WEBVTT

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Welcome to virtex groups.

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In this video you will learn what a virtex group is assign vertices to a virtex group and see that because

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we created our model in parts.

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It is really easy to assign groupings.

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So let's hop straight on over into blender.

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Okay so on to virtex groups.

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Well virtex groups are a great way of grouping vertices together.

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And if we select let's say this lampshade at the top here and go to the object data properties.

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Now this is a new one for you.

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It's upside down triangle here with three vertices and some edges there and we can see that there are

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virtex groups.

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And in this case we can just create one here and it's not very useful called group let's call it shade

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and let's work on the shade at the very top.

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Now in order to assign vertices to this vertex group we need to be in edit mode so let's hop over to

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edit mode now.

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Let's press a twice or just once in this case because nothing else was selected.

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Everything is selected and we just click here assign with a weight of 1.

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Now that weight is important.

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It means that these were to seise a wholly and solely part of the shade vertex group.

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Excellent.

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Now we can d select now and select everything as part of that and just for playing devil's advocate.

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If I was to select a face in their press plus and just leave it as group for the moment and assign.

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Now I can select my entire lampshade there or indeed I can go down to group and select those four vertices

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that I've highlighted just here.

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Powerful yes my example.

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No let's get rid of that one that we've created there.

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However there are a couple of other things that are part of this lampshade when it moves this ball joint

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at the top is one.

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And of course we've got the little lad lightsource in the middle of it there.

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So let's focus on let's hop out of here select our lampshade joints.

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And we notice that the vertical group has disappeared.

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Hmm.

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So it would be very useful in this case to have all of these linked as one object.

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So one thing I have noticed when doing this.

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If I were to select the lampshade joint then the lampshade profile then the light bulb inside and join

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them together with control and Jay it actually goes back to its default position that we started modelling

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in a while back.

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And that's because the rotation of one of these is not set appropriately and we'd need to rotate it

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around by 90 degrees.

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Now I'm not going to faff about doing that because there are a couple of ways that you can get around

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it.

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And usually the simplest one and let's try it now is just selecting them literally in a different order.

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So I've gone a light bulb lampshade profound apsey joints so I sort of go and top down have gone bottom

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up.

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And when we join them they're all one mesh object and I'm simply going to name that mesh object shade

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as well.

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So now that they're all there I'm going to go into edit mode select everything and let's bring the properties

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panel back up and assign them to shade because shade is the one that's highlighted finally to make sure

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that I don't make any mistakes and muck around with it.

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I'm going to put the padlock on.

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Okay guys it's Challenge time.

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I'd like you to assign virtex groups so assign virtex groups to the rest of our mesh objects join them

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together when necessary.

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Name them appropriately.

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I suggest keeping it to a one word just to keep things simple.

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In this instance keep the number of mesh objects the same as the number of bones.

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So consider joining meshel objects together where necessary.

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Pause the video now and give this a go.

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Okay guys.

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Welcome back.

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Let's hop straight into blender.

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Right so let's go ahead and sign the rest of our virtex groups.

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So we've got four bones and five objects no case so let's go ahead and just go down.

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So I'm going to hop into object mode select the upper arm select everything.

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In it I'm doing it as slightly different order.

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I'm going to name this one up.

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And I'm going to click a sign exer and then select the lower arm hop into edit mode select all of the

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mesh add a new vertex group and call it.

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Lower.

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Getting the hang of this I can down a locket as well.

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Oh did I sign says make sure sign and we can check that by the selecting and selecting So that looks

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good to me.

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I've got a lock that one hop into here.

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Lock that one.

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Okay so this bottom one here.

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The lamp base and the stem.

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Well I'm going to join the stem to the lamp base in that order so it inherits the name lamp base so

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I don't have to rename the mesh so it's joined together.

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Let's hop in to edit mode and select all the vertices.

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I'm just going to go here and remove doubles because I know at some point they're gonna meet and I think

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that's right at the very bottom so that's remove 32 vertices and then I'm going to add any vertex group

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and I'm going to call that group base and I'm going to assign all of these vertices that I've selected

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to that and are going to d select and select to make sure it's there perfect and hunger a lot for the

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group.

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Brilliant.

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How did you guys get on.

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We're almost ready now to re rig our model so not only will it look better in the hierarchy in a much

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simpler layout.

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We're also going to be able to export it to external packages.

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Take care and I will see you in the next lecture.
