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- [Zach] In this video,
let's adjust the rig
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so that it fits our new character.
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So now we have the mesh
for our new character,
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but now we need to adjust everything
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that the rig will work properly.
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First of all, let's select the rig,
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go to the armature settings,
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make sure that all layers are selected.
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And for now, let's go back to
the octahedral display method.
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And first of all,
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we need to take care that
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the joints are all at the right position.
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So let's go to edit mode,
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Have a look from the front,
make sure X symmetry is enabled.
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Then let's select these bones
and place them somewhere here.
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Now that the joint here
is at the right spot.
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And let's select these here at the hand
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and the fingers are at the right spot.
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Then let's have a look down here,
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I think this still is all fine.
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We haven't changed the legs too much.
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And up here we didn't change
the height of the head.
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So this is all good.
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Now I want to create a new
bone for the hat because I want
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to be able to take the hat on and off.
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For that, let's select this joint here.
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Shift S, cursor to
selected, and then shift A,
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to add a new, loose bone.
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Scale it down,
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press G, move it somewhere here
into the center of the hat.
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Maybe move it a bit to the front.
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Now let's rename this.
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For that, let's simply select the hat,
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press F2 with control C, copy the name,
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and then here F2, control V, paste it,
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and call it farmer hat.
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So this bone is now loosely
floating around here.
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Let's go to pose mode
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and here we have to define some things.
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First of all,
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this should belong to
a certain bone group.
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In this case, the secondary
bones assign this.
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Then you can see this bone
is now applied to all layers.
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You can add a bone when pressing M,
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also with shift to multiple layers,
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but in this case, it should only belong to
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the second layer here where we
have all the secondary bones.
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Now let's add a constraint.
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We could, of course, just
parent this to the head,
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but I want to be able to change
the parent, if I want to.
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For example,
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if the hand should take the
hat or something like this,
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then we need to be able
to change the parent.
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And that's why we add a
simple child of constraint.
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Here we want to use the farmer rig,
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and we want to use the
head bone as parent.
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That means when I move the head,
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then the hat bone here
will move along with this,
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as you can see.
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So now we adjusted the
rig from the proportions.
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We added a new bone.
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If we need, of course,
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if you have some other
elements on your characters,
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which should move independently,
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then you might need to add more bones.
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We added the child of constraint here.
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However, and now if I click
on the character mesh,
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go to the object data tab, vertex groups,
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we can't find the vertex
group for the hat up here.
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And that's why we have to
rejoin the mesh to the armature.
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Simply select it then
with shift, the armature,
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press control P and click
on with empty groups.
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And then we should have the new
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vertex group for the new added
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bone down here, as you can see.
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So, but before we assign the
hat to the hat vertex group,
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let's select the armature here
and let's move it around to
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see what's happening.
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So in general, everything is
moving along, as you can see.
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Except some parts of
the pants and the hat.
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Let's check the head here,
everything moves correctly.
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So of course attaching the loose parts
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to the mesh is not a problem at all.
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However, we have a bigger
problem when I move the face,
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once here you can see that
some crazy stuff is going on.
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So basically all the cubes I
duplicated or changed in any
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way are now also deformed in a weird way,
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with the shape keys.
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And I think that's the case
because I adjusted the mesh
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when I had selected that basis shape key
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and the basis shape key now has all
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the other information
with a new character,
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but all the other shape keys still have
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the old information from
the previous character.
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However, there's a relatively
easy way to fix that.
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First of all, let's go to edit mode,
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here you can see it, actually.
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When I click through the other shape keys,
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this is what we have here.
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And this is what the basis
shape key looks like.
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Anyway, all we need to do now is
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to select all the elements where we
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had applied shape keys on,
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which is the mouth, the
eyelids, and the eyebrows.
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And also the head part,
this is a different story.
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You can see that also the head is
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doing something weird here.
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So let's leave the head
out of the selection.
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Then press control I to
invert the selection,
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and press P and click on separate.
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Now we have separated
all the elements where
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we have shape keys on, which
are doing some wonky stuff.
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And here on this new separated mesh,
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let's simply remove all the shape keys.
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Start with the bottom here
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remove them and make sure
that the basis shape key is
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the last one you remove.
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So that the new shape here
is still stored in this mesh.
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Now we basically removed all
the shape keys from all the
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parts where they don't belong.
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And now we can select this here,
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then with shift, the other
mesh, and with control J,
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we joined both.
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And now if I go to pose mode here,
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only the facial expressions
are moving around.
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Of course, now we need
to adjust them a bit.
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Let's go to edit mode of the
mesh here and let's click
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through them and see what we can do.
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X symmetry is still enabled,
let's de-select everything.
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And let's adjust the shape here a bit,
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also from the beard when the
mouth is doing some stuff.
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So it's going a bit to the inside when
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he's doing the o mouth,
happy mouth as well.
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This should move up a bit.
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Something like this, sad mouth as well.
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Let's go down a bit.
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Press double G, and C to
extend this here a bit.
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Then open mouth, this is mostly important.
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Let's select the entire lower beard here,
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press G Z, move it down,
something like this.
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Then let's move this down
and this here as well.
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And these two here as well.
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So, and for the eyes, we
don't need to change anything.
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This looks all good now,
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and now when I select the face
bones and move them around,
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you can see everything
works now as it should.
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So the last thing that is left here is to,
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reconnect all the parts to
the correct vertex groups.
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So as you remember,
when I moved this here,
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you can see that some
parts will stay in place.
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So let's go to the mesh here.
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Then let's go to the material
and click on farmer hat,
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click on select and farmer hat to select.
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So the materials can be used
to quickly select different
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parts of the mesh, which is pretty cool.
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Then go to the object
data tab, vertex groups,
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and here we can find the
hat and then hit assign.
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That means here,
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the hat bone is now moving
their hat around so we can make
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it wiggle in the wind and stuff like this.
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Then let's select these parts here and
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they should be applied to the chest.
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Assign.
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And then we have this cube thing here,
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which should be assigned to the belly top.
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Assign.
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That means now when I'm not mistaking,
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everything should move along correctly.
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And we can take the hat off and
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put it in the hands, for example.
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And then all we need to do
is to change the child of
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by putting this into hand R, set inverse,
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and now the hat will
move along with the hand.
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Pretty cool.
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So let's undo this and the
hat should be on the head
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hat and head sounds pretty similar.
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Yeah!
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And then let's go back to the
wire display for the bones and
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let's disable all the helper
bones here, and voila!
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We are done creating a completely
different character out of
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our base character.
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Pretty cool.
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And yeah, when you have created
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a different character than I,
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I would love to see your,
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rigged new character down
below in the comment section.
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So please share a screenshot
or a render of the character.
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And I just showed you a how
to attach the hat to the hand.
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But in the next video,
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I will show you how you can
attach something else to the
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hands of this character.
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But before we do that, as always,
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don't forget to save...oh,
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stop! Don't go!
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I just noticed, I forgot
one thing down there.
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You can see the one side of the boots
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is doing some wonky stuff here.
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This part, make sure this is selected.
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Then click on this arrow
here in the vertex groups and
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click on remove from all groups.
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So it will be removed from any
other vertex group where it
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doesn't belong,
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and then search for leg bottom R, assign,
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and then this should be correct.
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Yeah, this looks better.
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All right,
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and that's now really
it, so yeah, just save.
16364
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