1
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All right.

2
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All right.

3
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We are going to look at the shape key drivers in this video and how to use them.

4
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What in the world are shape key drivers.

5
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Well if I hit of age to get our armature back shape key drivers are gonna allow for us to basically

6
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use these shaped keys but instead of having to move this value here we're going to be able to use it

7
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with a bone.

8
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That way we can animate our whole character.

9
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The body part of it and the facial structure and the facial emotions with just bones.

10
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So the way we're going to do this is first let's go ahead and hit tab to go into edit mode of our bones

11
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and then selecting this line bone right here shifted to copy it are to rotate x 90 degrees.

12
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Let's scale this puppy down.

13
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Put it in front of his eyebrow as we will be doing the eyebrows first and bring it out to the front

14
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of his head.

15
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Now these aren't going to actually be deforming the mesh itself but there are going to be use to drive

16
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the shape keys that we created earlier.

17
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Now I'm going to go ahead and rename this bone to I.

18
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Let me see how I named these.

19
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All right so capital and non-capital want to keep the names consistent.

20
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All right.

21
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Eye brow dot L.

22
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underscore got L and now going to my character.

23
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I'm going to go to the object data and under the shape keys I'm going to find eyebrowed dot l just right

24
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here.

25
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I'm now going to right click on the value here if I right click here I get some different options but

26
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if I right click on the value there's an option that says add driver and now you can see that become

27
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purple.

28
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So now a couple more things that we need to do to put in that driver.

29
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First I'm going to hit t to close that up.

30
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And then over here with our second window let's go to the graph editor and we are going to change it

31
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from F curve which is what we used for our ball animation to the drivers.

32
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And here you can see that we have a key and it says eyebrowed L.

33
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So select this and then hit the end key to bring up the properties panel and then just a couple values

34
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that we need change here.

35
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And it can be overwhelming with all these options here but just a couple of things that we need to do

36
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to make it work.

37
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First is we need a change from scripted expression to averaged value.

38
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And also I believe here when it changes the driver out note you could still move the value here.

39
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I had assumed that you couldn't.

40
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But either way we're not going to be using this value any more.

41
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Here we're going to be using the bone.

42
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Anyways back to here.

43
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Let's put it on average value.

44
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We're going to change it to armature and then that bone will of course be eye brow dot L it's going

45
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to be a Z location because we're going to be moving it up and down and the space is going to be local's

46
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space.

47
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All right.

48
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Everything else is fine and dandy if I grab my bone now and hit G to grab it.

49
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You can see that if I grab it it moves the eyebrow up and down.

50
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Awesome.

51
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Except it's going in the wrong direction.

52
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When I go up it's going down and vice versa.

53
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The reason for that is if we turn on axes we can see that the Z-axis is pointed down.

54
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So to fix this had tabbed to go into edit mode control and and recalculate the roll with the Global's

55
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the Axis up go back into pose mode and turn this off.

56
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And now we can see that it's working nicely.

57
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Awesome.

58
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Now let's do a couple of tweaks to make this much more user friendly.

59
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So right now you could kind of bring it everywhere.

60
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Let's first hit the end key.

61
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Let's go ahead and lock in the Y and X location so that we can only move it up and down.

62
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And now we're going to add in a constraint.

63
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And the constraint is going to be limit location on the z axis on the local space.

64
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And let's go ahead and put this to one and this one negative one.

65
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Actually it's the other way around negative one here and one right here because as you can see right

66
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here says lowest z value to allow.

67
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So now if I bring it Boem look at that awesome that is perfect.

68
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So now we have one bone for the eyebrow.

69
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And by moving this is actually animating the value right here.

70
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Except we don't have to go in here.

71
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We can do everything from our bones now and use it that way.

72
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Now you could see that right here when I rotate this.

73
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This one isn't following along.

74
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So hitting tabs you go into edit mode.

75
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It's like this one shift right click this one control P and keep the offset we go cool so we can rotate

76
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it and then move his eyebrow a ladies.

77
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All right enough.

78
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Let's go on to the next eyebrow we got quite a bit of these to do so to save us some time.

79
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Let's select this one tab to go into hiding mode shift the X to copy it.

80
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That way we don't have to copy all the constraints that we had on this.

81
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Let's remember though to eyebrow dots are.

82
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And of course we can do the whole flip name thing but whatever.

83
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So now selecting our character let's go and to the driver place we're going to click eyebrowed dot are

84
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we're going to like add driver on that something eyebrowed are let's just do the same thing change it

85
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average value armature bone is going to be eyebrowed that are see location local space and believe that's

86
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all of

87
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see why is the swan

88
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not acting up as I want it to.

89
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Strange.

90
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Let me see.

91
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Well that's strange.

92
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All I had to do.

93
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I don't know why I guess it was a glitch.

94
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I just had to re select average value even though it was already selected and it seemed to work fine

95
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now.

96
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All right cool so now we got both eyebrows a.

97
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So we got our mushroom eyebrows there done and done.

98
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All right now let's go for the Junior brow or the middlebrow selecting one of these shifty acts.

99
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Let's move it to the middle name this middle underscore borowe like our mushroom right click add driver.

100
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And once again middlebrow

101
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average value armature see location.

102
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Let's see middlebrow which would be under an hour.

103
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If I remember my alphabet correctly and then I guess right here a few Slyke average value before hand

104
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it kind of has an error see at the just Resul like that.

105
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Don't ask me why and now we got the eyebrow and once again it's going in the wrong direction so let's

106
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hit tab control then global z axis.

107
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And apparently this one we need to control and put it on the or is it global negative Z-axis so that

108
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works.

109
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All right so now we got all three of these pretty cool mushroom is coming along nicely.

110
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All right.

111
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Now let's go ahead and do the ice.

112
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We're going to do the same thing but to save a little bit of time on having to swap back and forth between

113
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these Let's just go to the I am going to add a driver to all of these all four of these so that we got

114
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all four of them and being tabbed to go into edit mode I'm going to shift the Z ring that down rename

115
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it.

116
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This is going to be right on your skin to be repetitive here so I wait.

117
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I lid.

118
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I was going to name the eyebrow I lived life I life I lead top dots fell I'm going to hit ship the Z

119
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I led underscored top dot.

120
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Sorry bottom that Al that's going take even more time Alex if you name everything wrong.

121
00:10:33,990 --> 00:10:35,140
I'm sorry.

122
00:10:35,160 --> 00:10:35,580
All right.

123
00:10:35,580 --> 00:10:37,190
Now we got all those.

124
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Let's go to the driver to the driver side.

125
00:10:41,900 --> 00:10:44,710
I top dot L..

126
00:10:45,460 --> 00:10:52,030
Let's slide these first and we'll change this one after since it seems to be buggy.

127
00:10:52,500 --> 00:10:53,340
So I

128
00:10:58,700 --> 00:10:59,370
words it

129
00:11:04,830 --> 00:11:08,130
you know those times where you're looking so hard for something that you can't see it.

130
00:11:09,290 --> 00:11:12,180
Yeah I'm having one of those.

131
00:11:12,770 --> 00:11:13,500
All right.

132
00:11:13,520 --> 00:11:15,350
What's I name again.

133
00:11:15,430 --> 00:11:17,200
I lead top dot Hill.

134
00:11:17,300 --> 00:11:22,190
OK so let's look for Eilidh.

135
00:11:22,300 --> 00:11:29,120
Either it is right in front of my face as I say X as I suspected.

136
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All right.

137
00:11:31,360 --> 00:11:37,240
Let's change the average value and let's see if this works good.

138
00:11:37,240 --> 00:11:43,810
All right so for this one when you put the Z-axis down I just went over here and selected local space

139
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and it seemed that fix still obey but they control an and put the global Z-axis down on the downside

140
00:11:52,880 --> 00:12:00,070
you know blender is sometimes has glitches and bugs and sometimes you have to re click something or

141
00:12:00,070 --> 00:12:02,470
redo it and they will fix it.

142
00:12:02,530 --> 00:12:04,210
Now for that I lead.

143
00:12:04,210 --> 00:12:07,730
I actually wanted to be able to go up and open up some more.

144
00:12:07,840 --> 00:12:15,280
So selecting this I'm actually going to go to the I top dot L and put in the minimum value to negative

145
00:12:15,340 --> 00:12:16,780
1.

146
00:12:16,820 --> 00:12:20,230
That way if I grab this I can bring it up.

147
00:12:20,330 --> 00:12:25,490
Negative One is way too much on input negative point five.

148
00:12:25,940 --> 00:12:30,940
And the I talked on are as well negative point five.

149
00:12:30,950 --> 00:12:37,570
Now when I grab this I could bring it up or down and let me go ahead.

150
00:12:38,480 --> 00:12:46,050
Because I had removed the limits location are going to really add that back to here local space.

151
00:12:46,100 --> 00:12:48,400
Negative one and one

152
00:12:51,570 --> 00:12:52,790
and there we go.

153
00:12:57,820 --> 00:12:58,380
Fact

154
00:13:04,600 --> 00:13:07,390
on the one we could put it 2.5

155
00:13:15,190 --> 00:13:17,550
on the negative one negative point five.

156
00:13:17,770 --> 00:13:20,230
That way it doesn't go up so much.

157
00:13:20,230 --> 00:13:21,390
All right that's good.

158
00:13:21,400 --> 00:13:23,830
Now selecting the bottom one.

159
00:13:24,010 --> 00:13:25,410
Let's go ahead and rename this

160
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suit.

161
00:13:29,810 --> 00:13:32,750
I named this Eilidh Eilidh top Danielle.

162
00:13:32,840 --> 00:13:36,510
Let's rename this one right here.

163
00:13:36,820 --> 00:13:39,830
Or actually we already renamed it so it's fine.

164
00:13:40,370 --> 00:13:43,940
Select the character and then go to Eilidh.

165
00:13:43,940 --> 00:13:48,630
Bottom dot L. trying to find myself in all this.

166
00:13:48,680 --> 00:13:54,720
That's repetition of I'm trying to remember which one I was on.

167
00:13:54,730 --> 00:13:55,000
All right.

168
00:13:55,000 --> 00:14:02,190
Average value c space local space and the the armature not the camera.

169
00:14:02,380 --> 00:14:10,740
And then here we're going to select Eilidh bottom dot L. Resul like this so that the error goes away

170
00:14:11,390 --> 00:14:15,690
and then move this and you could see what's happening.

171
00:14:15,810 --> 00:14:16,310
Cool.

172
00:14:16,350 --> 00:14:29,480
So now with this one as well I want to although I once find I want to go over here to the I bottom dot

173
00:14:29,720 --> 00:14:33,650
L then put in the negative value to negative point five.

174
00:14:33,650 --> 00:14:38,150
Maybe I want him to be able to open his eye even more.

175
00:14:38,150 --> 00:14:39,070
There we go.

176
00:14:45,940 --> 00:14:49,210
And I'm going to limit the

177
00:14:54,070 --> 00:14:57,710
the movement.

178
00:14:58,160 --> 00:14:59,750
Why do I always select the wrong one.

179
00:14:59,810 --> 00:15:00,290
All right.

180
00:15:00,320 --> 00:15:03,890
Negative point five.

181
00:15:03,900 --> 00:15:04,350
There we go.

182
00:15:04,350 --> 00:15:09,060
So now it's limited and doesn't go as far down because some of them are rolled up on the Z and this

183
00:15:09,060 --> 00:15:10,200
one's on the negative Z.

184
00:15:10,200 --> 00:15:14,090
So I'm always flipping it in my head.

185
00:15:14,400 --> 00:15:22,890
All right so now I'd say Lobaton looks like both of these hit tab to go into edit mode shift the Z sorry

186
00:15:22,890 --> 00:15:29,260
x and then we're just going to go over here to armature and select flip names.

187
00:15:29,370 --> 00:15:31,450
That saved us a couple of seconds.

188
00:15:31,500 --> 00:15:32,670
So happy.

