WEBVTT

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Welcome to adding bones to our armature in this video you will learn how to add additional bones to

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an armature and understand that a Kneebone does not have to be connected to the previous one.

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Let's talk quickly about bone structure.

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There are three main components of a bone.

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We've got the tail tip a body and a head or roots and simply put the head of roots where the bone starts.

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And then you've got the body connecting it to the tail or the tip where attends.

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Now be using that terminology lots as we talk about bones.

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So I just thought I'd explain and show you what I'm talking about.

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So now we've got the bone structure in our heads.

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Let's hop straight on over into blender.

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So we were at this stage in our lamp at the moment and we've actually got some arms here.

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We've got our lower arms made.

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Now we have a look at the reyk so far we've only got so just quickly little eyeball here.

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I had hidden it before.

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We've got just one bone in that wreck.

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Now I'm going to do a bit of experimenting and put in lots of things in so we're going to hop over into

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a new blender file.

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Now once you're in a new blender File we're going to add an armature.

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So no go shift in A and add a single bone.

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Oh it looks like my key strokes aren't showing.

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Looks like I can't be full screen.

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There we go.

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We're back to here.

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Mikey Shaw it's a show.

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So we've added an armature and it's over here.

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When we go to the armature properties and just make sure that x ray is turned on so we can see what's

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going on so we can see arm bone in the scene here.

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And we want to go into edit mode so I'm going to hit tab and go across the edit mode and to add a new

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bone that's connected to the tail of the last bone.

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You literally extrude so you can press the e.t. and there's our new bone.

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And you can keep doing it again and again and again.

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Now if for some reason you needed an extra bone in on this area here you could then press E.

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Coming from there and you can generate as many bones from a single point and she liking because you

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can move those around.

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Okay so I'm just going undo some of that quickly.

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Because what you would generally want to do is just lock it to an axis so I'm going to make make-up

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now.

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Our lamp sort of flow that we're going to do so we got a STEM coming out there.

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We'll have a well I want to lock that to the y axis in this case so here we go.

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Were everywhere except Z actually saw a shift in Z.

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So a shift in X and that's now on there so we'll come back from there like that will come up for the

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next bit and we'll have the lamp there.

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The little light at the top.

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Now one of the things you may want to do when using bones is well the way that the bones are constructed

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defines the movement.

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So here if we wanted to add in let's say one across for the baseplate if we wanted to make it wobble

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ever so slightly rather than being linked directly to here it wouldn't be that natural but we could

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add a little bit of wobble to it.

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We may find that this is the wrong way round and a couple of ways are flipping that round.

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We can go to armature and switch direction and you can see the shortcut key there is Alton f.

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So if you ever need to switch the direction of a bone you can do it an F and it will flip it round.

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And that's the same with all of our bones.

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Brilliant.

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And then of course if you've put the bones in the wrong order for whatever reason you can select multiple

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ones and then flip the whole lot.

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Now if we want to add another bone to our scene to our armature.

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In fact that's not connected directly to any of the others.

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There are certain circumstances where you'll want to do this.

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We won't be touching on them just yet but just want to quickly show you you simply position the 3D cursor

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where you want the new bone to be.

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So on the planet over there and I can just go shift in a for ADD.

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And there you go there's a new bone finally of course when you've got a complicated scene with several

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bones in it do you remember to name your bones themselves.

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So when we click on a bone we can go over to the bone properties and at the moment you can see as we

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click on these this bone changes so we've got that.

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I've turned off x ray So we've got the bone at the bottom here which is just going to be called bone.

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And then we've got bone 0 0 1 0 2 0 3 and this was going to be 4 5 6 7 etcetera.

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And they're not very descriptive.

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It is very important that we name them appropriately.

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I'm not going to name them at this point in time because I'm just about to get rid of this file.

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But I do suggest whenever you create a bone you give it an appropriate name.

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Okay so it's Challenge time.

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I'd like you to add a second bone to the first one.

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So add another bone making sure it is locked to the appropriate axis name the bone.

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That's very important position the bones tail in line with the top of the lower arm and then finally

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and then finally parent the lower arm to the new bone.

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And I know that some of you are having problems with the first set of low arms with the mirror modifier

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UN applied.

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So if you are having problems do apply that's also check that you have applied any transforms that you've

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made.

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If you've even edited something in object mode its rotation or its scale.

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Those can adversely affect the armature and movement.

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So make sure any of those are applied with.

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Control and a as well.

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That should hopefully stave off any problems.

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So go ahead pause a video now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop straight on over into blender.

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So back over on our animated lamp.

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The first thing I need to do is just turn on the lamp so I can see it over there.

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So now we've got this in place.

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I can.

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I'm going to not try and select it in here.

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I'm just going to end up and geometry I'm just going to left clicking the outline on the lamp rake and

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the sweep right round to the left for you in orthographic which should mean that when I then pop into

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edit mode and extrude from there I can bring it up and we see the in the lower left.

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You can see the numbers going round and the change in the x coordinate is nothing but just to make sure

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I'm just going to go shift and X..

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There you go it's locked.

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Then I'm just going to put it into the approximate position.

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Now you may notice that this was like the hinge point is girl the pivot point is going to be in the

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wrong place and you are right.

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But don't worry about that at the moment because if we go and correct it with our current knowledge

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it's going to make some funny stuff happen on the model and we're going to deal with that in the next

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lecture.

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But now we've got that in the right place we've got a couple of further things to do.

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First of all it's just parenting the bone.

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I'm going to name the bone actually first so I'm going to hop into the bone here it's going to be called

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STEM 001 because that was based on the first one and I'm going to call this lower arm so we know what

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the bone is for.

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In fact caps lock on which always helps lower arm.

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Brilliant.

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So that's named and then going to select the lower arm.

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Hop into object mode.

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Shift and select that and go control.

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MP imperative to the bone.

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So there we go.

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That's now all parenting.

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And if we decide to move any of our armature the rest of it moves with it so we know that it's all parent

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ID.

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Okay.

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How did you guys get on.

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Please share in the discussions and we'll solve this little hinge problem in the next lecture.
