WEBVTT

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So I want to cover Olympic cashes and why they're important, we have a scene that I've animated for

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you there.

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We're going to use throughout the section of this course to create some effects and to make sure we

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have a skeleton that pops out of grave.

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We've you know, if you fall along, you've modeled, rigged, animated, textured, all this stuff.

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So you should be familiar with this rig and all that.

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But anyway, I animated this whole thing for you, so you have to worry about that.

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I did provide as a bonus content three hours that it took to animate this.

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So you can see exactly what I did.

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There's no kind of smoke and mirrors.

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You can follow along with that.

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But so for this lesson, I want us to talk about Olympic caches and Olympic caches are important because

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when you start to do affects work, you kind of want to lock in your animation.

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And for that reason, you can get rid of the rig.

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So there's a lot of nodes.

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You know, we have a lot of keyframes.

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We have a lot of controls.

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We have joints hidden here.

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There are a lot of things going on here that can be very intensive.

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Tamaya, and once you start doing simulations, you kind want to focus the intensity on the simulations.

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You don't want it to be calculating the rigs while you're playing back for simulation.

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So we want to cash this out.

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So it kind of takes everything down.

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And the way to do that is with Alembic caches.

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Now, there's a couple little catches here, so there's something I can tell is starting at frame 1001,

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and that is because we need to pre roll for all effects work.

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So if you ever work for a big studio, every scene probably is going to start on frame 101 or 1001 so

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that you have a lot of pre roll.

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And so if we go back a little bit, let's go to like frame 800.

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We can see there was actually a lot of animation that happened before Frame 1001, which begins our

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animation.

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And the reason is, is because later we're also going to find out we're going to create a vest for him.

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So for the class simulation, we want a lot of pre roll so the cloth can settle and it can be attached

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to his body in a very default pose, and then it will slowly morph into the pose that it will be animated

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from.

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But we need this tempo's to kind of help start everything off.

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And the same is true.

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Run up for like smoke or fire or whatever.

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You want to have smoke on screen.

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You don't want the animation to start and the smoke starts the same frame that you're watching.

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So, like, the smoke would be already there, right?

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So you need approval at least enough so that it gets to the top of the frame.

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So that's why we start so far back.

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And I bring this up now is because when we're going to cache this thing out, we want to make sure that

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we have all the Proval included in that Olympic cache.

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So to get that, we need to unreferenced the the bones right here so we can actually select the geometry

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and then also deselect these so we don't get the cons or joints.

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And the other little tricky thing about Olympic caches is, at least in this version of my you will

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get an error if you select something that has a parent kind of relationship.

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So if you look here in the head, we can see we have this kind of blackout thing and this little card

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back here that so the inside of the skull is black.

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If we were to select that and the head, it will give us an error when we try to alembic cache.

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So you want to be sensitive to those relationships in your rig.

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And so for that reason, when I click select everything, so if I click drag, select everything, it's

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going to give me an error.

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So I want to shift to select that.

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So at Deselected and I have this little script editor open, which you can open up down here and will

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contain the history of everything that you've done.

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And so you can see select toggle Brownrigg plain whatever.

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And that's what this is called.

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We can see this is called plain one.

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So if we select everything, we can see it read out that, you know, we selected all this whole long

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list of stuff.

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And if we go in here in shifts like the plane, it's going to toggle a selection.

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So it's going to deselected, but it's going to look like it's selected because it is a child of something

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that is selected.

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So it's a little confusing, but you just need to know, don't select something that's a child of something

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else.

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So, for example, in this hat, you know, the Jamestown's and this little braided rope thing are all

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children of the hat.

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So all we need to do is select just the parent piece of geometry, which is the hat.

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So now we have the selection that we need to create the Alembic cache.

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So all we need to do is go to cache a little bit.

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Cache export selection to Alembic will open up this option box.

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The main things that you want to make sure are you have you right on so that we actually get UV rays

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with the Olympic cache.

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It's going to create new geometry, basically duplicate all this stuff out frame by frame with the animation.

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And we want WorldSpace so that it's put correctly and.

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Based on world position and again, back to the pre-war stuff, we want to make sure that we have rolled

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920 as the first keyframe that we have for the pre-war.

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So everything before nine twenty, he'll just be in that tempos.

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So, you know, we don't need to cash everything from zero all the way through.

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We just need to get the first keyframe, which is on frame nine 20.

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So we have nine to twelve hundred.

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We have these two things checked now we can say export selection and already have the name set up here

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and export that.

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Yes.

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When we replace it and it's going to run through the whole animation, bake this out and then we are

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going to reimport it back into the scene so that we can apply the shaders because one kind of not knowing

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anything about Alembic caches is it's not going to give you the materials and shaders that you've created.

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So let's go to cash and import the Olympic cache.

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And that's when we just did.

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So now when you look at the outliner, we have all of this geometry from the rig, and let's just keep

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this so that we can kind of keep this organized and call it the Alembic rig.

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So now when we saw this, it looks like it has texture's, but it's just happens to be around top of

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the actual rig that's still on the scene.

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So you can see that this is all not textured properly.

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And what I'm going to spend some time doing between this lesson and the next is is going through and

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reapplying these things.

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And how I would suggest applying these textures again is open up the hypercharged.

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So we have the hibernate open from this little button and we see all of our shaders here listed in materials

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tab.

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I can right click and say select object with material.

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So it's going to select the geometry that has this material.

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So when I look in the same let me on solo everything, I can see that this is the actual hat.

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And I don't want to say one little thing about this so we can see it's not the gem's, it's not that

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and kind of back to this kind of parent child relationship.

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So we know this first thing is going to be applied to the Olympic cache, that if I select this, we

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didn't see that.

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We're actually getting the gems, the rope.

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But we we know that these have different shaders.

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We don't want to apply the shader to those pieces of geometry.

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So if we said Cyrilla selection, it's going to Sirt it to the gemstone.

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But this Qenos only for the hat.

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So how do we get to that is actually pressing down on the keyboard.

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So I'm going to head down on the keyboard.

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So it's going to go to the shape node of this.

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Right.

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So we're no longer in the kind of parent hierarchy and you can see this in the outliner, just kind

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of getting the nitty gritty of this, since we're already talking about some some deep stuff here.

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You can see like when I select the hat, it's like this, a blue color.

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When I press down, it looks like.

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I'm selecting something in a hierarchy, but I can't see anything in the hierarchy below this.

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Well, that's because we don't have the shapes displayed and this is just kind of an organizational

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thing for Maya.

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You don't have to worry about this too much, but just know if something is a parent to something and

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you don't want to apply Shaner to it.

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Just press down on the keyboard and we can.

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Right.

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Click on this and say assign material to selection.

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So now we know that this hat has the right shader.

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So between this lesson in the next, I'm going to go through here and say select objects with material,

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see which object it is, and then assign it to its Olympic cache counterpart.

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So I will see in the next lesson where we will continue to use this Olympic cache and get rid of the

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rig so we can just use the cache and then we will talk about breaking up this ground when he punches

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through with his fist here.

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And so we're going to break this up and have a dynamic simulation for that based on the physics that

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we've already learned, but with a couple new tools and tricks.

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So thanks for watching.
