WEBVTT

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So in this lesson, I just want to talk through a little bit about what the kind of final stages of

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rigging are before we begin, I wanted to include this update about how to include the head in the scale,

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because since we've created the entire rig, there's one little piece missing to make the whole thing

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scalable.

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So at the beginning, early on, we included all the cons in a group and then we scale constrain that.

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But we miss the geometry that had because that came afterward in a later lesson.

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So let's include that now so we can click the go of the head and hit F and outliner to find it.

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And we can see that it's under this head group here and that group is only parent constrained, so its

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not its parent constraint to this con.

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So it's not going to follow the scale of anything.

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So we need to include the scale, a scale constraint on this head group.

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So it's like the bones are it because we want it to scale relative to that and let's select the head

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group by holding down control and left clicking and then go to constrain under the animation menu here

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and we can go down to scale.

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And now we can see that we've added a scale constraint to this group and when we scale the bones route,

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the head will follow.

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All right, let's get into the rest of the lesson.

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You know, in this course, like super congratulations that you've made it this far.

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If you're listening to this video like you're in the top one percent, I wouldn't think most people

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even get this far.

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It's a technical topic, but it's it's invaluable.

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It has to be done in animation, like you can't animate things without rigging.

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So this is incredibly important.

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And even if you don't want to go on to rigging specifically, it's important to know as an animator

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or as really any other kind of specific tract in the industry, whether it's games, film commercials,

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whatever it is, having any background and rigging is very, very valuable.

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Even though I'm strictly an animator, usually at my studio jobs, I find myself having to rig my own

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things.

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Let's say that the rigor, you know, messed something up or you have a scene where you need the prop

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to be built a certain way and the rigor is way underwater.

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They have too much work and they can't get to it.

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It'll take a week or two for them to get to your request.

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So if you have any knowledge of rigging, you can just do it yourself and keep going and keep moving

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and work fast and be very valuable to a studio job if you have, you know, just a little bit of general

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knowledge like this.

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So this last lesson, I just want to go through and tidy everything up so that this is ready for animation

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and you understand what to what an animator will want.

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Right.

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So what an animator will want is to not see any joints.

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OK, so there's a couple different ways we can do that.

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Let's because we used parenting, we can't just straight up hide them because it would hide the joints.

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Sorry to hide because it would hide the geometry that the joints were parented too.

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So, for example, if we just hide this joint, it's going to hide all of the geometry there.

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So we don't want that to happen.

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So real quick, I just want to add this part and you could actually hide the bones.

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It's possible, but it's all tedious so you can select a bone, go into the attribute editor and then

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go down to draw style and you can choose none.

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So it'll hide that joint, but you'll have to do it for every joint in here and go to go to draw style.

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None right either way would be to actually go through the spreadsheet that we've already learned about

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when we were adjusting the paints, the skin weights on the spine.

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If we go to select and we go all by type, I mean choose the joints, let's go up to the Windows Journal

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editors and go down to a spreadsheet that we've gone to before.

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Now, if we go over to all.

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We should be able to get to the draw style over here under joint, so let's scroll through this and

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see if we can't find that option so we can affect all of them at the same time.

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So over here, we have the draw style and we can select all of this and go to the bottom and shift,

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click the bottom and type in none and enter.

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And that way we have hidden all of the joints through the spreadsheet.

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So one other thing I wanted to do was to show you the fact that when we're animating this thing later,

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we may not want to give the animator access to all of these controls, namely the visibility and the

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scale controls so you can actually hide controls from here.

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We could select the skill controls, go to channels and scroll down to hide selected.

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So we can get rid of those, because those aren't going to be useful for the animator, they're not

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going to scale this control at all.

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So it's actually just getting in the way of making this area more complicated than it needs to be.

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We can also get that stuff back by going to edit and going down to the channel control and we can select

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which ones we want Keibel and Noncredible hidden.

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So there's a long list of other attributes that we don't actually see there.

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And the ones that we had were the scale.

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So we could select those by clicking them and moving them over into the Keibel and now they're back.

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So that's the way to control what's actually seen over here.

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And a tidy up your rig in the case that you don't really want to show the scale for most of these controls.

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The other thing we can do is get rid of the locators.

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We have a bunch of locators there.

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So there's one kind of nice tool we can go to select all by type.

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Let's just tear this off and let's choose the IKEA handles and let's hide all of those controls.

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And unfortunately, the locators aren't you know, you can't select them from here.

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So we can just like them from the rig.

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We know where they are.

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There's one on the head and then one these couple on the on the hands here and the one on the head.

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And I think that's all, if I'm remembering correctly, others Netherland's fine, so let's hide those

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who control each and we can also get rid of the curve.

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I don't know if you remember, I never really addressed the fact that from the modeling section, we

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left this curve available to edit.

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So in here somewhere there's a spine curve.

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We can just delete that whole thing so we can tidy that up and oops.

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And for the most part, that's all you need to do.

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But one one really nice thing to do is to put all this stuff on a display layer.

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So let's grab everything that's not a con so we can grab.

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The actually, we just do it from the joints, let's let's select all by type the joints again and then

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we can even select the spine.

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We can see what's not selected and go through and select this stuff at the head.

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And we got everything.

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We want to make sure that no controls are selected.

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OK, and then we'll go to the display menu over here.

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So we here on the bottom right, we can click this far button and we'll take any selection that we currently

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have and I'll add it to a new display layer.

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So I click that.

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And what this does is we can say.

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No touch.

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Call it bones case, there's multiple rigs in the scene, you can see the name and we can turn everything

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on and off really quickly.

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But what's more useful is to turn this to R, which means a reference.

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And what that means is I can't select this stuff when it's when it has the R on, which means a reference.

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OK, so the other thing the animator is probably going to do as soon as they open the scene is go to

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show and turn off joints.

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So that's how they'll control whether or not they see the joints.

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And for your peace of mind, you'll know that they are going to be animating the joints or the geometry

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themselves.

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And if they want to, all they have to do is just hit this button over here and now they have access

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to that.

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So that's pretty cool.

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And so we can hit our again.

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And now we're back to that mode.

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So I do just want to say a final congratulations on finishing this section of the course.

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It's a lot to cover.

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And this definitely isn't an exhaustive rigging course.

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This is definitely just, you know, meant to introduce beginners to it.

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And I think it's done a pretty good job.

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But there's you know, there's always more to learn and that will never change.

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That's the one consistency.

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You know, I don't care who you are, you're there's always going to be something to learn.

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So just keep that mindset and keep going forward.

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And I look forward to seeing you in the next part of this course.

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And we'll continue learning through the animation and Autodesk.

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Thanks for watching.
