WEBVTT

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Welcome to rerigging our model in this video you will unparented your lamp meshes and join them together

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ending up with one meche object.

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You'll rename your virtex groups and bones so that they match one another and finally test your new

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brigg.

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So let's hop straight on over in a blender.

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Okay so before we go any further forward we're going to hop into object mode.

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And we're going to select all of our objects going all the way up to the very top or all the way down

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it doesn't matter because whatever we end up with we're going to end up in renaming it anyway because

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it won't be appropriate anymore.

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So let's just join those together.

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Excellent so they're all joined together now.

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Let's just have a look in the outline of where this is sitting is still sitting under the lamp rake.

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I'm just going to drop it to the left click and drag and clear the parents.

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Okay so now that is clear one thing I have noticed is that the rules of one section of it have been

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reversed.

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They need flipping back round.

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Okay so but now that it's one mesh it can be a bit tricky to do that.

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Not so because we've assigned virtex groups and one thing you'll notice is here now and the object data

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properties because we brought all these together all the vertex groups have joined together.

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So I'm going to select nothing at all.

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Go to the upper arm the one that's reversed or discord upper in this case and go select.

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Excellent.

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Now I can simply go to mash Normal's and flip the normal so the right way round excellence that's now

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sorted out.

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They look fine before.

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Perhaps I miss the fact I've made it inside out.

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Anyway that's now sorted.

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Okay so now we've got this here.

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We need to rename virtex groups so that they match the bones or the other way round.

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So let's start with the shade itself.

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So let's turn the armature back on so we can see it.

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And we've got a shade and what's the upper part of our lamp called it's just called lamp shade.

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So I'm going to rename that shade.

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Okay now that this and the actual part of the mesh is called Shade.

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They should work.

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Well let's go and try that now.

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We do need to add a new modifier to our lamp.

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So let's first of all call it a lamp because that's what it is now.

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Excellent.

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So we've got a lamp here.

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Let's add a modifier an added armature modifier.

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And I'm being completely blind Let's try that again.

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I'm not being blind I had to scroll up low resolution and all that.

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Here we go deform armature and underneath object we need to set the object as the lamp rake.

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And to virtex groups.

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Now there's one very important thing that did apply before and doesn't apply now.

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And we need to go in to arm bones.

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So it's go into the lamp rake to shade and we want it to deform now.

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So in the Bowen properties here that scroll down deform is ticked.

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Okay so let's grab this and see what happens.

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Excellent.

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The actual lamp is now joined back to the mesh.

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Perfect.

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So we just need to do that with the rest of our model.

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But you guys know what's coming up.

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That's right.

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It's Challenge time.

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I'd like you to finish the rerigging.

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Make sure the bones are set to deform.

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Match names of bones and virtex groups don't mind which way you do it.

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It's just an exercise in this case obviously with a larger model you would probably want to be more

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precise with your bones nain and not make them so generic.

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Otherwise this rig will not work.

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And then finally test your rig.

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Play back that animation see how it looks.

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Ball's 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 into blender and finish the rerigging So this should be relatively straightforward.

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We need to now do a couple of things and first of all I'm going to just make sure all the bones are

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set to deform.

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Excellent.

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It's all set to default.

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There we go.

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So now they're all set to deform we just need to make sure they're all named appropriately and hopefully

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they should just all take over.

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So we've got ourselves some virtex groups.

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Let's just go remind ourselves of what they called so in the object to tab up a shade lower and base.

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So working from here.

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This one's should be called base then just low lower and then upper.

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Let's give that a test and see what happens.

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A How about that.

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That looks pretty good and everything's moving about let's just test the animation too.

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Let's just press play.

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So he's looking around.

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Roll looks like.

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Oh yes.

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The reason why it looks a bit funny now is before we actually animates the base and the base actually

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no longer exists.

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Whereas all the rest of the movements were actually armature as well so there's a learning point there

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that sometimes if you redo your model you're going to lose something.

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In this case it was actually quite important so we would need to go back in and do basically redo the

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base animation and get it right.

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It will take several minutes to do that so I'm not going to do it right at this moment for you because

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you've got to export this now and see how it is and we'll do that in the next lecture.

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So see you soon remember to Shea or work Shea or rerigging as you can see the hierarchy now is much

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much cleaner than it's ever been.

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There are two objects in our scene.

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The lamp and its corresponding rig.

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And it controls it perfectly.

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So share what you've got and I will see you in the next lecture.
