WEBVTT

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Welcome to the first lesson on rigging, where we all cover one of the quick rig tools and discuss what

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is rigging, why it's important and why we need to learn it, basically, if we're going to animate

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this guy and we have a model here, how do we go about animating it?

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There's no way to control it.

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It's just a bunch of vertices and faces.

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We could maybe try to go in here and set keys on vertices and not be very inefficient if we just picked

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certain vertices and tried to move them around, try to create a pose.

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You can quickly see we'll get off model, which when we're talking about 2D animation, they always

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have to worry about.

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And they had model sheets to make sure that you never got off model.

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And the volume of the character was always the same, each frame that you drew it while 3D animation.

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What we need to worry about is not so much keeping the character on model, but using the model that

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we have in a way that we can animate it.

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And that's what rigging is, is basically adding a skeleton to this piece of geometry.

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So we need to add a skeleton to it.

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How do we do that?

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There's a couple of different ways and we'll start with the simplest way.

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We'll go up here to the rigging tab and we'll go to skeleton.

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Quick, rigt.

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We'll open up a new window here, and you can see that we actually have just a one click solution here.

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And luckily for us, this model will work decently well with this.

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Depending on the model you have.

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Definitely feel free to open up this scene and follow along so you have this model and can play with

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it as well.

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Once we get going here, someone hit auto rig and it'll say we need to choose a mesh first.

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So we need to select them and then click the button.

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Now, you can see a lot of things just happened and it makes the model look a lot more complicated.

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You can see the outline or two.

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A lot of things were added.

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There's a new icon over here, a couple of new ones.

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This purple one is a joint and that has all the joints in here.

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And they're indicated by these yellow pieces here that are kind of these triangles with circles at the

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end.

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And right away you can see that there's a few errors.

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You can see that didn't place the elbow in the right place.

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Elbows more in the forearm here should be up here.

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But for our purposes, just so you get an idea of like what rigging is, we're going to use this quick

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rig to a real quick for discussion purposes.

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So we've rigged this thing.

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So what happened is it added bones and then it weighted the mesh to these bones.

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And that means that each one of these vertices was giving a value to say, you know, especially in

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the spine here where we have a lot of different bones together.

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This vertices here might be weighted to this joint, maybe 80 percent and maybe 20 percent of this joint.

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And so it'll have a value of zero to one, which is represented by a color that we'll see later of black

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to white.

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And it basically says, you know, follow this joint this much.

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So once we start moving this, it will be a smoother transition between joints.

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So let's grab the end a handle here for the hand.

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And as soon as you start moving that around now, we can actually control the character.

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And you can see it's not ideal.

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Like I said, the elbow's in the wrong place, but you can get a sense of why rigging is important and

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how it's going to work.

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We're basically going to create a series of joints.

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Then we're going to weight the mesh to the joints and then we're going to need a way to control the

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joints themselves.

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And that's what these nerve's curves are.

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And we haven't used them very much.

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And the first modeling course, we use them a little bit, but we can use these as actually control

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guides that we can select and manipulate, because just like we don't want to be manipulating the vertices

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on the mesh, we also don't want to be setting keyframes on the joints themselves.

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We want all that keyframe animation to be on a control.

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And so that way that we can actually go to show and hide the joints.

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So that only thing that we're going to deal with and so that we don't accidentally select the joints

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is just the control rig.

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And that's what all of these little points are.

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So we can start to see how we can manipulate the model.

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And we can also see the problems with the quick rig tool is the the joints aren't necessarily exactly

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how we need them to be.

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We also have no fingers and the foot is a little generic.

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There's no way to really roll the foot off of the toe or the ball, the foot and the natural way that

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that someone would walk.

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Currently we can just move it around.

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But there's no way to pivot the foot off of the ball.

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So of the foot.

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So we need to address that.

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And this is also I'm explaining all of this, the reasons why we're going to make our own custom rig

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with joints, eh, so we can learn the entire process because not every character is going to be the

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same.

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You're going to have, you know, human characters like a bipedal character like this.

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You're going to have quadrupeds are going to have aliens, you know, even props, which is what we're

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going to start with so we can understand some of the basic concepts of rigging.

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But I wanted to just introduce you to this real quick so you can kind of actually have something to

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play with very quickly in the first few minutes of opening up Maya and the scene.

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So take a minute and kind of play around with this.

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The other thing I'll also say is if you notice something we're going to discuss later, if you notice

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when we rotate the hands, follow the waist as it's rotating around, well, let's say there's, you

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know, maybe a table over here that I want to place his hand on or box or something.

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So let's just say there's a box here.

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So let's say I bent him over here and I want him to lean on it.

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All right.

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So let's get his hand up here and you can see how the waiting isn't necessarily great.

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It's it's flattening out his hand.

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Really weird way.

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So, yeah, this is not ideal, but basically what I'm getting at is so let's say we want to have him

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to lean on this.

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All right.

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Let's say let's let's get him to bend his elbow a little bit so we'll make him lean more as we lean

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him.

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The hand is following his body and it's not sticking to the box.

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So later in these later lessons, we're going to discuss having different spaces which are basically

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saying, what is this going to follow?

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What does this control going to follow?

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Right now, it's following the rotation of the chest and the hips here.

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But what if we want it to stay here and be in.

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WorldSpace might be relative to the world, not relative to himself, so we'll discuss that later as

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well, how we can do that.

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But that's a quick introduction on to kind of what we're seeing is why it's important and also the reason

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why we're going to need to make our own rig.

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But if you want to just quickly get into Miah and look at how to rig something, definitely check out

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the quick rig tool.

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There's also a step by step process, which we'll do in the next lesson.

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Thanks for watching.
