WEBVTT

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In this lesson, we're going to clean up the head, the first one you take a look at the neck.

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If we click on the neck control and we rotate it around, we can quickly see that it doesn't follow

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the neck joint exactly one hundred percent.

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So this is a case where we need to go in and adjust the skin weights on this part of the geometry so

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that the geometry selected will go into skin.

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Paint, skin, whites, and we need to open up the tool settings here so we can see the bones neck and

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we can pretty easily see that this is pretty great out and it's not 100 percent.

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So we want to attribute this on 100 percent to the neck joint.

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So a quick way that we can do that, we could paint that.

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But let me show you one other way.

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Now that we have a little more knowledge of how things work.

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Let me show you one new way.

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I'm going to go to the vertices option here by right clicking and dragging order vertex.

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And I'm going to select everything that I want to follow the neck joint.

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I want to undo that because it's trying to select the next joint.

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So I'm going to click this little button that says Don't select joints.

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And I'm going to try that selection one more time.

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And now I'm going to go into the Windows component.

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Ed.

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And if we drag this out, we can see smooth skins over here and what this is, is a table telling you

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exactly the influence of each joint on each of these vertex.

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We can see a vertex with a number and it's basically saying it's 50/50 for most of these.

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We can scroll through and see all of them.

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But what we can do that is much quicker than painting because we know we want them to be 100 percent

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is just click the top one and then shift, click the bottom one and now type of one.

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And very quickly now, if we go back into the paint can weights tool here go to object mode.

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Right.

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Clicking going to object mode.

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If we go to the paint skin weights I can get two from the most recent used tool here.

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You can see now everything that I had selected is totally white because it's one hundred percent.

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So let me go into the tool real quick and I'm just going to smooth out this neck joint so you can watch

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this get smooth here over this one joint when a flood that and now we smooth that out.

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So let's go back to the con, the controller of the neck joint and see that it is one hundred percent

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controlled by that joint.

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Right.

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That's pretty close to what we want.

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We can adjust this more.

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We could, you know, have that be a smoother transition.

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So it's not over one joint.

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But you get the idea this is a pretty cool way to go through that spreadsheet instead of visually having

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to paint things and not entirely know if it's 100 hundred percent on that one joint, we can just tell

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it, hey, you're one hundred percent you're one point zero are going to follow that joint.

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So now we have that resolved.

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Let's let's actually now constrain the geometry to this head control, because we the way we rigged

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it up, we know the head control already works, just the head geometry isn't hooked up to it yet.

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So let's find the geometry in the outliner by F and we can see there's also that plane back here.

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But let's make a group just for the head.

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So I'm going to hit Command G and call this the head group

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and I'm going to constrain the group to the head control.

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So select the head control first and then the head group and then go to constrain parent constraint.

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So now we can see that the head is indeed constrained to that control.

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So kind of magical.

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Part of what we're going to learn in this video is about Blende shapes and what Blende shapes.

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Our Blende shapes are basically a way to deform geometry based on a sculpt.

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It's kind of like post-paid defamations, but it's a little different.

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Post-paid defamations came after BLENDE shapes, PLEN shapes historically came first and then they developed

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post-paid defamations actually fairly recently.

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But Blunt Shapes is kind of the original.

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The former.

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Right.

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And it's very useful still.

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So let's duplicate out the head and we'll drag it over here.

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And I'm just going to delete the eye mask here because we don't need that.

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We just want the head geometry.

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And I'm going to drag this over and I'm going to shift to select the original head.

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I'm going to go to deform and go down to blend shape.

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It's the first one open up the option box.

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And let's name this buffer BBs for Blende Shape.

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All right.

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And all of that's fine.

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And will it create so what this is is basically going to be the intermediary between the original head

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and all of the BLENDE shapes that we're going to make over here?

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OK, they're going to filter through this one thing so we can turn this on.

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We can see now we have an input of buffer B.S. over here on the inputs so we can click that and we can

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see has had one.

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And that's named for the geometry.

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This is head one.

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And we can turn that from a zero to a one, some middle mouse drag in the viewport and turn that up

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the one.

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So watch what happens just real quick so you can kind of get an idea of what this is going to.

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It's like some vertices in it, B and I'm going to yank them around.

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And now you can see that it affects the geometry.

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So why is this important?

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Because it looks like it's doing why don't we just do this directly to the thing?

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Well, the difference is we could do this.

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And then on the balance sheet buffer B.S. here, we could just turn it off.

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So what we're going to do is apply those types of defamations to the buffer head and they're going to

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all filter down instead of having to.

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Turn on, you know, 20 different things, we're going to have one controller through the buffer head

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so we can turn them all on or off if we want to.

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And it's just a nice kind of way to organize blend shapes.

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So I'm going to duplicate this head out again and I'm going to move this over a little bit so we can

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tell it.

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It's not the buffer blend shape, actually.

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Duplicate this out a few times.

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And I'm basically going to model on these different types of poses that I want.

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So in the most obvious case, I think would be to create a blink.

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So I'm going to go to edge mode and I'm going to double click on an edge here.

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I'm going to be to turn off self select and I'm going to select the kind of middle and the inner one

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that's going to do that on both sides.

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And I'm going to be to turn on self select and just kind of scroll that out a little bit.

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And I'm just going to try to make a blink real quick so I can just scale that down.

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And I actually turn on down here, holding down our left, clicking, I can say prevent negative scale

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so I can just bring that down and not have to worry about it going through itself.

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So it will stretch the textures.

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That's something you need to be aware of.

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So the textures are obviously going to stretch.

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But, you know, that's that's a price you have to pay for this defamation.

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So now what we can do, we can have the blink.

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Let's have maybe let's even have it be a wider eye.

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So let's make that same selection.

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And expand the.

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So we can scale this up.

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And might even just go straight up and down and maybe increase the soft selection area here, go straight

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up and down.

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And I'm going to maybe dislike some of this so we can scale in towards the bridge of the nose a little

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bit.

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So now we have wide eyed, we have a blank, we can make new brow shape, we can do a lot of different

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things.

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Let me just choose these two and I'll drag them up.

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We'll be limited by kind of a texture a little bit here to change the brow shapes.

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It'll be a little more challenging because we're kind of fighting against the shape of the texture that

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we drew.

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But it's still definitely possible to affect this stuff.

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And just kind of taking a look in all directions here to make sure.

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It's kind of staying true to form a little bit.

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So basically, what we can do is when we have a point that we like, let me just I'm going to duplicate

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one more and have an angry face.

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So now we have four different models that we can select all of them at once and now apply as a blend

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shape to the buffer head.

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So let's go back up to deform blend shape and we'll call this expression's.

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And before we do that, actually, let's call this blank.

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Why'd I?

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High brow.

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And angry, and I'm going to do one more just for fun, and I'm going to call that extra.

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And I want to select all of these and shifts like the head and call these expressions and head apply.

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So now what's happened is on the buffer blend shape.

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We have this input called expressions, and we have each model represented in an animated BL layer here.

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So now we can get the head to actually animate and we could use multiple ones of these together.

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So it's pretty cool and we're going to learn a little bit more about how to animate these and in the

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animation part, but it's fun to just play around with this stuff and you could separate this out.

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You could have, you know, do one blink for the left eye and blink for the right eye and separate.

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You could go really deep on this stuff.

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You could have a ton of blinn shapes.

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And this is how and big feature films, how they create different facial, different facial expressions.

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And they can have, you know, 100 of these things are more even to capture what a human face would

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do.

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So play around with that.

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And then I'm going to I think at this stage of the game, if you've made it this far in the course,

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I think you can go back and create your own attribute, go to add attribute and then create a set driven

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key of the expressions.

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Right.

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Set driven key.

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And I'm going to leave that up to you as homework to make a set driven key on add new attributes to

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the head control.

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All right.

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That is going to be the homework for this.

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I feel like you've made it this far.

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You should be able to do that.

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And if you can't, then you need to go back and watch the set driven key lesson and then you'll be able

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to do that.

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So just to to make this in your mind, I want you to have to do that yourself.

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Otherwise, I don't think you'll learn as much so we can hide all of this stuff and we can always come

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back to it and change these models as well.

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OK, but they're all in this head group, so we can just group them together and call these B.S. for

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blend shape and just hit hide.

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So go through and make those set driven keys.

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And in the next lesson, we're just going to clean up this rig.

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So it's going to be ready for animation and then we'll be done with this part of the longer course here.

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Thanks for watching.
