:06] it on my blush and then add key forms [12:09] and edit my blush into where I want it [12:12] to look [12:13] foreign [12:19] let's actually start working on angle y [12:23] some people like to do all their X [12:24] angles first and then doing their y's [12:27] and then do the corners personally I [12:29] just like do x y and the corners of X Y [12:32] all together so that's what we're doing [12:35] in this tutorial so going back to our [12:37] original X Y deformer on this entire [12:40] face we're gonna add three key forms to [12:43] angle Y and then positive angle Y is [12:46] going to be when you're looking up and [12:47] negative angle Y is when you're looking [12:49] down it should be pretty easy to [12:51] remember so going up to positive y we're [12:54] going to make our face look up and it's [12:56] going to be a little hard with all of [12:58] these right down the middle with all of [13:01] these green Corners right down the [13:02] middle because we have to move each bit [13:04] individually up and up so I just like to [13:07] lower it down to like three and then [13:10] start editing the face looking up from [13:12] there foreign [13:13] [Music] [13:15] saying yours might look a little [13:17] different from mine if you're [13:18] freehanding it like me you should always [13:20] think of the face as a ball someone [13:23] looks up it's going to be curved upwards [13:25] so it has that little Bend here same [13:28] thing for when it goes down it's going [13:29] to curve down [13:32] now I always feel like looking up and [13:34] down is pretty tricky for some riggers [13:37] that aren't too used to how to make the [13:39] illusion of looking up and down so it [13:41] might be something you have to practice [13:42] with but as I said using a reference [13:45] really helps with how to make your model [13:47] look like it's actually looking up and [13:48] down [13:51] okay now that we have that done I'm [13:55] going to okay now that we have that done [13:57] we're gonna work on the corners for the [14:00] rig quote unquote sketch the face so [14:02] there's a couple ways you can do this [14:04] obviously since it moves like in a [14:06] circle pattern you can link both and [14:09] synthesize the corners but this will [14:11] make it a little awkward because if we [14:13] look up and to the side our head is [14:16] going to be jutting out like crazy over [14:19] here now if we look down it's still [14:21] going to look kind of weird [14:23] now this goes back into my little ball [14:26] analogy if the ball is turning in this [14:29] direction this part of the ball would [14:32] disappear behind it that makes any sense [14:35] so this head would actually be going in [14:37] like that instead of joining out so I'll [14:39] make solution that you're looking over [14:41] to the side and up a little better [14:43] obviously I'm just freehanding it if you [14:45] have reference look at your reference [14:47] and see how the head looks when it turns [14:49] to the side at these angles same thing [14:51] for this side it would be squished in a [14:54] little and that side [14:56] now you can do it that way you can also [14:58] just take your angle x copy this form [15:02] paste it on the corners and edit it from [15:05] there it's all the personal choice on [15:07] how you think you could rig yours the [15:09] best but since this is a bit of a lazy [15:12] easy tutorial synthesizing the corners [15:14] and squeezing in the corners of the [15:16] faces a little bit easier and then once [15:18] you do the corners for one side you can [15:20] just reflect it horizontally so once you [15:23] have all those refracted over you can [15:26] test your face and see if it looks [15:27] alright [15:28] obviously it's still gonna look a little [15:30] rough you can edit the sketch more if [15:32] you'd like I don't know why my head went [15:33] back I must have control Z too much [15:37] [Music] [15:42] I don't think my head goes down my neck [15:44] enough to really have that rotational [15:47] effect so I'm gonna change that [15:51] damn man it's looking a little better if [15:53] you just did the same way I did and hit [15:55] all the mesh and just use the brush tool [15:57] you can go back in and shift the green [16:01] Corners a little bit to smooth [16:02] everything out [16:03] foreign [16:06] obviously since I deformed it a lot with [16:08] the brush tool it's gonna have to smooth [16:09] out a lot so it will change a lot from [16:12] me and you if you copied me when you [16:15] click on the green Corners so if you [16:17] don't like how it looks after smoothing [16:19] it out you can just go back and edit it [16:20] or you can add more divisions here if [16:23] you go change the width so that you can [16:25] edit the sides here more [16:28] and then once we have the little sketch [16:30] done you can edit these Corners when you [16:33] go into your face line and face skin [16:35] just add the key forms to angle y you [16:37] can edit the looking up and looking down [16:39] [Music] [16:41] looking at the corners [16:45] [Music] [16:52] [Music] [16:57] and I'm going to reflect those over to [17:00] the left and double check [17:03] [Music] [17:04] we have our face rotating on our X Y [17:08] axis hopefully yours looks nicer than [17:11] mine I'm probably gonna go and edit it [17:13] more a little later but it's good enough [17:15] for now now that we have the base of our [17:17] face finished let's get into rigging the [17:21] rest of the face onto angle X and Y so [17:24] I'm gonna start putting my eyes on and [17:29] going over to my eye warp I'm gonna put [17:32] those under an angle X Y warp and then [17:35] same thing as I did for the face make [17:38] sure the warp is centered on the face it [17:41] looks pretty center to me I think and [17:43] then add angle X turn over to the right [17:47] and just start wringing it in [17:50] foreign [17:54] [Music] [18:03] mostly because of my blush placement so [18:07] I'm probably going to move my blush a [18:09] little later on [18:10] [Music] [18:28] all right it looks good enough to me [18:31] I'm just gonna quickly edit my blush to [18:33] match [18:35] okay now I'm gonna go over and do my [18:39] eyebrows [18:40] [Music] [18:49] something that really helps with giving [18:51] the illusion of head turning is adding [18:55] anything that makes it look more 3D for [18:57] example where your eyebrows are I [18:59] usually you have a little bump so I put [19:02] my visual division width to four so I [19:05] can have green corners on right in the [19:08] middle of my eyebrows and this may look [19:10] like it's jutting out a little bit if [19:13] that makes any sense a lot of doing the [19:15] angle X Y for the face is really trying [19:17] to make all these little things add up [19:20] until looking like the head is turning [19:23] so put in a lot of detail and care when [19:26] editing your face foreign [19:31] [Music] [19:45] next I'm gonna do my nose so the nose is [19:49] another object on the face that if you [19:52] rig it pretty well when it turns left [19:54] and right it really adds more onto the [19:58] illusion of looking left and right I'm [20:00] sorry I keep saying that but it's all I [20:02] can use right now depending on the kind [20:04] of nose you make you might have to do a [20:06] lot of effort into rigging it but since [20:08] I'm just doing a basic anime girl with a [20:11] little dot nose it's a lot easier I do [20:13] have a little more layers for some more [20:15] details in the future if you have like [20:17] an Eco men face with like an actual [20:19] defined longer nose I will try to do a [20:22] tutorial about that in another another [20:25] little series but for now simple little [20:28] anime nose and take everything on my [20:30] nose put it in its own ankle X Y web [20:33] deformer and I'm gonna Center the award [20:35] and like I did it for the rest put in [20:37] key forms for angle X [20:39] I'm gonna start raking it [20:41] [Music] [20:46] and I usually for anime characters [20:48] facing forward they have a little dot [20:50] for their nose most of the time but when [20:53] they turn they're gonna have a little [20:55] line [20:57] that usually looks like this [20:59] or something that looks a little better [21:01] than that so usually as I just showed I [21:05] would first manually put in my mesh for [21:08] the nose I'm probably going to want to [21:09] make it a lot nicer than this but that's [21:11] what we're going with and we'll put two [21:13] and we'll put three path to former dots [21:15] right along the middle of it so when you [21:18] turn it to the side don't put your key [21:20] forms you can stretch out what little [21:22] color there is on this layer to give [21:25] more of a nose illusion again little [21:27] detailed edits you can do after the base [21:30] warp can really add more life into your [21:33] rig I'm gonna go in and edit my angle X [21:36] where I know shine since it's a little [21:37] wonky on let's get trick [21:41] and there we go we got the nose looking [21:44] a little more dimensional I'm gonna do [21:47] my angle line out [21:49] [Music] [21:59] okay I think I'm done nose [22:02] [Music] [22:13] okay I just edited some more parts of [22:17] the face I was looking weird when I was [22:19] looking around so it looks a little [22:21] better now but anyway we're gonna go [22:23] into the next part which are the ears [22:26] sometimes I like to do the front hair [22:28] before I do the ears depends depends but [22:31] I think right now we'll do the ears [22:32] first and we can edit it later now for [22:34] the ears I'm gonna explain more about [22:35] how to use clipping masks so for example [22:39] on some rigs if you can even see their [22:41] ears they turn to the side their ear [22:43] might pop out right on top of their head [22:45] some people use draw order to do this [22:48] and I know when I was first learning [22:50] live today there are a lot of tutorials [22:52] out there that really emphasize draw [22:54] order obviously if you've watched [22:56] through all my tutorials I haven't [22:58] touched on that yet but I almost never [23:01] use it so you're not on the right [23:03] channel if you want to learn how to use [23:04] draw order but this is how I do that ear [23:07] popping out technique for my models so [23:09] first of all my ear art is under my face [23:12] as you can see here I'm gonna put my [23:14] ears over my face obviously it is gonna [23:16] look really weird especially if you have [23:19] a lot of your ear poking out onto your [23:21] face so we can actually use clipping [23:24] masks to hide the sides of the ears when [23:27] we're facing forward I'm going to teach [23:29] you guys how to use the invert mask [23:31] option so with my ears on top of my face [23:34] I'm actually going to go into my face [23:36] and take my face skin actually copy [23:38] paste that also make sure your face skin [23:40] is actually under all your ears that'll [23:41] be a little easier to understand and [23:43] then when you copy paste your face skin [23:45] it's going to be in the same folder [23:46] where your original face skin is keep it [23:49] there because we want it to work the [23:51] same way as the face and then let's [23:53] rename this into ear clip or whatever [23:56] else it's easier for you to understand [23:58] so first let me just organize my ears [24:01] until left and right since I have a lot [24:03] of accessories on them [24:04] okay so taking the ear clip layer which [24:08] is our face skin just copied we're going [24:10] to take the ID copy that select [24:13] everything on your ears paste it into [24:15] your clipping ID and then click invert [24:17] mask so this makes it so that the ears [24:19] look like they're behind the skin this [24:21] is because everything of the ears or [24:23] everything we just clipped will show [24:25] except for whatever touches the face [24:27] skin and then if we take the ear clip [24:29] layer and turn the opacity to zero we [24:31] won't be able to see all the face skin [24:33] on top but it will still clip onto the [24:36] ears like this so we'll still hide the [24:37] ear when we move it so I'm gonna hide so [24:40] I'm gonna hide the ear clip layer just [24:41] so I can see the ears on top first I'm [24:43] going to take both ears and add an angle [24:46] X Y to former and then we do the same [24:48] process I did with the other things on [24:50] the face and rig them on [24:53] for this other ear here I'm going to [24:55] tuck it behind the face obviously it [24:57] doesn't look like I'm tucking it because [24:59] you can still see the ears and [25:01] everything and tuck it in there and [25:02] double check that looks good enough I [25:04] think I'm just gonna reflect it [25:05] horizontally now I'm going to turn back [25:07] on the ear clip our ears are behind [25:09] everything and then turn it over to the [25:12] right and I just realized we already [25:15] have key forms on this because it copies [25:17] the key forms of the face skin this is [25:19] an issue because we only put the opacity [25:21] zero on one key form so we would have to [25:24] put opacity zero on all these key forms [25:25] or else it will pop up again you can [25:27] turn each little key Point into zero if [25:30] you'd like I'm just gonna set another [25:31] warp let's call this ear clip I'm going [25:34] to set this warp deformer to opacity [25:37] zero and that will make everything in [25:38] that warp opacity zero I don't see it at [25:41] all and I'm gonna go back into my ear [25:43] clip layer and get to editing so I look [25:46] to the right I want my ear to pop out so [25:48] I'm going to grab my brush tool and push [25:50] the ear clip over so I can reveal my ear [25:52] it looks kind of weird on my blush but [25:55] I'll have my hair covering that anyway [25:56] they can play around with that and see [25:58] what works for you and then since our [26:00] ear clip is just copy of the face it's [26:02] already perfect on this side and will [26:04] hide this ear [26:05] as you can see here and I'll just [26:07] reflect that horizontally and then it'll [26:09] be the same on this ear and then having [26:12] the ear on top gives it a little more [26:14] dimension for the face turns so I think [26:17] it's a nice touch might move the ears [26:18] back a little more though so I'm going [26:20] to hide my ear clip again and just rig [26:22] my angle X Y for my ears and all the [26:25] corners and everything [26:28] foreign [26:32] [Music] [26:34] once my ears are done I'm gonna pack the [26:37] ear clip and I'm gonna do Each corner [26:39] and everything for these [26:41] [Music] [26:46] and voila we've got ears moving back and [26:50] in front of her head [26:51] [Music] [26:53] hello it's a new day for me so um I have [26:57] no idea what I just did I think I just [27:00] got finished rigging the ears so next [27:02] we're gonna fill up our bald little head [27:05] and usually I like to start with the [27:06] front hair so I'm just going to turn on [27:08] all the front hair and it's going to be [27:10] mostly the same process as everything [27:12] else we've ripped on the face just you [27:14] know getting it to look right at each [27:15] angle except hair is also one of the big [27:20] factors in really making a rig look like [27:23] they're actually looking to the left and [27:25] right and down and up because the hair [27:28] you know it encapsulates your head so [27:30] when your head turns your hair is gonna [27:33] turn pretty drastically too I'll explain [27:35] it as I go but I have my front hair here [27:39] and I've kind of separated my fringes [27:42] into different sections okay so usually [27:46] for hair I like to tackle each section [27:48] section by section but I think an easier [27:51] method is to group everything and then [27:55] edit each one individually you can [27:57] obviously do this for each part that [27:59] you're rigging I probably already put [28:01] notes in the video for this but for [28:03] example if you wanted to put your eyes [28:04] and your brows your nose and your mouth [28:06] all in one General angle XY rig and then [28:10] rig each of them individually to fit [28:12] them into different spots or different [28:14] angles that would be good for keeping [28:16] everything pretty consistent and hair [28:18] gets pretty tricky so I do like to do [28:21] that with hair so I'm just going to [28:23] select everything on my front hair and [28:25] put it into an XY warp again make sure [28:28] everything's meshed correctly for my [28:31] hair I usually like to do an automatic [28:32] mesh [28:33] um for heavy deformation usually for my [28:37] lazy self that's good enough but if it's [28:39] a pretty particular piece of hair I will [28:42] manually mesh it so it's up to your [28:44] personal choice [28:45] since the hair does get pretty warped up [28:49] when we rig in the physics you might [28:52] want to make it pretty detailed but [28:55] we'll handle that when we get to hair [28:57] physics and everything so having our [28:59] warp selected I'm just going to do the [29:01] same thing I did for the face and make [29:03] it smaller with control and ALT [29:07] so we're gonna start with ankle X turn [29:09] this over to the side now to put on your [29:12] hair now depending on your hair you [29:14] might want to rig it differently it's [29:15] all up to personal choice and of course [29:17] how your hair works and how you want to [29:19] work with it but as a general rule of [29:21] thumb I like to actually just grab [29:23] everything here and shift it over a [29:25] little bit and then I will bump this out [29:28] I'm gonna add more conversion divisions [29:31] and bezier divisions [29:33] just down the middle like I did for the [29:36] face I'm gonna more fit like I said the [29:39] face is kind of like a ball so I want my [29:41] hair to Puff that a little over here and [29:43] then I'm going to tuck the hair on the [29:46] side in [29:49] A good rule of thumb is to also note [29:51] where the center of your head is or [29:54] where your hair is sprouting from for [29:56] example mine is pretty much on the [29:58] center [29:59] so I turn my head it's Gonna Keep onto [30:02] the center here really helps with the [30:04] illusion of turning left and right and [30:06] I'm just going to reflect it [30:07] horizontally [30:08] now for me this is a pretty decent [30:11] sketch rig so I'm just gonna go into the [30:13] hair and do a more detailed edit on the [30:17] angle X as I said earlier hair really [30:19] helps with the illusion so what I want [30:21] to do is I have a lot of mid hair here [30:24] for example this Fringe here is like my [30:26] front hair and these two over here like [30:27] my mid hair so when I turn I want these [30:29] to kind of jut out a little bit like [30:32] this so it really shows more depth into [30:35] my turn and send it symmetrical on both [30:37] sides I'm just going to select each [30:39] piece pair them together with their own [30:41] warp on and then just break in the angle [30:45] X [30:46] [Music] [30:53] foreign [30:53] [Music] [30:59] decent to me right now I'll probably do [31:02] more detailed edits since I have a lot [31:04] of separation for my hair example I have [31:06] this here and I have little flicks here [31:08] I'll probably do that later now that I [31:10] have that done I'm now just gonna go [31:12] back into all those angle X Y warps I [31:15] just did and do angle Y and then do the [31:18] corners [31:20] foreign [31:22] [Music] [31:31] obviously I will go back and do some [31:33] more detailed editing after I record but [31:36] just some little tips or I mean you can [31:39] take them if you like them but whenever [31:41] I look down I do like to make the hair [31:43] go over my face a little more it kind of [31:47] gives the illusion that your hair is [31:49] hanging over your face so gives more of [31:52] that looking down look but maybe I have [31:55] it too much I'm probably gonna squish it [31:57] up a little bit but [32:02] foreign [32:07] with this for now next I'm gonna move on [32:10] to my mid hair obviously we so this is [32:14] my humid hair which is my hair tied back [32:16] so it's basically the shape of my head [32:19] so I'm gonna mesh all this is some crazy [32:22] looking mesh but it'll work I guess I'm [32:25] gonna select everything on my [32:28] mid hair give it a warp I'm gonna Zone [32:32] in on everything [32:34] and then I'm just gonna do my sketch rig [32:41] if your hair only has like two layers [32:44] like the front and the back it's really [32:46] too too dimensional you're going to want [32:48] to add some sort of mid layer that will [32:50] usually be hidden when you're just [32:52] facing forward like this but it will [32:54] reveal itself when you turn your head [32:55] something to keep in mind for a better [32:57] looking rig in my opinion at least [33:09] okay ignore my wonky looking rig I'll [33:12] probably show my finished product at the [33:15] end of the tutorial we're just trying to [33:17] get in um the general rig right now [33:19] Wally Style just do it better than me [33:22] okay I'm gonna rig in my little flicks [33:25] here really quick [33:30] okay this is decent enough now I'm gonna [33:33] add the pigtails which are just pretty [33:35] easy honestly [33:40] another good thing to note when you're [33:42] rigging hair or anything else for when [33:45] you're looking up and down is how they [33:47] move up and down respectively to your [33:50] face imagine you have a ponytail on the [33:52] back of your head just just imagine and [33:54] then you look down it's gonna look up [33:56] then when you look up it's gonna be [33:58] pointing down something to keep in mind [34:02] [Music] [34:04] I'm sorry my Ray's getting sloppy and [34:06] sloppy as we go I know this tutorial is [34:09] going to be a bit longer too so I'm [34:11] trying to speed things up I just want to [34:12] teach you guys how to do it and then you [34:15] guys can perfect it on your own there [34:18] are some things here I do want to fix [34:19] the face like for example in this corner [34:22] I kind of want to smush these in more so [34:24] I don't have too much of this showing [34:26] here just some little things I gotta go [34:28] back when I find back and forth back and [34:31] forth anyway I'm gonna find this and [34:33] then I'll be back for ankle Z see you in [34:37] a second okay so I did a little bit of [34:39] touch up I fixed the hair a bit it looks [34:43] a little better obviously as I go [34:45] through I'm gonna fix it more I fixed up [34:47] my drop it I fixed this on my face a [34:50] little bit [34:51] um I especially fixed up my eyes here on [34:54] the original angle X Y rig for the eyes [34:57] they're pretty concave going this way so [35:00] they they look pretty flat against the [35:02] face so I just put another orb deformer [35:06] on top of the eye that just pushes it [35:08] out more when it looks to the side here [35:09] as you can see here just to get more [35:12] Dimension I especially did it on the [35:14] pupils here so they look like they're [35:16] rounded against a surface so just little [35:19] things there you can obviously do as [35:21] much as you want unless you're on the [35:23] free version so touch up as much as [35:26] needed I am gonna go more into how to [35:29] use inversion masks to up your rig if [35:33] you've been paying close attention to my [35:35] layers you'll notice I already have a [35:37] neck clip layer here turn that on it's [35:40] invisible right now it's just this [35:42] little purple circle it doesn't really [35:43] matter what color since you know it's [35:45] going to be invisible but I'm going to [35:46] use this to fade my face line when I [35:49] look up so it really gives more illusion [35:52] of me looking up so that's why I like to [35:54] separate my face line from my face skin [35:56] there's also other benefits to doing [35:58] that but this is one of my favorites of [36:00] course if if you don't have a neck clip [36:02] or anything to use you can take your [36:05] pupil and just copy paste it and warp it [36:07] into a shape you want to use or just use [36:10] your face again just make it small in [36:12] the beginning after I take all the key [36:13] forms out there's plenty of ways to [36:15] reuse stuff if you do copy and paste [36:17] apart from your model it does save some [36:20] space on your texture Atlas so just a [36:21] heads up so to do with this I'm going to [36:24] automatically mesh my little neck clip [36:27] and I'm just going to bring it up to my [36:30] face and parts and I'm going to grab the [36:33] ID and then grab my face line and paste [36:36] it into the clipping ID and then hit [36:37] invert mask then I'm going to turn my [36:40] net clip back to zero so can't see it [36:43] I'm gonna hide the face line so first of [36:45] all it's kind of awkward right here [36:47] because this is just our default looking [36:49] position and we don't really want our [36:51] neck to fade here I mean you can if you [36:53] want but I'm gonna move it here and [36:55] since we have no key forms on it it's [36:57] going to be its default position as well [36:59] as with opacity zero all the key forms [37:01] we make now will start at zero and this [37:03] position I'm going to start with angle y [37:05] since this is mostly just for looking up [37:07] at three key forms I'm gonna look up now [37:10] right now it's actually fine as you can [37:13] see it's giving more of that illusion I [37:15] am gonna have to extend my face more and [37:17] do more editing to really make it look [37:20] not awkward but all you gotta do is warp [37:23] it a bit and get looking right [37:27] once you have the angle lie up all [37:30] rigged up you can add in your angle X [37:32] physics so you can edit how it looks [37:34] when you turn to the side while looking [37:35] out behind my hair [37:37] and voila it just gives a little more of [37:40] that illusion you might want to fix the [37:43] default position here if it looks [37:45] awkward at certain angles example I turn [37:48] here the side it's going to make my jaw [37:51] disappear but if you like it you can [37:53] keep it if you don't you can move it I'm [37:55] going to move it just a little bit I [37:57] actually like the little hidden part [37:58] when looking to the side although I [38:00] might change it later but yeah just [38:02] something to use and keep in mind to um [38:05] edit it to however you want it to look [38:07] I'm going to just quickly fix my face [38:09] from when I look up [38:13] okay it's a little better when we look [38:15] up your Chin's gonna be tilted up so you [38:17] don't really see it facing forward so I [38:20] tucked my chin in a bit I have a goofy [38:22] looking up little face but yeah you can [38:24] play around with that obviously you can [38:26] use inverse clipping for a lot of other [38:28] things so it's something to keep in mind [38:29] when you're drawing your model and [38:31] trying to figure out how you're going to [38:32] read certain things all right next we're [38:35] gonna finally do angle Z so angle Z is [38:38] just when your head tilts from side to [38:39] side so it's pretty easy honestly we're [38:42] just gonna grab everything on our head [38:44] and we're gonna use a rotation deformer [38:48] which is the one next to the warp [38:49] deformer here the one with the circle [38:51] and the point if you've been following [38:52] my tutorials only we have not used these [38:55] yet another thing you'll see but these [38:58] deformers are as it's labeled they're [39:00] rotation points so ever is at the point [39:03] it will rotate from that point so I'm [39:06] going to hit Ctrl and shift to shift [39:08] this down to the neck now depending on [39:12] where you place it depends on you know [39:14] where your head hinges from so just find [39:16] a place you like that looks okay when [39:18] your head turns I know some people like [39:21] to put it directly on their chin I like [39:23] to put like a little Bob really depends [39:26] on how you like the look now we're just [39:28] gonna add three key forms and you'll see [39:30] and positive angle C is going to be over [39:34] leaning to the right ah just pick a [39:37] place you like honestly I kind of like [39:38] it when there's a lot so I think I'm [39:41] gonna go here is that too much I guess [39:44] we'll see and then I'll just reflect the [39:46] motion over and there we go and then you [39:49] can also link angle X and Y and then as [39:52] you're tilting your head you can see how [39:54] it looks at that angle they're obviously [39:56] gonna look a little funky because we [39:57] haven't done anything to the neck here [39:58] but now I kind of avoid using rotation [40:02] deformers so you won't see me using them [40:04] too much if you use the wrong [40:06] combination of rotation and work [40:08] deformers it will mess up your regular [40:11] bit so I just for now if you don't [40:14] really know how they work too much [40:15] together just try to avoid using too [40:18] many rotation deformers so now that we [40:20] have the head done we can do the neck so [40:23] go over to your neck I have mine and its [40:25] own award folder here with a shadow I'm [40:28] going to Auto mesh them and then I'm [40:31] just going to grab both of them and put [40:33] them into an angle Z the former put [40:36] three key forms on that and now we're [40:38] gonna go all the way positive angle C [40:40] and morph the neck to suit the head now [40:44] I know some people don't like to rig the [40:46] neck for angle Z for whatever reason so [40:49] if you like this look you can just keep [40:51] it like that [40:52] um you are gonna have to edit these [40:54] though so what I like to do is with my [40:57] pointer tool just actually click and [41:00] drag to select some Dots here and I'll [41:03] just rotate it here and then try to find [41:05] a good spot on the neck and you can play [41:07] around this now it looks pretty decent [41:10] obviously looks like our neck is broken [41:11] so I'm going to add more there's your [41:15] divisions and smooth them out [41:18] I also like to expand the top a little [41:21] like this that's like sprouting out it's [41:24] really up to you because I like it's a [41:26] little thicker over here near the head [41:28] just makes it look like it's more [41:30] balanced and then don't forget to make [41:32] sure your neck down here looks the same [41:34] you can actually go to right here at the [41:37] default select some of those gray dots [41:40] and then you can hit Ctrl shift C and [41:42] then go over here to control shift V and [41:45] that will paste the form here in a [41:47] second you can also do that obviously it [41:49] looks a little weird with the shoulders [41:51] here honestly I will edit the neck later [41:54] when I get to the body so honestly this [41:57] for now is fine gonna reflect the motion [41:59] check the angles now for now the angle [42:03] is all together look fine yours might be [42:06] a little awkward and if it is you can [42:09] actually adjust with angle X and Y [42:11] always combined once you have your angle [42:13] Z completed you can hit the add three [42:15] key forms here and I'll add all key [42:17] forms here the like just like precisely [42:19] edit each Little Dot so like for example [42:22] if yours look messed up here you can [42:24] edit this a little and then switch over [42:26] to the other side and edit that a little [42:27] and then lean your head over and fix [42:31] this a little and that's basically how I [42:33] would do angle Z for the neck now [42:35] obviously when you're using angle Z and [42:37] your head's tilted to the side you're [42:38] gonna want your hair to also fall over [42:41] on that side I'll do one section just as [42:44] an example and then I'll speed through [42:46] me doing it to the rest of the hair but [42:48] I'm going to take my little pigtail here [42:51] and put these in their own warp deformer [42:53] add three keyframes turn over to the [42:56] side and then I'm gonna use this tool [42:59] here that grabs multiple dots as a brush [43:02] and I'm gonna rotate all these as if [43:05] they're falling over to the side [43:06] position knot now when we're leaning [43:09] over to the side it's going to fall that [43:10] way I'm gonna make it tilt this way for [43:12] this side a little bit it's really up to [43:14] you how much you want it built I'm just [43:16] gonna copy that pigtail and paste on the [43:18] other side now for angle Z you are going [43:21] to want to reflect these parameters so [43:23] keep that in mind and now my pigtails [43:25] are falling to either side when I'm [43:27] counting my head I'm just going to [43:29] quickly do that for everything else on [43:31] my head [43:36] okay so I think that's all the hair I [43:39] want to do that to I think it just makes [43:41] it a lot cuter now we've basically got [43:44] all the face angles done Yahoo and now [43:47] we can test it out in the physics menu [43:50] so going over to modeling you can open [43:52] up your physics settings now this is the [43:54] fun part I already have my presets in if [43:57] you watch the first ranking video but [43:59] I'm going to show you how to make your [44:01] own for the easy augmented angles so [44:04] you're just going to hit add and then [44:05] you can name this the same name as [44:08] whatever you named your new angle [44:10] parameters as all of mine are named [44:12] physic angle XYZ so I can just name it [44:15] whatever you want and then just hit OK [44:17] and then you should get links late I'll [44:19] go through my physic angle excellent [44:21] first and then you guys can just do the [44:22] same for for Y and Z so on our input [44:25] settings you're going to want to hit add [44:27] and then find your angle X you're going [44:29] to add that as an angle so the [44:31] difference between position and angle is [44:38] I don't know if I can explain this well [44:39] but just follow along and then once you [44:42] add your angle X angle you're going to [44:45] want to put the effect to a hundred I'll [44:47] explain how the effect changes how your [44:51] physics look and then for output [44:53] settings you're going to want to add [44:54] your angle X physics parameter that you [44:57] made that's not your angle X input and [45:00] then once you have that in you're going [45:02] to want to make your physics settings so [45:04] this is mine duration 10 shaking point [45:07] eight reaction one overall acceleration [45:09] one and then once you have your input [45:11] output and your physics done you should [45:13] be able to just use your cursor and [45:14] click and drag across your model or you [45:17] can go over to the angle X slider and [45:20] look left and right now you'll see the [45:22] augmented physics here obviously when we [45:24] look to the right there's a little [45:25] bounce [45:26] it adds a lot more life to your model [45:28] trust me and you'll notice that it will [45:32] follow your angle X physics here but not [45:34] completely so if you go all the way over [45:35] to your max of X your angle X physics is [45:38] not actually going to reach the end of [45:40] what you rate because it needs it to [45:42] balance here so this is what the angle [45:44] does if we change it to position you'll [45:46] see here that it goes back to the [45:48] default position after a bit also it's [45:50] kind of awkward right now since we [45:51] changed it but that's the difference [45:52] between position angle you can play with [45:54] that and then effect is how much turning [45:57] to the right for angle X is going to [46:00] affect our angle X physics so if we turn [46:02] this down to 50 it's going to be more in [46:05] the middle here so not as effective [46:07] that's why we want this all the way up [46:09] to 100 [46:12] so we get as most as we can out of this [46:15] so we won't completely get the max we [46:18] rigged here because we're doing my lazy [46:21] augmented version of augmented physics [46:23] but yeah so you just do that for angle X [46:26] Y and Z they're all going to be the same [46:27] thing [46:28] I have the same physics settings for [46:31] most of them [46:32] you can change the shaking or the [46:34] duration for some of them if you want to [46:37] play around with how each thing works so [46:39] once you have all those physics in you [46:41] should be able to just play around with [46:42] your model and everything should be [46:44] moving for your angle X Y and Z physics [46:46] and then if you want to test the [46:48] clicking and dragging with angle Z you [46:50] just go to preview settings of the [46:52] cursor tracking and then find your angle [46:55] Z input and then set that to whatever [46:57] Mouse button you want and then once it [46:59] happens [47:00] you can click and drag and test it out I [47:03] think I'm gonna change my angle C to 100 [47:05] and yeah we got the head all rigged in [47:07] it looks okay I think I'm gonna hit some [47:10] random poses obviously after playing [47:11] around with it in the physics settings [47:13] you might want to change some parts [47:16] um I definitely am I know I've been [47:18] saying it this entire time but I am [47:19] always going back to edit stuff because [47:21] I'm always messing up so don't be afraid [47:24] to go back and edit your stuff guys but [47:26] yeah we successfully completed the head [47:28] with augmented physics that are pretty [47:30] easy trust me you should keep them they [47:33] make the models really nice and less [47:35] stiff unless you like stiff models then [47:37] that's but that's okay but I don't like [47:40] stiff models I like bouncy models so I [47:43] hope I was able to teach this okay I'm [47:47] sorry I was like all over the place and [47:50] I think the way I do it it's kind of [47:51] complicated but hopefully you learned [47:53] something I do try to incorporate new [47:55] tools each time I do a tutorial like [47:57] starting off really simple and then [47:59] slowly building up the tools you guys [48:02] know how to use I hope that helps a lot [48:04] but you know I just want to make it more [48:05] easy to digest as I've been saying doing [48:08] the face angles is kind of tough for [48:11] models if you want to make it look a [48:13] certain way but the next video I will [48:15] finally start doing hair physics and [48:17] then we'll get to the body so I hope you [48:19] guys are ready for that I just want to [48:21] say again thank you guys for all the [48:22] love and support recently even though [48:24] I've been gone for like a month [48:26] basically especially on Twitter I see [48:28] you guys on there tagging me and stuff [48:30] and I'm so happy you guys are actually [48:33] learning stuff for my tutorials yeah [48:35] that's about it I'll see you guys in the [48:37] next video good bye [48:39] [Music]