WEBVTT

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In this lesson, we're going to learn how to start to rig bones, this character that we modeled in

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the first part, we tested in the second and now his third, we're going to rig them.

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So we've seen the quick rig tool.

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But I just quickly want to discuss also creating things from scratch.

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So we go over to the rigging tab.

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We can see we have all these different buttons.

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And if we go to the same rigging tab up here, these are kind of correlate to these buttons down here.

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So we go to skeleton, you can see create joints has the same icon as that.

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Insert joints actually isn't even included over here.

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But yeah, this Eick one over here is this crate I can handle.

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So there's a lot of the same tools in the shelf that there are and the menu.

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So you just kind of pick whichever one you want to use.

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I typically like to use the menu because I can actually read what they are and don't have to guess at

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what each one of these icons are or way to hover over them and see what the tool tips are so we can

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pretty quickly create joints.

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And you typically want to do that in orthographic view.

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And that means front, right side or top.

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So we can hold down, spacebar, click in the middle here and we get to the front view and then we just

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start, for example, drawing the spine joints.

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I could click here and if I click here without holding down shift, it might not be straight vertical.

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So we can hold down shift to isolate where we're drawing the spine joints.

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And you can quickly see we you know, we can't see that one behind it.

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So there's actually a nice kind of tool here that is X-ray joints.

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So we can see through the model to where the joints are.

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So I can keep shift clicking and create a bunch of joints.

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When I hit enter, they're all done.

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So if we take a look at these joints, they might not be exactly where we want because we made them

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in orthographic view.

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So what I can do is go to another side view or go to a different orthographic view and I can move them

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based off of their parent.

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But then everything follows and then I can just kind of translate everything around.

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And if, for example, I get everything the way I want to and maybe one of these metal joints are not

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in the right place, instead of moving everything above it, I can hold down D, which is the pivotal

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where we know of and just move that single joint.

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So that's kind of a quick way to start creating joints and understand how to manipulate them and move

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them.

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Well, we're going to use to our advantage is the actual Queequeg tool, because it's one of the nice

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things it does is it also labels and names all of the joints properly.

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So we're going to use that just to create the skeleton and then we're going to finish out the rig on

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our own.

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So I'm going to click the quick rig tool over here.

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We're going to go to the step by step process.

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We're going to add a new character by adding plus and we're going to rename it.

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And then I'm going to select all the geometry and I'm going to add it, and previously we use imperfect

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mesh, but that's not going to work on this one because it's a mesh that has a lot of holes in it,

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you know, so it's going to kind of spaz out if it tries to use imperfect mesh.

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So the one that I've found that works with him is polygon soup.

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And we create it takes a minute to think and now it actually works.

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So experiment with different types for yourself if you're following along with a different model.

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But I encourage you to follow along with me so that it is consistent and your results.

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And if you have any questions, you can ask them.

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So I'm going to move the joints where I would expect them to be for the pivot's of the elbow.

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I'm going to mirror those changes over and we're going to need to create our own hand joints or our

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own finger joints later.

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But for now, let's just get the main joints in the right place, which is pretty easy to do with these

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guide controls.

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So now we've created the guides and we place them where we want them to be, we can hit this little

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drop down menu over here to create the skeleton only because, again, we're going to make our own rig

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from this point forward.

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So let's create update.

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And we have our joints and they're properly named.

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If we go into the outliner, if we go over here to the channel box, we can see Bones is the name of

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the character that we've already made.

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So it starts with that left up leg.

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And over here we see the joint bones, left arm, bones, right arm.

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So it has a nice suit as a nice naming convention to it, already built in.

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The one thing that might be a little distracting is how big the bones actually are.

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They're a little too big, like we can't see the spine that well.

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So let's close the Quecreek tool and let's go over to display and let's go down to animation joint size.

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This way we can control the joint size and Arsène and.

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Place it where we want it to be.

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So now we've created the basic rig in the next lesson, let's create the finger joints and then figure

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out how to mirror them over and name them appropriately.

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Thanks for watching.
