WEBVTT

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And this lesson and we're going to begin skinning the model to the rig and skinning is a process by

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which we parent the bones to the rig in several different ways.

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We can do straight parents, we can do constraints.

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But for skinning, that is actually a very specific term.

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And there's entire menu up here just for skinning.

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So we bind the geometry to the joints and we'll get into that a little bit later.

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But I'm going to start a little more simple.

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First, let's go back and let's go down to the feet and let's start from the feet and move up along

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the body.

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So when we look at the feet and we look at how we've set up the rig, it's pretty it's pretty straightforward.

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It's pretty basic.

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Right.

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We have two pieces that are going to move.

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So for that reason, we can just parent this to the rig or to the joints itself.

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But we want to make sure that we choose the right joint member, this joint that we made that we have

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this individual control over.

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So we want to make sure that we we parent it to this joint.

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It's called Left Football I.

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D so I can copy that and I can just hit zero on this to zero back out and I can actually search for

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that in the outliner if I pace that in and we should see something pop up, if it doesn't immediately

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pop up, you can just toggle this down.

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And if that wasn't already all the way down, a quick way to toggle the entire hierarchy is to hold

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down, shift and click and that'll toggle the entire thing.

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And we can see that it's down here at the bottom, all right.

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It's hard to see because it's right on top of another joint, so it looks like we don't have anything

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selected, but if we use, isolate, select, we can see we do indeed have a joint selected.

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So with this geometry selected, let's command click in the outliner on that joint and hit hip.

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Now, if we move this control around, it's actually moving the geometry.

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We can test this out with the foot roll rig that we created as well, that it is indeed moving.

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Cool.

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So we're basically going to follow that same method throughout the rest of the body so we can find these

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joints and apparently geometry to the joint, the corresponding joint.

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So now we did the rest of the foot and we have the foot roll for the entire foot.

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Now, I'm just going to turn off the joints so we can see the geometry now a little bit better.

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So check that out.

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We actually have the geometry working and it's following along with the rig as we would expect it to.

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It's pretty cool.

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So now we seem to do that for the rest and we can go through here and at P select the child first and

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the parent happy and then always kind of like to check everything is working and the kneecap might be

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something.

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Let's let's see if that is the on the top joint or the bottom joint.

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Let's parent both of those up and see how the knee responds.

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We might need to do something special with that.

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Let's find out.

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In general, we we're going to need to fix the knee, we might need to do this, this might come up

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a couple of times in this regard and there's a couple of different ways that we could solve this problem

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where the joints, the the model is crashing into the joint above it when the angle gets too close together

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like that.

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So let's go ahead and fix that.

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All right, I'll see you the next lesson.

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Thanks for watching.
