1
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All right ladies and gentlemen.

2
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Now on to the part where we're going to actually attach our character onto our armature.

3
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Now before we do a couple tweaks I want to make and the first being that I want to bring these fingers

4
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a little bit closer to one another because I think there's too much spacing in between.

5
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So hitting tab to go into edit mode.

6
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Let's go to wireframe and see to get the crosshair out and or the circle the brush tool out and select

7
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all those vertices.

8
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And I'd go down here turn on Proportional editing hitting one to go from view and then for twice to

9
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rotate the view.

10
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Let's hit r to rotate and then g to grab it and move it closer to the other finger.

11
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And we still want it rotated out a little bit.

12
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All right.

13
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Now selecting the armature.

14
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I'm just going to like these two bring em over and position them back there.

15
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Control seven to go into the bottom view.

16
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I'm also going to bring these down a bit and then seven to go on top view making sure that these ones

17
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are nice and aligned as well.

18
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All right.

19
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And then with the thumb what I want to do is just grab this one here and just bring it down just a tiny

20
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bit because I want this meet or this muscle part of the thumb to move when I'm rotating it.

21
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All right cool.

22
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Now couple last things before we get into the good part.

23
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If I hit tab to go in and out of object or edit and pose mode you can see that all the bones move.

24
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And the reason for that is because our I.K. hand is off the center of the hand bone.

25
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See if I move this out and go in and out of object mode it will move even more.

26
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So what we want to do is select this right here shift us cursor to selected and then it's like this

27
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one and shift us selection to cursor.

28
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Now if I hit tab to go in and out of edit and pose mode it's not moving anymore.

29
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So pretty awesome.

30
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Now just one last thing I wanna do is go over here to the elbow and Allt shift right click all these

31
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loops here and I just want to smooth this out just a tiny bit because it's a little bit to penetrate.

32
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They're also going to have five on the numpad to go out of orthographic view and go back into perspective

33
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view because it's confusing sometimes.

34
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All right.

35
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Hitting W and a slight smooth to smooth that out.

36
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Now the very last thing we do is select these bones right here.

37
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Go to the bone tab and we're going to de-select deform on all three of these because we do not want

38
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them to deform our mesh.

39
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We actually want it to be separate from that part of the deformation.

40
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All right.

41
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Now we're ready to put our character onto our bones to the good parts selecting your character shift

42
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right click any bone control P and select with automatic weights.

43
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Now before we had printed it to the bone veray here this is armature deform you can do it with empty

44
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groups meaning that there will you will have to sign them by hand.

45
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You can do it with envelope weights or with automatic weights now automatic weights is really cool.

46
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It just calculates the mesh that is surrounding the bone and then assigns that part of the mesh to that

47
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particular bone.

48
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So if I hit Control p with automatic weights now if I select my I.K. hand dot l hit G to grab it.

49
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Check that out.

50
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It's pretty awesome.

51
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So we can actually animate and move our character with the bones we can hit are to rotate it.

52
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And same with the body.

53
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We can rotate it's hit twice to move it around.

54
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Pretty cool.

55
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Pretty cool.

56
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So we did it.

57
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Now one thing that I want to or that we need to do is if I rotate this like so kind of bring it out

58
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like his hand is going to the front like this.

59
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You can see that if I hit control tab to go into object mode and hide the armature you can see that

60
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we have kind of a major problem.

61
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I mean it might not be a problem if you want your character to his his wrist to animate like that maybe.

62
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But for me it's a problem.

63
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So let's go ahead and fix that.

64
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Two things that we need to do to fix this.

65
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First selecting our character.

66
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Let's go to the modifiers tab.

67
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Right here we have the three modifiers the mirror the subserve and the armature.

68
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Now it's very critical in which order these are put.

69
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So we want to have the subserve modifier last before or after the armature modifier.

70
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So clicking down this down arroba and on subserve modifier you can see that already that does quite

71
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a bit for here.

72
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The rest area and for the elbow you can see the difference there.

73
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So subserve modifier all the way down and now we still got some weird deformation so let's hit all h

74
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to unhide our armature.

75
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Select a control tab to go into PPOs mode and selecting this bone right here the forearm.

76
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Let's go over here to the bone.

77
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The bone options go to deform and we're going to increase the segments to six.

78
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So the segments basically segment's the bone and makes it smoother.

79
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So right here you actually can't see it because if we go over here you can see that right now it's set

80
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to octahedron bone.

81
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But if we still like the bone you could see that these segments basically breaks up the bones or subdivides

82
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that now going to set it back to octahedron because I tend to like that better.

83
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And what we're going to do as well to have some better deformation because you could see that at the

84
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elbow it's deforming a little bit weird.

85
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We got our wrist handle but at their elbow it's a little bit pinched so what are you going to do is

86
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hit tab to go into edit mode select this bone and hit Allt p.

87
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And I'm going to disconnect the bone so now it's no longer connected.

88
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It's still printed but now what we have is a much sharper and cleaner defamation right here and it's

89
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actually able to deform properly at a 90 degree angle instead of it kind of wrapping around there.

90
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So one last thing we could actually do is we could slice this and change the ease in put that to zero.

91
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And also the ease out put that to zero as well which will clean it up just a little bit more.

92
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Now let's make sure that on here we do the same thing as well.

93
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Segment 6 and ease in zero and ease out zero as well.

94
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All right there we have it we have our character reg you could slide the bones and hit all our LG or

95
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as to reset them.

96
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And now you can see that we have pretty much our character and for the most part all the bones are animating

97
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and rotating and changing whatever they're changing the correct part of the mesh that we want if we

98
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see like the two fingers here or even one of them and it are to rotate.

99
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And then Z twice to rotate the Annese normal.

100
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You could see that when we rotate it it rotates both of them.

101
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And we're actually able to animate the fingers as well and same with the foot thumb if we are an X to

102
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rotate it or x twice to rotate it on the x axis you can see that we can animate the fingers and then

103
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we could hit our to rotate the hand grab it and whatnot.

104
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All right so that's pretty cool.

105
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And now we just need to do a couple of tweaks because on some of them you can see for example if I grab

106
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this you can see that it's moving the eye.

107
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It's moving part of the face and the eye and some of the teeth as well.

108
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So we don't want the arm to be moving the teeth so we could fix that quite easily.

109
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And also for here it's moving a little bit of the eyes too much as well.

110
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And the way we're going to fix these couple of tweaks is through the weight painting which we're going

111
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to take a look at in the next tutorial but awesome so far.

112
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We got our whole character Reg and for the most part it's looking good.

113
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All right.

114
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I'll see you in the next Tauriel sailor chap.

115
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I don't know about you but I predict he's going to belly flop.

116
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All right.

117
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Looks painful.

118
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Step up to the plate take that leap of fate jump off and go soaring away in this place.

119
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You were never meant to stay.

120
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I ladies and gentlemen take a leap of fate.

121
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But don't belly flop on the way down.

122
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Ciao for now.

123
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Overlock.

