WEBVTT

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Let's tackle our first actual binding of geometry to the joints, what is known as skinning in this

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lesson, and we're going to do that on the spine.

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But first, let's let's start from where we left off and we have the legs done and we need to get the

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hips done.

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So the hips are going to be pretty easy because we have our own hip joint here, which is controlled

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by its own controller.

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You can see that we can start to play with our rig a little bit there.

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And all we need to do is simply just parent that to the hip joints so we can select the child first.

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And then the parent had PE and now we have the hips will move along with the legs and it's can be very

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distracting once you get to this point to just start playing with the rig like this, everyone does

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it.

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So if you get distracted for like 15 minutes and you just do that, that is very normal.

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All right.

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So let's talk about actually binding the geometry to the joints here, because we have a lot of spine

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joints.

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And how do we approach this?

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All right.

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The easiest way for us to do this is going to be to combine the mesh of the spine joints so that individual

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pieces anymore.

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Now that we have this kind of done and we like where they're at, we can do that.

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So let's find them most select one and head off in outliners.

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We can find all the spine joints here.

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It's going to shift select all of them and go to the modeling menu up here, go to Mesh Combine.

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And now they're all one piece.

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And we have all this nasty history here of all these groups.

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So we can, with the spine still selected, go to delete by type, go to history.

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And now we get rid of all those nasty groups knowing his spine and let's begin selecting the joints

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that we want to include on this binding.

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So you want the hips because we have this little bone down here, the tailbone basically that is below

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this joint in here, this kog joint.

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And I'm going to open up the channel box here so you can see the names of things and we can see it's

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constrained constraint, the controller, what we would expect and all that stuff.

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But just you can see the names here so we could start here.

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But we're going to leave out this hip control that we just added to the hips.

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And we want, I think, this tailbone to follow this hip rotation here.

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So we need to include this joint to start with the hips.

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All right.

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And then we can hit CU.

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So we get this select tool and shift, click and drag and select each joint up the chain.

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And as the bottom one turns white, you know, you selected the next one.

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Right.

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So everything up to this one has been selected.

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It can be a little confusing on what you have selected, so just make sure to pay attention to that.

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So we basically want to select all the joints that are included in the spine.

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We don't want to select the head joint because we'll do that later.

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And that's going to be just for the head.

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So we'll leave that one.

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And now the last thing we select is this geometry.

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So let's go to the rigging menu here and go to scan and look at the Byrn skinned options.

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Let's walk through this.

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There's a lot here, but it's really not that complicated.

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The only thing you really need to look at is what we're going to bind to.

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We don't want to bind to the hierarchy.

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We want to make sure we bind only to the selected joints, because in the hierarchy there's the shoulders,

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the clavicles, the arms.

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There are a lot of things in the hierarchy, but we just want to make sure we're we're binding to the

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selected joints.

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That's why we made that selection.

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And then all this default stuff is pretty, pretty good out of the box.

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There's no real reason to get into this stuff.

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It's a lot of crazy math and it's not worth getting into from a beginner level.

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I rarely change that stuff, normalize the weights, blah, blah, blah.

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That's fine.

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Weight distribution is fine.

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And the next big thing, really, the second big thing you wanna look at is max influences.

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And that means how many joints do we want to be able to influence a vertices?

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All right.

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Did we want, let's say, the neck joint appear to possibly influence this bottom vertices?

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Absolutely not.

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That makes no sense.

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We don't want five joints build influence.

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One vertices that might make sense on like I don't even really know what like a finger or something.

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I don't even know when that would make sense.

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But so we want to reduce this.

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We really we just want like to right.

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If you look at the distribution of joints, you know, the distance between them dictates.

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How many influences you're going to want?

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I would think so.

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You could do like two or maybe even three would make sense, but I'm not going to stick to two for now.

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And that's really all you want.

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And the resolution is basically the size of the weight maps, I believe.

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And we could just crank that up a little bit to five, 12.

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That's pixels.

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And yeah, then we're ready to go.

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Let's just apply.

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So it's going to think for a second and then it's going to deselect everything so we can close this

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now, select all of our spine controls here and take this for a spin.

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And it looks like it's working pretty darn good.

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So we actually have defamations happening on the geometry.

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This is a totally new thing, right?

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We haven't done this before.

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We haven't done binding of geometry to joints.

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So now we get to see how the geometry deforms along with the joints deformation.

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Right.

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We get these kind of hitches here and that's OK, because it's kind of that the extreme levels here.

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And also this is something to think about, you know, the density of joints.

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This is kind of the trade off, right?

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Like for a better kind of faithful interpretation and defamation here, we would need a lot more joints.

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But the trade off is how many controls do you want to use when you're animating?

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Do you want to keep track and animate, you know, 10 controls in the spine?

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Probably not.

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That's maybe overkill.

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And when you're animating, you're going to want to, like, not enjoy that.

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So, you know, this is another example of what to think about when you're rigging.

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How many joints do we really need?

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How many controls do I want to give the animator?

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Will they hate me if I give them a ton of controls and it's useless because they're all they're going

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to use them all together.

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And is there another way to get around this type of wonky defamation?

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And and actually there is and that's something we're going to cover in the next lesson.

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So now that we've found the geometry, let's take a look at what that is actually doing behind the scenes

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and how we can affect that.

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You know, we can see that there's these sharp edges here when we deform this in a drastic way.

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But you know what's really dictating the influence over the geometry, right?

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Like if we look at the tailbone, it's not it's not totally moving one to one with the joint.

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Right.

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Like, if this was moving one to one, this should be pointing over here.

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Right.

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It should be pointing the same axes as the as the red X rotation here.

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Right.

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But it's kind of lagging behind.

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Well, let's try to figure out why that is.

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So there's something called weights, right?

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And that dictates how a Vertices is going to follow a joint.

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And remember, we did the maximum influences at 2:00.

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So we know that only two joints can act on a vertices.

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So let's open up this thing that we can actually see what I'm talking about.

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Let's go to skin and with the spine selected, let's go to paint skin whites.

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And this is another big piece of the puzzle here when we're talking about binding joints.

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So when I click that, you can see now we have this kind of black white representation.

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We can actually change that down here to use a color ramp if we want.

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And what this is saying is and this is also shows why it's important to name your joints, because now

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we can see which joint we're actually selecting here.

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Right.

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This is very important.

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So I'm going to go back to black and white for a second and.

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And I'm going to change the size of the brush, the brush is pretty big, so I'm going to go down here

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to stroke and go, yeah, point to yeah, looks pretty good.

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And what we can do, there's a lot going on here.

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Right.

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But and as is typical with Maya, it's not as complicated as it looks.

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We have the Moedas paint, the paint operations replace and the value we're going to paint is one.

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So we're going to say 100 percent follow bones.

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Hips.

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Right.

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This is the joint we have selected.

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This is the joint we are affecting the geometry on.

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Right.

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So if we start painting here, you can see it turns a brighter white.

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That means 100 hundred percent.

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Right.

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I mean, this thing is going to follow 100 percent this joint that we have selected.

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So I'm going to paint this entire little lower tailbone joint because I know I want it to follow the

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hip joint.

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One hundred percent.

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It's a whole solid piece.

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Right.

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So let's just paint this whole thing just clicking around and painting it.

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We can also get a more accurate, more faithful look at what the paint values are by going into the

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color.

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And we can see now that, you know, white is going to be hundred percent and some of this is still

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red.

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So we could really go over this a bunch of times and make sure it's it's actually one hundred where

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the other black and white map wasn't really giving us that.

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I was just giving us a kind of a larger interpretation of these values.

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OK, so that's that's good enough, I think, for our purposes.

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So let me go back into our manipulating.

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I just hit to get the tool up here, the move tool and easy to get to rotation.

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Now check this out.

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Now it moves one hundred percent.

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Right.

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It's following exactly where that hip joint is moving.

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And that might not be what we want, because now you can see this intersection, it's pretty rough,

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right?

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It's starting to crash in and to form a little bit, so we might not want it to be 100 percent, but

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but you get the idea now and why this is important and how we can affect the weights all along the spine.

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Let's not back in here for one second.

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I'm going to use the last use tool option over here to get back.

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And from the bones hips, the other thing that you can do, which is pretty nice, is go to smooth and

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then just flood and watch.

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Watch this over here.

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I'm going to flood.

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And this is not a good example, I think typically what will happen is it will smooth out these hard

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edges.

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So let me let me let me find a better example here.

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Let's go to the Kog here and let's see if that'll just happen by default on the default values.

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Yeah, everything looks like it's pretty smooth, quite a bit.

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But if we had harsh values here, um, so we have the paint tool.

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Let's go to a place and I'm just going to do that.

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All right.

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So now we have one hundred.

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It's pretty harsh.

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It's not a smooth edge.

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Let's go to smooth and then flood.

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Now you can see what the flood tool does.

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It just softens those edges out.

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So I can be very, very useful when you're painting.

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And it's hard to get kind of precisely what you're looking for.

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And you can also, of course, paint that on.

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But yeah, all this stuff looks like it's already really smooth anyways.

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So it's going to be harder to see that kind of a change here.

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But that is the paint skin Waite's tool.

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And in the next lesson, we're going to take a break from this rig and look at another rig and how the

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paint can weights work on more traditional human rig and how to do pose space defamations.

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Thanks for watching.
