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- [Instructor] Let's have a quick overview
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of the squirrel rig.
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When opening the Blender file,
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you will find two object,
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our squirrel Armature
and the squirrel object
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that is using an Armature modifier.
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The object is called a squirrel.
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And it has as all material.
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By default, you should
have the Text Editor opened
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with this squirrel rig
UI text file opened.
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When my rig is selected and in pause mode
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if I press the play button,
it will execute the script
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and generate a little
UI that will allow us
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to hide or display the
bones of our character.
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The script doesn't run automatically,
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you will have to run it
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each time you will open your blender file.
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What if your script is not open
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because you don't have
the Text Editor opened?
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you just go to the editors panels,
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select the Text Editor and in the Library
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you will select the squirrel rig UI
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and then just press the Play button.
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You can then close this editor area.
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The rig is pretty straightforward.
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The root bone allow us to
move the entire character,
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the dorsal roots allow
us to move the whole body
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and give it its orientation.
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But the legs won't follow.
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You will find a chest and a hip controller
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that can be moved, rotated and scape.
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The neck and head can also be controlled
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by one single bone that
will behave the same
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as the chest and hips bone.
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You can then find some tweaker
bone that will allow us
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to only rotate the neck
or only rotate the head.
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Smaller controller
bones are also available
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to be able to squash and stretch the head.
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Move the ears at will,
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close the eyes or move
the tip of the nose.
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All the bone transform
channels are already locked
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when they are not to be used
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making our keying set
step a little faster.
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(whoosh)
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The legs are using inverse
kinematic controllers,
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meaning that we are controlling
the whole arm or leg
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by simply moving the end of
the foot of our character.
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While the motion should
come from the shoulder,
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then the arm, then the forearm to the end
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it's inversed.
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The arm controller is just here to be able
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to give an orientation to the elbow.
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On the back leg,
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we will also find an inverse kinematic
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from the foot controller,
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but the heel and knee orientation
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will be using a pole target.
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It's a bone that can move freely in space
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and the knee or heel of our character
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will be pointing at it.
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The tail use a simple
forward kinematic bone chain.
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So it basically rotates
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or is being controlled
from its root to its tip.
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We will then find a lot
of secondary controllers
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that will allow us to move
each joint of the character.
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They will mainly be used
to fix some deformation
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or to add subtle motion to the character.
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The rig also comes with
some custom property
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that we can access by using these bones.
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When the bone is selected
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we can find those custom
properties in the item panel.
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Those properties will allow us
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to hide the legs of the character
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or the tail of the character.
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This will be really
useful to isolate the body
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and clearly read it's motion.
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The tail follow option allow us
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to whether isolate on not
the rotation of the tail.
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By default, the tail of our character
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is following the rotation of the hips
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and is aligned with it.
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But if we select the property boon
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and set this tail follow to zero,
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the tail is not rotating
with the hips anymore.
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This will make our life way easier
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when it comes to animating the tail.
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So before we jump into animation,
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I will just create the
keying set for our character
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by inserting a key frame on the channels
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that are going to be used
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and remove those that are locked.
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Nothing really interesting here.
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So I will switch to a time-lapse
till the end of this video.
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(whoosh)
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(slow piano music)
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