WEBVTT

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Before we begin the next exercise in learning some more principles about animation, I want to show

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you this rig and how to set up this scene so that it's easiest to use this rig.

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So if you've skipped ahead from the rigging section of this course and you haven't taken that, you

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will not be familiar with the rigs yet.

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So I want to explain this.

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And even if you have taken the rig and course there's a lot here to learn as well.

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So the first thing to consider is the fact that in the previous lessons we were animating the geometry

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itself.

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We're moving the geometry around and setting key frames on the geometry in general.

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You basically never want to do that.

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You always want to work on a control rig so that there's a hierarchy built in so that we're controlling

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something other than the geometry.

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So the geometry is clean and has no keyframes on it and that the key frames only exist on the curves

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themselves.

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Now these curves are what's called a nerve's curve and those are in this shelf and you can create your

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own and play around with that.

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But in this case, the rig is already built.

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You don't have to do anything for rigging for this and you just need to open the scene to use it.

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So one thing to consider is the fact that we don't want to be able to like the geometry like I just

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described.

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We want to only select the curves.

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So there's a couple of different ways you can make sure that while you're animating, you're not selecting

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the geometry.

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So we could while we're animating, just simply click on this button up here, which is to turn off

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selection of geometry.

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If you right.

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Click this, you can specify a little more specifically what type of geometry you don't want to select.

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So with that checked off there, we now cannot select any geometry in the scene.

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And that's a pretty quick way.

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When I start animating, I just click that anyways.

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And I also will click this one.

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This one means that you can't select joints.

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In this case.

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There's no joints in this rig, so we don't have to worry about that.

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But sometimes riggers don't hide joints and they're inside of geometry.

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So sometimes you can't even see them unless you get four your keyboard or you can look inside but and

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you can hit six or a keyboard, by the way, to see the textures of this rig.

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It's has some procedural textures in it.

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So you can hit six to show that.

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But in our case, we don't really need to worry about this one.

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But just for good practice, we'll leave that off as well.

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But let's say for some reason we want to be able to select this little box here.

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We want to select that geometry or the plane or something and but not this.

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So what we can do is turn that back on and do something else.

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We can select all of the geometry here and put it into a display layer.

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But for us to do that, it's maybe a little tricky to select all the stuff and not the curves.

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So let's open up the outliner and take a look at this rig real quick that I made.

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So we get on the Windows outliner and you can see that the robot ball rig has a group here.

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If we toggle that down, we can see there are these two kind of main groups here, the control group

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and the Geo Group.

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And we know we don't want to select the controls.

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We just want the geo here and we want to put that into its own display layer and display layers have

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a couple of different purposes.

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If we hit this far right button, it'll take whatever we have selected and put it into that display

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layer.

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If we want to add something to the display layer afterward, like we forgot to select maybe the ground

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or something, we can right click and say add selected objects.

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So what this does is it gives us several different options here.

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And let me just rename this so we know it's a no touch and we'll save it.

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And what we can do, we can actually turn all the geometry in that layer on and off.

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But we could also turn on the reference this T means template.

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So it'll make it kind of wireframe even if we're not in wireframe mode.

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But what we're interested in is the R, which means reference.

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So we know we can't actually touch that stuff.

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But if we wanted to touch the geometry of this cube, we can still do that.

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So that's super helpful.

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And I typically will set up my scenes like this before I get started animating so that I know I'm not

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going to get into trouble later on by accidentally setting keys on geometry or joints or something weird

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that I don't want to.

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So the other cool thing we can do is put the controls in their own layer as well.

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And I'll show you one other feature of display layers.

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Now, if we play this back, I'm going to hit alt v, you can see there's no animation yet, but we

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can see the curves.

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Now, typically when you're watching animation back, you don't want to really see the curves themselves

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because the kind of breaks, the silhouette, you won't be able to see the silhouette and follow the

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geometry, which is what's going to be rendered later.

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So the curves aren't useful to see when we're playing back.

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So what we can do now, if they're in their own layer, as we can just hit the P little letter here

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and this square.

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So that's in playback.

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When we hit Alvie, they'll automatically hide and when we stop playing back, they'll come back.

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So that's a very useful feature and I think it's newer and Miah twenty eighteen.

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So let's go into the next lesson where we'll actually begin animating this and learn a little bit more

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about the principles of animation.

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Thanks for watching.
