WEBVTT

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In this lesson, we're going to learn about post-paid defamations.

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But first, I just want to show you a more typical example of using skin paint weights to affect the

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model.

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So I'm going to select the joints as we know.

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We need to do our custom menu and select the hierarchy of it and then select the geometry and go to

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skin, bind skin and just use the default that we had before.

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And I'll think for a second.

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And now we can take a look at the weights that we get just out of the box.

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And for this example, I'm just going to be manipulating the joints themselves instead of the cons.

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Or we would do if we were properly rigging this buffer speed.

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I'm just going to use the joints so we can see that it's pretty messed up and unusable.

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So let's take a look at a pose.

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Let me just I'll hit on my keyboard to set a key to make sure that we save the default pose because

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we're using the joints.

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We don't actually have a zeroed out con that we can use and know that if we go to zero, that it'll

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go back to the default pose.

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If I were to start manipulating this and then try to get back to default, I wouldn't really know where

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that would be because it's not zeroed out.

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So that's just gives you an example of why zero out your controllers are important if you ever want

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to get back to the default pose.

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So let me just scrub for it here and then I will crank this shoulder up.

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And you can see, because I have the auto on over here, that it automatically set a key for me because

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it was keyed once than any time it's moved on another frame, it'll automatically quit.

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So we basically have this range.

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I'm just going to drop the timeline down so we can scrub the whole timeline here.

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We basically have this range now.

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We can work on the skin painting the skin Waite's so with the geometry selected I'm going to go to skin

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and go down to the paint.

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Skin waits and nothing happens and we have the axe on the brush because we need to go to the tool settings

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first to get them.

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So now we get back to this familiar scene where we have the black and white and we need to see the shoulder.

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So let's scrub down into the name joints and go to the left shoulder.

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Now, instead of going back and forth between the rig and the paint, skin waits till now.

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All we have to do is just scrub the timeline and we get this range of motion.

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If we didn't do this, then it would be a major pain to have to constantly switch between these manipulators,

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putting it in position that we want it.

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Then go back to the paint skin waits tool, then select the joint, then go to work on it and it would

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be a major pain.

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So this is a much easier way to deal with that.

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Let me just delete that key frame because we don't want that.

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I'm just clicking on it and going to delete.

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So I'm going to select the paint skin whites tool and the geometry.

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I need to have the geometry selected for that to kind of register and I'm going to get back to the shoulder.

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So now you can see why it's important to set those couple of keys, those two key frames.

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So now we can just stay here and go to different ranges of motion and effect the rig and the skin painted

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skin weights.

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So I'm going to go to this most jacked up pose here and make and replace and let's take the value to

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one.

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And as soon as I start painting and see it has a huge effect and it moves the vertices in a pretty big

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direction.

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All right.

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And that's this is just really rough just to show you how the tools work.

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So I'm going to go back to smooth and then flood this.

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And you can see how it greatly smooths out this region.

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Right.

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Makes it much more smooth.

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So let's deal with the armpit here.

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We can actually take the replace tool and actually go to a value of zero to kind of erase these values.

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But the opposite of of what you would expect to happen is happening where you can see that the instead

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of going back into the body, these vertices are going further away.

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They're going up to the bicep.

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So that gives us an indication that when we're painting a zero on this, it has to replace that value

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with something and it's replacing it with a joint that is already having some kind of influence on it.

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And now it's just giving it greater influence.

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The more we tell it, the shoulder is zero.

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It has to replace it with something.

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So now it's what my guess is.

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It's saying the bicep.

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Now the bicep is getting more influence.

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So now we can go to the left arm bone and see if that's the case.

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Then we can see that is so now we can actually do a zero on this.

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And what you would expect is happening now.

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The armpit is going back into the body.

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So this is kind of one way to troubleshoot and see how the joints are affecting the skin and the weights.

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So now we have, you know, decent kind of situation here and we can smooth this out as well.

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Unclick smooth and.

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Flood this out, but the shoulder is still a little wonky and there's a very interesting tool that we

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can use called post space defamations.

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So I'm going to get out of the tool settings here.

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And with this arm post still up here, we can kind of get an idea of how bad the deformation is.

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The shoulder should definitely not look like this.

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So let's go back to the default pose and let's select the joint that's going to be influencing that

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area, which is the shoulder or this upper arm joint.

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And let's go to to form post-paid defamation.

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And for this tool to work, we want to make sure that we actually go into our Windows settings and preferences,

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plug and manager, make sure the plugin is loaded for this.

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So I'll click on that and then you can scroll down to probably near the bottom.

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It's called Poes interpolated dot bundle.

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You want to make sure these are checked on loaded and auto loaded, so that will make this tool actually

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work.

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So we need that first setup of the pose editor and we get this new window.

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And let's play around with this.

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Let's turn on the pose editor and say, create a pose.

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And by default, I don't have the the neutral poses being created.

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That might not be the case for you.

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I did that on mine and I'm having a hard time finding how to get back to the default.

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But basically, the default should be that it will create neutral poses here.

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If it doesn't, you can just do that from poses ad neutral poses.

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So now we have a neutral pose.

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So it's basically saying, OK, this is home base.

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This is where the headquarters is.

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You know, where we're going to always refer back to.

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This is a good pose, right?

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This is the default neutral pose.

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So let's scrub forward and find the jacked up pose, which is up here.

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And now we can create a pose to fix this.

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OK, and it's basically going to do all of the set driven key stuff we've learned in space can do that

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on a defamation level.

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Right.

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It's going to set up all that stuff behind the scenes.

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We don't have to touch any of that stuff.

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So let's create a pose with the joint selected.

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We'll go to poses add pose and open up the option box and all.

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That's fine.

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We'll say add pose and now we get the option to name the pose.

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I'll just say Shoulder Fix is the name of this.

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And this is an important defamation order thing here.

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Right?

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So if we say automatic, it may or may not choose the right one.

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So this is a very important menu and you might need to play around with this, because when I have been

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testing this, I get some very undesirable and useless results when I choose the wrong one.

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But in general, the way you want to think about this is what is the order of defamations that I would

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like.

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I would like no one for the bones to deform the geometry.

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That's number one.

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Number two, I want to correct that.

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Right.

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I want to correct that deformation.

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So that has to happen after it.

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All right.

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So we need to choose something that's like post or after.

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I've figured out that for this example, after works.

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So I'm going to say create pose.

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Now we get this edit button is turned on, it's red and we can see it's named after the joint.

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And what this means is isn't currently with this edit button on, we can select the bound mesh to that

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joint and affect it and change it.

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And it will remember it based on the pose of this joint that's affecting it.

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OK, so I'm in the sculpting tools and I'm just going to quickly try to fix this a little bit.

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I'm going to bring up the shoulder, bring in the armpit, and this is going to be very, very rough.

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I'm just going to go in here and hold down B and middle mouse drag, try to smooth this stuff out just

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a touch and bring up the center.

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Same thing on the sides here.

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I just want to bring all this stuff up.

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And then I can go through and smooth it real quick, holding down shift, if you've watched the first

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part of this course, you will have some knowledge of the sculpting tools.

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So for the most part, this looks about a million times better already, just in that couple of seconds

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of, you know, messing with this pose.

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So what we can do is save this by turning off editing here and click this button.

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So I'm going to say stop editing when I click that.

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OK, so what it's going to do as we scrub back through it should remember all of those changes we've

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made.

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So any time that the arm gets back into that pose, it's going to fix it.

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And it feels like there's muscle here, right?

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It feels like there's a trap trap trapezius go with this muscles and the deltoid here.

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Right.

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It feels more fleshy.

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And this is organic.

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And there's things moving under the skin like muscles and bones.

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So this is a really, really cool way to build and these defamations into the rig so that they'll happen

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every time you animate the character and those poses.

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Cool.

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Thanks for watching this video.

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And in the next lesson, we all jump back into finishing up rigging bones.

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So we'll have a animated character that we can use in the later part of this course.

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Thanks for watching.
