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00:00Hello everyone, welcome back to the channel Web4Click
00:03and as you can see this character here
00:06I taught you how to make this character in episode no. 24
00:10and I joined it at the end
00:12but after joining let me tell you that
00:15this character is still not ready for rigging
00:18If we want to animate this
00:20then first we have to do a little modification
00:24only after that we can do rigging
00:27In episode no. 24 when I made this character
00:30I got a lot of comments that
00:33its rigging is not working properly
00:36The reason is that if I show you in wireframe
00:39as I used a lot of sphere and slender here
00:44you can see some extra meshes here
00:48This extra mesh is the biggest problem in our animation
00:53So in today's video I am going to tell you
00:56how to delete this extra mesh
01:00and at the same time I will tell you about an add-on
01:03with which you can join any object in no time
01:07and merge it like a boolean modifier
01:10Let's start
01:11First of all I would like to tell you
01:13that I told you about a modifier
01:15whose name is boolean
01:17and in this I gave you a small introduction
01:19about the bool tool
01:21If I press B with CTRL-SHIFT
01:24you can see the bool tool option here
01:27I gave you a small introduction about this add-on
01:31with the help of boolean modifier
01:33But for those who don't know
01:35I would like to tell you that
01:36if you want to add this
01:37then you have to go to Edit-Preferences
01:40In the add-on option
01:42you have to search for bool tool
01:45The add-on of bool tool will come in front of you
01:48You don't have to install anything here
01:50This is by default in Blender
01:52The tick here
01:53you have to turn it on
01:55and after turning this tick on
01:58simply click on Save Preferences
02:00and close it
02:02and if I press CTRL-SHIFT-B here
02:05then you will see that
02:06this option will come in front of me
02:09Until you turn on this add-on of bool tool
02:12this option will not come
02:14when you press CTRL-SHIFT-B
02:17First of all, I hide this character
02:19for a while here
02:21and to explain bool tool
02:23I press SHIFT-A here
02:25and take a cube
02:26I will turn on the modeling mode from here
02:28In this cube
02:30I will take a cylinder here
02:32I will reduce the cylinder by pressing S
02:35and I will press Z with S
02:37and I will slightly increase it
02:39You can see that I have a cube
02:41and here is a cylinder
02:43Now with the help of bool tool
02:45we will perform a lot of options here
02:48and how to combine them
02:50we will understand all these things here
02:52So let's move ahead
02:53First of all, let me tell you
02:55if I press CTRL-SHIFT-B here
02:57then four options are given to me
02:59Difference, Union, Intersect and Slice
03:01and all these four options
03:03are given to me below
03:05Difference, Union, Intersect and Slice
03:07Actually, both of these
03:09are used for the same purpose
03:11but used in different ways
03:13Let's know how they are
03:15First of all, these four options
03:17Let's understand them in detail
03:19The first option is Difference
03:21As its name suggests
03:23If we want to reduce any object
03:25from any object
03:27then we will use Difference here
03:29For this, first of all
03:31I have to select the object
03:33and which object I want to reduce
03:35I have to select it
03:37When you select the object
03:39then you will see a slight difference in color
03:41You can see that
03:43this orange color
03:45is a yellow mix
03:47and the lower orange
03:49is a dark orange
03:51This means that
03:53the light orange object
03:55is our main object
03:57and all the things
03:59like difference, union
04:01or any other operation
04:03will be performed with this object
04:05If I want to make this object
04:07as the main object
04:09then I will simply press the SHIFT button
04:11and click on it
04:13You can see the light orange
04:15and this is our main object
04:17If I use the difference option
04:19then it will be reduced
04:21from this object
04:23For this, I will press the SHIFT B button
04:25and as I click on the difference
04:27you will see that
04:29there is a hole in this
04:31portion where there was a cylinder
04:33I will press the SHIFT Z button
04:35If I want to make this object
04:37as the main object
04:39then I will simply select it
04:41and I will press the SHIFT B button
04:43and as I click on the difference
04:45the dark area will be reduced
04:47from the light area
04:49You can see that the cube
04:51is reduced from the cylinder
04:53I will press the SHIFT Z button
04:55and I will press the SHIFT B button
04:57and the union option
04:59will merge them
05:01Let me explain you the main thing
05:03As I select both of them
05:05and turn on the wireframe
05:07You can see that
05:09the extra mesh of the character
05:11will be removed by the union
05:13and the extra mesh of the character
05:15will be removed by the union
05:17You can see that
05:19if I want to remove the extra mesh
05:21and simply merge
05:23the upper and lower portion
05:25then first of all
05:27I will select both of them
05:29and I will make this object as the main object
05:31so that it will merge with this
05:33I will press the SHIFT B button
05:35and as I click on the union
05:37You can see that
05:39the extra mesh
05:41has been removed
05:43and the outer portion
05:45has been merged
05:47Now you can move it
05:49anywhere
05:51and it will be the same object
05:53In this way, we can remove
05:55the extra mesh
05:57I will press the SHIFT Z button
05:59and let's go back to the modeling option
06:01The third option is
06:03the intersect option
06:05To understand the intersect option
06:07first of all, I will turn on the wireframe
06:09You can see that
06:11when I did the union
06:13the intersected area
06:15has been reduced
06:17and the outer portion has been merged
06:19But in the case of intersect
06:21the area which is intersecting
06:23and cutting each other
06:25that area will remain
06:27and the remaining area
06:29will be reduced
06:31I will turn it on again
06:33Now I will select both of them
06:35The intersection of both of them
06:37is only this much
06:39I will make any main object
06:41in both of them
06:43and it will leave this area
06:45I will press the SHIFT B button
06:47and intersect
06:49You can see that
06:51the area which was inside the cube
06:53has been intersected
06:55I will press the SHIFT Z button
06:57The last option is
06:59the slice option
07:01In the slice option
07:03if we want to keep the cube
07:05and the inner portion of the cube
07:07to be intersected
07:09then we will use the slice option
07:11In the slice option
07:13first of all, I will select both of them
07:15and I will make it the main object
07:17I will press the SHIFT B button
07:19and as soon as I will do the slice
07:21the area which is intersecting
07:23will also be inside the cube
07:25and the outer portion
07:27will be cut
07:29and you can use
07:31it anywhere
07:33You can easily understand
07:35these four things in modeling
07:37All these operations
07:39which I have performed
07:41can be done with the help of Boolean
07:43but it takes a lot of time
07:45to use the modifier
07:47If we have this shortcut
07:49then we can do our work
07:51in a few seconds
07:53Now the second question is
07:55if I press the SHIFT B button
07:57then you will see
07:59that the same options are
08:01available for me
08:03As you can see
08:05the same four options are available
08:07but with the help of Boolean
08:09we can edit it
08:11Let's see how
08:13First of all, I will select them
08:15I will press the SHIFT B button
08:17and as soon as
08:19I will click on the difference
08:21you will see
08:23a hole has been created
08:25The area which is
08:27going to be minus
08:29will be the wireframe
08:31I will deselect it
08:33If I want
08:35I can move it
08:37wherever I want
08:39so that I can see it
08:41With the help of this wireframe
08:43we can check
08:45whether the operation
08:47is correct or not
08:49If it is not correct
08:51then you can move it
08:53If I want to
08:55create more holes
08:57then I can do it easily
08:59I will select it
09:01and press the SHIFT D button
09:03If I want to create
09:05a hole on all four corners
09:07then I will press the SHIFT D button
09:09and move it in the X direction
09:11I will move it in the top view
09:13so that I can see it
09:15I will press the SHIFT D button
09:17and move it to the other side
09:19In the same way I will press the SHIFT D button
09:21and move it to the other side
09:23You have seen
09:25how easily I edited
09:27all four corners
09:29If I want to apply it
09:31I will select it again
09:33I will create the main cube
09:35by pressing the SHIFT D button
09:37This time I will select
09:39the upper option
09:41so that the extra wireframe
09:43will be removed
09:45As soon as I click on the difference
09:47you will see that I have
09:49removed the extra wireframe
09:51which I had created
09:53according to the wireframe
09:55You must have understood the difference
09:57that how to use
09:59the lower option
10:01Let's move ahead
10:03I will delete it
10:05and bring my character
10:07I will remove
10:09the unnecessary mess
10:11First of all
10:13when we joined it
10:15If we want to unjoin it
10:17We will select A
10:19and press P to unjoin
10:21All the objects
10:23which I had joined
10:25will be separated
10:27You can see
10:29how all the objects are separated
10:31You can see
10:33how the sides are separated
10:35and the cloth
10:37is separated
10:39First of all
10:41when you go for rigging
10:43If your mesh is made
10:45perfectly
10:47then your model
10:49will perfectly rig
10:51But if you have made it
10:53separately
10:55then the unnecessary mesh
10:57can be a problem
10:59and the extra mesh
11:01which you have added
11:03can also be a problem
11:05Now I will hide the cloth
11:07by pressing H
11:09I will hide the pant
11:11by pressing H
11:13so that you can see all the objects
11:15I will turn off the X-Ray mode
11:17You can see
11:19there is only one face
11:21The less mesh you have
11:23the more problem
11:25your rigging will face
11:27The more mesh you have
11:29the more smoothly
11:31your rigging will work
11:33First of all
11:35I have to make a cut
11:37I will press F
11:39I will turn on this mode
11:41I will press CTRL R
11:43I have already explained
11:45all the tools
11:47I can divide the mesh
11:49by pressing CTRL R
11:51As soon as I click
11:53you will see
11:55how the mesh is divided
11:57When the mesh is divided
11:59then it will work perfectly
12:01Let's go back
12:03This time I will select this side
12:05Let's go to edit mode
12:07I will press CTRL R
12:09I will make a cut
12:11so that the mesh
12:13will be smooth
12:15There is only one face
12:17Let's go back
12:19I will select the legs
12:21I will press CTRL R
12:23I will make a cut
12:25so that the legs
12:27will be smooth
12:29I will press CTRL R
12:31and click
12:33If you want to
12:35make the body smooth
12:37but if you want to
12:39make the clothing smooth
12:41then you can leave the mesh
12:43as it is already
12:45converted
12:47It won't be a problem
12:49This whole side
12:51was not divided
12:53so it was a problem
12:55Now it is
12:57meshed perfectly
12:59There are many vertices
13:01Now it will work perfectly
13:03You have to pay attention
13:05Everything has to be
13:07converted and divided
13:09then it will work
13:11Let's go back
13:13I will select all four
13:15I will select the main object
13:17I will press CTRL SHIFT B
13:19I will make a union
13:21Now all the extra mesh
13:23will be removed
13:25I don't need the extra mesh
13:27with the head
13:29I can fix it with weight paint
13:31I will press ALT H
13:33I will select the cloth
13:35If I want to merge them
13:37I will select them
13:39I will select the main object
13:41I will press CTRL B
13:43I will make a union
13:45I will press CTRL Z
13:47If you see here
13:49it is not subdivided
13:51I will subdivide it
13:53I will turn on the wireframe mode
13:55I will press CTRL R
13:57I will make a cut
13:59I will go out
14:01I will select this
14:03I will go to edit mode
14:05I will make a cut
14:07If I want to merge
14:09I will select both
14:11I will select the main object
14:13I will press CTRL B
14:15I will make a union
14:17Now they are joined
14:19The extra wireframe
14:21will be removed
14:23In this way
14:25you can manage the cloth
14:27At the end
14:29I will select the pant
14:31I will tell you
14:33If you try to make cloth
14:35in the body of MGO
14:37It will not be a problem
14:39in rigging
14:41For now
14:43I will keep the upper cloth
14:45here
14:47To make it easy
14:49I will delete
14:51the lower pair
14:53I will go to edit mode
14:55I will select
14:57this
14:59I will press 1
15:01I will turn on the wireframe
15:03I will select the black area
15:05I will go to material
15:07I will assign a new material
15:09I will make it black
15:11So that the pant
15:13matches with the dress
15:15As soon as I assign
15:17The color will be assigned
15:19I will press tab
15:21My pant is ready
15:23In this way
15:25Try to make it inside
15:27If you want to make extra
15:29I have made it for you
15:31When I do rigging
15:33I will show you how to connect
15:35the cloth with the body
15:39For now
15:41Our character is ready for rigging
15:43We can use armature
15:45to make the bones
15:47and animate
15:49In the last video
15:51I gave a small introduction of armature
15:53The link is in the description
15:55You can watch it there
15:57Or you can watch it on my channel
15:59Today's main purpose
16:01was to explain the bold tool
16:03Because in the future
16:05we will make big scenes
16:07There are many operations
16:09between two objects
16:11which I can perform easily
16:13In modeling bold tool
16:15will be very useful for you
16:17Remember all the shortcuts
16:19So that whenever you need
16:21That's all for today
16:23See you in the next video
16:25Till then goodbye