WEBVTT

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In this lesson, we're going to fix the issue we ran into and the previous lesson we were learning about

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skinning and finding the geometry to the joints where the the bones themselves were running into each

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other here on the knee.

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And let's think about why that's actually happening.

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If we take a look at our rig and we look from profile of you on the side, we're slowing down, spacebar

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left clicking and then dragging and dropping my mouse over the right camera there.

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If you take a look, let's consider what we've created here, we created a joint whose pivot point is

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out in front, right out here.

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So if you think about this, like the hinge on a door or something and this bottom bone was the door,

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it's going to swing from this pivot.

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So this is going to swing around this way.

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You can see pretty quickly that this edge is going to smash into this one.

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So let's think about what if we brought this pivot in?

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We brought it closer to the middle.

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When it swings, it will take a much greater distance of swing for it to the bones to begin to hit each

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other.

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So that that's how we're going to fix this.

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We're going to move these joints in.

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And hopefully that helps you kind of think about how and where to place the actual joints themselves

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for their pivot points to work with the model.

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Cool.

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So let's go to the skin menu up here and we'll go down to move the skin joints.

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And when we click that, it kind of looks like nothing happened.

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But if you look over here on the left, you can see the economy that selected over here is the last

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tool used, but it's also the current one, because if we went to something like this now that's blue.

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So we know the blue is what we have selected.

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And this is the movie Skin Joints Tool, but it kind of looks similar to the movie tool, but it's specific

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to joints.

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So let's click and drag.

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So we have both joints, the left and right knees, and then let's make sure that we are in the world

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setting because we want to push this directly backward and worldspace.

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So let's click and drag both of those joints back.

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As we do that, you can see the geometry begins to move on parent those first.

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So I'll just go up here and look, click the geometry and hit shift and do that for both sides.

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Now we go back into the right view and we select the joints and deselect the geometry here, oh, I

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think that's still parented there, so I unpermitted it.

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So I'm clicking and dragging both the knee joints, the left and the right.

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And now I can get back to that tool just by simply clicking this icon over here, the last moved last

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used tool.

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So if I hold on W and make sure I'm in WorldSpace and then now I can move both of these joints back

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and I don't want to go past 180 degrees, they should still be in front of vertical because otherwise

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they the joints will start rotating and flipping around.

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They're not going to be sure which way is forward.

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If we go past 180 degrees, some wonky things could happen.

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So I'm just going to leave this right in front of vertical.

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All right.

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And I'm just thinking vertical.

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You know, look at these grid lines.

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I don't want to go past this vertical.

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I don't want the joint to go past, you know, this imaginary vertical line from one joint to the other.

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Cool.

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So now let's repair these pieces of geometry here and take a look at what we've made, the changes we've

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made.

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I'm just going to parent this joint to the bottom one.

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Sorry, I'm going to parent the patella bone is what it's called to the lower leg bone, the shin bone.

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So now with that change, you can see we can move the leg up a lot higher before they start to run into

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each other.

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Looks pretty cool, and that might be enough for us.

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You know, it's kind of a turn off the joint so we can see I'm going to go to show and turn off joints

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here.

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You know, I'm not that doesn't really bother me as much as the other one was very obvious that they

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were breaking, you know, going into each other.

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And we could still maybe do some fixes here.

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But I think for the most part that this is working pretty well now and now.

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All we have to fix is this patella bone.

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And the way that we can do that, there's several different ways we could do that.

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But what I think I would like to do is to do a set Gervin Key.

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So I'm going to click any of the attributes over here so I can access the set driven key menu here from

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the edit menu.

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And now I'm going to load that as the driven.

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It's loaded as the driven.

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I'm just going to select all of these attributes here because I'm not sure which ones I'm exactly going

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to effect yet.

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So then I'm going to OK, let's think about what we want to drive this just so that we understand how

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and why how to think about this.

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Sure.

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The controller, right.

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Is what's controlling that joint.

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So if we use this as the driver, what would actually be the driver?

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You know what I mean?

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If you start to think about this, because it could bend in all different types of directions.

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Right.

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So it'd be much more difficult to use this as a driver.

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Let's think about the joint.

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Let's show the joint.

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When we move the foot control what's happening to the joints, OK, the joints aren't actually moving

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positions.

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They're simply just rotating.

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Right.

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So they get a different rotation value.

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Let's let's have it be straight.

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Let's look at this bone.

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You know, we basically have zeros on the rotation's, there's this little one point seven, six, six,

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whatever, but basically the rotations are zero.

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So now let's lift this up.

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Let's take a look at the rotations again.

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Now we have a big value and rotate Z, right.

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So.

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We could use just this one value to use as the driver for the sedative and key instead of the controller,

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which is kind of would be very difficult to use that as the driver of that makes sense why we're choosing

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the bone instead of anything else.

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So let's load that in as the driver and then choose Rotate Z and Will Seddiqui.

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And now let's move up the leg, the foot, rather, to whatever kind of a height you'd like to.

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Kind of like to go to like the max, you know, the most change in the shortest amount of time, and

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then all I have to do is just move this in the position that I'd like it to be in.

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Somewhere in here to stay in front of the knee joint.

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And maybe push it and a little bit.

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And now I'll hit key there.

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So when we move this up and down now the patella bone joint stays in front of the knee.

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It's pretty cool.

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So go ahead and do that for the other leg.

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And in the next lesson, we will move up the rest of the body and finish skinning the model.

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Thanks for watching.
