>> Now that we understand
a bit about templates and modes, let's
walk through creating our own template.
So the first thing you need to do
when you want to create a new template
is go over here to your templates
and click the Create New button.
I'm just going to select the basic human
as my starter template and I'm going to call this demo.
I'm going to save the metarig and then
I'm going to go and convert it to Control Mode.
You can see here is our Rigify rig, but nothing is attached
and nothing is in the right positions.
Let's go to edit the metarig.
What we need to do is remove the bones that we don't need.
X-axis mirroring is already turned on in this mode,
so if I delete this, it'll go ahead and delete the bones
on the other side.
Same thing with positioning.
And also snapping to a single vertex is turned on,
so it'll snap to the endpoints of each bone, which
is convenient.
So to keep this demo short, I'm just
going to create the mapping for an arm.
Here I don't have anything to snap to,
so I'm just going to move this about to the center
of the hand.
Now that I have my bones in the correct position,
I'm going to go ahead and switch over to FK to Source Mode.
When I'm in this mode, it's really nice
to have an animation.
That way, I can see how the animation is being constrained
to the Rigify rig.
So for example, if I go ahead and I just
select this bone, which I can see right here
is called upperarm-l, and I select this bone,
and I do Alt-1, I get this PIE menu.
I'm going to do Link Selected Bones.
What this just did is it snapped my Rigify rig to my source rig
and now it's matching the animation,
and you can see that these two nodes have been created.
I'm going to go ahead and just undo this link.
I'm just going to delete these notes.
What I want to show you here is this x-axis mirror feature.
You can actually mirror your constraints
based on a name token.
So for this particular rig, we can
see that it's naming convention has
an underscore l for the left and underscore
lowercase r for the right.
So let's just go ahead and put those in.
Underscore l for the left.
Underscore r for the right.
Once that's linked, let's just go ahead
and do that exact same thing again.
I'm going to select the upper arm-l,
and I'm going to select this upper arm
fk.l for the Rigify rig, and I'm just
going to hit Alt-1 to pull up my PIE menu,
and I'm going to hit Link Selected Bones.
Now you can see that I have both the left and the right created.
I'm going to do the same thing for these bones.
And then finally, the wrist.
Now what I like to do is I like to organize these nodes
so when I come back to them, or when another user comes back
to them, they're easy to understand.
So what I'm going to do is I'm just
going to select all these bones on this side
and I'm going to hit Combine Selected Nodes.
I'm going to hit F2 and I'm going
to call this control rig r.
So essentially, all the bones listed here
are the control rig, which is just our Rigify rig,
and that is both the left and right arms.
So I might just call this arms.
And then I'm going to combine these.
And I'm going to call this source rig arms.
And in this way, you can organize your node tree
and keep things orderly for when you have to come back and make
modifications to them.
I'm going to go ahead and move on to--
the source to the form mode.
In this mode, our animations should gradually
snap to these deformation bones.
What I'm going to do here is I'm going
to select this upperarm-l, and I'm
going to link it to this upper arm def.
Also this upper arm twist can be linked to this def as well.
I'm going to link this source bone to this Rigify def
bone, this twist bone, and then this wrist bone.
And now you should see that our source rig is gradually
being constrained to the rest pose of the Rigify rig.
I do want to show you one other feature.
If I was to box select several bones like this,
and I was to hit Alt-1, and I used Nodes
From Selected Bones rather than Link Selected Bones,
you can see what this does is it basically creates your source
bones on the left and then your deform bones on the right.
It doesn't create any links between them,
but it basically makes all the sockets
necessary for your selection of bones.
So if you want to work that way, you could do that as well.
Another thing you can do is you can actually
add bones by their name instead of using the PIE menu.
So to demonstrate this, I'm just going
to unlink these bones right here,
which is just the def forearm and the lower arm l.
So if I just delete these nodes, you
can see that we no longer have this link.
Well let's say I wanted to add these bones in by their name.
I can search for these bones by hitting Shift-A
and I can select them from this dropdown here,
or I can just use the search, which I'm going
to search for lower arm l.
I'm going to add that.
And then I'm going to search for forearm l and link that.
In the same way, I could search for the right
and link that up as well.
I'm going to move on to Control Mode.
In Control Mode, you can see that we have our rig mapped.
What I'm going to do real quick is
I'm going to switch back to Source Mode.
I'm just going to select this option Overwrite Animation.
That way, if we have any animation data,
it'll always overwrite what's on the control rig.
I'm going to switch back to Control Mode.
And now you can see that we have our arms and their animation
copied over.
You can see that our rig doesn't match up entirely
because we only did the arms.
But it's the exact same process to map
the rest of the skeleton.
You can see now that we have arms with keyframes on them,
and also these arms are able to be controlled
by our Rigify controls.
One other thing I want to show you
is how you can edit Rigify types after you've already
created your skeleton.
So let's say we wanted to change the Rigify type on this arm
here.
Let's go to Edit metarig, let's switch over to Pose Mode,
and then you can see that we can select the Rigify type.
For more information on this, consult
the Rigify documentation, but for now I'm
just going to take this super limb
and I'm going to change it to a simple tentacle.
Now after we do this, we needed to make some changes
to our mapping.
So I'm going to go to Source to Deform,
and you can see right here that we
have a simple tentacle, which is just a three-bone chain,
and then with this, super arm actually
has the twist bones in it.
So this is a little different.
I'm just going to unlink the bones on the left.
And then I'm going to turn off x-axis mirroring.
And I'm going to select this bone and this bone,
and finally, that bone.
Now if we go over to Control Mode,
we can see that this arm is now following the tentacle control
scheme.
So you can rapidly switch out different Rigify types
and experiment with different rig samples
and create the mappings that you need
to make these work with the original source rig.
This is essentially the process that you
have to go through to create your own templates
for your own unique rigs.