WEBVTT

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Welcome to a rest position and poa's position.

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So in this video you will understand the differences between rest position and post position.

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You can see the rest position when in edit mode and how to clear the pose.

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Back to the rest state after you've been playing with your model.

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So let's go over into blender and play with our amp.

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Okay so let's talk about the pose mode and rest mode.

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So over in the armature properties if we select them in the properties pane over here we got post position

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and rest position.

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They're very useful in general when you go into edit mode from pose mode it will automatically flip

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back into your rest position the rest position is just the default position that you want your model

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to be in.

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So I'm going to create our animated lamp in this case with the rest position with the two arms.

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The lower and upper one just going at 45 degrees to one another so it looks kind of a it's a rest position

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its natural rest position.

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It's absolutely fine but there are some quirks that lender will throw up.

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So first of all we've got rest position and post position that we conflict between here and at the moment

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they're exactly the same.

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If I go down here in go suppose mode and I just grab this and I'm just going to rotate these to around

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ever so slightly.

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Let's put it that way.

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Doesn't matter in this case that it's going to look odd just for demonstration.

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Now if I hop into edit mode something we add happens.

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This goes out of line.

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However if we just quickly render this you'll see that they are really still aligned with one another.

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I believe I've checked on two platforms now I believe this is just a little bit of a bug in a blender

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itself.

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So there are a couple of ways of solidifying that and what I'm going to do is simply make our lower

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arm how the modifier applied.

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That's all I'm going to do at the moment if I need to edit this arm later on.

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I'll simply delete half of the mesh at the half I don't want there and I'll read mirror it just clicking

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apply here on the modifier.

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We'll set it right and we were end up with some weird artefacts going on just makes it a lot easier

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to manage.

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Okay so back over into post mode remember you have to have the armature selected when we do this.

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I'm going to go over to the armature properties here.

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Now it's in the post position.

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It will stay like that in object mode edit mode.

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We'll flip it back to the rest position and again impose mode as well.

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It will stay like it is in object mode hitting the rest position automatically sets it back to this

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area but you can't move it.

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It's now locked in that rest position.

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So how do we get it back to the rest position with outs.

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Hitting this button.

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Well there are three simple keys or key combinations that we can use altes and are will reset the rotation.

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Oulton G will reset any movement that you've done and Oulton s will reset any sizing that you've done.

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So if I've got this bone selected here and I go Alton.

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Ah it resets that to its original orientation.

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If I select this bone and do OT.

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Ah that's all I've done I've rotated twice.

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It was set that one to its default rest position so you can do it bone by bone if necessary.

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I haven't got any scaling but if I did have scaling in there as well then Oulton s will reset it and

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any movement will also be able to be reset with OT and G.

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Now if you come up with an excellent rest position by using the pose you can apply the new pole position

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with control and ache.

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So apply the pose has a rest pose.

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Now I'm going to use this at the moment.

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That is actually the best pose as well but that's how you do that if you move your model into a more

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natural stance if you created in a what you didn't want to be.

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It's wrist position if you want to use the menu to change these options.

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We can go down to pose and if we go up we've got clear transform so we can clear them all under this

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menu so if you've done a lot of transforms you can just clear them all or indeed you can do the location

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rotation and scale all individually as well.

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Unfortunately there's no shortcut key at the moment for clearing them all off.

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And of course control and they will apply that pose.

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The above one that we've just been through as the rest pose or as a visual transformed pose.

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So there we go.

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There is the difference between pose and rest position and we can use that later on as soon as we've

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got more of our lamp made.

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Okay guys quick challenge for you all.

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I'd like you to play with posing that lamp.

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Now it's not complete yet.

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But what I would like you to do is apply the mirror modifier to eliminate that horrible artefacts show

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and then just play about with the basic pose try movement rotation and scaling.

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You'll probably find movement at the moment acts exactly like rotation and the scaling itself.

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Well I suppose later on we can scale it gently up and down and see if the lamp was breathing perhaps.

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Anyway more on that later.

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Pause the video now and just give that a go.

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Okay guys.

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Welcome back.

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Congratulations.

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Well done on playing about with the basic pose there.

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Now you may have noticed as you're moving about you had your geometry passing through one another.

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Well in the next lecture we'll go about constraining that geometry so it doesn't pass through itself.

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So I will see you guys in the next lecture.
