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- [Instructor] Before we get started,
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let's have a look to the rig.
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By default, the character
is presented with a MatCap
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and the preview of the texture.
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You can enter material preview mode
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to see the robot at its best
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but you should stay in showing mode
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for animation performances.
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(whoosh)
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By default, you should have access
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to the different rig layers.
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If it's not the case,
open the text editor.
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You should have the script open,
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if it's not the case,
select it in the list
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and press the play button.
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Then select the rig
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and go into pose mode.
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The first thing to check is this eye icon.
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It's a bone that holds
some custom properties.
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The Bevel option allows us to re-enable
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the Bevel modifier that is on the robot.
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It will make it look a little better
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but it will also increase
the number of polygon,
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hence reducing the performances.
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Activating the Bevel modifier
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tend to triple the number of polygons.
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Enabling the subdiv option,
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will enabled the subdivision
modifier on the robot,
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increasing the number of
faces to almost a million.
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So it will largely slow down
your computer performances.
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If I press the space bar and
try to play the animation,
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even if our robot is not animated,
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you can see the number of
frame per second dropping.
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Note that those option only
effect the viewport display.
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You don't need to re-enable them
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if you want to render your animation.
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Getting back onto this view property bone,
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you can see that there are options to
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mask the artillery piece, the legs,
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and both the mini gun,
and the rocket launcher.
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Just, as we add on the squirrel
character allows us to focus
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on specific parts of the character.
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Next to these bones,
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we have another one that
is our properties bone.
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It includes a lot of different properties
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but they almost all do the same thing.
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The first ones allow us to switch
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between the forward kinematic
and inverse kinematics
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for the right leg or the left leg.
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By default, they are set
to inverse kinematics.
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Moving the inverse kinematic controller
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would allow us to animate the whole leg
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exactly as we did with
our squirrel characters.
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If we change the value to zero,
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now the leg is moving in another position.
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It will now follow the
forward kinematic controllers
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that we can access
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by activating the forward kinematic layer.
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Now the leg is moving
using forward kinematic
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and we can control each
segment separately.
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We will be mostly animating
using inverse kinematic
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so you can switch it back.
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The next properties allows
up to enable or disable
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the rotation follow of the
different parts of the robot.
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By default,
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the arms are following the
orientation of the body.
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But if I disable this flow rotation,
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you can see that now they stay
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or (indistinct).
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They don't follow the rotation
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of the body anymore.
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You will find the same option
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for the artillery piece
and the head of the robot.
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By default, the follow
rotation is disabled
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but if I re-enable the
follow head rotation,
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you can see that now the
head is leaning forward
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and is aligned with the body.
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The follow leg rotation will
only affect the leg behavior
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whenever you are using forward kinematic.
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This is pretty common when
using forward kinematic
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for the arms or the leg
to isolate their rotation
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from the hips rotation,
or the shoulder rotation.
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The next option, mini gun speed,
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will allow us to set
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the speed of rotation of
the mini gun cannon so that
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we don't need to animate
the rotation of the barrels.
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The mini gun follow and the sensor follow,
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allow us to isolate the targets
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from both those items.
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The mini gun and the sensor
will follow their own target.
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And by default, those targets are parented
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to the body of the robot.
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If we disable or set to zero
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the value of the follow option,
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the target are no longer
following the motion of the body.
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And so you can see the mini
gun adjusting its orientation
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toward the aiming point.
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And so does the sensor
on top of the robot.
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(whoosh)
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The controllers of the robot
are pretty straightforward.
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The root bone allows us
to move the whole robot
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the torso root allows us
to move the whole body.
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Then you will find controllers
for the different parts.
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All targets for the legs,
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IK controllers,
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allowing to move and rotate the feet.
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On the back of the foot, you will find
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a very useful controller that
allow us to perform steps
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or rotation around the ball
and the heel of the foot.
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When you rotate it from the
front view or on its Z axis,
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you will get a nice contacting
left to right motion.
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Both arms of controller,
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the rocket launcher as a
door opening controller,
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each body part as a separate controller as
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on the body of this squirrel character.
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Each rocket as its own controller
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that allows us to move
them in space at will.
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And they also have a secondary
controller that alow us
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by a simple one axis
rotation to deploy the wings
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of those rockets.
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The antennas have a simple
one axis rotation control.
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The artillery as a first controller
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that allows us to create
the recoil motion.
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And we also have a nigary
controller that allow us
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a bit of up and down motion
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and also to slightly rotate
the artillery back and forth.
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So it's a pretty simple yet versatile rig.
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Let's animate this beast.
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