All right ladies and gents Let's go ahead and set up our scene so that they could be animated.
But first I wanna do is over here we have one little tiny glitch or something that's happening with
the squashing and stretching at the bottom you could see that it is acting a bit strange for some reason.
So what I'm going to do is I'm just going to delete this bone right here.
And then select this one shift the Z bring it down.
And rename the squash.
Squash.
Stretch bottom.
I mean to make sure change the name just in case that has anything to do with it and then going over
here I'm going to select the bone squash.
Stretch bought.
And now it seems to have fixed the problem so don't ask me why.
Like I said sometimes blender acts in mysterious ways.
So now that we've got that let's scale is down 2.5 and you can see it's working just fine.
So beats me.
All right.
Let's keep going.
And it's just you know like I said something I wonder has some things happen maybe I had clicked an
option maybe it was my bad by accident.
But anyways that seems to fix that.
Let's move on selecting all of these right here the shape the shapes.
Let's move on to layer 20.
And now selecting our character or our armature in Object mode.
Make sure it's like in Object mode.
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
are 90 degrees.
All right.
All right I got to calm down my excitement because I'm just blundering all my words and everything.
It's just because we're about to start animating so I'm too excited.
Guys lets out a plane shift day and mash plane scale this baby up
and bring it down G-S above the ground floor.
With our armature in Object mode selected let's just make sure that our mushroom is just above the plain.
If you put it just above the plain to where his bottoms aren't sticking out.
It might look a little fake because there might be a little bit of gap where there's nothing so I would
suggest making his bottoms stick out a little bit that way from here.
Just looks like he's squashed against the floor a little bit more.
All right.
And now with that I also want to see about angling the camera correctly so I'm going to get one to go
into front view control alt zero on the numpad bring the camera to our current view.
Let's just position this like so and make the mushroom just outside of the frame of the camera going
to R R X to rotate it.
Bring it down so we got kind of an overhead view a little bit and then with that I believe we are almost
good to go.
A couple more things actually before we animate.
We need to model his tools or not his tools but the objects he's going to have in the scene which is
going to be a signpost and how they are.
So let's go do that.
Going to layer two hitting two on the numpad seven to go on the top you.
I mean a head shift.
See also to reposition the cursor to the center.
And now I'm going to hit the tiki to close that shift and cylinder are to rotate x 90 degrees.
Scale it down and it's wide to scale it up on the y axis.
That said shiftier next and let's copy that just to have another one for the hammer after.
But for the signpost ending shift they and mesh plane g y and then x x.
I always feel weird saying that but you know what I mean.
Bring it up just above the pole.
It had to go into edit mode and control or.
And let's add in a couple of loop cuts.
Seven right here.
You could add however many.
Doesn't really matter because all we're going to do with this is just bring in the vertices randomly.
So that kind of looks like a piece of wood.
That has been
indented or damaged like a piece of board.
All right.
Tab to go into edit mode because right now it's not a piece of board it's actually as thin as a piece
of paper so it's extrude bring it down just about there.
And then bring it down so that the top of the sign post is sticking out a bit selecting the sign post
hitting the tiki to bring that back up.
I knew I shouldn't have closed that window.
It's smooth to smooth that out.
Dang it I should predicts more into the future in attack mode.
I'm just going to like all these burning them down and there is signposts.
Sweet.
So liking us.
I'm a smooth that as well.
And then for the hammer really simple.
We're going to hit shift day and mesh cube.
Bring that puppy over here.
Add a modifier modifier and we're going to add in a level modifier and then hit as an X and that s to
scale it down.
There's going to be kind of a sledgehammer a sledgehammer and sorry I'm going on like World of Warcraft
mode.
Diablo 2 was my thing though World of Warcraft not too much.
Now what we want to do is select the world in science like this control P parent to object.
So like the hammer.
So like the hand of control p object and then with the handle on and do one more thing hit tab to go
into edit mode control are out of loop cut.
So like the other loop cuts either extrude right click to de-select as to scale and then shift Z as
shift to y.
Sorry to scale on everything except the y axis.
Click it there.
And one more thing I want to do to make it sharper looking as Add in a modifier edge split which will
basically split the angles of the edges basically making it so that the lighting is not as smooth out
but sharper looking.
So it's kind of smooth and flat at the same time.
If that's even possible.
Apparently it's selecting both these.
Hit em.
And move it to layer 1 and now control three.
Actually I'm going to seven to go and top you.
Are you going to put his hammer in this hand and the side.
OK I'm going to stop there guys.
And a sign in this hand
I'm just having fun.
All right.
Our rotate x 90 degrees.
Now that's how much it is.
And then our x 90 degrees grub's Z.
I want the sign facing the other way are to rotate Z 180 degrees
going into the top view top view.
That's definitely a hammer.
I feel like he should be doing something else than being with a signpost I feel like this is a war mushroom.
I would be pretty sweet.
We might even need to scale down.
I it because during that animation it's probably going to cover his whole face.
So
I'm going to slide this scaled down a bit.
So it's like the whole thing scale the whole thing down a bit but should be good.
We'll see when we place it into his hand how it is.
And the signposts scaled down a bit.
All right.
So now we are ready for animation.
Make sure this thing is still good.
You're good.
All right we're good for animation and we are ready.
Rock n Roll.
The scene is set up we'll do the lighting later we'll even adjust the camera and everything a little
bit later.
But now let's get into animating huzzy of the next tutorial.
Ciao.
See you there.