Now let's continue with the mesh editing. We will practice what we did in the previous lecture. We created the feather that was only a few bones. And now we move on to the cape. It has two part, I convert the top part into a mesh, and then the bottom part as well. I zoom in so I see what I do.
I click Edit Mesh, it's already creating the basic mesh. Yes, I confirm and I do the same. Now, the cape I drew deliberately this simple because they know I want to wave it around, but I still add a lot of nodes and a lot of taxes to create more and more polygons. If I only had two or three, it will be a block, it will move very rapidly. I want it to wave. I add more and more and more.
I close it, Tara, I have the basic ones. And now again, I add some vertexes the plus icon is clicking it. It's snapping. So zoom in. Nice. Okay.
That's it. How much was it a minute, I have the basic mesh. And now let's see the bones. I want to add the bones Ctrl V to see them. And let's see I have four. I select them, one after the other, as you see again, green, orange, red, blue.
So it's using the colors. I switch to the animation and I animate these bones. Now, I do the exact same thing I did with the feather. This time, it's a bit more complex, but it will be the same. So I take care about how my animation is moving, how my character is bumping up and down, and I move the cape accordingly. If he's going up then the cape is going to be down if he's coming down the cape is opening like a parachute to beat It's going up.
So when he's in the downer position, the cape will be up. Again, we start with the simplest part and then we make our animation more complex and complex and complex. We don't want to solve everything at the first blink, we just add some little movement up and down, up and down as we animate the bones zero. I select the next bone and I only made that two. As you see this Sun is already deforming the shape of it. There is already a little bump here, the claw through the cape looks already it's deforming a bit.
It's already nice and wavy but still very good. But just wait until we added the next and the last bond. That will be the cherry on the cake. So what are the bigger bump even more I bended up and down yeah, this will be perfect. And here I just copied the last the first frame over to the last one so they understand. And now with the last one, as I said cherry on the cake, I will bend it over a bit.
So it's really like a whip it's feel it will flip up and down perfectly. Here I will bend it down to play with it more. This could be even like Taylor Fox tale of a cat in your animation that would be also nice. And now it's it's nicely moving up and down. Now I did it again. The first one because I'm not really satisfied that it's not going up and down perfectly.
I add some keyframes and it's coming up and it's To come down somewhere I push gate what the keyframe okay much better. And now as you see the bottom of the cape, the darker part is still very good. I just make it disappear so I see what I'm doing. But okay, the cape is already moving up and down in the same rhythm as the feather so everything is moving nicely. The cloth is moving nicely with the corrector and now I want to edit the bottom of the cake. converted into a mesh and did it before already.
And then I go Edit Mesh new one. Yes I do. And again I zoom in and I draw my little mesh. Again, I could draw just the triangle, but that's not suitable for me the mesh is deforming around the vertex is the more vertexes you have, the more information you will have if you have only two, it will not look nice. Okay, basic mesh is created at some more vertexes and nodes. nice, simple.
I made the most visible again because I made them disappear. And that's it opened a little eyes. Okay, and these one only have three, not four like the top of the cape. What I forgot to do, yes, I forgot to bind the bones. So I go back and I bind them 123 green, orange red. Go back to animation mode and animate them as before.
I start with the base one and go to the middle one and on the end one. I tried to take care that it's not overlapping, because this is supposed to be the bottom of the cape. So it this part cannot be visible. So I just move it down a bit. Here. This is not two capes.
It's supposed to be one. So yes, I attach them again and they copy the last stream need these already nice is going up and down with that one. But the magic is still not there. I play with it, I make some distance I really make it flexible. And I copy the last one. Let's see how does it look?
It's very good. It's going too much with the shape. So we do okay, I add a keyframe and I move this a bit more. Yes, I move it back because it was to rig it. Now it's moving up and down. And again the last bone will give the real flexibility.
So I will close it. almost totally, I take it it's not coming out on the top. I flip this one up as well and then copy the last frame. Now it's nicely following the walk of the night. It's nice and flexible, changing shape. the cape is very much flowing after the corrector and as you see I have a lot of keyframes in the walk cycle.
You can add your own, you can make the cape and the feather more bouncy and more complex. I just did a very basic shapes. Now in the coming part I want to talk a bit more about the mesh animation because there is two more things you can do. With the mesh and both of them are extremely useful. The first thing I want to show you is the weight system. When you are assigning a binding bones to a mesh, it's automatically creating the weight system for you.
As you see, each bone has different color and these bones are affecting the different vertex is around them automatically. But if I click on this weight icon, the vertex is are changing color and they are looking like pie charts. And this is where the color of the bones are coming into play. Some where taxes are affected more by the green ball, some are more by the red double. And I can play with that manually. And that's the whole point I select the vertex.
And I can move my mouse up and down and it will change how that vertex is affected by each bone. Good for me because I can define manually, perfectly how something is moving around how a mesh is reacting automatically is already very nice, but I can play with it more. I don't want for example, these red one, I don't want to care about what the green bone is doing it's so far away. These one are affected by both bones. If the orange one and the red one are moving together like a seesaw, these were taxis we moved very, very much, but they don't care much about the green ones because that's again further away. So this is the weight system.
And dragon bones is doing it very nicely. Automatic automatically, but I can as well select the bone, select the vertex, move it up and down. And you see the pie chart is changing. Also on the right side, notice that these little sliders are changing. I can change those has been manually. So what I can do, I can select all of these little taxis around And I can tell them okay, guys don't care about what the other bones are doing only loose don't listen to these bond.
So if I pick this vertex, you see I can modify it. And if I want these only to be modified by the green one, then I pull it 200%. And then this one and this one, and the only way it works is here on the bottom right? Yes, I select them. And I make them to listen only hundred personally to the green bone. This will affect my animation, maybe not that much.
But with this one, as you can see, you can make small modifications and you can fine tune manually your animation. And what I did know it's not affecting the other vertex is so how does it look? If I look at my animation now, the bottom is already different. It's already looking a bit more rugged and the and a bit more flexible. So I can play with the texture of the whole feeling of the material, because I can define which bone the vertex is listening to. Another great thing in the animation part is if I am not animating by bones, obviously I feel but I can as well animate the vertex is themselves, I can move these little nodes around, and that will affect the shape of my game art of my animation.
So if this one is not in the best shape for me, I can refine it. You see, it's a bit like smudging it, but during the animation, it looks much nicer. If you see a mistake, if you see something is out of shape, you can use the weight system and you can use This one animation the vertex is themselves to refine your animation fine tune to the maximum. Obviously in the decent the previous lecture I was just showing the basics of how to work with meshes. Feel free to ask me any questions feel free to show me what you what you created. And practice practice a lot because the mesh can bring your animation to life really when I was showing this to my wife, she said, Wow, it looks like 3d.
Yes, it does because the mesh is waving and it brings everything to life.