WEBVTT

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In this lesson, we're going to begin to learn how to animate a character and this is kind of the next

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step in the evolution of learning animation, going from simple shapes and very limited range of motion

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to a fully articulated character with limbs and spine and head.

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So before we do that, I want to teach you what referencing is and why that's important.

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Right now we have this Bones Rigzin open.

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So and we've done this with the robot righ.

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Right.

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We were just using it in the scene and we're animating it.

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Well, there's something called referencing, and that's important because what that means is we can

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reference a rig in to a new scene.

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And that way we're not actually affecting the rig itself.

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So let's say we're in production or we're going to do more than one shot or more than one scene.

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And all of a sudden we have a model update.

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You would have to go through every single shot and update them individually, and that is just totally

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impractical.

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So what you do is, is you actually just referencing one rig file into each of your scenes that you

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are using it in.

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And then if you need to make a change, you just edit that reference file.

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So we're actually in the reference file right now.

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So let's go to a new scene, go file new and to reference a rig, we'll just go file.

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Create reference and we can just choose the bones rig and click reference.

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Also also have a few options over here and so it'll choose a namespace for it.

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And it's probably going to go based off of the scene.

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You selected namespace as parent.

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Basically, it's the file name, right?

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So it's going to say Bones rig and then it's going to have a colon and then say all this other stuff

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after it.

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This isn't super important to know now, but just know there there's a way that Maya tries to keep track

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of reference things and that's what the name Space's so I'll reference.

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And now you can see we have this kind of new little icon here.

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It looks like the groups like we had before, but there's a little blue dot here.

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I don't know if you can see that.

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And you can also see the name spaces here.

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So you can always tell a namespace by the fact that there's a colon in it.

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And so it says Bones, Regg, Colon, Harig and Bones or colon bones Regg.

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And I'll do that for every asset, every node group and joint and everything.

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So that's my way of keeping track of of reference regs.

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Someone sits on the keyboard to turn on the texture's.

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So this scene doesn't really look that much different from the one we were in earlier that said Bones.

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Regg, other than the fact that now we have this reference object and it's a new scene, but the power

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of this can be demonstrated by making changes to the original reference.

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So let's save this and I'll say I'll just say test for now and we'll save that.

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And we could open up this scene here and we can make changes to this.

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And then when we save this file, just say we want to make the head bigger.

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If we save this file and then open up the one that this rig is referenced into, this change will happen

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in that other scene.

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So I've already done this in another scene.

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I don't want to mess up our nice bones scene file some opening back up the tests that we have been doing.

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And again, if we had made that change in that reference file, we would see a big head here now.

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But because I want to mess up that original file, I'm just going to replace the reference here with

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one I did use it with so we can go to the reference editor.

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And that's basically an outliner for reference.

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Trigg's, I'm going to click this and I'm going to choose a new path here.

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And we know it is called bighead here.

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If I go down here, underscore bighead so I can just type that in.

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Enter right here.

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This is telling you where it's referencing the file.

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So you just type in that new one and reload or just it'll reload.

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So now you can see it has a big head.

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So we didn't actually affect this in this scene.

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We did it.

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Another scene that's referencing and again, the power is imagine you had, you know, a short film

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or something and you had 50 shots and you made a decision halfway through.

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You know what?

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I want something a little different about this model or or the rig.

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Usually it's the rig being updated.

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You'll start animating and realizing you don't have enough controls or something.

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And you can go back to the reference and update that model or the rig using what you've learned in the

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other parts of this course, and then you'll have it in your animation.

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So when we learn this walk cycle, we're going to use a reference rig just as a good practice.

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So I'll see the next lesson where we will begin working on a walk cycle.

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Thanks for watching.
