Hey guys in this video I'd like to go over some
of the basics of how you can actually customize your rhetoric.
Since as I explain in the previous video the core of
the workflow of creating rigs using cloud trick is to make tweaks
to your rhetoric and then regenerate the rig over and over again
until your generated rig has exactly the features that you want.
So let's start by adding the cloud basic human metric again just like
last time and then I'm going to get control of our to generate this
and just like before you have your generated rick here
and something I want to get out the way early on is what you can rename
in the Outlander and what you can't so you can feel free to rename your metric,
your rig and your widgets collection which were created for you.
So for example I could rename this to
of symmetric and then that it could just be
bob
and this could be a bob's widgets and if you
regenerate now everything is going to continue functioning fine.
However if you go inside the digits collection and
try to rename one of these widgets for example.
Um If this were bob's cube
um that is just going to become visit cuba again.
Uh that is to say bob's cube is going to stick around
and the new fidget cube is going to be created so just leave
the digits alone but you can feel free to rename these things.
So next up plus change the characters proportions.
So I'm just gonna shifty to switch back to my metric and then enter edit mode
and here you can feel free to move around
the bones to the proportions of your character.
Although I don't currently have a character here because I don't want
to go into super specific details on bone placements in this video.
But the main idea that I want to show you is that you can of course feel free
to grab any joint of this rig and just
move it around to feed your characters proportions.
And then for example here we will be giving bob a very short forearm.
And so if we generate this rig
and then hop on the
the form layer, so we see what's going on and may be unable to stretch later as well.
You can see that there is now a very
short forearm and a very long upper arm
and it was as easy as
shifty
edit mode,
move the bone around
control are
and there you go
when this time I had a symmetrical editing enabled. So it happened on both sides.
So the next perhaps useful thing to know is in case you are rigging a very smaller,
very large character.
Um you might be tempted to just try to scale the bones up or down in edit mode,
which you can do.
But unfortunately, the way blender scales bones,
it doesn't scale the bendy bone display with along with it when you do this.
So let me undo that and what I like to do
instead is to simply scale the object in object mode like this
and you notice just doing this will not work. So if I generate this rig,
my ring is still going to be the same size.
However notice if you press the yankee and then go to item and transforms
uh this rig of course now has a scale because we just scaled it
up and the generation process does not take this scale into account just as
it does not take any posing that you have on the rig into account.
So if I
rotates the bones in some crazy way is still going
to generate the same league as it did before.
So what you want to do instead is to apply this scale by pressing control A
And then choosing scale.
And I notice the scale numbers are 111 which is what you want.
So now when you when you generate degenerated rig
ends up at the same scale as the metric.
The same thing applies to opposing the rig in case you don't like
anything the rig in edit mode and you would rather this imposed mode.
You can do so
and then you just want to from the apply pose as rest pose operator.
And if you generate rig from here
then it will have the post that you created on the metric.
One more note.
Before we get into the interesting part is that any changes that
you make to the generated rig will be lost on regeneration.
So for example, if you wanted to move this bone or add some constraints to it.
These changes will be lost when you regenerate the rig.
And the reason for that is because this is not the
intended work for for rectify the whole point of relief.
I is that you don't have to worry about these
hundreds of bones and constraints that are created for you.
Although minor speaks like this can of course be done.
And I will show you how in a later video.
I just don't want you to be surprised when you try to
add constraints or move bones around in the generated rig and
then you regenerate and find that your changes have been lost.
There are however, three exceptions to this that I can think of.
One is the armature display type. So if I change this to our cathedral,
that is going to stay architectural.
The other is the active action. So if I bring up a
talk shit here and I insert a key frame of his arm right here
and I regenerate,
then the action and the key frame are going to be preserved.
And finally, if you are using the selection sets out on
and you have some selection sets on your amateur,
then those are also going to be preserved from one generation to the next
like so, but other than those three things,
any changes you make in the rig will be lost when you regenerate.
So be careful.
All right, congratulations.
You've managed to bear with me through all of this boring stuff.
Now I am going to show you how you
can actually customize the behaviour of the generated rig.
This I think is the most exciting part about rectify and cloud rig.
Not the fact that it can give you a
quick rick that tries to fit every purpose but rather
it gives you the tools to create a rig that
fits exactly just the purpose is that you need.
Which means that you don't end up with a lot of
useless controls that none of your animators are actually using.
So to find out how exactly the metric knows what kind of rigged to generate for you
enterprise mode and select the left upper arm bone for example
and then go to the bone tab in the properties editor.
Let me make some space
and then noticed this rig.
If I type panel right here and the fact that this bone
has a rig type of cloud underscore limp assigned to it.
And then underneath that there are a bunch of settings.
So for example let's try messing with some of these settings
like changing the stretch segments from two to let's say five.
And I've tried disabling the I. K. Poll.
Now if we generate drink again
you can already see that the right side still has the pole but the
left side now works by rotating the upper arm like a control again things
get a bit easier to see if I press shift them and enable the
stretch in the front layer so you can see better what's going on.
So now I can rotate this to change the angle of the elbow
and as you can see here also the stretch bones are now
a lot more numerous.
So there is five segments or four stretch controls between each major segment,
which is probably a bit more than you could ever need.
But hey, if you need that money, the option is there
Until then I will just go back here, change the stretch segments back to two
and generate again
and now we are back to having a reasonable amount of
bend the segments.
So that's what messing with rick parameters can get you.
But now let's check out what I meant earlier when
I was talking about the rig type or rectify type,
which in this case is cloud limp.
So cloud rick comes with a list of rick types which you can find by clicking on
this and then entering cloud underscore and cloud
lim is one of the more complex types.
So if we wanted to do something simpler for this arm,
you could for example choose cloud F keychain.
Now you see there is a lot fewer options because this is a much simpler rick type.
So you can see if you generate this.
The resulting rig has no it controls at all for the left arm.
So in the following videos I'm going to go through each of these clouds rick
types and explain what they do and what they do differently from each other.
Although something important to know if you're watching this
video a year or two after it's released,
what you can do to get up to date information on these things,
it's just right mouse button on any cloud
rig parameter and you can click on online manual
and that should open a browser with the relevant page on the cloud Ricky
and if this week is they were out of date then you can feel free to
poke me because I promised myself that I would always keep it up to date.
Of course as I'm making this video it is completely out of date.
But I promise when you're watching it is going to be totally up to date. All right.
I think this video is getting long enough.
I hope that gives you some general idea of how cloud rick
works and what the rig types and parameters can do and in the
following videos I will go into more detail on individual rick types and
every single parameter and how exactly it works and what it does.
So I'll see you next month