WEBVTT

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Welcome to this final lesson where we will mirror the right side over to the left.

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We have finished using the reference and the two things I didn't model were the little ribbon bow tie

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thing here and the hat.

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And you know how you have all the tools basically to model those things yourselves, if you'd like to

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do that.

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So what I want to talk about before we mirror this over is a little bit about rigging.

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And any time something is rigged, character that is typically it's put in an appose or Topo's a meaning.

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The arm is rotated out here to the sides of the hands over here or tempo's the arm is straight out in

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this direction.

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And that's what I'm going to suggest.

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We go ahead and do before a mirror so that we mirror it.

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It will be on the other side.

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So I'm going to select all of this geometry control shift, selecting it, and I'm going to hit Command

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G and W to preempt the manipulator.

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It's down in zero zero, so we need to hold down D and we can also there's a set holding down V, there's

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actually a centroid snap to projected center, which is kind of a newer snap tool in Myia.

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So I'm going to go down D and middle mouse drag and it's going to be in the center of that bone and

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that's what it means by the projected center where we drag that it's going to be in the middle of it.

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So we want it to rotate from there.

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We can hit F while our cursor is over the outliner and that will frame up where that group is that we

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have already selected.

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We can call that arm are four, right?

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You can see I named everything here with an R at the end of it just so we can keep it straight on what

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is on the left and what is on the right.

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So now that we have that group, it's hard to select that right.

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Like the group is just kind of invisible.

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Let me turn off the snap and when we select the arm, we can't really select the group because it's

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not visible here.

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The group is kind of invisible and we can only find it in the outliner.

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We f and we can see that everything's parents and underneath it.

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There's one way that we can get to it, though.

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If we select one of the children of that group, anything in here, then we hit upward on the keyboard.

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It will go up one level, which means that will get to the group.

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If we were to do that again, we would get to the main group.

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You can see how this changes in the outliner here.

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So, again, if we select something in here, we can see this is kind of gray, meaning it's we're selecting

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something inside that group.

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But if we want to get the group that it's a part of, we can just hit up on the arrow and now we have

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it.

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So let's rotate this out.

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Ninety degrees and let's also rotate it 90 degrees this way, it'll make it for a lot easier to rig

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in later down the course.

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So that looks pretty good.

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Now we have to do is mirror everything over.

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But before I do that, actually, I'm going to go ahead and delete the history on these objects that

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have the former still on them.

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So I'm going to go and it until by type history.

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Cool.

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So that's a lot cleaner and we can mirror everything over.

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Next thing I'm going to do is actually group the leg so it command G.

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And before I do that, actually the foot is in its own group.

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I can see that over here.

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So when I select everything, I can see it's these four things and this group.

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So I'm going to command click everything here and put all that into a group and have that be leg.

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Ah, and so that is on the World Center and I'm going to get this right arm.

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I could group it again, which could be the easiest thing to do and call that arm world.

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And world, meaning just that's zero zero in the world, so we have this, we have the forearm, looks

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like it's an empty group.

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Let me look at this.

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We might need to delete some history there.

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That was just an empty group.

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I think it's because we just grouped everything under this arm.

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So it got rid of the forum group, which was never named here.

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We can call this I don't know which one is which, but the two bones in the forearm are the radius and

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the ulna.

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I can never keep track of which one is which, though, so I'm just going to take a guess there.

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So now we have the World Group, we have the leg and we have the ribs.

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And the ribs are also in the world space.

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And I think you can kind of see where I'm going with this and that.

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We can group everything and rotate it or scale it in negative one.

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So when group these two as well, just call this collarbone.

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Ah, and I'm going to select all of this and I can also group it one more time and say right side and

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I can duplicate this now and call it the left side.

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And I can scale it in the negative and I want to be very exact with it, so I'm going to type it over

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here, I'm going to say negative one.

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And now we have it on both sides.

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So we have a complete model now of the character.

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And the only thing that we can go in and change now is it says are on all this left side group.

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So a quick way that we can rename everything here is going to modify, search and replace names.

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So now with this dialog box open, we can simply just say underscore ah and underscore l so we're going

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to search for underscore our place with underscore L and let's just do everything and apply and you

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can see it change the left side to have the L here so we can see that even everything and the group,

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everything below it also has L on it now.

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So that saved us a ton of time and that's a very useful whenever you're mirroring things over to have

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the right names before you Mirit so that you can do that easy kind of search and replace.

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So that wraps up this section on 3D modeling for the Complete Beginners Guide to my here.

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And I just want to end this with the last couple of things.

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I'd probably change or update with this.

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I might adjust the hips a little bit.

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They're a little thin and not wide enough and a little to kind of basic there's not a ton of interest

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here.

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Like it has one line all the way through here.

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So I might change that.

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The feet are a little big.

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I might change that.

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Other than that, I mean, it's a pretty basic model and I think it looks pretty good for our purposes

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moving forward.

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And I think we're going to have some fun with it, basically.

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Also, I want to give you an idea of what we're going to do with this model later is we're going to

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texture it.

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We're going to give it some decent de los Muertos.

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I'm going to butcher that.

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I'm the kind of coloring here on the face with flowers and those kinds of designs.

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We're also going to procedurally texture the Ghostbusters trap and we're going to rig this thing so

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we can animate in a scene later on.

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So those are all the things we're going to do now that we have a good understanding of modeling.

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In the next section, we're going to cover UVs and shading and texturing and how those things all are

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kind of interact and also don't feel like, you know, if you're watching this with the complete series,

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don't feel like you have to follow this in order.

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If you want to jump the animation, jump to animation and you can look for the correct filename up here

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for the scene that you want to start in and just go ahead and start animating or doing any of the other

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sections.

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It's you don't have to necessarily follow, you know, one after the other if that's how you're how

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you'd like to watch it.

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But, yeah, I look forward to seeing in the next sections where we will continue to chip away at our

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knowledge on Miah and, you know, just.

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Yeah, congratulations on finishing the section.

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All right.

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Thanks a lot by.
