WEBVTT

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Welcome to this lesson where we will discuss rigging props and I really encourage you to open up the

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scene, follow and follow along, either with this video or right after watching the video on your own,

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because to learn this stuff, you really need to do it and definitely encourage you to follow along

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with the scene follows up included.

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So what we have is a hat and it actually looks better than what it seems like in the viewport.

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I've actually added shaders and everything so that we can use this later.

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And if actually unhide the sky that we have here, we can see that there's these little gemstones and

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it has this kind of felt texture and it looks kind of cool.

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I think so.

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Anyway, just so you don't think you're rigging something that's not going to be useful later.

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This already is ready to go for animation and has all the shaders and everything that I've created that

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is basically using a little more complicated network of shading than I discussed in the previous part

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of development.

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But you can definitely open this up and take a look.

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And I appreciate to deconstruct how I made that shader.

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So anyway, let's get on to rigging this thing.

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So when we think about rigging props, we need to think about how it's going to be used and namely,

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this is going to be on someone's head, probably, but it might also be grabbed and they might hold

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it in their hand.

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It might need to be on the table, all these different types of scenarios.

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So, again, we don't want to just leave this as it is right here and start setting keyframes on this

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geometry as it is.

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We want to add control curves to this as well, but we need to take into account the fact that there

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might be different pivot points.

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Right.

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So if this is on their head, yeah, sure.

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This pivot point in the center might be good.

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But if we hold down D and we move the pivot over here now might be best.

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You know, let's say he's picking it up from the side and he's going to throw it over his head or something,

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or maybe he's picking up from this side and needs to pivot off of a table so that this end stays on

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the table longer, all those types of things.

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So how do we address different pivots like that?

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Well, there's one easy way that we can create a hierarchy of controls, that we can adjust that a little

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bit during animation.

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So let's first take a look at how this was created.

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We have the geometry and then underneath that we have the gem's and the ribbon.

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So when we have this in the outliner, this type of hierarchy, this means that these pieces are children

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of this.

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Right.

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So if I if I click these two things and I hit shift P, that will unpack them.

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OK, so now it's no longer in the hierarchy.

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So if I move this, they don't follow around, so follow the hat.

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So what I need to do is either I can minimize, drag them under the hat or I can select, let's say

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I can do it from the viewport or the outline or I can select one and then select the other and hit P.

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That'll do the same thing.

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OK, so there's two different ways to do that.

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And the gyms are kind of special because they are in a group and they're in a group because there's

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just so many of them and it just helps to keep them organized and you can move them by themselves or

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find you to just where they were around the hat.

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That's pretty easy to do as well.

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And how to group things.

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Let's just say again, these are all by themselves.

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I'm going to shift up and how do we get them back the way they were?

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Well, we can shift select all of them and then we can hit command to group them and then I can rename

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that and then middle mouse drag this under the hat.

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So that's basically what I've already done to create this type of hierarchy that we see in the hat.

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But this isn't useful for actual animation.

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This is just kind of organizing the model so it can be rigged.

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So let's take a look at this.

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So let's create our first curve control so that we can actually use that to animate with.

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I'm going to go over to curves and surfaces.

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I'm going to click the circle here.

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I'm going to expand that out so that we can actually see it.

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And typically, you want your curves to be outside of the piece of geometry.

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So it's easy to select someone to expand it.

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So it's outside the geometry.

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And then I can just parent the hat underneath this inner circle, which I can call hat control.

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The only thing that I don't like with this is that this selection highlighting is always on right.

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If you use parenting, the selection highlighting is on.

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So every time I select this, it's going to be all these green wire frames and it's going to be difficult

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to see the model.

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So what I like to do instead and what is a little cleaner workflow is to use constraints and constraints

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are a very important concept to learn.

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And we.

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So we've.

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And kind of a one idea of a constraint, which is parenting, but there's also parent constraints,

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so we need to differentiate these in our mind.

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So let's go to animation tab and we can see there's a menu button here that says Constrain.

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I'm going to tear this off so we have different options here.

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We have parent point, orient scale, aim, all these different ones, and we'll go through them later.

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But right now we're just concerned with parent and parent means both point and orient.

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Point just means translation.

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That means moving it, moving this thing around in space or that whatever moving is something in space.

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Oriente is rotation or it means this.

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OK, so parent is both of these in one button.

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So sometimes you might want to isolate and just have one or the other, but parent is both of them.

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So if you remember when we parent something, we select the child first and then the parent and then

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we hit P, OK, that's the order in which we select things.

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When we do a parent constrain, it's the opposite.

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We select the parent first and then the child and then we click a parent.

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OK, rewind that and listen to that again, because that is going to be very important and you just

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need to commit that to memory because that that's the main difference there.

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That's the main point that you want to take away from this.

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So now that when we select this hat, control the selection, highlighting isn't on, it doesn't look

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like we have the hat selected.

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So if we try to move this, what do you know?

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It actually moves because if we scroll down the hat from the outliner, you can see there's actually

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this parent constraint.

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There's a new item in the outliner and it's called the parent constraint.

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So we can identify what it is pretty easily.

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In the next lesson, we're going to add a little feature to this simple rigt so it'll be easy to control

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the pivot.

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Thanks for watching.
