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These are the user uploaded subtitles that are being translated: 1 00:00:00,800 --> 00:00:02,470 - [Instructor] Let's have a quick overview 2 00:00:02,470 --> 00:00:04,390 of the squirrel rig. 3 00:00:04,390 --> 00:00:06,300 When opening the Blender file, 4 00:00:06,300 --> 00:00:08,140 you will find two object, 5 00:00:08,140 --> 00:00:12,090 our squirrel Armature and the squirrel object 6 00:00:12,090 --> 00:00:14,720 that is using an Armature modifier. 7 00:00:14,720 --> 00:00:16,590 The object is called a squirrel. 8 00:00:16,590 --> 00:00:19,170 And it has as all material. 9 00:00:19,170 --> 00:00:22,940 By default, you should have the Text Editor opened 10 00:00:22,940 --> 00:00:26,570 with this squirrel rig UI text file opened. 11 00:00:26,570 --> 00:00:29,150 When my rig is selected and in pause mode 12 00:00:29,150 --> 00:00:34,110 if I press the play button, it will execute the script 13 00:00:34,110 --> 00:00:37,540 and generate a little UI that will allow us 14 00:00:37,540 --> 00:00:41,230 to hide or display the bones of our character. 15 00:00:41,230 --> 00:00:43,690 The script doesn't run automatically, 16 00:00:43,690 --> 00:00:45,210 you will have to run it 17 00:00:45,210 --> 00:00:47,780 each time you will open your blender file. 18 00:00:47,780 --> 00:00:49,590 What if your script is not open 19 00:00:49,590 --> 00:00:52,630 because you don't have the Text Editor opened? 20 00:00:52,630 --> 00:00:55,060 you just go to the editors panels, 21 00:00:55,060 --> 00:00:58,220 select the Text Editor and in the Library 22 00:00:58,220 --> 00:01:00,750 you will select the squirrel rig UI 23 00:01:00,750 --> 00:01:03,300 and then just press the Play button. 24 00:01:03,300 --> 00:01:06,380 You can then close this editor area. 25 00:01:06,380 --> 00:01:08,320 The rig is pretty straightforward. 26 00:01:08,320 --> 00:01:12,380 The root bone allow us to move the entire character, 27 00:01:12,380 --> 00:01:15,580 the dorsal roots allow us to move the whole body 28 00:01:15,580 --> 00:01:17,560 and give it its orientation. 29 00:01:17,560 --> 00:01:19,500 But the legs won't follow. 30 00:01:19,500 --> 00:01:22,760 You will find a chest and a hip controller 31 00:01:22,760 --> 00:01:26,350 that can be moved, rotated and scape. 32 00:01:26,350 --> 00:01:29,180 The neck and head can also be controlled 33 00:01:29,180 --> 00:01:32,040 by one single bone that will behave the same 34 00:01:32,040 --> 00:01:34,110 as the chest and hips bone. 35 00:01:34,110 --> 00:01:37,760 You can then find some tweaker bone that will allow us 36 00:01:37,760 --> 00:01:42,620 to only rotate the neck or only rotate the head. 37 00:01:42,620 --> 00:01:46,310 Smaller controller bones are also available 38 00:01:46,310 --> 00:01:48,770 to be able to squash and stretch the head. 39 00:01:48,770 --> 00:01:50,710 Move the ears at will, 40 00:01:50,710 --> 00:01:53,850 close the eyes or move the tip of the nose. 41 00:01:53,850 --> 00:01:57,040 All the bone transform channels are already locked 42 00:01:57,040 --> 00:01:59,360 when they are not to be used 43 00:01:59,360 --> 00:02:02,767 making our keying set step a little faster. 44 00:02:02,767 --> 00:02:03,600 (whoosh) 45 00:02:03,600 --> 00:02:06,850 The legs are using inverse kinematic controllers, 46 00:02:06,850 --> 00:02:11,040 meaning that we are controlling the whole arm or leg 47 00:02:11,040 --> 00:02:15,150 by simply moving the end of the foot of our character. 48 00:02:15,150 --> 00:02:18,020 While the motion should come from the shoulder, 49 00:02:18,020 --> 00:02:20,610 then the arm, then the forearm to the end 50 00:02:20,610 --> 00:02:21,970 it's inversed. 51 00:02:21,970 --> 00:02:25,000 The arm controller is just here to be able 52 00:02:25,000 --> 00:02:27,130 to give an orientation to the elbow. 53 00:02:27,130 --> 00:02:28,210 On the back leg, 54 00:02:28,210 --> 00:02:30,700 we will also find an inverse kinematic 55 00:02:30,700 --> 00:02:32,450 from the foot controller, 56 00:02:32,450 --> 00:02:34,810 but the heel and knee orientation 57 00:02:34,810 --> 00:02:37,180 will be using a pole target. 58 00:02:37,180 --> 00:02:40,030 It's a bone that can move freely in space 59 00:02:40,030 --> 00:02:42,783 and the knee or heel of our character 60 00:02:42,783 --> 00:02:45,060 will be pointing at it. 61 00:02:45,060 --> 00:02:49,530 The tail use a simple forward kinematic bone chain. 62 00:02:49,530 --> 00:02:51,560 So it basically rotates 63 00:02:51,560 --> 00:02:56,120 or is being controlled from its root to its tip. 64 00:02:56,120 --> 00:02:59,510 We will then find a lot of secondary controllers 65 00:02:59,510 --> 00:03:03,440 that will allow us to move each joint of the character. 66 00:03:03,440 --> 00:03:07,230 They will mainly be used to fix some deformation 67 00:03:07,230 --> 00:03:10,140 or to add subtle motion to the character. 68 00:03:10,140 --> 00:03:13,460 The rig also comes with some custom property 69 00:03:13,460 --> 00:03:16,040 that we can access by using these bones. 70 00:03:16,040 --> 00:03:17,510 When the bone is selected 71 00:03:17,510 --> 00:03:21,130 we can find those custom properties in the item panel. 72 00:03:21,130 --> 00:03:23,080 Those properties will allow us 73 00:03:23,080 --> 00:03:25,580 to hide the legs of the character 74 00:03:25,580 --> 00:03:27,300 or the tail of the character. 75 00:03:27,300 --> 00:03:30,990 This will be really useful to isolate the body 76 00:03:30,990 --> 00:03:33,240 and clearly read it's motion. 77 00:03:33,240 --> 00:03:35,770 The tail follow option allow us 78 00:03:35,770 --> 00:03:39,990 to whether isolate on not the rotation of the tail. 79 00:03:39,990 --> 00:03:42,810 By default, the tail of our character 80 00:03:42,810 --> 00:03:45,340 is following the rotation of the hips 81 00:03:45,340 --> 00:03:46,870 and is aligned with it. 82 00:03:46,870 --> 00:03:49,300 But if we select the property boon 83 00:03:49,300 --> 00:03:51,960 and set this tail follow to zero, 84 00:03:51,960 --> 00:03:55,140 the tail is not rotating with the hips anymore. 85 00:03:55,140 --> 00:03:57,730 This will make our life way easier 86 00:03:57,730 --> 00:04:00,150 when it comes to animating the tail. 87 00:04:00,150 --> 00:04:02,610 So before we jump into animation, 88 00:04:02,610 --> 00:04:06,620 I will just create the keying set for our character 89 00:04:06,620 --> 00:04:09,280 by inserting a key frame on the channels 90 00:04:09,280 --> 00:04:10,770 that are going to be used 91 00:04:10,770 --> 00:04:13,290 and remove those that are locked. 92 00:04:13,290 --> 00:04:15,020 Nothing really interesting here. 93 00:04:15,020 --> 00:04:17,802 So I will switch to a time-lapse till the end of this video. 94 00:04:17,802 --> 00:04:19,885 (whoosh) 95 00:04:21,083 --> 00:04:24,000 (slow piano music) 7264

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