Welcome to rerigging our model in this video you will unparented your lamp meshes and join them together
ending up with one meche object.
You'll rename your virtex groups and bones so that they match one another and finally test your new
brigg.
So let's hop straight on over in a blender.
Okay so before we go any further forward we're going to hop into object mode.
And we're going to select all of our objects going all the way up to the very top or all the way down
it doesn't matter because whatever we end up with we're going to end up in renaming it anyway because
it won't be appropriate anymore.
So let's just join those together.
Excellent so they're all joined together now.
Let's just have a look in the outline of where this is sitting is still sitting under the lamp rake.
I'm just going to drop it to the left click and drag and clear the parents.
Okay so now that is clear one thing I have noticed is that the rules of one section of it have been
reversed.
They need flipping back round.
Okay so but now that it's one mesh it can be a bit tricky to do that.
Not so because we've assigned virtex groups and one thing you'll notice is here now and the object data
properties because we brought all these together all the vertex groups have joined together.
So I'm going to select nothing at all.
Go to the upper arm the one that's reversed or discord upper in this case and go select.
Excellent.
Now I can simply go to mash Normal's and flip the normal so the right way round excellence that's now
sorted out.
They look fine before.
Perhaps I miss the fact I've made it inside out.
Anyway that's now sorted.
Okay so now we've got this here.
We need to rename virtex groups so that they match the bones or the other way round.
So let's start with the shade itself.
So let's turn the armature back on so we can see it.
And we've got a shade and what's the upper part of our lamp called it's just called lamp shade.
So I'm going to rename that shade.
Okay now that this and the actual part of the mesh is called Shade.
They should work.
Well let's go and try that now.
We do need to add a new modifier to our lamp.
So let's first of all call it a lamp because that's what it is now.
Excellent.
So we've got a lamp here.
Let's add a modifier an added armature modifier.
And I'm being completely blind Let's try that again.
I'm not being blind I had to scroll up low resolution and all that.
Here we go deform armature and underneath object we need to set the object as the lamp rake.
And to virtex groups.
Now there's one very important thing that did apply before and doesn't apply now.
And we need to go in to arm bones.
So it's go into the lamp rake to shade and we want it to deform now.
So in the Bowen properties here that scroll down deform is ticked.
Okay so let's grab this and see what happens.
Excellent.
The actual lamp is now joined back to the mesh.
Perfect.
So we just need to do that with the rest of our model.
But you guys know what's coming up.
That's right.
It's Challenge time.
I'd like you to finish the rerigging.
Make sure the bones are set to deform.
Match names of bones and virtex groups don't mind which way you do it.
It's just an exercise in this case obviously with a larger model you would probably want to be more
precise with your bones nain and not make them so generic.
Otherwise this rig will not work.
And then finally test your rig.
Play back that animation see how it looks.
Ball's video now and give that a go.
Okay guys.
Welcome back.
Let's hop into blender and finish the rerigging So this should be relatively straightforward.
We need to now do a couple of things and first of all I'm going to just make sure all the bones are
set to deform.
Excellent.
It's all set to default.
There we go.
So now they're all set to deform we just need to make sure they're all named appropriately and hopefully
they should just all take over.
So we've got ourselves some virtex groups.
Let's just go remind ourselves of what they called so in the object to tab up a shade lower and base.
So working from here.
This one's should be called base then just low lower and then upper.
Let's give that a test and see what happens.
A How about that.
That looks pretty good and everything's moving about let's just test the animation too.
Let's just press play.
So he's looking around.
Roll looks like.
Oh yes.
The reason why it looks a bit funny now is before we actually animates the base and the base actually
no longer exists.
Whereas all the rest of the movements were actually armature as well so there's a learning point there
that sometimes if you redo your model you're going to lose something.
In this case it was actually quite important so we would need to go back in and do basically redo the
base animation and get it right.
It will take several minutes to do that so I'm not going to do it right at this moment for you because
you've got to export this now and see how it is and we'll do that in the next lecture.
So see you soon remember to Shea or work Shea or rerigging as you can see the hierarchy now is much
much cleaner than it's ever been.
There are two objects in our scene.
The lamp and its corresponding rig.
And it controls it perfectly.
So share what you've got and I will see you in the next lecture.