WEBVTT

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Welcome to the introduction to armatures in this video you will learn about the armature object and

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add an armature to your model.

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So let's hop straight on over into blender.

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Right.

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So over in blender The first thing that I'm going to do is actually just take a step away from our model

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for the moment so we can play with armatures by themselves.

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There's nothing else cluttering up the screen.

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So I'm going to go find new and get a new file loaded with this new blender file.

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Let's go ahead straightaway and add in an armature now an armature is an object much like our mesh object

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like lamps like cameras in our scene.

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So it's an object that can be manipulated it has a centre a position of rotation.

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You can scale it up and down you can do lots with it.

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So let's go in and one now so you can see what it looks like.

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I'm going to use a shift and a.

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And that was lucky it was right underneath the cursor.

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And I'm going to add an arm which you can see there.

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It says single bone.

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Incidentally that's not just luck.

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During my practice this is the last thing I chose.

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So when you go and add something would shift in a and in many other places in blender it remembers the

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last place you selected.

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In this case it was an arm which a single bone.

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So it appears there straight away.

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Assuming that's the next thing you want to do as well.

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Nice to time saving feature of blender though can be confusing we don't know why it's doing that.

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We click that.

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And one of your first questions will be I can't see it.

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Mike where is it.

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Well first of all it's within that cube.

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I can guarantee that and it does say armature over in the outline so no it does exist.

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So how do we make it so we can see it without hiding the objects especially if we're going to use these

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armchairs to control our mesh objects.

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Well let's have a look at the properties tab over here for the arm which is we've got the little stick

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figure over here.

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Now this gives us an option to name our armature.

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Now an armature consists of a series of bones within it.

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In this case we've only got one bone in one arm chair.

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And in general you'll probably not want to have more than one arm chair in your particular scenes at

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one time for a particular object.

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So if you had two people in a scene or since we're working on the lamp two lamps in your scene you'd

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have an armature per lamp itself.

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In fact with a lamp you could probably copy the armature across duplicate it and use it as a template

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armature for the other lamp unless there was some really big differences between them.

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Let's go down we got the skeleton.

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Got pole position and rest position and then if we keep going down we've got display.

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Okay so ok to he draw stick be bone envelope and why simply change how armature looks but we still can't

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see it at the moment.

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So put a tick in the box called x ray.

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Now we can see it and I'm going to hit the full stop on the number pad you could go to view and did

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the same thing.

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And we can actually see our bone now through any objects that might be in the way.

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And that's a great way of being able to see what's going on.

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Obviously when you're when they're inside a model like that you can't really have great control over

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them because you well you can't see what's going on.

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It's as simple as that turning on x-ray allows you to see the bones of the armature.

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Now a couple of other things that you may want to turn on and off just so you can get a bearing of what's

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going on.

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So we've got names and that'll turn on the name it's just called bone at the moment if we were to add

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another bone that would be bone 0 0 or 1 and then we've got the axes themselves ability the axes come

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alive just at the moment.

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But having that ongoing help you understand the relationship of the global coordinates AIs Z being up

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if we actually hopped on over into edit mode here we can see that a Y is currently up for this bone

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itself and that can be a bit confusing at first.

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So having the actual axes turned on will help massively especially when we come to constraining movements

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but more on that later.

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So in the Properties window next to the armature properties of a bone properties the bone itself where

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we want to name that bone.

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At the moment there's only one in the scene so it's pretty obvious which bone we're referring to but

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if we were to call that bone cube because that's the bone it's for it's very apparent then what that

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bone is designed to do.

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So if it was part of a human you might call it foote's Finger.

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Leg arm torso whatever head neck et cetera.

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So now we've named it how do we link these two things together.

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Well we want the armature itself to be the parent of the cube or more specifically that bone with in

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the arm chair to be a parent of that cube.

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There are a couple of ways of doing that but the easiest way is to select your child.

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So I'm going to hop back onto object mode select the child which is the cue hold down Shift and select

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the parents.

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Now you can get it through the object menu as well.

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Let's go to parenting.

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Or I like their shortcut keys control.

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MP for parents oh got a load of options here but we want to set it as a bone.

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There we go.

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We've got it set as a bone and we notice over in the outliner there the cube doesn't exist anymore.

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In fact if we open it up we can see it's now a child of the armature.

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Exactly we want what we want it to be.

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And if we actually go into the Cube property self under the object properties if we scroll down a little

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we can see the parent is the arm chair and the bone.

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It's linked to is the cube bone.

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Very useful.

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One final thing on bones.

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Depending on the type of mesh you're dealing with we're going to be dealing with a a rigid mesh are

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our lamp isn't going to be a bendy floppy lamp.

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It's actually going to have arms that are rigid and do not flex.

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They just move.

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So we select the bone again itself and have a look at the properties here.

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You will actually want to turn off the option deform.

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Otherwise when we try and move things later on you will actually distort our geometry rather than just

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move it.

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So it likely to unstick that for every bone that we're going to put into our lamp going forward.

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Okay guys it's Challenge time.

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I'd like you to add an armature to the lamp.

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So at an armature to our lamp and make sure the armature is located at 0 0 0 so right in the centre

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of our scene to centre the 3D cursor before you add it that's the easiest way of doing it.

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Call the armature lamp rake.

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That's essentially what it will be coming afterwards.

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Name the single bone that's generated stem.

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And then finally make that bone the parent of the stem mesh that we've already got my little cylinder

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coming out the base.

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Okay.

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Pause a video now and give that a go.

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Okay guys welcome back.

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Let's hop back on over into blender.

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Right now we're in our animated lamp which need to find the 3-d cursor first wars over there it's taking

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a break.

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So I'm going to you shift and see to recenter it.

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And then I'm going to press the number pad full stop.

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So it seems straight back in.

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Right now that we've re centred that we can go ahead and add armature.

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So we're in object mode yet again had an arm a single bone.

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Exxon So that's a bit large.

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So at this point I'm going to scale it down.

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It's much like any other objects as we've already discussed.

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So we've got the operator panel over here add armature.

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If I reduce the radius and it seems to be shrinking I'm going to set it so well there will do for the

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moment we can always alter it all later.

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And let's turn on x ray so I can see where it's sitting X and that's exactly where I want it to be so

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it's position is now right let's call it lamp reyk because that is what it's going to become.

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And lamp rake.

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Excellent.

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Now we've got the lamp rig named.

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We've got the one bone in there and we need to name that bones so with the bone selected that's good.

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We can go in here and nain the bone stem.

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I mean the the stem the child of the arm chair itself.

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Brilliant.

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Now the order in which you select these does matter and then control empy and set it to the bone.

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There we go.

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So finally let's just make sure we're not deforming So we're not deforming to we can unstick that in

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the bone properties.

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Your name stem there.

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I'm going to name this here lamp rig.

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So in all we were talking about Essence I think there's everything done.

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Excellent.

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How did you guys get on.

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Please share in the discussions and I'll see you in the next lecture.
