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So now it's time to test the armature a little bit more, find and fix some problems that would occur eventually and
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create the final pose for the character, so it's ready to render and
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as we saw before
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the belt here caused a little bit of a problem there, so if we now
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CTRL tab for the pose mode on the armature and try to move the leg a little bit down
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we can see that we are dragging the belt, which should not happen, so
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let me release this and
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we'll have a look at the belt itself, so CTRL tab to exit the pose mode, select the belt and now we can go to
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the weight paint mode, so CTRL tab and choose weight paint here
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and basically you'll need to
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check through these vertex groups for some of these bones whether there is some weight applied, so
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obviously this belt should have some weight from the spine bones, as you can see here the spine is 0.1,
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have a weight there and
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the pelvis bones, so if we check the pelvis left and right
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this is correct, but we need to look for some of the bones on the foot there that are dragging this down and
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we don't need to click through all of these vertex groups since they're named after the bones, so we can just
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look for the
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left foot here, so let's click that and let's check whether there's some weight applied there
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not really, so let's continue
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and I can see here on the toe there's some weight applied, so
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that's really not great right here and basically that happened if you look this from the side
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the toe is quite in the front there and belt as well, so maybe there wasn't any bone and
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some of the weight got applied here, so we can easily fix this by
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either
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painting the weight away, so I can show you how to do that, first of all I would toggle x-ray
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so we better see the weight on on all sides of the belt and then we can check the actual drawing tool and
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here in the advanced option you can see that
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there's a checkbox for front faces only and if you uncheck that you can basically paint through the whole object and right now
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you just reduce the weight to zero and
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paint over this part here, you can see how
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the weight
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disappears there and
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you can make this interactive, so if I go to the object mode and then again to the pose mode and
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drag this feet a little bit down you can see how only this part of the belt is dragged and here we still have a
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lot of the weight painted, so let me go back to the weight paint mode and
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you can paint over this and see how it returns to its place, so that's what we want
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there's the other way how you could do that so for example if I don't want the belt to be affected in any way by
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the feet
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we can just go to the edit mode
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go to the vertex groups and
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just
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remove, click remove on the vertex group and if I do this on the right toe as well, so let's find the toe R
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vertex group and
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click remove, that means we are removing all of these vertices you have to have you have to select them of course before that
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so we are removing all of these vertices from this vertex group and
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from this one as well, so if we now tab out you can see this no longer moves towards the foot because we removed all
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of the vertices from these weights
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so
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that's about the belt and
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I really like how
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all the rest of the model behaves basically
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there is a little bit of an overlap here, but we'll fix that by
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giving some volume
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to the cloth there
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so all in all this works great, and we can test out some other things
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you can of course test the fingers as well, you can see there are separate
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controls for fingers here that you can rotate
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but there's another interesting way that they work if you scale them up and down these controls you will curl the fingers
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so
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this is one of the great things that
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Rigify does for you where you can just
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create the bones and all of these controls get created for you
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and maybe this is the right moment to talk about some of these controls that Rigify offers
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so here on the right panel if you don't have it visible just press N to slide it out
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you can see there are buttons for rig layers and here basically you are enabling and disabling
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visibility for this control, so if you feel like
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this is cluttered, and you have a bunch of these gizmos there you don't want to have there, or you don't want to see them
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just enable or disable some of these layers, and then if you select some of these red
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controls which are inverse kinematics controls
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there are some more options here and basically you can rig the hand with the forward kinematics and forward kinematics means
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that if you move some bone
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basically it just controls the angle between
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itself and the parent bone
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if you're using inverse kinematics
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then it means by moving the bone you are modifying the angles on
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other parent bones as well
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so here for example if I move this up
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you can see we are modifying this angle as well and this so by moving one bone
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we are actually controlling
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these angles in a backward way. That's why it's called inverse kinematics
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let me go back and
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you can easily switch from inverse kinematics control to forward kinematics by sliding this control here
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so right now if you slide this all the way to one you are
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we effectively disabled the influence of this inverse kinematics control and
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the hand now works in the forward kinematics, and you can control this by selecting these
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green bones and
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here you can see you have separately move some of these and
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basically they work in a forward way, so
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you move the angle on the parent bone, and it moves all the other bones, and then you can go down on the bones and
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position them separately
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so let me just slide this all the way back and
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here you can see the forward kinematics bones or the forward kinematics controls are still in the position
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we left them so with this slider here
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you can change the influence between the forward and inverse kinematics and same applies for legs as well
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so let's go back to fixing the armature once again and
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There's just one more issue. I think all of this is
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rigged quite nicely
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But when we move this
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Basically the pendant goes inside the body so we can try something to fix that
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Let me press ctrl tab to go out of the pose mode and normally you would probably want the pendant to behave
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Physically correct, so it would have its own bone structure with some physics and some gravity and stuff like that
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But that's really out of the scope of this illustration first of all I think we can
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Join these two objects and re-parent them to the armature so the weights get painted once again
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So we don't lose this connection right here, so let's just try that
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For a second I will shift click these two objects press ctrl J
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and now shift click the armature
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ctrl P and
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Do the automatic weights there
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And now if we go to the weight paint mode
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We can check these vertex groups once again
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and I suspect we'll have to apply some of the weights for some of these spine bones, so
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let's just check and
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the spine one
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Should control this area right here
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We can double check by selecting the body and go to the weight paint mode
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And you can see the spine zero one is painted here in the back and a little bit on the belly
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Then it goes up like this, so I guess we can fix
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Some of these quirks by painting some weights for these two vertex groups
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So let's go to the weight paint mode for the talisman once again
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Let's now try to apply
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Some of that spine zero zero one weights
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I will use F to increase the radius and let's modify the weight to
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Something like 0.5. I don't want to go all the way to 1
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Let's just click some weights here
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Be careful you can see how this moves
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up, so I
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Guess I like what we've done to the talisman object itself
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That it gets moved by the spine bone, but here. This is a too much so we can reduce the weight here
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And try to ease it out a little bit and then switch to the spine zero two
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And apply some of those as well, and maybe then we can reduce the
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Effect the spine one has on this rope
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And I think this could work quite well, let's see what it does I
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Will go to the object mode, so the armature control tab for the pose mode and let's see
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What we have done here. I think this is a little bit better, so
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Looks great
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Doesn't behave physically correct, but you get my point here. I'm just trying to
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Make it as good as possible without adding
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Unnecessary complexity since the result of this should be just a static illustration in my opinion
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This is a great result for the short amount of time it took and here you can see how you can
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Use the armature and the pose to basically make the character taller
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altogether so
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there's a lot of flexibility in that and
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Imagine what would you have to do if you would need to move the mesh manually or something like that and now?
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I want to go back, so let's select all by pressing a click pose clear transform and all
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So this is the rest pose we had before
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Now our character is ready, and we can do some small adjustments like I mentioned here in the back
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Where I want to give some volume to this cloth you can remember we remove the solidify modifier there
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I wanted a small amount of geometry for the weight painting as possible and
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Sometimes it can get weird when you try to apply weights to double-sided geometry with automatic weights
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This way we have already this piece of cloth weighted and now if we go in the edit mode by pressing tab and
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press alt e
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extrude along normals
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we can extrude some of the geometry and
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This way these new extruded vertices have same
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weights as
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Those that we are extruding from so now if we check the pose
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this still works and
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We don't have any issues here in the back of course it can break if you do like two wild stuff there and
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Remember this character
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Doesn't have like long legs or something so if you do some aggressive movements here
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It starts to break very soon, and we can now extrude some of this cloth here as well
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So I will tab in press alt e and extrude along normals
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we can go the other way and
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Let's make sure to select all and press shift n. So we have correct normals
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Okay, and now it's time to do the pose so I will go to the texture paint
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Mode but go back to the object. I just wanted to have the image editor here so I can load up the reference
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so let's just
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load up our reference image, but not the illustration one, but the final render and
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And
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This is the pose we are going for right here, so
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Let's select the armature
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Ctrl tab for the pose mode will need to rotate the camera a little bit
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So we have the angle right as you can see here, so I think the correct angle is something like this
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Okay, and now we can select
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This bone here and move it towards the front because he a little bit leaning forward
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We can now rotate this on the X so R X and rotate
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Maybe not so much in the front so G and Y and go back a little bit
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So he is hunching a little bit here now. We can let the arm go down a little bit so
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Move it like this
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R
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Y twice and rotate the inverse kinematics controller and
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If you go to the X-ray
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You will see that there are some adjustment bones like this that you can use to freely
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adjust
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your mesh and
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It's very useful when you do some steep angles or something like that or when you want to do some animation stretches
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You know some cartoony stuff
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But here we can use it to actually
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Make an elbow go a little bit outside
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And then make this closer to the body
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like this
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And it's a little bit more rotated like that we can see he has
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The thumb bent inside and the fingers as well a little bit
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So, let's do that and as I mentioned before we can use these controls so select one of these finger controls press S to scale and
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Bend them just a tiny bit
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like this
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And I will rotate this a little bit maybe
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We can move them closer together like that
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And scale this one as well
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Okay and rotate this bone with a little bit to the front so
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Yeah, just try to find some pose that you really like you can adjust the position of the shoulder here and
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Try to find something that works for you based on the reference
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Okay, and now the front arm so we can take the control
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Bone and move it towards the front and of course changes rotation. So our
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Y twice so we are rotating around this axis
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Then if we rotate from the top, we'll see that we'll need to rotate it like this
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And move some of these outside
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Okay
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Looks great so far. I want to keep the palm open, but just for some visual interest
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We can maybe bend these fingers just a tiny bit
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And
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Maybe play with the position of the head. So if we
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rotate it a little bit and
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towards the front
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so it basically
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kind of looks like
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In the direction of the extended hand
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So it looks like he's really reaching out to those wisps or something
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Maybe move this to the side a little bit
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And
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Okay, I really like this and to be honest I like this pose even more than the original one
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So I will go with this. Of course, you're free to play
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With the pose come up with something you really like and I'll meet you in the next chapter
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