1
00:00:05,730 --> 00:00:12,280
All right ladies and gents Let's go ahead and set up our scene so that they could be animated.

2
00:00:12,420 --> 00:00:21,690
But first I wanna do is over here we have one little tiny glitch or something that's happening with

3
00:00:21,690 --> 00:00:29,420
the squashing and stretching at the bottom you could see that it is acting a bit strange for some reason.

4
00:00:29,440 --> 00:00:33,720
So what I'm going to do is I'm just going to delete this bone right here.

5
00:00:35,250 --> 00:00:40,210
And then select this one shift the Z bring it down.

6
00:00:41,990 --> 00:00:50,980
And rename the squash.

7
00:00:55,080 --> 00:00:56,310
Squash.

8
00:00:56,630 --> 00:00:59,500
Stretch bottom.

9
00:00:59,820 --> 00:01:04,970
I mean to make sure change the name just in case that has anything to do with it and then going over

10
00:01:04,970 --> 00:01:10,040
here I'm going to select the bone squash.

11
00:01:10,040 --> 00:01:11,500
Stretch bought.

12
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And now it seems to have fixed the problem so don't ask me why.

13
00:01:21,160 --> 00:01:26,820
Like I said sometimes blender acts in mysterious ways.

14
00:01:26,820 --> 00:01:34,260
So now that we've got that let's scale is down 2.5 and you can see it's working just fine.

15
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So beats me.

16
00:01:37,080 --> 00:01:37,540
All right.

17
00:01:37,560 --> 00:01:38,910
Let's keep going.

18
00:01:39,000 --> 00:01:45,180
And it's just you know like I said something I wonder has some things happen maybe I had clicked an

19
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option maybe it was my bad by accident.

20
00:01:47,730 --> 00:01:50,750
But anyways that seems to fix that.

21
00:01:50,770 --> 00:01:58,010
Let's move on selecting all of these right here the shape the shapes.

22
00:01:58,020 --> 00:02:00,490
Let's move on to layer 20.

23
00:02:03,460 --> 00:02:10,330
And now selecting our character or our armature in Object mode.

24
00:02:10,340 --> 00:02:12,180
Make sure it's like in Object mode.

25
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So it's seven to go in a number that top you saw a 7 on numpad to go on top you are rotate 180 degree

26
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are 90 degrees.

27
00:02:21,890 --> 00:02:22,340
All right.

28
00:02:22,340 --> 00:02:27,830
All right I got to calm down my excitement because I'm just blundering all my words and everything.

29
00:02:28,200 --> 00:02:31,100
It's just because we're about to start animating so I'm too excited.

30
00:02:31,100 --> 00:02:37,490
Guys lets out a plane shift day and mash plane scale this baby up

31
00:02:40,460 --> 00:02:44,500
and bring it down G-S above the ground floor.

32
00:02:46,190 --> 00:02:57,350
With our armature in Object mode selected let's just make sure that our mushroom is just above the plain.

33
00:02:57,380 --> 00:03:01,130
If you put it just above the plain to where his bottoms aren't sticking out.

34
00:03:01,280 --> 00:03:05,480
It might look a little fake because there might be a little bit of gap where there's nothing so I would

35
00:03:05,480 --> 00:03:11,450
suggest making his bottoms stick out a little bit that way from here.

36
00:03:11,460 --> 00:03:16,140
Just looks like he's squashed against the floor a little bit more.

37
00:03:16,140 --> 00:03:16,590
All right.

38
00:03:16,590 --> 00:03:24,390
And now with that I also want to see about angling the camera correctly so I'm going to get one to go

39
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into front view control alt zero on the numpad bring the camera to our current view.

40
00:03:32,570 --> 00:03:41,100
Let's just position this like so and make the mushroom just outside of the frame of the camera going

41
00:03:41,170 --> 00:03:45,360
to R R X to rotate it.

42
00:03:45,390 --> 00:03:56,310
Bring it down so we got kind of an overhead view a little bit and then with that I believe we are almost

43
00:03:56,310 --> 00:03:57,230
good to go.

44
00:03:57,270 --> 00:04:00,390
A couple more things actually before we animate.

45
00:04:00,390 --> 00:04:08,550
We need to model his tools or not his tools but the objects he's going to have in the scene which is

46
00:04:08,550 --> 00:04:11,810
going to be a signpost and how they are.

47
00:04:12,030 --> 00:04:13,920
So let's go do that.

48
00:04:13,920 --> 00:04:19,320
Going to layer two hitting two on the numpad seven to go on the top you.

49
00:04:19,560 --> 00:04:20,510
I mean a head shift.

50
00:04:20,510 --> 00:04:24,000
See also to reposition the cursor to the center.

51
00:04:24,570 --> 00:04:36,960
And now I'm going to hit the tiki to close that shift and cylinder are to rotate x 90 degrees.

52
00:04:36,990 --> 00:04:41,850
Scale it down and it's wide to scale it up on the y axis.

53
00:04:43,910 --> 00:04:49,030
That said shiftier next and let's copy that just to have another one for the hammer after.

54
00:04:49,430 --> 00:04:58,920
But for the signpost ending shift they and mesh plane g y and then x x.

55
00:04:58,980 --> 00:05:02,770
I always feel weird saying that but you know what I mean.

56
00:05:03,630 --> 00:05:06,490
Bring it up just above the pole.

57
00:05:08,200 --> 00:05:10,710
It had to go into edit mode and control or.

58
00:05:10,730 --> 00:05:13,800
And let's add in a couple of loop cuts.

59
00:05:14,120 --> 00:05:15,430
Seven right here.

60
00:05:15,620 --> 00:05:17,120
You could add however many.

61
00:05:17,130 --> 00:05:23,380
Doesn't really matter because all we're going to do with this is just bring in the vertices randomly.

62
00:05:23,390 --> 00:05:28,170
So that kind of looks like a piece of wood.

63
00:05:30,160 --> 00:05:31,180
That has been

64
00:05:34,480 --> 00:05:39,110
indented or damaged like a piece of board.

65
00:05:39,110 --> 00:05:40,200
All right.

66
00:05:40,270 --> 00:05:45,830
Tab to go into edit mode because right now it's not a piece of board it's actually as thin as a piece

67
00:05:45,830 --> 00:05:51,660
of paper so it's extrude bring it down just about there.

68
00:05:53,220 --> 00:05:59,700
And then bring it down so that the top of the sign post is sticking out a bit selecting the sign post

69
00:06:00,640 --> 00:06:02,440
hitting the tiki to bring that back up.

70
00:06:02,440 --> 00:06:04,930
I knew I shouldn't have closed that window.

71
00:06:05,060 --> 00:06:08,060
It's smooth to smooth that out.

72
00:06:08,350 --> 00:06:13,290
Dang it I should predicts more into the future in attack mode.

73
00:06:13,300 --> 00:06:19,900
I'm just going to like all these burning them down and there is signposts.

74
00:06:19,980 --> 00:06:21,350
Sweet.

75
00:06:21,560 --> 00:06:22,440
So liking us.

76
00:06:22,440 --> 00:06:25,320
I'm a smooth that as well.

77
00:06:26,240 --> 00:06:29,120
And then for the hammer really simple.

78
00:06:29,120 --> 00:06:31,960
We're going to hit shift day and mesh cube.

79
00:06:32,440 --> 00:06:34,670
Bring that puppy over here.

80
00:06:35,500 --> 00:06:46,570
Add a modifier modifier and we're going to add in a level modifier and then hit as an X and that s to

81
00:06:46,570 --> 00:06:47,970
scale it down.

82
00:06:47,980 --> 00:06:58,170
There's going to be kind of a sledgehammer a sledgehammer and sorry I'm going on like World of Warcraft

83
00:06:58,170 --> 00:07:00,730
mode.

84
00:07:01,350 --> 00:07:04,890
Diablo 2 was my thing though World of Warcraft not too much.

85
00:07:04,890 --> 00:07:12,880
Now what we want to do is select the world in science like this control P parent to object.

86
00:07:12,950 --> 00:07:14,650
So like the hammer.

87
00:07:14,650 --> 00:07:21,420
So like the hand of control p object and then with the handle on and do one more thing hit tab to go

88
00:07:21,420 --> 00:07:24,920
into edit mode control are out of loop cut.

89
00:07:26,460 --> 00:07:36,130
So like the other loop cuts either extrude right click to de-select as to scale and then shift Z as

90
00:07:36,700 --> 00:07:37,610
shift to y.

91
00:07:37,610 --> 00:07:41,370
Sorry to scale on everything except the y axis.

92
00:07:41,410 --> 00:07:42,600
Click it there.

93
00:07:42,710 --> 00:07:50,470
And one more thing I want to do to make it sharper looking as Add in a modifier edge split which will

94
00:07:50,470 --> 00:07:57,640
basically split the angles of the edges basically making it so that the lighting is not as smooth out

95
00:07:57,670 --> 00:07:58,980
but sharper looking.

96
00:07:58,980 --> 00:08:03,140
So it's kind of smooth and flat at the same time.

97
00:08:03,360 --> 00:08:05,230
If that's even possible.

98
00:08:05,410 --> 00:08:08,800
Apparently it's selecting both these.

99
00:08:08,810 --> 00:08:09,530
Hit em.

100
00:08:09,610 --> 00:08:15,830
And move it to layer 1 and now control three.

101
00:08:16,350 --> 00:08:19,120
Actually I'm going to seven to go and top you.

102
00:08:19,330 --> 00:08:24,180
Are you going to put his hammer in this hand and the side.

103
00:08:24,270 --> 00:08:25,450
OK I'm going to stop there guys.

104
00:08:25,580 --> 00:08:26,840
And a sign in this hand

105
00:08:31,270 --> 00:08:32,610
I'm just having fun.

106
00:08:32,610 --> 00:08:33,600
All right.

107
00:08:33,830 --> 00:08:38,000
Our rotate x 90 degrees.

108
00:08:38,010 --> 00:08:42,820
Now that's how much it is.

109
00:08:43,570 --> 00:08:48,760
And then our x 90 degrees grub's Z.

110
00:08:48,770 --> 00:08:53,480
I want the sign facing the other way are to rotate Z 180 degrees

111
00:08:56,230 --> 00:09:00,990
going into the top view top view.

112
00:09:02,470 --> 00:09:05,370
That's definitely a hammer.

113
00:09:05,530 --> 00:09:14,150
I feel like he should be doing something else than being with a signpost I feel like this is a war mushroom.

114
00:09:14,700 --> 00:09:17,320
I would be pretty sweet.

115
00:09:17,450 --> 00:09:18,890
We might even need to scale down.

116
00:09:18,970 --> 00:09:23,740
I it because during that animation it's probably going to cover his whole face.

117
00:09:23,780 --> 00:09:24,620
So

118
00:09:27,380 --> 00:09:30,230
I'm going to slide this scaled down a bit.

119
00:09:30,360 --> 00:09:34,850
So it's like the whole thing scale the whole thing down a bit but should be good.

120
00:09:34,850 --> 00:09:38,700
We'll see when we place it into his hand how it is.

121
00:09:39,140 --> 00:09:42,310
And the signposts scaled down a bit.

122
00:09:42,320 --> 00:09:42,630
All right.

123
00:09:42,630 --> 00:09:47,210
So now we are ready for animation.

124
00:09:47,250 --> 00:09:48,840
Make sure this thing is still good.

125
00:09:48,950 --> 00:09:50,300
You're good.

126
00:09:50,780 --> 00:09:54,440
All right we're good for animation and we are ready.

127
00:09:54,440 --> 00:09:55,300
Rock n Roll.

128
00:09:55,310 --> 00:09:59,390
The scene is set up we'll do the lighting later we'll even adjust the camera and everything a little

129
00:09:59,390 --> 00:10:00,070
bit later.

130
00:10:00,260 --> 00:10:05,170
But now let's get into animating huzzy of the next tutorial.

131
00:10:05,210 --> 00:10:06,190
Ciao.

132
00:10:06,260 --> 00:10:07,270
See you there.

