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All right let's go ahead and check out weight painting.

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So we're going to be painting our character in a way weight painting basically allows for us to affect

3
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or to select which part of our character is affected by which bones.

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So it's really cool.

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It's a way to fine tune our deformation before we do that however slight the bones hit a dislike over

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them and hit all tar and all g to clear the rotation and location and we can see that right here.

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These ones do not line up at all.

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So what I can do is actually hit tab to go into Edit Mode C to bring up the brush tool left click and

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drag over all of these and hit X and delete the bones.

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Now I'm going to go ahead and select this bone shift as cursor to selected and then make sure that my

11
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pivot point is on 3D cursor.

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Now selecting these bones ready here I'm going to hit shift d to copy it right click to leave it there

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and then as x negative one and then control and and recalculate it on the global z axis.

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Now what I'm going to do is select the character go to the Data tab right here.

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And these are all the vertex state does.

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And this is basically the each point or each influence that the bone has on certain amount of vertices

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for our character.

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So we're going to take a look at this a lot more during the weight painting part of it.

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But for now I'm just going to click this little arrow and like delete all groups and selecting my character

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shift for clicking the bone control p with automatic weights once again and we can see that the vertex

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groups have been re added.

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Now if I select a bone you can see that once again it animates it.

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And that's a pretty interesting result right there.

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So what we need to do is go over here.

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Select these bones and go to armature flip names.

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And now flip the names to dot R and of course everything's working fine and dandy.

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All right cool.

28
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Now let's take a look at automatic weights and how we use them and how we're going to use them to tweak

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this a little bit.

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So for example we can see that when we move the arm part of the face moves right here.

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This is moving kind of the face as well.

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And this is kind of moving.

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The teeth are not moving quite as well with it.

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So make sure I'm impose load.

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I'm going to select the character and hit Control P or control tab excuse me mixing up my shortcut keys

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control tab and we just went we just went from object mode to weight paint mode which is right here.

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Now you can see that whenever we select a bone there is painting on our character as the name implies.

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So pretty cool.

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And this is basically the influence that the bone has on it.

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So the lighter the color the less influence for example a light blue means it's influencing a little

41
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bit yellow or green as more yellows a little bit more and then red is influencing it 100 percent.

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Such as right here.

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Now there's several different ways that we could change the weight mode if we hit the tiki to bring

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up the tools shelf.

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Just like with the sculpting we have some drawing tools here and we could draw so we can like draw and

46
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just painted on and add some more weights on there and you could see that now if I rotate this it will

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affect whatever I just painted on here.

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Control-C to undo that.

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And of course we have the subtract and all the other different options such as that are very similar

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to the sculpting.

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You have the weight which is the basically the weight of the paint.

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You have the radius and the strength which is how light or how strong it will be.

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So strength that one you will get read pretty much and you put the strength way down you'll get more

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of a blue greenish color.

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Now we could do it this way.

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But and this way is great if you want to have it more smooth or more transitional.

57
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Except there's a more direct way to do it which is what we're going to do over here hitting t to close

58
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that off.

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I'm now going to with this middle bone selected hit tab to go into edit mode are actually what I want

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to do first is we can see that when we select the I.K. hand when we move this moving part of the mouth

61
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and the eye.

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And the reason for that is because if we select this bone we can see that there's a tiny hint of blue.

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Now you can barely see it.

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But if I move this bone you could see that it's moving the eye.

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And part of the face and this one obviously has some as well but this one is what we want to remove

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from here so that it doesn't move the face.

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So to do that well we're going to do is using the vertex groups we're actually going to have this bone

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selected which it's going to select it right here whenever you select a bone here we'll select it in

69
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the vertex tab selectiveness bone and then get a hit tab to go into Edit Mode of the character.

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I'm going to select this edge loop right here and hit control plus to increase the selection to right

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about there.

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And then what I'm going to do is hit Control I to inverse invert the selection.

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And now because on this bone when we move it we can see that it's moving.

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It's even moving the nose a little bit right here.

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So we know that there some weight paint a little bit all over here.

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Now with everything else selected except for what needs to be moved which is the arm only got the bicep

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Dayal and select remove.

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Now it basically removed all the weight painting on the selected vertices.

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So if I move this you could see that's no longer moving the nose or the eyes or the face.

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Awesome.

81
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And of course a mirror in it to the other side as well.

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Pretty cool.

83
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And we don't have to do it on both arms so it's both mirrored on there.

84
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Now let's check this one.

85
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This one is pretty good.

86
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I'm just seeing if it moves the face at all so we're good on that.

87
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Now let's go to the middle bone right here which is a mushroom got our underscore mid hitting tab to

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go into edit mode.

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And then going to hit the box select all of this up to here.

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Diesel like this by middle mouse clicking and de-select these right here like that and selecting this

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one as well.

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I'm going to dislike these ones by alt shift right clicking

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and leave those like that.

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And now what I'm going to do is with this bones like that go over here with the weight all the way to

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one I'm going to assign a weight of one to these vertices on this bone.

96
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So now if I hit tab to go back into PPO's mode you could see that the weight has been added onto this

97
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bone as a way of one which is referenced with the red on here.

98
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Now a couple of things I want to do to increase this or to change it is you can see that right here

99
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when I rotate it it's kind of pinching it a little bit too much there.

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So what we're going to do with that is hitting tabs go into edit mode.

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Let's actually select this one right here.

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And before we do that going back to the selection let's go down to this bone and you can see that part

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of the mouth and everything selected on this bone and we don't want that.

104
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So with this bone selected hitting tab to go into edit mode with all the selection still we're going

105
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to remove it so that all these are removed from this bone right here.

106
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Awesome now.

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All right click this loop right here.

108
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And with this bone selected I'm going to go to the weights and put it at point five and assigned that

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to here.

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And then I'm going to go to this bone right here hit tab and assign a way of point five to there as

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well.

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Now if I rotate this you could see that we got what we got a nice rotation right here.

113
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All right so that is those two bones taken care of.

114
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Now let's take a look at up here.

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First thing we want to do is you can see that this bone has some influence up here on the mushroom top

116
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which we don't want.

117
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So what I'm going to do is with this bone selected go to this and select select and actually select

118
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everything because there is some white painting on there.

119
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So we have to do it a different way.

120
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I'm just going to go into wireframe beat box select all of that and then dislike that and de-select

121
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that as well.

122
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Now hitting tab to go into topos mode making sure there's a bonus like that.

123
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Going to hit tab and remove the weight from there then selecting this one right here I'm going to go

124
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ahead and hit tab to go into edit mode control I to invert the selection.

125
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And now I want to remove all the selection from this top one.

126
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So I'm going to hit remove them and now only this is assigned to here.

127
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And then one last thing we need to do actually with the top.

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If I hit tab to go into edit mode and then hit Control high we are neighbors card going off control.

129
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I invert the selection.

130
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I'm going to assign a weight of one to this top bone right here.

131
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So with this Tabone selected with all these vertices selected I'm going to hit a sign.

132
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And now the wait is at 1.

133
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So now if we rotate this you can see the result that we have which is pretty cool.

134
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Now let's go ahead and try one thing.

135
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Let's select this vertex right here like unselected.

136
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Actually it looks like that one.

137
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Let's try with this one and I bring it down to point five.

138
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And with this one selected I'm going to sign it 2.5 and then it's like this phone and with this one

139
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it's like it I'm going to sign it 2.5 as well and let's see what that gives us.

140
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We're actually going to sign this one.

141
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Let's go point to five.

142
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Sign

143
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and sign

144
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three point to five seems to be a little bit better of a result right there.

145
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And there we have it.

146
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So that is weight painting.

147
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And of course you can use it the other way with the brush tool as well but you can see that all our

148
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bones have been assigned some weight to them and that's with the automatic weights So pretty cool.

149
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I believe that is pretty much all the tweaking that we need to do for the weights painting.

150
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Now let's actually check this bottom one right here.

151
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This bottom one let me see

152
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there we go deform.

153
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All right so for this forum on what I'm wanting to do is actually

154
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I mean I leave it like this for now because it's giving me the result that I want.

155
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Although

156
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I'm actually going to select this one hit tab to go into edit mode and select all these vertices right

157
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here.

158
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I actually had control tab going to face select mode select all these faces.

159
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Not all of those.

160
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Sometimes you get a little crazy with a selection and then with that bonus like that I'm actually going

161
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to put this to one and see what that gives us.

162
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And with this one selecting a hit tab to go into edit mode and just remove that way from there

163
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and I like that better.

164
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It's got a little you know a little bounciness to it.

165
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It's got a lot of squishiness too at the bottom now it's kind of like a squishy mushroom.

166
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So I like it like that.

167
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We're going to leave it right there for now.

168
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And we might come back our we might go back to the weight painting if we see that we need to make a

169
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couple of tweaks.

170
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But for now that is pretty much the weight painting and our mushroom character is ready to be animated.

171
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And of course you don't want to twist him too much in a way that he wouldn't twist for example if I

172
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like this and twist it too much you could see some twisting in the actual mash So we're actually going

173
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to possibly put some rotation limits on some of these so that we could actually not twist them in a

174
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way that wouldn't twist if that makes sense.

175
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Of course it makes sense.

176
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And then of course we're going to have to parent the hands to the main bone down here.

177
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But we'll do that in a future story.

178
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See you there.

179
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All right.

180
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Have a great one.

181
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See the next tutorial.

182
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Ciao over let me ask you something.

183
00:16:12,720 --> 00:16:17,880
Have you ever been wrong about something you've thought all along but you're still singing the same

184
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old song.

185
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Why not change it around and listen to a whole new sound.

186
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All right ladies and gentlemen you know like that song that you hear for a while now I gets stuck in

187
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your head and you find yourself singing it like it's a small world from Disneyland or sometimes some

188
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of our stories are it's a small world type of songs and we just gotta change it up a bit.

189
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All right.

190
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Ciao for now.

191
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Oh boy.

192
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Appreciate you guys.

