Welcome to virtex groups.
In this video you will learn what a virtex group is assign vertices to a virtex group and see that because
we created our model in parts.
It is really easy to assign groupings.
So let's hop straight on over into blender.
Okay so on to virtex groups.
Well virtex groups are a great way of grouping vertices together.
And if we select let's say this lampshade at the top here and go to the object data properties.
Now this is a new one for you.
It's upside down triangle here with three vertices and some edges there and we can see that there are
virtex groups.
And in this case we can just create one here and it's not very useful called group let's call it shade
and let's work on the shade at the very top.
Now in order to assign vertices to this vertex group we need to be in edit mode so let's hop over to
edit mode now.
Let's press a twice or just once in this case because nothing else was selected.
Everything is selected and we just click here assign with a weight of 1.
Now that weight is important.
It means that these were to seise a wholly and solely part of the shade vertex group.
Excellent.
Now we can d select now and select everything as part of that and just for playing devil's advocate.
If I was to select a face in their press plus and just leave it as group for the moment and assign.
Now I can select my entire lampshade there or indeed I can go down to group and select those four vertices
that I've highlighted just here.
Powerful yes my example.
No let's get rid of that one that we've created there.
However there are a couple of other things that are part of this lampshade when it moves this ball joint
at the top is one.
And of course we've got the little lad lightsource in the middle of it there.
So let's focus on let's hop out of here select our lampshade joints.
And we notice that the vertical group has disappeared.
Hmm.
So it would be very useful in this case to have all of these linked as one object.
So one thing I have noticed when doing this.
If I were to select the lampshade joint then the lampshade profile then the light bulb inside and join
them together with control and Jay it actually goes back to its default position that we started modelling
in a while back.
And that's because the rotation of one of these is not set appropriately and we'd need to rotate it
around by 90 degrees.
Now I'm not going to faff about doing that because there are a couple of ways that you can get around
it.
And usually the simplest one and let's try it now is just selecting them literally in a different order.
So I've gone a light bulb lampshade profound apsey joints so I sort of go and top down have gone bottom
up.
And when we join them they're all one mesh object and I'm simply going to name that mesh object shade
as well.
So now that they're all there I'm going to go into edit mode select everything and let's bring the properties
panel back up and assign them to shade because shade is the one that's highlighted finally to make sure
that I don't make any mistakes and muck around with it.
I'm going to put the padlock on.
Okay guys it's Challenge time.
I'd like you to assign virtex groups so assign virtex groups to the rest of our mesh objects join them
together when necessary.
Name them appropriately.
I suggest keeping it to a one word just to keep things simple.
In this instance keep the number of mesh objects the same as the number of bones.
So consider joining meshel objects together where necessary.
Pause the video now and give this a go.
Okay guys.
Welcome back.
Let's hop straight into blender.
Right so let's go ahead and sign the rest of our virtex groups.
So we've got four bones and five objects no case so let's go ahead and just go down.
So I'm going to hop into object mode select the upper arm select everything.
In it I'm doing it as slightly different order.
I'm going to name this one up.
And I'm going to click a sign exer and then select the lower arm hop into edit mode select all of the
mesh add a new vertex group and call it.
Lower.
Getting the hang of this I can down a locket as well.
Oh did I sign says make sure sign and we can check that by the selecting and selecting So that looks
good to me.
I've got a lock that one hop into here.
Lock that one.
Okay so this bottom one here.
The lamp base and the stem.
Well I'm going to join the stem to the lamp base in that order so it inherits the name lamp base so
I don't have to rename the mesh so it's joined together.
Let's hop in to edit mode and select all the vertices.
I'm just going to go here and remove doubles because I know at some point they're gonna meet and I think
that's right at the very bottom so that's remove 32 vertices and then I'm going to add any vertex group
and I'm going to call that group base and I'm going to assign all of these vertices that I've selected
to that and are going to d select and select to make sure it's there perfect and hunger a lot for the
group.
Brilliant.
How did you guys get on.
We're almost ready now to re rig our model so not only will it look better in the hierarchy in a much
simpler layout.
We're also going to be able to export it to external packages.
Take care and I will see you in the next lecture.