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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,233 --> 00:00:03,616 [Zach] Welcome to the first chapter of the second part of this course, 2 00:00:03,616 --> 00:00:06,866 which is about creating Cubic Worlds characters. 3 00:00:06,916 --> 00:00:10,650 The main purpose of this chapter is to understand the basics of rigging 4 00:00:10,650 --> 00:00:13,950 and how to apply that knowledge to rig our characters. 5 00:00:14,033 --> 00:00:18,316 Rigging means that we add a skeleton and controllers to the character, 6 00:00:18,316 --> 00:00:22,200 which will deform the mesh and allows us to pose and animate it. 7 00:00:22,300 --> 00:00:26,200 First, we will model of full human character from scratch to understand 8 00:00:26,200 --> 00:00:30,716 how to get the proportions right and where to place the different landmarks. 9 00:00:30,833 --> 00:00:32,283 Then we will use the base 10 00:00:32,283 --> 00:00:36,233 model as foundation to build ourselves in the Cubic Worlds style. 11 00:00:36,333 --> 00:00:38,733 After that, it is time to dive into rigging. 12 00:00:38,750 --> 00:00:39,633 First, we will learn 13 00:00:39,633 --> 00:00:43,900 how to work with the armature object and the bones it contains to build the 14 00:00:43,900 --> 00:00:47,250 deform and controller bones for a human character. 15 00:00:47,283 --> 00:00:48,233 Next, we will dive 16 00:00:48,233 --> 00:00:52,433 into the basics of constraints by making a canon following a target. 17 00:00:52,533 --> 00:00:55,500 Constraints are a great way to limit objects or 18 00:00:55,500 --> 00:00:57,150 make them interact with each other, 19 00:00:57,150 --> 00:01:01,050 to simplify the animation process. Then we will apply the constraints 20 00:01:01,050 --> 00:01:04,283 to the character rig, to make it easier to control the arms 21 00:01:04,283 --> 00:01:07,283 and legs after binding the mesh to the skeleton. 22 00:01:07,366 --> 00:01:10,916 Now the body of the character can be controlled, but not the face. 23 00:01:11,000 --> 00:01:14,900 That's why we will dive into drivers at this point, which allows us 24 00:01:14,900 --> 00:01:19,450 to use one object to control the value of another object, for example. 25 00:01:19,466 --> 00:01:21,300 And then we will apply this knowledge 26 00:01:21,300 --> 00:01:25,350 to the face rig of the character to control the facial expressions. 27 00:01:25,400 --> 00:01:28,833 At this point, you should be able to rig any human character 28 00:01:28,833 --> 00:01:32,116 from scratch. However, to shorten the process in the future. 29 00:01:32,150 --> 00:01:36,333 We will learn how to turn a rigged character into another character. 30 00:01:36,350 --> 00:01:37,550 After that, we will learn 31 00:01:37,550 --> 00:01:41,183 how to attach objects to the hands of a rigged character, which is 32 00:01:41,183 --> 00:01:44,950 something that occupies quite often when animating characters, of course. 33 00:01:45,000 --> 00:01:47,033 Last but not least since in our scenes, 34 00:01:47,033 --> 00:01:50,833 we will probably also have some animals beside the human characters. 35 00:01:50,850 --> 00:01:53,366 We will model a dog in the Cubic Worlds style 36 00:01:53,400 --> 00:01:57,316 and use the human rig and adjust it so that it fits the dog. 37 00:01:57,350 --> 00:02:01,050 At the end of the chapter, you will have a solid understanding on how rigging 38 00:02:01,050 --> 00:02:04,833 works and Blender, and you will be able to apply this knowledge to any 39 00:02:04,833 --> 00:02:08,783 Cubic Worlds character, animal or creature you can imagine. 40 00:02:08,900 --> 00:02:12,633 And now let's get started by learning how the Cubic Worlds base human 41 00:02:12,633 --> 00:02:14,150 character was built up. 3973

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