WEBVTT

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Welcome to the Sosin, where we will quickly clean up the bones model so that we can use it in later

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lessons, we're going to learn about a new file format called OBJ.

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So one quick thing I wanted to note is that there was this kind of artifact that was created just going

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to turn on selection highlighting.

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It was turned off on a previous scene.

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When I transferred the attributes, it created this kind of weird artifact where they have the same

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shader.

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But this one obviously is much more white.

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And if I select all of these things, I'm going to first try to remedy this by deleting the history.

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And we want to do that with everything except for the spine, because if we remember, we have the spine

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is attached to a wired to former.

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So we want to keep that.

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We don't want to delete the history on that.

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So let's just select these things.

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And I'm going to show you a little script right now to select the hierarchy, because if you see, you

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know, we just select this top group.

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We didn't select the hierarchy, which includes everything below it.

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So there's a little thing we can type in and we can say select dashi high, which means hierarchy.

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And as long as it's meall, which is the my expression language, we can hit enter and it will select

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the hierarchy of everything.

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So now we scroll down, we can see we actually selected everything in here and it just saves a ton of

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time.

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We don't have to go through and click every single thing.

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So now we can go edit, delete by type history and this isn't going to fix it.

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But I just wanted to show you that's a quick little thing to do.

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And so another quick thing is to when in doubt, export these as objects.

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You can see there's one down here too and say if I was to transfer attributes again, let's go Meche

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transfer attributes and do it that time.

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But let me show you real quick.

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I'll just duplicate this and move this to the side and transfer attributes and it should do it here.

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Yeah.

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So see how it turns that white.

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I don't know why transfer Achebe's is doing that, but let's just select everything that is white.

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I like to show troubleshooting stuff because this is reality of of learning 3D.

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And I'm also going to teach you a new kind of file format.

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So object file format or OBJ is something that we need to load in first to make sure that we have that

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under the plug in manager and you go to object, export, dot bundle, make sure that's loaded.

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Otherwise we don't have that file format when we go to file export selection and we see we have the

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OBJ export option here and we can just say rib's re import.

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And basically I'm just trying to get rid of whatever kind of crazy history is happening here.

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Export isn't LBJ.

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LBJ is not going to remember shaders.

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It's not going to remember any kind of history.

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So export isn't LBJ and then going to reimported.

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And so hopefully you can see it tries to maintain the material here, MTel.

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But we just want the J.

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We just want to object.

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So an import that it's saying basically there's multiple objects, it's going to bring it in as one.

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That's fine.

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And now if we solve this, we can see that they are not white and they all have the same Lambert Sha're

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they did before going to hit three just to zero that out.

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What it looks like is the normals are possibly reversed.

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So let's add one and let's separate all of this.

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I'll go to mesh separate because it's a it was all one piece and I'm going to delete the history again.

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And now if we hit three and we reverse the normal's.

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It should work, yeah, it looks like because we scaled probably in the negative, it reversed the normals

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on us, so we just need to go to mesh display and reverse the normal.

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So it's not inside out basically anymore.

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And if it through here, this might be the same thing.

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And it is.

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So it looks like that might have been the problem to begin with.

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So I just want to show that kind of troubleshooting thing and kind of get these to where they need to

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be now.

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So let's unsullied this and let's just replace the mesh that we have, the new mesh with the old mesh.

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So I'm going to select these three and delete them and then grab these three and put them back in the

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group by middle mouse, dragging them under this group and we can rename them if we want.

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For now.

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I'm just going to leave it because we've already mirrored everything and that's all fine.

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So let's see, this is the right side.

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So I'm going to shift click, so it's going to grab the next thing below it and basically like through

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it.

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So now I can see it's in this group and I'm going to shift click it again and now it's going to switch

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to the selection.

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So now I know I can go there and then delete that one and then do the same thing for these to shift

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to select those two.

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So I can see it's these.

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Then if I shift select, it's going to select the ones below it so I can frame those up and outliner,

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head off and then delete those and then grab not those three, grab these two and middle mouse, drag

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them into the correct ribs group here.

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I can just get rid of that.

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And so now we have the correct greyscale there's no wonkiness going on.

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So in this lesson we fixed the bones, uh, a couple of pieces of geometry.

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And in the next lesson, let's get into three paint and I will show you how to paint the face.

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Thanks for watching.
