WEBVTT

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So let me just run through the quick rig tool quickly and basically use the human figure we have, and

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instead of using the one click solutions go step by step.

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And again, the quicker tool is up here and the quick rig option from the menu here under skeleton.

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So we have the geometry selected and we need to create a character so we can hit plus and now we have

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a Queequeg character.

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We can rename this if we like.

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And let's add the geometry by hitting the plus button.

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And for us in this match, it's going to be an imperfect mesh.

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If you click on this questionmark, it'll describe how it's solving this to try to figure out where

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to place the joints, basically.

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And you may need to choose a different option here depending on the mesh you have, but you're following

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along with me.

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You can just use this, let's just say create and see what it does.

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So in the last lesson, I turned off a show joint, so I want to turn that back on.

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So when I do that, you can see in the previous lesson where they misplace the joints, we can see that

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they did it again with these guides.

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So the guides are basically saying, all right, here's where the pivots are going to be for these joints

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and we can move them before they actually create the joints.

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So let's get this back to where the elbow would actually be and then we can mirror this on the other

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side.

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So it's it's symmetrical.

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So just click the mirror button over here with this button.

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In the user adjustment of guides, we can take a look at the knees and make sure the knees are probably

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a similar problem so we can move these up and mirror that over.

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So you kind of get the idea with this same thing with shoulders, you know, everything is not exactly

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perfect.

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It tries to do its best.

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But that's not always going to be the best thing for you.

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So you have to use your judgment on where joints should be to place these guides.

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So now that we have that and things are mirrored over, let's go down to the next button here, which

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is to generate the skeleton and control rig.

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We actually only do the skeleton if we want or we can do skeleton and control rig.

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So let's do both and create and update.

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So now you basically have what we had in the previous scene, except the elbow joints are in the correct

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place now, so you can see that it's not actually weighted to the geometry yet.

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And that's the last step.

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So that's called skinning.

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And there's different binding methods that we can choose.

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But basically we can use defaults and those will be pretty good.

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So now that step's done, we can actually manipulate the geometry here.

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And again, we can see one thing that we can do in a future lesson is correct.

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The shoulder area, the shoulder is always problematic because it's trying to, you know, follow this

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bone and it's getting confused here in the armpit.

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It's trying to follow too much of the arm is trying to follow too much of the arm bone.

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So that's the Queequeg tool.

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In the next lesson, we're going to create a rig for a prop for the bone skeleton that we will later

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rig as well.

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So I'm going to close this out and I'll see in the next lesson.

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Thanks.
