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- [Zach] In this video, let's
start the rigging process
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of our cubic worlds character
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by adding the deformation bones.
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The defamation bones
are actually the bones
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that will later on deform
the mesh we have here.
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And besides the defamation bones,
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we also have the controller bones,
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which we need to control the rig later on.
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And these will not deform
the mesh in any way.
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First of all, I wouldn't
recommend to use any
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of these two characters here,
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because they are already rigged.
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Instead, please use one of the two files
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which are attached to this lesson here,
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or use the cubic world
version of yourself,
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which you maybe have created
in one of the last lessons.
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So first of all, make sure
that the 3D cursor is down here
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in the center, if not hit shift C.
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And of course the character
should also be perfectly
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in the center here.
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And I would also recommend
to put the origin
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of the character down here and
to place the armature object
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at the exact same spot here.
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So let's hit shift A and
add the armature object.
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First of all, with the armature selected,
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go to the armature settings over here,
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view port display, and enable in front.
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Then this bone will
always be shown in front,
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as you can see, no matter
if it's inside an object
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or behind an object.
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And what I also do, I enable names,
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then we can see the names
of the individual bones here
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because when rigging, naming
the bones is very important
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as you will see later on.
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So before we go into edit mode,
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let's rename the armature into rig male,
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something like this.
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We have the character male,
which is the mesh object.
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And then we have the armature object here.
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Let's switch to edit mode
and to make working here
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a bit easier, let's press
T and enable the move tool,
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so we can see this little gizmo here.
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So, and first of all,
let's start with the bones
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which are here directly in the center.
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So the hips, the belly, the
chest, the neck, and the head.
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And for that, let's move
this bone up here to the top.
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And as you can see, the shape of the bone
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is now filling out the
entire character here.
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To be able to see through the
bone here, let's enable x-ray.
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So then let's move the root
down here to the position
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of the hips, somewhere here.
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And the top part should be
somewhere at the top of the head.
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And it doesn't really matter if a bone
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is like exactly inside or
slightly outside an object,
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because later on we just
manually define which vertices
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of the mesh should move
along with a certain bone.
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Now let's separate this
bone into multiple parts.
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All in all I want to have six
bones now, one for the hips,
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two for the belly, one for the chest,
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one for the neck, and one for the head.
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So let's select the bone, right-click,
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and click on subdivide.
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And then down here let's
increase this to five cuts.
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Then we should have six bones.
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And now first of all from
the front view let's adjust
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the position of the joints,
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so this here is around the belt
area and here we just orient
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ourselves on the cubes
here in the background.
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So let's move this here.
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This somewhere here.
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This down here, and
this up here is correct.
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And from the side view
let's adjust this as well.
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Maybe let's move these two
here a bit to the front,
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so it's more at the
center of the legs here.
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And this one here let's
move to the front as well.
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This one should be at the center.
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Let's undo this and grab the head as well
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and move this roughly in the center.
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And don't worry if you
will later on realize
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that the position of one
of these bones is not
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at the exact spot where the
certain thing should rotate.
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Don't worry, we can always
go back to edit mode
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and adjust the position
of the bones later on.
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We will rename them in a second.
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For now let's continue
with adding the bones.
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And for adding the bones at the
arm let's go to object mode,
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select the mesh, go to edit mode,
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and with x-ray still enabled,
let's select this face here,
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hit shift S and hold down shift S,
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and go to cursor to selected.
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Then the 3D cursor jumps over here.
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And by the way, if you
can't see the 3D cursor,
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you can enable this over here.
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And you can find the snap
option also under mesh, snap,
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and then cursor to selected,
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and also all the other options.
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Then let's switch back to object mode,
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here select the armature,
go back to edit mode,
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and now you can see the
3D cursor is still here.
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Let's hit shift A to add a brand new bone,
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and this we now want to place
somewhere here in the elbow.
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Of course we could just like eyeball it,
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but we can also do the same trick again,
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let's select one of these faces here.
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Maybe even both of them
here from both cubes.
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Shift S, cursor to selected,
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then it's here directly
at the elbow position.
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And then let's select this
one here of the armature
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in edit mode, shift S,
selection to cursor.
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And here again, as you can
see, the arm is bended a bit,
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which is really important,
so that later on
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when using all the
controllers and constraints,
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this arm will bend into
the right direction.
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So it's important that for
the legs and for the arms,
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there's a tiny bit of bending involved.
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So let's extrude this here
and let's do the same trick
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one more time, let's select
this here or this one here,
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or maybe both, snap the 3D cursor,
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and then let's put this over there.
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You can see that the roll of these bones,
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their rotation is pretty wonky right now,
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but we don't care at this point.
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We will adjust this a bit later
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because it is indeed important.
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Then for the hand, maybe
let's move this up a tiny bit
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and then extrude this,
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and here let's lock this along the X axis,
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because for the hand and
feets it's recommended
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to have them perfectly straight,
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which makes animating
them later on easier.
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Because when you, for example,
move this along the Z axis,
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it will move perfectly up and down.
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Then let's extrude this here,
here let's quickly eyeball it.
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Let's have a look from the top view.
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Maybe move these two over a bit, yeah.
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And for the thumb,
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let's do the snapping trick one more time.
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Snap the cursor,
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then in the armature object
in edit mode, hit shift A,
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add a new bone,
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and then let's snap the
tip up here to the cursor,
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shift S, selection to cursor.
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Now what's left here are the legs.
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And by the way, as you can see,
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all the bones which are like
mirrored to the other side,
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I will now only create on one side
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and then later one we'll
mirror them to the other side,
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which will save us a lot of time.
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And even the renaming will be
done automatically later on.
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So for the legs let's go in here,
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grab this face, shift
S, cursor to selected,
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and then shift A, add a new
bone, move it down here,
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and then let's do the same thing again.
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Something like this, extrude here,
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I would just roughly extrude
down because I want to bend
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the leg again a little bit.
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Move this one to the front
a bit so that we also define
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the direction in which
the leg should be bent.
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This doesn't have to be extreme like this,
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but just a tiny bending.
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Here we have the ankle,
which is pretty much
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on top of the feet down
here, move it a bit down,
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and instead of going down like this,
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we will similar as for the hands,
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move it straight to the front.
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And here it doesn't really
matter that the bone
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is not inside the mesh
because the position of a bone
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is not really important
in terms of if a mesh
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can be connected to a bone.
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The position of the bone is
only important for placing
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the joints at the right spot
so that the mesh later on
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can rotate and bend in the correct way.
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Now we have all the important bones,
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which we will use to
deform the mesh later on.
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Of course not for the other side,
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but we will mirror this as mentioned,
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and now let's rename this.
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So let's start with the hips here.
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Let's press F2, and I will
always use the rig male name
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in front of each bone,
because if we later on
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add multiple characters to our scene,
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then it's good that each
bone has the kind of name
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of the rig it belongs to,
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so we better can distinguish
what bone belongs
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to which character.
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So this one is rig male hips.
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This one I call belly bot, and by the way,
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I add these underscores here,
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which is just something I got used to,
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but you can also use space
or dots or whatever you like.
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So there is no right or wrong here.
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Just do it in a way that you know
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on which position the bone is in the rig.
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This one I call belly top.
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This one is the chest.
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This one the neck and
this the head of course.
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And now very important
for these bones here,
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we need to define that
they are on a certain side
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because when later on we
mirror this to the other side,
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we need to distinguish
if it's the upper arm
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on the left or the right side.
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And in this case this
here is the left side.
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From our view it's of
course the right side,
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but from the view of the
character, it's his left side,
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here the left arm and the left leg.
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So let's call this one here, arm top L.
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So you can use an L, you
can use left or right,
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the full word.
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And later on, when we mirror all the bones
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to the other side, it will be renamed
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into R or right automatically,
which is pretty cool.
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This one here is arm bot for bottom.
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This one here is hand fingers.
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And this one is the thumb.
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00:08:58,250 --> 00:09:03,250
Then we have the leg top L,
the leg bot L for bottom,
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00:09:03,560 --> 00:09:05,964
and we have the foot L.
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So now all the bones
are renamed correctly,
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and the mirroring to the
other side happens later
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when we edit all the
constraints and so on.
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00:09:14,115 --> 00:09:16,110
Of course you could do it right now,
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00:09:16,110 --> 00:09:18,717
but then you have to
manually add constraints
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and all this stuff to
each bone of both sides.
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So mirroring the whole stuff
later saves us a lot of time.
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00:09:25,250 --> 00:09:27,790
So these are now all the
bones which will deform
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the character later on.
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00:09:28,970 --> 00:09:30,684
And in the next video let's add the bones
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to control the character.
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And of course, as always,
don't forget to save.
18525
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