WEBVTT

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In this lesson, the following lessons, we're going to speed things up a little bit now that we have

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the had done and we are going to focus on the spine.

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So I'm unhide the reference and I'm going to grab the reference in the head and come in and click them

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and outliner and pull them both up so that the feet are kind of on zero here.

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This is the world space where we have the grid turned on and we can turn it on and off here.

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So what I'm going to look at now is the spine.

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And I want to make one spine joint and then kind of populate it all the way down the spine.

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And we're going to do it in a similar way that we did on the hard surface modeling with one little extra

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trick.

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So I'm going to make the one spine bone now with a cylinder.

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So click the cylinder from the shelf and I'm just going to drag this up just so it's kind of in the

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neighborhood.

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And go to a front view holding down space bar and the left clicking there, and I'm going to add some

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subdivisions here, maybe 10 and maybe an extra cap on the end that we can't see, which is the top

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and bottom.

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And I'm going to scale this down.

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I need some typing over here instead of it registering as a shortcut.

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So I just need to click.

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I like to just click here to to get that off.

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So scale is down.

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And go to the edges, double click the center edge here, so we're right in the middle, turn on self

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selection, hold down and middle mouse drag, I like take control and the top ones so that, you know,

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if we were to do this in the middle, it's going to scale this down, up and down vertically.

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And I just want to go from X and Z, the horizontal axis, someone hold down control, click the Y axis

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and pull this and something like this.

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Then I'm going to go to the object mode.

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I actually go to the edge mode, double click the top and the bottom edge here, turn off self selection

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and Bevell this and you increase the fraction, maybe give it one segment.

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Zoom out and see how that looks.

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It looks like a spine bone to me, I might delete this edge here because it make if you look at this,

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it makes kind of a hard edge here, which I guess is OK.

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If you don't like that, you could just delete this edge.

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It's the fact that these two are close together or what we could do is go to modeling, turn on transform

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constraint to be a surface slide or an edge slide, and then just scale these together.

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So it kind of moves them down away from the edge.

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They're.

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Cool, so we have one spine joint.

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Let's go to the right view and hit F to frame up everything and now we need to create a curve.

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So I'm going to go to curves and surfaces, click on the curve tool, and I'm going to start kind of

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down here somewhere just to give us some room to go, because we don't want to start this motion path

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thing that we're going to do.

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Right exactly at the starting point, because the ends of it can get kind of wonky how it interprets

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the rotation and direction of where it's aiming the thing.

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So and plus the hip bone is going to be its own thing.

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Right.

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Like this is going to be its own piece here.

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So I'm just doing this to give ourselves a little advantage.

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And I'm going to click in the middle of where the spine has been drawn and just keep clicking all the

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way up and in here.

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Have to kind of.

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Just guess where it is.

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And the medals appear.

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The medals probably here ish, and it reverses back and starts.

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Coming back this way.

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And we're running in this right at the base of the skull, cool, I hit enter, now we have our curve.

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So I'm going to attach this like a motion path like we've done before in the hard surface.

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So I need to go to animation, constrain, go down to motion passed.

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I'm going to tear this off because we're going to need this again and a little bit, I'm going to say

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attached to motion path.

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And you can see that it is not pointing the right way.

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So we need to go to the attrite editor and go over to Motion Path and start messing with these basically

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and try to figure out which way it needs to point to be up.

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So there we go.

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For an axis Y up, axis X.

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And now it is traveling down the spine bone and we kind of want it to start in here, probably to the

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one little trick that we're going to add to this before we do the visualizing step that we did previously

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down here, create animation snapshot.

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We're going to set it as a flow path object.

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So when I click this, you can see it already.

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Let me undo it.

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In case you missed that, when I click the flow path object, just going to add a lattice.

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We're not going to see it because we have showed a farmers off from the last tutorial.

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So I'm going to turn the farmer's back on and click flow path object.

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And now you can see it kind of conform to the curve a little more.

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So this will just kind of automatically give us unique shape to each spine joint, even though the exact

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same cylinder at their position all along the curve is going to change their shape.

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So it's a really nice way to very quickly get some variation in each of these joints.

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So I'm going to click this and go back to visualize and create animation snapshot.

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I mean, open up the menu here.

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And we basically need to set that increment based on the distance that we need to kind of intersect

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each one of these.

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But actually, before we do that, we need to change the motion path.

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If I select the node here, we get these are key frames at either end.

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And I showed this very quickly.

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And again, we're going to get back to this animation.

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But if we get to Windows animation editor's graph editor, we can see that it starts slow and it ends

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slow.

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And we want it to be a consistent speed so that when we set the interval at where to create a new cylinder,

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that it's consistent.

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Right.

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We don't want a bunch down here and a bunch at the top.

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They need to be consistent.

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So we're going to set that to linear by clicking the linear tangent handle there.

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And that's all we need to do.

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And we'll learn more about graph editor and tangents and all that kind of stuff later.

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So now, with that said, we just need to set this interval at an appropriate interval with our cylinder

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selected and hit apply.

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And we can see already that we have an issue in that at some point along the curve, it starts to twist

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someone's head on.

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Do we scroll?

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This will be able to see where that happens.

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So this is a goofy thing that Mike does where it doesn't know what the up access accesses if you're

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going vertically with the flow motion or flow path tool that we used.

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So the quick way around this I found go back to perspective is simply to rotate this thing down 90 degrees

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so that it is no longer.

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So that is no longer vertical.

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And now when we scrub, we'll see that it's not twisting anymore, so it's doing what we expect it to

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do.

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It's still deforming it, but it's just not freaking out and twisting.

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So now we can apply and we'll, of course, the cylinder selected and head apply and we'll see that,

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you know, they're too far apart.

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So we can just start dialing this down seven and they're still too far apart.

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So when I hit undo, it actually undo.

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And it depends on where your cursor is.

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So I had to do here.

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It actually made it back to eight.

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So I need to hit undo in the viewport for that to work because something a lot less like five and that's

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getting pretty darn close, actually.

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So it looks like we're going to need like five and change on this.

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Still like five point five.

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Apply, and that's pretty darn good, actually looks like a spine to me.

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So now we can rotate this thing back up, let's go to the curve of the curve in the outliner and turn

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this to zero and we'll bring all this stuff back up if we go into our right view and it freaked out.

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So now we rotated back up.

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It still freaks out the twit.

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A twist some of these pieces.

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So we're we're going to need to break that down before we rotate that back up.

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So let's go to the snapshot and it looks like we made two at some point.

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So, yeah, that's that one.

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So let's select all of these spine joints or group them and I'm going to shift peed on parents.

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We can also just middle mouse drag it out of this snapshot group.

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So the group selected I'm going to go to edit delete by type history and now I can just rotate this

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group back up so we can go 90 here and throw the curve back up just for fun.

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And it's enough, and now we have all the twists out and we have a spine now, the one interesting thing

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we can do is in case we want to adjust all of these together is do a wire to form or so let's learn

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another deform or I'm going to hit six here just to see our reference and I'm going to hide the cylinder

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and these lattice petrovitch.

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So the wire tool is kind of are the wire to form.

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It's kind of unique.

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We need just like the curve and go to deform and go to wire and it'll stay down here in the bottom left,

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select shapes of the form and press enter.

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So we need to select all of these shapes.

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So.

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I'm going to shift select all of them.

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And then hit enter select wire curves and press enter to finalize the operation.

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So now he just like the curve and hit enter.

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And so now when we isolate like this so I can kind of.

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Right.

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Click on it a little easier and go to control vertex.

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When we select a CSV in here, we should be able to move the spine and this will just give us the ability

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to adjust the spine later in modeling if we need to.

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And so that each one of these pieces aren't independent from each other.

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So that's one really quick way to be able to adjust the spine, which is going to be nice because I

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can't really tell if this is actually a good path that was actually drawn here in mind to adjust things

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a little bit.

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So this will give us that freedom.

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Awesome.

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So we learned about the wire to former and how to model things quickly along a path.

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Thanks for watching.
