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- [Zach] In this video,
let's organize the bones
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and visually highlight them to make
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working with a rig in the
animation stage easier.
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So all in all our
character rig is done yet
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that means we can switch to
pose mode and start animating
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the whole thing, so everything
should work as expected
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however, the rig doesn't
look too nice visually
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and all the bones are
enabled all the time,
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that means we have some
bones overlapping like here,
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and this can make our
animation work a bit harder.
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And that's why we will organize
the bones a bit both with
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color and with bone layers.
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Now important, we need to be in pose mode
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and in the armature settings,
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let's go to the bone groups first.
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Bone groups are similar as vertex groups
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we can group certain bones together,
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but here we have one additional
feature which I wanna use,
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so let's create a new bone
group and under color,
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we can pick a certain color theme.
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So for the first group,
let's pick the red color here
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and let's call this,
double click on this main,
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something like this, you can
of course pick your own names,
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and all you need to do now is
to select the main bones which
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you will need when
animating the character,
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which are the IK bones,
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the root bone here than
the IK bones of the hand,
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I hold on Shift so I can
select multiple bones
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and the head bone.
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These are the main bones,
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then let's hit assign
and then you can see,
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they turn into red, pretty cool.
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And of course the hip bone
should also be included,
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so let's assign this as well,
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that means all these bones are
necessary to drive the main
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motion of the character
and everything else
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is not so important.
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Let's create a new group here,
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and let's call it secondary
or something like this,
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and let's pick the green color theme here.
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To not confuse ourselves too much,
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let's go back to the
main and click on select,
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then all of these bones will be selected
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and then press H to hide them.
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In this way we know which of the bones
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we added to a group already.
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So to the secondary group,
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I wanna add all the bones,
which we need more often,
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but not controlling the major movement,
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which is like the entire
spine and neck thing,
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then also these upper
arms and the upper legs,
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let's assign them
because with these bones,
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we can control the shoulder position here,
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which we maybe sometimes wanna do
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and here we can control the leg position,
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which is something we will not do often
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but in some rare cases,
this might be helpful.
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Let's select all the bones
and with H, hide them.
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Let's create a new
group, let's call it face
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and pick maybe the blue color here,
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select the two face bones and assign them
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and then hide them.
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Then we have these bones here,
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which are the lower arms
and the original hand bones,
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which deformed the mesh,
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but we will never really touch
them to manually move them
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around, so let's create a new group,
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let's call it, helper
or something like this,
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and then it's pick this
black-ish color theme and assign
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them, then you can see they
will not be highlighted.
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Let's press H to hide them,
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and actually let's select the
finger bones and add them to
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the secondary bones and hide them.
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And then we have the elbows and
the knees, and I think here,
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I wanna do it in a certain way,
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because since these bones
are just floating in space
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randomly, it's a bit hard
to distinguish sometimes
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in the animation process,
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to understand which bone belongs
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to which leg or which arm.
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So let's select one side here,
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which is the left side of the character.
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Let's create a new group here,
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and call it left and pick
something like this pinkish color
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and assign them and then select the other
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side, create a new
group and call it right,
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and pick a different color or
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something like this and assign.
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And then we always know which
bone belongs to which side,
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or even if this bone moves
over here and this bone maybe
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here, then we still
know that this one here
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is the right side.
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So now let's press Alt
H to unhide everything,
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and now we have this nice colorful rig.
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However, we still have the problem
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that everything is overlapping here.
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And for that, we have the bone layers,
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which we can find under skeleton.
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Well, here we actually have
the legacy layer systems,
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something like this we had in the past
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before we had all the nice
collections and stuff like this,
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but we still have it here for the bones.
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And each of this square here
is basically a separate layer.
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And you can see when
there's a dot on the layer,
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there is something on this layer.
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And we can put the different
bones on different layers.
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So that means let's select everything,
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then hit M and maybe put
it somewhere here for now.
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Now you can see, I moved
all the bones over here,
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that means here is the dot,
and if I click on this layer,
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everything is visible.
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Now let's see how we can
separate the whole thing.
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All in all, I would probably
go with the groups here,
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so let's select the main bones, press M
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and put them on the first layer.
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Then the secondary bones, select them
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and put them on the second layer,
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then the face select it,
put it on the third layer.
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Then the helpers select them,
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put it on the fourth layer
and then for left and right,
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I think I put them on these
two layers left and right.
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I think this is easier
to remember select them,
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put it here for the left bones
and these here select them,
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put it on the right.
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And now, as you can see,
I can click through here,
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and only enable the bones
which are necessary.
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And when I hold on Shift, as you can see,
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I can also enable multiple layers.
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So I could enable all of
them except the helpers
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which we basically never touch,
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and then we only have the bones enabled,
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which are important.
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Of course, both the bone
groups and the bone layers,
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you can organize in your very own way,
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if you feel that how I do it
is not good for your work flow,
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then of course do it differently,
this is just one approach.
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So and the very last thing I
do usually is to go to viewport
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display and change the display
as to something like stick or
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wire, because wire is so small,
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you can see all these lines here,
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they are not totally covering
the character itself so we can
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clearly see what the character is doing.
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Of course, you can also enable the axis
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which makes it a bit easier
to see where the joints of the
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bones are, and here, by the way,
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you can also enable or
disable the group colors.
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Besides the wire display,
the stick bones is also nice,
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however, if you zoom away a bit,
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you can see it's just a bunch
of dots overlapping each
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other, so in this case, I
would just switch to stick.
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So this would be my final rig,
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I don't go any further
with organizing and so on.
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However, there's one more
feature I wanna show you
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just in case you wanna use it.
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So let's go back to the
octahedral display just to see the
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bones a bit better, then
let's go back to object mode,
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and we can basically
create any mesh object
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and then use this as shape for the bones.
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Meaning I could, for
example, add a circle,
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which is like totally not
allowed to do in the Cubic World,
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(laughs) but there you can
easily see what I mean,
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and let's go back to the rig,
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let's select the root
bone here, for example,
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go to the bone settings,
view port display,
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and here we have this custom object field,
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and here let's pick the
circle with eyedropper.
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And now you can see this circle
is used to replace the shape
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of the bone, which can make the whole rig
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visually much easier to understand,
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to see, okay, this is the root bone.
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Then back in object mode,
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I could also create a cube for example,
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and then here for the head,
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use this cube and you can see
it's now a transparent cube,
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but here you can also check wire
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then it will only show this as wire frame,
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and the way it works is
basically picks the cube,
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the shape let's press T use the move tool
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with the local transform orientation,
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and then it will align it in a way that
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the Y axis is pointing to the top,
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the exact same way as we
have the axis on the bones.
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However, if I now scale or change,
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the cube here in object mode,
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will not change the appearance over here,
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but when I switch to edit mode,
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you can see how this is changing.
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Also, the origin of the object
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will define the position of the joint here
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at the rood of the bone.
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So for example, if I go
to affect only origins,
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and move this down to this position,
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the Y axis is the up axis here,
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that means if I disable this in edit mode,
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I could scale it down,
something like this.
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And then you can see we have
this nice cube around the head,
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which makes this of course
way easier to select.
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And in a same way, we could
also create a plane here,
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then let's click on affect only origins,
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move the origin over here somewhere,
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make this a bit flatter,
maybe add one loop cut here,
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and use this shape for the hand.
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Use wire, and we can
even use the same shape
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for the other hand as well.
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Use wire and then we could
go into edit mode and change
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the shape even more if we like.
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So that it is fitting the
shape of the hand here,
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then we can easily select
the hand and for the armature
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we can also enable the axis to
better see the origin or the
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joint here of these bones.
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And the cool thing is
when you edit the shapes,
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you can simply delete the
original objects and then they are
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still attached to the rig,
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however, you lose the ability
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to change the shapes of course.
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Let's disable affect only origins,
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and then you can always go in here
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and disable the shapes if you like.
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So this is definitely a cool feature,
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if you just create one character rig
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where you wanna have a
perfect rig go for it,
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however, since here in Cubic Worlds,
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I will create new characters
where I use this character
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here, for example, as foundation,
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then I need to change
the whole rig sometimes,
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and then I don't wanna create
new shapes all the time.
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00:10:04,840 --> 00:10:08,600
And that's why I will remove
these shapes here once again,
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00:10:08,600 --> 00:10:13,600
so let's throw them out of
the window and then let's go
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back to the wire display
for our character.
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Yeah, now you know how
to create a full rig
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for our Cubic Worlds characters,
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and the same principles we have used
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here for this character,
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we also can use for animals,
for creatures, for robots,
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for vehicles and so on and so forth,
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which we will also learn more about later.
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Since duplicating and
altering the character
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is one important thing which we will do
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very often here in Cubic Worlds,
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I will show you in the next video,
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how you can do this and
how to solve certain issues
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which can arise when you're
doing something like this.
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However, that's it for this video here,
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and as always, don't forget to save.
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