WEBVTT 1 00:00:00.466 --> 00:00:02.600 Hi! Welcome back. 2 00:00:02.600 --> 00:00:07.133 In this episode, we will learn some basic operations of bones in Blender. 3 00:00:07.133 --> 00:00:09.400 Before we dive into the explanation, 4 00:00:09.400 --> 00:00:14.266 let's start by discussing some basic concepts about the armature in Blender. 5 00:00:14.266 --> 00:00:17.200 In Blender, there are three modes for the armature: 6 00:00:17.200 --> 00:00:20.266 Object Mode, Edit Mode, and Pose Mode. 7 00:00:21.066 --> 00:00:22.233 In Object Mode, 8 00:00:22.233 --> 00:00:25.500 you cannot manipulate each bone of the armature separately. 9 00:00:25.500 --> 00:00:29.233 Instead, all the bones are considered as a whole. 10 00:00:29.766 --> 00:00:32.666 However, like other types of objects in Blender, 11 00:00:32.666 --> 00:00:36.533 you can still perform operations such as translation, rotation, 12 00:00:36.533 --> 00:00:38.900 and scaling on the entire armature. 13 00:00:38.900 --> 00:00:42.933 In Edit Mode, the focus is on editing individual bones. 14 00:00:42.933 --> 00:00:46.333 You can create new bones, subdivide, duplicate, 15 00:00:46.333 --> 00:00:49.466 manage parent-child relationships, delete bones, 16 00:00:49.466 --> 00:00:53.866 and perform operations like translation, rotation, and scaling. 17 00:00:54.100 --> 00:00:57.200 The number and positions of bones in the rigging process 18 00:00:57.200 --> 00:00:58.933 are determined in Edit Mode. 19 00:00:58.933 --> 00:01:01.100 Any operations performed in Edit Mode 20 00:01:01.100 --> 00:01:05.100 will affect the state of the skeleton in Object Mode and Pose Mode. 21 00:01:05.800 --> 00:01:08.100 Now, let's look at Pose Mode. 22 00:01:08.100 --> 00:01:11.266 In this mode, you can add various constraints to bones 23 00:01:11.266 --> 00:01:13.233 to achieve rigging effects. 24 00:01:15.033 --> 00:01:17.666 Animation is also done in Pose Mode. 25 00:01:22.466 --> 00:01:26.000 It's important to note that Pose Mode is based on Edit Mode. 26 00:01:26.266 --> 00:01:28.900 Any modifications made to bones in Edit Mode, 27 00:01:28.900 --> 00:01:32.700 such as translation, rotation, or other operations, 28 00:01:32.700 --> 00:01:35.766 will affect the initial state of the bones in Pose Mode. 29 00:01:39.800 --> 00:01:42.200 Before adding constraints in Pose Mode, 30 00:01:42.200 --> 00:01:45.966 ensure that the number of bones, their positions, rotations 31 00:01:45.966 --> 00:01:49.433 and parent-child relationships in Edit Mode are what you need. 32 00:01:53.400 --> 00:01:57.300 Next, let's delve into some common operations in Edit Mode: 33 00:01:57.566 --> 00:02:01.200 First, press Shift+A to create an armature. 34 00:02:01.200 --> 00:02:04.433 Currently, we're in Object Mode, 35 00:02:04.433 --> 00:02:07.000 so press Ctrl+Tab to enter Edit Mode. 36 00:02:07.000 --> 00:02:09.333 Here, I've enabled this add-on. 37 00:02:09.333 --> 00:02:12.000 Alternatively, if the add-on isn't enabled, 38 00:02:12.000 --> 00:02:14.166 you can press Tab to enter Edit Mode. 39 00:02:14.166 --> 00:02:17.666 Let's have a look at some commonly used functions in Edit Mode. 40 00:02:17.666 --> 00:02:20.766 We press Shift+A to create a new bone. 41 00:02:20.766 --> 00:02:25.300 Newly created bones are positioned at the location of the 3D cursor. 42 00:02:25.300 --> 00:02:28.800 Now the 3D cursor is positioned at the World Origin, 43 00:02:28.800 --> 00:02:31.466 so the new bone overlaps with the original one. 44 00:02:31.466 --> 00:02:36.233 Press G to move it away, then delete it. 45 00:02:36.233 --> 00:02:38.933 If you change the position of the 3D cursor, 46 00:02:38.933 --> 00:02:42.766 the position of the newly created bone will also change accordingly. 47 00:02:42.966 --> 00:02:46.466 Hold the Shift key and right-click to set the cursor position. 48 00:02:46.733 --> 00:02:50.600 Then, press Shift+A to create a new bone, 49 00:02:50.600 --> 00:02:52.933 and it will be created at the cursor's position. 50 00:02:53.866 --> 00:02:57.433 You can also use the shortcut keys G, S, 51 00:02:57.433 --> 00:03:00.633 and R to move, scale, and rotate bones. 52 00:03:01.333 --> 00:03:03.000 If you right-click on a bone, 53 00:03:03.000 --> 00:03:05.533 you will access its main operations menu. 54 00:03:05.833 --> 00:03:08.100 Let's start with the Subdivide. 55 00:03:08.100 --> 00:03:11.600 By default, hitting Subdivide will get two bones. 56 00:03:11.600 --> 00:03:14.366 You can also increase the number of the cuts of a bone 57 00:03:14.366 --> 00:03:17.766 in the lower-left corner to subdivide it into more cuts. 58 00:03:21.033 --> 00:03:25.666 Let's explore some other options. Select a bone, and right-click on it. 59 00:03:25.666 --> 00:03:27.766 The next option is Duplicate. 60 00:03:27.766 --> 00:03:32.533 Press the shortcut Shift+D keys to create a duplicate of the selected bone, 61 00:03:32.533 --> 00:03:35.133 and move the duplicate by dragging the mouse. 62 00:03:35.133 --> 00:03:38.866 Then left-click to confirm the new position of the duplicated bone. 63 00:03:38.866 --> 00:03:44.066 Also, you can press Shift +D followed by X, Y, or Z keys 64 00:03:44.066 --> 00:03:47.866 to create a duplicate and then move them along specific axes. 65 00:03:47.866 --> 00:03:52.366 The duplicated bones maintain their original parent-child relationships. 66 00:03:52.366 --> 00:03:53.733 For greater efficiency, 67 00:03:53.733 --> 00:03:56.433 you can use the left and right square bracket keys 68 00:03:56.433 --> 00:03:59.900 on the keyboard to switch between parent and child bones. 69 00:04:00.633 --> 00:04:03.900 Pressing the left square bracket selects the parent, 70 00:04:03.900 --> 00:04:06.500 while pressing the right one selects the child. 71 00:04:06.500 --> 00:04:10.800 We'll discuss the specific parent-child relationships later. 72 00:04:10.800 --> 00:04:13.566 Now, let's talk about how to delete bones. 73 00:04:13.566 --> 00:04:17.600 You can simply right-click on the bone, then delete the selected bone. 74 00:04:21.733 --> 00:04:26.233 Alternatively, you can press X key or Delete key to delete bones. 75 00:04:26.233 --> 00:04:28.133 There are two options here. 76 00:04:28.133 --> 00:04:31.133 The first one is to remove the selected bone. 77 00:04:31.133 --> 00:04:33.366 Clicking on it will remove the bone. 78 00:04:35.600 --> 00:04:39.300 The second option, pressing X, is to dissolve bones, 79 00:04:39.300 --> 00:04:41.400 meaning to merge bones. 80 00:04:41.600 --> 00:04:44.033 Now let's subdivide this bone twice. 81 00:04:44.033 --> 00:04:48.400 Right-click and select Subdivide, and set the number of cuts to 2. 82 00:04:48.400 --> 00:04:51.300 Let's have a look at the relationship between them. 83 00:04:51.300 --> 00:04:53.400 This is the end bone. 84 00:04:53.400 --> 00:04:55.066 It is a child of this bone, 85 00:04:55.066 --> 00:04:58.466 and this bone is a child of the bone below it. 86 00:04:58.466 --> 00:05:03.200 First, we select the end bone and press X to dissolve bones. 87 00:05:03.366 --> 00:05:06.966 Now, the end bone merges with its parent bone. 88 00:05:06.966 --> 00:05:10.266 We press Ctrl+Z to undo. 89 00:05:10.266 --> 00:05:14.700 Let's select the bone in the middle and press X to dissolve bones. 90 00:05:15.400 --> 00:05:20.100 As you can see, it merges with both the parent and child bones. 91 00:05:20.100 --> 00:05:23.333 We press Ctrl+Z to undo. 92 00:05:25.300 --> 00:05:27.800 If we select a root bone which has no parent, 93 00:05:27.800 --> 00:05:31.100 like this one at the bottom, press X to dissolve bones, 94 00:05:31.100 --> 00:05:33.866 and it will merge with its children. 95 00:05:33.866 --> 00:05:37.300 This function is useful when we want to streamline some bones. 96 00:05:38.333 --> 00:05:39.766 Let's continue. 97 00:05:39.866 --> 00:05:42.433 We select the end of a bone, right-click, 98 00:05:42.433 --> 00:05:46.733 and you'll see the Extrude option, the shortcut key is E. 99 00:05:46.733 --> 00:05:49.166 Then left-click to extrude a new bone, 100 00:05:49.166 --> 00:05:52.900 move the mouse and left-click to confirm its position. 101 00:05:54.000 --> 00:05:56.233 You can also select the tail of a bone, 102 00:05:56.233 --> 00:05:57.800 then hold the Ctrl key 103 00:05:57.800 --> 00:06:01.566 and right-click to set the position of the extruded bone. 104 00:06:02.133 --> 00:06:06.266 The newly extruded bone is a child of the previous bone. 105 00:06:06.266 --> 00:06:10.600 You can use the left square bracket to switch to its parent bone. 106 00:06:11.800 --> 00:06:15.166 Alright, let's delete the excess bones. 107 00:06:16.066 --> 00:06:19.266 Press X and select Delete Bones. 108 00:06:20.100 --> 00:06:21.966 Let's look at other options. 109 00:06:21.966 --> 00:06:26.033 We select this bone and right-click on it, and select Switch Direction. 110 00:06:26.033 --> 00:06:28.600 The shortcut key is Alt+F. 111 00:06:28.600 --> 00:06:31.266 This will flip the head and end of the bone. 112 00:06:31.266 --> 00:06:34.700 This operation is useful when creating controllers. 113 00:06:35.200 --> 00:06:38.000 Next, let's explore the Snap option. 114 00:06:38.000 --> 00:06:43.533 Select the bone, then press Shift+S, or you can right-click and choose it. 115 00:06:46.366 --> 00:06:49.766 Usually, I prefer to press Shift+S. 116 00:06:49.766 --> 00:06:53.166 The most commonly used options are Selection to Cursor, 117 00:06:53.166 --> 00:06:56.166 Cursor to Selected, and Cursor to World Origin. 118 00:06:57.300 --> 00:07:00.233 Let's discuss the option Cursor to World Origin. 119 00:07:00.233 --> 00:07:01.700 It helps us quickly snap 120 00:07:01.700 --> 00:07:05.566 the cursor to the world origin by pressing Shift+C. 121 00:07:06.866 --> 00:07:10.233 The Selection to Cursor option and Cursor to Selected option 122 00:07:10.233 --> 00:07:13.933 are often used together to snap bones to a specific position. 123 00:07:14.533 --> 00:07:15.900 Let's give it a go. 124 00:07:15.900 --> 00:07:19.366 First, we select the position where the cursor will be snapped, 125 00:07:19.366 --> 00:07:23.266 then press Shift+S, and choose Cursor to Selected. 126 00:07:24.333 --> 00:07:28.333 After that, we select the bone, press Shift+S, 127 00:07:28.333 --> 00:07:30.166 and hit Selection to Cursor. 128 00:07:31.100 --> 00:07:35.300 This way, the bone will be moved to the location of the cursor. 129 00:07:36.433 --> 00:07:40.800 You can also set the cursor's position by holding the Shift key, right-click, 130 00:07:40.800 --> 00:07:43.300 and then snap the bone to the cursor's position. 131 00:07:46.600 --> 00:07:48.700 This is frequently used in rigging. 132 00:07:49.200 --> 00:07:52.733 Next, let's talk about the Roll angle of bones. 133 00:07:52.733 --> 00:07:54.933 We select a bone and press N. 134 00:07:56.100 --> 00:08:00.766 Here, we adjust the Roll, the bone will rotate along its Y-axis. 135 00:08:04.766 --> 00:08:08.100 Generally, I do not adjust the value directly. 136 00:08:08.100 --> 00:08:11.266 During rigging, if the Roll of some bones are improper, 137 00:08:11.266 --> 00:08:13.966 we can press Shift+N to correct them. 138 00:08:17.866 --> 00:08:21.066 Usually, I select the bones with improper Roll angles 139 00:08:21.066 --> 00:08:23.533 and then the bone with the correct Roll angle, 140 00:08:24.633 --> 00:08:28.066 then press Shift+N and select the active bone. 141 00:08:29.666 --> 00:08:32.700 This action will fix their Roll values. 142 00:08:32.700 --> 00:08:33.933 Let's undo that. 143 00:08:35.400 --> 00:08:39.000 Alternatively, you can select a bone with an incorrect Roll angle 144 00:08:39.000 --> 00:08:41.466 and press Alt+R to reset Roll, 145 00:08:41.466 --> 00:08:43.866 which sets the value back to zero. 146 00:08:43.866 --> 00:08:48.100 Another scenario is when bones have inconsistent directions. 147 00:08:48.100 --> 00:08:50.500 Let's rotate this bone. 148 00:08:50.500 --> 00:08:52.933 We select a bone with the incorrect direction, 149 00:08:52.933 --> 00:08:55.200 then select a bone with the correct direction. 150 00:08:55.200 --> 00:08:57.433 After that, we go to Armature, 151 00:08:57.433 --> 00:09:00.700 choose Transform then Align Bones. 152 00:09:00.700 --> 00:09:03.333 Now, their directions are unified. 153 00:09:03.333 --> 00:09:05.800 This feature is handy when dealing with bones 154 00:09:05.800 --> 00:09:08.133 with inconsistent directions during rigging. 155 00:09:08.300 --> 00:09:10.333 Alright, let's delete this bone, 156 00:09:10.900 --> 00:09:15.766 and press Shift+S to set the cursor back to the world origin. 157 00:09:15.766 --> 00:09:19.300 Now, let's talk about the options in the Names section. 158 00:09:19.300 --> 00:09:22.300 We right-click on the bone to bring out its menu. 159 00:09:22.300 --> 00:09:26.333 The most commonly used option is Auto-Name Left/Right. 160 00:09:26.333 --> 00:09:30.633 This function works based on the origin of the armature in Object Mode. 161 00:09:30.933 --> 00:09:32.733 Let's switch to Object Mode, 162 00:09:32.733 --> 00:09:34.766 and check the origin of the armature. 163 00:09:35.366 --> 00:09:38.433 Currently, it's at the position of the cursor. 164 00:09:39.600 --> 00:09:44.100 We switch to Edit Mode, then press Shift+A to create a bone. 165 00:09:44.733 --> 00:09:49.533 For a bone, if either the head or tail points towards the positive X-axis, 166 00:09:54.466 --> 00:09:58.133 the bone's name will have an .L suffix appended. 167 00:09:58.133 --> 00:10:01.166 Let's execute Auto-Name Left/Right, 168 00:10:01.166 --> 00:10:04.533 and you'll see the bone's name now has an .L suffix. 169 00:10:04.533 --> 00:10:06.500 Let's undo that. 170 00:10:07.200 --> 00:10:10.533 If the head or tail points towards the negative X-axis, 171 00:10:13.700 --> 00:10:18.366 let me first select the head of the bone and shift it towards the negative X direction, 172 00:10:18.566 --> 00:10:21.466 and then execute Auto name Left and Right. 173 00:10:21.466 --> 00:10:24.966 it will append an .R suffix to the bone's name. 174 00:10:25.800 --> 00:10:28.100 Let's undo that again. 175 00:10:29.533 --> 00:10:33.066 If both the X-axis values for the head and tail are 0, 176 00:10:33.066 --> 00:10:35.633 it means that the bone is in the center position, 177 00:10:37.066 --> 00:10:39.300 and running Auto-Name Left/Right 178 00:10:39.300 --> 00:10:41.366 now will not change the bone's name. 179 00:10:42.333 --> 00:10:46.100 Next, let's discuss the Symmetrize function for bones. 180 00:10:46.100 --> 00:10:49.666 This function performs symmetry for the bones on the X-axis 181 00:10:49.666 --> 00:10:53.566 based on the origin of the armature in Object Mode. 182 00:10:53.566 --> 00:10:55.333 Before using Symmetrize, 183 00:10:55.333 --> 00:10:59.833 ensure that the bones are named with .L or .R suffixes. 184 00:10:59.833 --> 00:11:04.900 Usually, Left/Right Auto-Naming and Symmetrize are used together. 185 00:11:04.900 --> 00:11:08.300 When rigging a character, I will create bones for one side, 186 00:11:08.300 --> 00:11:11.833 then use Left/Right Auto-Naming to add suffixes, 187 00:11:11.833 --> 00:11:15.333 and finally use Symmetrize to mirror the bones for the other side. 188 00:11:16.066 --> 00:11:19.166 Let's start by selecting the bones we want to symmetrize, 189 00:11:19.166 --> 00:11:22.933 then right-click and choose Auto-Name Left/Right. 190 00:11:23.900 --> 00:11:29.266 Now, these bones all have an .L suffix. Right-click again on these bones 191 00:11:29.266 --> 00:11:31.466 and select Symmetrize. 192 00:11:31.700 --> 00:11:34.366 Taking the origin of the armature as the center, 193 00:11:34.366 --> 00:11:37.366 this action performs symmetry of the selected bones 194 00:11:37.366 --> 00:11:39.066 for the bones on the other side, 195 00:11:39.066 --> 00:11:41.666 and changes their suffixes to .R. 196 00:11:44.333 --> 00:11:47.833 As the origin of the armature is currently at World Origin, 197 00:11:47.833 --> 00:11:51.566 the symmetry effect appears to be centered around the world origin. 198 00:11:51.566 --> 00:11:55.333 Let's enter Edit Mode and delete the bones on this side. 199 00:11:56.700 --> 00:12:01.766 Go back to Object Mode, adjust the X-axis value of the armature. 200 00:12:04.633 --> 00:12:08.266 Now, the origin of the armature is at this position. 201 00:12:08.400 --> 00:12:11.233 Then we enter Edit Mode, select these bones, 202 00:12:11.233 --> 00:12:14.100 right-click, and choose Symmetrize. 203 00:12:14.100 --> 00:12:15.666 You'll see that the symmetry is completed 204 00:12:15.666 --> 00:12:19.466 by taking the origin of the armature as the center. 205 00:12:19.633 --> 00:12:21.333 As we discussed earlier, 206 00:12:21.333 --> 00:12:24.500 both the functions Auto-Name Left/Right and Symmetrize 207 00:12:24.500 --> 00:12:28.366 are completed by taking the origin of the armature as the center. 208 00:12:28.466 --> 00:12:29.966 When rigging a character, 209 00:12:29.966 --> 00:12:33.800 typically the character model is positioned at the world origin. 210 00:12:33.800 --> 00:12:36.433 Therefore, before creating an armature, 211 00:12:36.433 --> 00:12:41.166 we need to snap the cursor to the world origin by pressing Shift+S. 212 00:12:41.266 --> 00:12:44.066 If you find that the armature is not positioned 213 00:12:44.066 --> 00:12:46.333 at the world origin after creation, 214 00:12:46.333 --> 00:12:50.166 you can reset the loation to 0 in Object Mode, 215 00:12:50.166 --> 00:12:53.266 which will move the armature back to the world origin. 216 00:12:54.933 --> 00:12:56.833 Let's undo that. 217 00:12:56.833 --> 00:12:59.766 If you want to move the origin of the armature back to the world 218 00:12:59.766 --> 00:13:02.066 origin without changing the bone's position, 219 00:13:02.066 --> 00:13:04.933 you can go to Object Mode, select the armature, 220 00:13:04.933 --> 00:13:08.566 and press Ctrl+A to apply transformation. 221 00:13:08.566 --> 00:13:10.900 Here we select Location. 222 00:13:10.900 --> 00:13:15.366 Now the origin of the armature will be positioned at the world origin. 223 00:13:17.233 --> 00:13:20.566 Let's set the armature back to the world origin. 224 00:13:20.866 --> 00:13:24.866 Now, let's discuss the parent-child relationship of bones. 225 00:13:24.866 --> 00:13:29.166 In a bone hierarchy, a parent bone influences its child bones. 226 00:13:29.166 --> 00:13:33.333 A bone can have multiple child bones but only one parent bone. 227 00:13:33.333 --> 00:13:35.833 To establish a parent-child relationship, 228 00:13:35.833 --> 00:13:38.800 we need to select the bone to be the child first. 229 00:13:39.100 --> 00:13:43.133 Let's enter Edit Mode and select the bone to be the child, 230 00:13:43.133 --> 00:13:45.200 then select the bone to be the parent. 231 00:13:45.866 --> 00:13:51.133 Press Ctrl+P. There are two options: Keep Offset and Connected. 232 00:13:51.133 --> 00:13:54.933 The Keep Offset option establishes the parent-child relationship 233 00:13:54.933 --> 00:13:57.600 without changing the current position of the bones. 234 00:13:57.600 --> 00:13:59.533 Let's select Keep Offset. 235 00:13:59.533 --> 00:14:02.533 You'll see a line indicating the parent-child relationship 236 00:14:02.533 --> 00:14:04.366 between the bones. 237 00:14:04.466 --> 00:14:05.433 In Edit Mode, 238 00:14:05.433 --> 00:14:08.766 moving bones won't show the parent-child relationship effect; 239 00:14:10.000 --> 00:14:12.400 you need to switch to Pose Mode. 240 00:14:13.000 --> 00:14:15.566 In Pose Mode, when you move the parent bone, 241 00:14:15.566 --> 00:14:17.900 the child bone will follow suit. 242 00:14:20.833 --> 00:14:23.766 Let's return to Edit Mode, select this bone, 243 00:14:23.766 --> 00:14:25.833 and then its parent bone. 244 00:14:25.833 --> 00:14:30.300 After that, we press Ctrl+P and choose Connected. 245 00:14:32.533 --> 00:14:34.566 Now, the head of the child bone 246 00:14:34.566 --> 00:14:37.666 will be connected to the tail of the parent bone. 247 00:14:37.666 --> 00:14:39.633 They appear to be joined together. 248 00:14:43.100 --> 00:14:44.766 When we switch to Pose Mode, 249 00:14:44.766 --> 00:14:48.366 their parent-child relationship remains intact. 250 00:14:49.500 --> 00:14:53.566 It's also possible to set the same parent bone for multiple bones. 251 00:14:53.566 --> 00:14:58.366 Simply select multiple bones as child bones and then choose the parent bone. 252 00:15:00.133 --> 00:15:03.500 Press Ctrl+P and select Keep Offset. 253 00:15:05.266 --> 00:15:08.366 If you switch to Pose Mode and manipulate the parent bone, 254 00:15:08.366 --> 00:15:11.100 these child bones will move together. 255 00:15:12.733 --> 00:15:16.366 If you want to break the parent-child relationship or disconnect bones, 256 00:15:16.366 --> 00:15:17.366 enter Edit Mode, 257 00:15:19.633 --> 00:15:22.933 select the bone whose parent-child relationship you want to break, 258 00:15:22.933 --> 00:15:24.600 and press Alt+P. 259 00:15:24.966 --> 00:15:29.100 There are two options here. Clear Parent, and Disconnect Bone. 260 00:15:29.100 --> 00:15:32.766 The Clear Parent option clears the parent bone of the selected bone. 261 00:15:33.900 --> 00:15:37.700 Afterward, in Pose Mode, the bone won't move with this parent bone. 262 00:15:40.766 --> 00:15:44.100 Let's go back to Edit Mode and discuss the second option: 263 00:15:44.100 --> 00:15:45.166 Disconnect Bone. 264 00:15:45.166 --> 00:15:50.066 We select this bone, press Alt+P, and choose Disconnect Bone. 265 00:15:50.066 --> 00:15:52.766 This option breaks the connection between bones 266 00:15:52.766 --> 00:15:55.266 while maintaining the parent-child relationship. 267 00:15:56.500 --> 00:15:59.500 This option only works on connected bones. 268 00:15:59.500 --> 00:16:03.133 It won't work if the bone is not connected to any other bones. 269 00:16:05.166 --> 00:16:10.300 We select this bone, press Alt+P, and choose Disconnect Bone. 270 00:16:10.700 --> 00:16:14.666 After we press G, these two bones are no longer connected, 271 00:16:15.200 --> 00:16:18.733 but they still maintain their parent-child relationship. 272 00:16:22.100 --> 00:16:24.066 Let's delete the extra bones., 273 00:16:27.433 --> 00:16:28.700 Select this bone, 274 00:16:28.700 --> 00:16:33.733 press Alt+P to clear its parent, and keep both sides symmetrical. 275 00:16:33.733 --> 00:16:36.266 When bones are symmetrical on both sides, 276 00:16:36.266 --> 00:16:40.066 we can enable the X symmetry function at the top right. 277 00:16:40.800 --> 00:16:43.333 This allows both sides of the bones to respond 278 00:16:43.333 --> 00:16:46.766 simultaneously to editing operations in Edit Mode. 279 00:16:50.200 --> 00:16:52.233 Of course, in Pose Mode, 280 00:16:52.633 --> 00:16:56.800 enabling this option will also synchronize changes on both sides. 281 00:17:02.700 --> 00:17:04.666 We press A to select all, 282 00:17:04.666 --> 00:17:09.366 and then press Alt+R to reset the rotation angles for all bones. 283 00:17:09.366 --> 00:17:12.900 Okay, let's delete the excess bones. 284 00:17:12.900 --> 00:17:14.833 Since X-mirror is enabled, 285 00:17:14.833 --> 00:17:19.566 deleting the bones on one side will also delete the bones on the other side. 286 00:17:21.800 --> 00:17:25.600 Now, let's discuss theTransformation Coordinate system. 287 00:17:25.600 --> 00:17:27.666 In Edit Mode of the armature, 288 00:17:27.666 --> 00:17:31.533 commonly used coordinate systems are Global and Normal. 289 00:17:31.533 --> 00:17:33.866 The Global coordinate system corresponds 290 00:17:33.866 --> 00:17:36.200 to the world coordinate system. 291 00:17:36.200 --> 00:17:40.133 We select a bone and choose the Global coordinate system. 292 00:17:44.166 --> 00:17:45.233 As we can see, 293 00:17:45.233 --> 00:17:48.533 its coordinate system matches the world coordinate system. 294 00:17:48.533 --> 00:17:51.800 Alright, let's talk about the Normal Coordinate system. 295 00:17:51.800 --> 00:17:54.733 We can display bone axes in the Data panel. 296 00:17:58.733 --> 00:18:01.433 Now we switch to the Normal Coordinate system, 297 00:18:01.433 --> 00:18:04.200 indicating the local coordinates of a bone. 298 00:18:06.766 --> 00:18:08.566 When rotating this bone, 299 00:18:09.333 --> 00:18:13.833 we'll notice that its axis aligns with its local coordinate system. 300 00:18:13.833 --> 00:18:18.566 This means the Normal coordinate system is aligned with the bone's axis. 301 00:18:19.000 --> 00:18:23.766 We press Z to switch to Wireframe Mode for clearer visibility. 302 00:18:25.433 --> 00:18:28.833 When we want to transform bones along their own orientation, 303 00:18:28.833 --> 00:18:32.133 the Normal Coordinate system will be the best choice. 304 00:18:37.266 --> 00:18:40.266 For the bone' movement along the world coordinate axes, 305 00:18:40.266 --> 00:18:43.400 we can switch to the Global coordinate system. 306 00:18:46.933 --> 00:18:50.000 In Pose Mode, commonly used coordinate systems 307 00:18:50.000 --> 00:18:53.000 are Global, Local, and Normal. 308 00:18:53.566 --> 00:18:56.900 Global represents the world coordinate system. 309 00:18:56.900 --> 00:18:59.100 We've mentioned it earlier. 310 00:18:59.100 --> 00:19:02.033 Here, we'll focus on the Local and Normal coordinate systems. 311 00:19:02.666 --> 00:19:06.766 Let's select a bone and check its Local Coordinate system, 312 00:19:09.600 --> 00:19:12.066 then switch to the Normal Coordinate system. 313 00:19:12.066 --> 00:19:14.666 As we can see, the difference between them 314 00:19:14.666 --> 00:19:18.433 is not apparent when working on just one single bone. 315 00:19:19.166 --> 00:19:22.466 Let's duplicate multiple bones to see the effect. 316 00:19:25.966 --> 00:19:29.266 We go back to Pose Mode and select these bones. 317 00:19:33.766 --> 00:19:36.766 Let's first talk about the Local Coordinate system. 318 00:19:36.766 --> 00:19:39.800 When I move these bones together along the Y-axis, 319 00:19:39.800 --> 00:19:42.700 we can see that operations in the Local Coordinate system 320 00:19:42.700 --> 00:19:45.933 are performed in each bone's own coordinate systems. 321 00:19:45.933 --> 00:19:51.166 Let's switch to the Normal Coordinate system and move the bones. 322 00:19:51.166 --> 00:19:52.466 We can see that the operation 323 00:19:52.466 --> 00:19:55.333 on the Normal Coordinate system is performed based 324 00:19:55.333 --> 00:19:59.100 on the average value of the selected bone's normals. 325 00:20:00.766 --> 00:20:02.366 The Global Coordinate system 326 00:20:02.366 --> 00:20:05.533 is the same as the World Coordinate system. 327 00:20:10.966 --> 00:20:15.833 We enter Edit Mode, disable X-mirror, and delete the excess bones. 328 00:20:18.233 --> 00:20:20.466 Whether in Edit Mode or Pose Mode, 329 00:20:20.466 --> 00:20:22.733 you can achieve different transformation effects 330 00:20:22.733 --> 00:20:25.666 by changing the related pivot points. 331 00:20:25.666 --> 00:20:29.066 Commonly used pivot points include Bounding Box Center, 332 00:20:29.066 --> 00:20:32.633 3D Cursor, and Individual Origins. 333 00:20:32.633 --> 00:20:34.333 Before rotating bones, 334 00:20:34.333 --> 00:20:38.800 we press the period key to switch between different pivot points. 335 00:20:39.000 --> 00:20:41.800 Let's start with Bounding Box Center. 336 00:20:42.400 --> 00:20:46.433 When you rotate a bone, it rotates around its own center. 337 00:20:51.266 --> 00:20:53.133 If you select two bones, 338 00:20:53.966 --> 00:20:56.533 Blender will locate the center of their bounding box 339 00:20:56.533 --> 00:20:59.800 and use the center as the pivot for rotation. 340 00:21:01.966 --> 00:21:06.100 Press the period key to switch to Individual Origins. 341 00:21:08.900 --> 00:21:13.966 Now, each bone rotates taking their heads as their pivots. 342 00:21:16.266 --> 00:21:20.233 Press the period key again to switch to 3D Cursor. 343 00:21:21.666 --> 00:21:26.566 Now, the 3D Cursor takes its position as the rotation pivot. 344 00:21:26.566 --> 00:21:31.133 Wherever the cursor is placed, that's where the rotation pivot is. 345 00:21:31.566 --> 00:21:32.333 Usually, 346 00:21:32.333 --> 00:21:36.266 I set the cursor's position by pressing the Shift key and right-clicking, 347 00:21:36.266 --> 00:21:39.733 then switch the pivot point to the 3D Cursor. 348 00:21:39.733 --> 00:21:41.733 This allows the bones to rotate, 349 00:21:41.733 --> 00:21:45.333 taking the cursor's position as their rotation pivot. 350 00:21:45.800 --> 00:21:50.800 Alright, that's all for our discussion on the basic operations of bones for today. 351 00:21:50.800 --> 00:21:51.966 See you soon.