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Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 2 Armature&BasicBones_frames.zip

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+ "text": " Hey everyone, so before we get into actually rigging our robot here, there's a couple of organizational things I want to cover first before we jump in there. So the first one is setting up the material. So we'll just cover that side of things here. So we're just going to show roughly how I set up the shaders for this and how we get the textures and everything coming in here. So the first thing to do will select if I come in here and select one of these guys will select the head as a material. So the first part is in Substance Painter you're just going to want to export out the textures. So you export those out I used the Unreal 4 template preset for those which channel packs the individual textures here and then you can see that we have our shader set up to if you've got the add-on node wrangler installed you just go to preferences and then on the add-on just search for node wrangler You can see this guy here. This is really useful for working with shaders and materials And so if we didn't have this guy Connected here if we just just connect this you can press control T And it's going to add an image texture with the mapping and everything here So we can actually set up our texture and then you just hit open and import that texture there So if I go and connect this back up and then for the different textures here, I have the following kind of color spaces set so for the base color I have Filmic sRGB and then for the roughness and metallic and the normals I'll set those to non-color and then to set up the roughness and the metallic I have green channel plugged in here to the roughness and the blue into the metallic of the principal BSDF shader and then for the normals I'm actually just inverting the green channel here using RGB curves and then I set normal map there and plug that in so that's the setup and I actually for this one for the head I have an emissive so I'm also just plugging the emissive in as well so really basic shader setup but I just wanted to cover that just in terms of how to set the materials up inside of Blender if you don't know how to do that if you're working with another 3d program the process will probably be very fairly similar depending on what type of editor you're working with so just wanted to briefly cover that. In terms of the setup and the that side of things, so let's just briefly cover that. We'll turn the rig off here. So there's a couple of things to bear in mind. So firstly, because this is a hard surface object, I'm not really doing any weight painting. I'm mostly just binding individual elements to individual bones, which means that because it's mechanical everything moves individually and it's a little bit easier to rig and animate this. So it's It's going to be relatively straightforward to get a rig working for this type of thing. But in terms of organization, we worked before in the class with this idea of having collections and we use the collection instances and then we can reference things. So you can see here that we have the beetle body and we have the moving plates and different parts of the object set up depending on what's going on here. So that's the same as what it was before. The structure is the same as how we had before. So we have the head in here, we have the legs and everything in the same way, right? But one of the things I wanted to do is take all of that stuff and then make it into collections that are actually going to be useful for rigging. So if I just cover that briefly, that's what we can see here. So a lot of this is just a copy of what we have before, but let's kind of roughly go over it. So for the legs, I've separated those out. These again are in individual collection instances as they were before. For this one particularly I have the bottom of the feet separated out into the individual pieces that are most likely to be moving so you can see all of that. But again, these are all just in collection instances and I have all of the left rigs in a folder, all of the left legs, sorry I should say, in a folder and then the same for the right. So this is going to be mirrored so I'm keeping these separate so that I can mirror the bones and then bind them later. So the legs are probably the most complicated piece just because there's a lot of individual sections that you have to go and individually bind to bones, but it's not super difficult to do. So that's that. And then same process for the tendrils. So tendrils again, these are controlled within the collections. You can see that these are all individually chunked out into their different pieces and I do the same for the left and the right. So again, same kind of process there. For the head we have everything in the head rig and we also have our head and our horns separated because I wanted to individually rotate the horn and allow a bone to do that. So I have to break that out into its own section there but that's for the head and then for the body this is again same kind of idea we have most of the pieces from the body just in this particular area, that's all of these combined in that section there. And then I have the shell is the individual shell pieces, these are split out again into their own collection, so you can see here left and right side. For moving plates we're not going to cover too much of this with the rig in the tutorial, but this is for actually rotating and creating the simple primitive shape. And then we have our wings which we will cover in the tutorial here, these are these guys. So So when this all comes together, all of the individual pieces are easily selectable and we combine those to the individual bones. So that's some of the structure and the hierarchy part of this and then we'll get into actually rigging things. Hey everyone. So now we've covered some of the setup and the basics of the structure for this week. I wanted to jump straight into some of the armature side of things and actually setting up our rig and getting bones bound to different parts of the object. So the first thing we're going to do here is you can keep this yourself organized. I would put the rig, I've got a separate folder in here and I could just put my rig in here. It's up to you where you where you locate it. But the first thing you're going to do is just hit shift A and you're going to add in an armature. This is going to add in a single bone so if we go underneath this armature you can see that we have a bone actually bound to the object underneath there. So So that's kind of the first step here. So we get the bone and we can jump into edit object mode is gonna move the armature around and that kind of side of things. And then as soon as we hit edit, we're actually editing our individual bone. So then we can shift D and duplicate and create a new bone and so on and so forth. So that's the sort of basics of working with armatures. You jump between the two different modes. While you're in object mode, you can also hit control tab and this is gonna bring you into pose mode. So once we start to actually bind things and we want to test how this is moving, we're going to be in pose mode, which means that we can actually pose the bones and move the objects. So control tab to jump out of that mode. So okay, so that's some of the basics. I want to start by just getting some bones set up. So the first thing I would usually do when I'm working with an armature is just scale my bone down. So we can actually select our bone and then use the 3D cursor to scale the bone. so we can scale this one down here. I'm gonna create a root bone, which is basically, usually for rigs, you'll want a bone that controls the whole object. So if you wanna move everything, and you wanna offset the rig, or you wanted to slightly rotate it, it's very useful to have a root bone. So this is the main bone here that's gonna be added to the rig. So we add that one there, and then I'm just gonna create a series of bones from this root. So the first one I'm just gonna duplicate up a bone here and then we'll just move him. So we have this bone here. And we can see at the moment that we can't really see our bones if they're hidden underneath the object. So there's a few things you can do to counteract that. You can come under the rig options here and under viewport displays, there's a couple of controls we can set here. So the first one is if we set in front, we're always gonna see our bones in front of the rest of the objects there. So that's a handy little tip if you're working with your bones and you wanna make sure you always see them. We can also visualize the bones in different ways. So at the moment, these are set to octahedral bones, but we could choose different types. So you can see we can go for stick bones or B bones or envelopes, so on and so forth. So I actually like working with the B bones. These are just a lot more squared out bones, but they create these really large shapes. So we can actually scale these in by holding Ctrl Alt and S and we can scale the bones. So this is pretty handy. If you want to work with these sort of small square bones, you can do that, but either is fine. It's just a visualizer. So if you wanted to work with the octahedral ones as well, that's also fine. So for this bone, I'm going to move our pivot back to the bounding box and I'm just going to rotate him. So this is going to be our main body bone. And I just, for this, I don't actually really need to deform the body. So I don't need, if I was working, say with a spine, example I might start to extrude this out and create more of this type of result. But because this is hard surface and I'm not going to bend these elements really, I'm just going to have a singular body bone. So we'll just rename that to be body and you can see that there. Another handy visualizer is the names which will show the names of the bones over the top as well. So we can actually see what these are called so we don't get our names mixed up and everything there as well. And then next I want to shift E and duplicate and we'll rotate and we'll now create one that's going to be called our head bone. So this is the head we could also create ones for the horns and things like that as well but I just want to cover the basics to begin with and then we can expand as we go. So that's the first step we've just got a couple of bones in there. So the first thing we want to try and do is actually bind a couple of these objects to this so we can actually come into here and unhide some of the different elements that we have. So we've got our legs and our tendrils, we've got our head. So for the head we're going to want to bind that to this main head bone and so the way you do that is jump into pose mode and make sure that the bone you want to parent this object to is selected. So you can see here that I can just select those in pose mode, jump out of pose mode and then select the head first and the bone second and we're just going to hit control P and parent this directly to the bone. So now what you see is if you enter into object mode, into pose mode, sorry, as we move this bone around as we rotate this, you can see that we can actually rotate our head. So that's the basic process of actually parenting different objects to the individual bone. So let's just kind of carry on with our process here. So for the body, we're going to also want to just bind this to the body so come into pose mode select the body and then we'll just control P and bind this so now we should have the body here you can see that that's all working but as we move the body you can see that the head is not coming with it so in this case we'd actually want as we move the body for the head to also come with that bone right so one of the ways we can do that is come over into edit mode and we actually expand this you can see this is our hierarchy of bones at the moment. So the first thing we want to do is parent the head to the body bone. So you just select the head first and the body second, and then we'll just hit control P. And we want to keep the offset. So with these aren't going to be connected together, they're going to be separate bones. So we'll just hit keep offset. And you can see now this is parented under a hierarchy. And then we can do the same for the body and the root, because as we move the root, we want everything else to come with it so we'll do the same here and so we actually need to select our body first and our root second and now you can see that this is parenting correctly so now as we move these things if we jump out of edit mode into object mode and into pose mode as we move the head you can see that the body comes with it as we move the root you can see everything is coming with it as well so that's how this works if we move the head separately that's how that's going to work. So that's some real basics in terms of the hierarchy of just getting these elements and everything set up, which is working pretty nicely already. So next I want to do some of the other parts of the object here. So we're going to set up our horn and also the shell I think as well. So we got our shell area. We'll cover the wings separately because they're a little bit more complicated. So yeah, the shell and the horn, that will get the majority of the body and different parts done. and then we can move on to our legs after that. So for the shell, oh sorry, let's do the, I'm gonna do this guy first. But you can see that because this is a collection instance, his pivot isn't really in a particularly great place. His pivot is the center of the world. So it's a little bit difficult if I wanted to say rotate this horn. So I need to actually place my bone in a place that makes sense. And you can see that when I built this, I have this cylinder of where this actually is connecting, right? And how it's going to rotate to the body. So I need to put a bone kind of in this place here, right? So to do that, we're just going to unhide the rig and re-enable this section, which now means we can select these different elements of the actual pieces, right? And so what I'll do is I'll select where the bone needs to go. And I'm just going to hit Shift S and choose cursor to selected, right? So that means our cursor there. And now to set up a bone, what we're gonna do is we're gonna duplicate our head bone, and then I'm just gonna shift S and selection to cursor. So that's actually gonna move my bone. We can scale the bone down a little bit, and now you can see we have this head bone here. So we're gonna wanna name this slightly differently. We're gonna wanna call this horn. So this is our horn bone. And at the moment, if we try to, again, if we come out of object mode, or into object mode, sorry, and move the head, going to see that the horn isn't going to come with it. So we're going to need that same parenting hierarchy again. So we'll go into edit and we'll just parent our horn bone to the head. So now that as we move the head, I'm into pose mode, the horn is also going to move with it, right? Now we want to actually set up the horn to this area. So we're just going to come into pose mode again, select the horn, and then we're just going to parent our horn there. So that's nice and simple. And now as you see, we rotate this guy, you're going to see that this comes with it, right? Which is pretty good. At the moment, this section isn't actually rotating with the horn. So if we wanted to do that, we can just move this element into that collection. So these pieces here, we can just come out of our rig and select the low poly. And then if we come over into, into here, we have these different areas of the head and the fibers and everything here. So I think actually it's looking at this. So now we would want to essentially move these pieces that we can see here into our horn folder. So if we turn off the horn and then select these different elements that are part of the horn that we want to rotate. So you can see, yeah, so I'm going to move these into the horn And then what we should see now if we go back to our Rig is that this is now part of the horn so you can see those pieces about they've updated in that collection So when I rotate this you'll see that these guys also rotate with it, right? So that's how we actually get that horn working if we were to Move a bunch of things in pose mode by mistake or rotate them Scale them whatever to reset the whole rig We're just gonna hold alt and then click alt R alt G and alt S Which is actually just gonna move scale and reset our rig back to default So if you ever run into that issue as you're posing things and you can reset everything So now we set up the horn there. I now need to do the same process, but with the shell So for the shell, I actually have these little sections in here This is the pivot of where the where the shell actually rotates from so we need to just come over into our object again And add in a collection instance for that So I will select this object here Sorry, not a collection instance. Just move the pivot into that location So we'll do the same trick again, and we'll just come in here and enable this and now we want to set up our shell bone so to do that duplicate the bone again and this one let's just have a look and rename this so this is going to be shell and So we're going to just move that into this position We'll probably just move the the bone down in scale a little bit there So that's for our shell and then what we want to do With this is because this is going to be on the left side of the model We also want the same on the right side So if you're working with Symmetry in rigs the way that you do that is you come into the actual bone and then you put a dot L for left side Or dot R for right side and then if we come over into The edit mode again, and we come to armature There's an option here called Symmetries and what that will do is it will duplicate the bones to the other side But you can see now that we have shell And dot are so we have the left side and the right side of our rig, right? So that's really basic site and workflow sorry for symmetry and so Again, we want to parent these guys to the body So we'll select both of these and then select the body and just parent and keep offset So now we have our body actually controlling The shells as well. So if we come over into pose mode, you can see that the shells are going to move So to now parent the actual shell to to this guy again, it's the same process So we'll come over with the rig selected into pose mode select the bone we want and then just parent To the bone so now if we come over to pose mode We could actually move our shell around which is pretty cool And then we just want to do the same for the other side of the shell So we'll select the shell piece will select the object and then we're just going to parent to the bone So that's our basics of our rig set up for all of the body and everything here So you can see that we have parented all of the body pieces as we move this around everything is looking good We can open up the shell now, which is pretty nice And we can rotate the head and move the head and then Rotate the horn as well moving the roots so you can see all of the bones that we set up a couple of things that you can also do that's kind of handy is you can lock the transform so when you're working with bones I usually set these to the x y Z Euler here, which is just removes these x y W x y z values and puts them to just x y z right just a bit more intuitive to work with and Then what you can do here is you can lock certain values. So for the head for example I don't really want the head to be moved or scaled so you can just hit these lock icons And that will only allow me to rotate it even if I try to press G or S to scale It's just gonna force me to Only rotate right and then when we get to things like this we can do the same thing But we know that we only want this to rotate in the one axis Which in this case is the x-axis so we can lock everything except the x Which just means that when you rotate this now, it's only going to rotate in that one axis. We can't rotate it weirdly So that's again pretty handy to do these guys. We will leave all unlocked for the body I would probably just lock the scale because I don't want to be able to scale him But I do want to be able to move him around and rotate him as well And then for these guys, this is mostly just a rotation thing so we can do the same thing and just unlock the rotation only. So these won't move, they'll just rotate around. So that's just a little bit of tidy up that we can do on the rig there.",
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+ "text": " Hey everyone, so before we get into actually rigging our robot here, there's a couple of organizational things I want to cover first before we jump in there. So the first one is setting up the material. So we'll just cover that side of things here. So we're just going to show roughly how I set up the shaders for this and how we get the textures and everything coming in here. So the first thing to do will select if I come in here and select one of these guys will select the head as a material. So the first part is in Substance Painter you're just going to want to export out the textures. So you export those out I used the Unreal 4 template preset for those which channel packs the individual textures here and then you can see that we have our shader set up to if you've got the add-on node wrangler installed you just go to preferences and then on the add-on just search for node wrangler You can see this guy here. This is really useful for working with shaders and materials And so if we didn't have this guy Connected here if we just just connect this you can press control T And it's going to add an image texture with the mapping and everything here So we can actually set up our texture and then you just hit open and import that texture there So if I go and connect this back up and then for the different textures here, I have the following kind of color spaces set so for the base color I have Filmic sRGB and then for the roughness and metallic and the normals I'll set those to non-color and then to set up the roughness and the metallic I have green channel plugged in here to the roughness and the blue into the metallic of the principal BSDF shader and then for the normals I'm actually just inverting the green channel here using RGB curves and then I set normal map there and plug that in so that's the setup and I actually for this one for the head I have an emissive so I'm also just plugging the emissive in as well so really basic shader setup but I just wanted to cover that just in terms of how to set the materials up inside of Blender if you don't know how to do that if you're working with another 3d program the process will probably be very fairly similar depending on what type of editor you're working with so just wanted to briefly cover that. In terms of the setup and the that side of things, so let's just briefly cover that. We'll turn the rig off here. So there's a couple of things to bear in mind. So firstly, because this is a hard surface object, I'm not really doing any weight painting. I'm mostly just binding individual elements to individual bones, which means that because it's mechanical everything moves individually and it's a little bit easier to rig and animate this. So it's It's going to be relatively straightforward to get a rig working for this type of thing. But in terms of organization, we worked before in the class with this idea of having collections and we use the collection instances and then we can reference things. So you can see here that we have the beetle body and we have the moving plates and different parts of the object set up depending on what's going on here. So that's the same as what it was before. The structure is the same as how we had before. So we have the head in here, we have the legs and everything in the same way, right? But one of the things I wanted to do is take all of that stuff and then make it into collections that are actually going to be useful for rigging. So if I just cover that briefly, that's what we can see here. So a lot of this is just a copy of what we have before, but let's kind of roughly go over it. So for the legs, I've separated those out. These again are in individual collection instances as they were before. For this one particularly I have the bottom of the feet separated out into the individual pieces that are most likely to be moving so you can see all of that. But again, these are all just in collection instances and I have all of the left rigs in a folder, all of the left legs, sorry I should say, in a folder and then the same for the right. So this is going to be mirrored so I'm keeping these separate so that I can mirror the bones and then bind them later. So the legs are probably the most complicated piece just because there's a lot of individual sections that you have to go and individually bind to bones, but it's not super difficult to do. So that's that. And then same process for the tendrils. So tendrils again, these are controlled within the collections. You can see that these are all individually chunked out into their different pieces and I do the same for the left and the right. So again, same kind of process there. For the head we have everything in the head rig and we also have our head and our horns separated because I wanted to individually rotate the horn and allow a bone to do that. So I have to break that out into its own section there but that's for the head and then for the body this is again same kind of idea we have most of the pieces from the body just in this particular area, that's all of these combined in that section there. And then I have the shell is the individual shell pieces, these are split out again into their own collection, so you can see here left and right side. For moving plates we're not going to cover too much of this with the rig in the tutorial, but this is for actually rotating and creating the simple primitive shape. And then we have our wings which we will cover in the tutorial here, these are these guys. So So when this all comes together, all of the individual pieces are easily selectable and we combine those to the individual bones. So that's some of the structure and the hierarchy part of this and then we'll get into actually rigging things. Hey everyone. So now we've covered some of the setup and the basics of the structure for this week. I wanted to jump straight into some of the armature side of things and actually setting up our rig and getting bones bound to different parts of the object. So the first thing we're going to do here is you can keep this yourself organized. I would put the rig, I've got a separate folder in here and I could just put my rig in here. It's up to you where you where you locate it. But the first thing you're going to do is just hit shift A and you're going to add in an armature. This is going to add in a single bone so if we go underneath this armature you can see that we have a bone actually bound to the object underneath there. So So that's kind of the first step here. So we get the bone and we can jump into edit object mode is gonna move the armature around and that kind of side of things. And then as soon as we hit edit, we're actually editing our individual bone. So then we can shift D and duplicate and create a new bone and so on and so forth. So that's the sort of basics of working with armatures. You jump between the two different modes. While you're in object mode, you can also hit control tab and this is gonna bring you into pose mode. So once we start to actually bind things and we want to test how this is moving, we're going to be in pose mode, which means that we can actually pose the bones and move the objects. So control tab to jump out of that mode. So okay, so that's some of the basics. I want to start by just getting some bones set up. So the first thing I would usually do when I'm working with an armature is just scale my bone down. So we can actually select our bone and then use the 3D cursor to scale the bone. so we can scale this one down here. I'm gonna create a root bone, which is basically, usually for rigs, you'll want a bone that controls the whole object. So if you wanna move everything, and you wanna offset the rig, or you wanted to slightly rotate it, it's very useful to have a root bone. So this is the main bone here that's gonna be added to the rig. So we add that one there, and then I'm just gonna create a series of bones from this root. So the first one I'm just gonna duplicate up a bone here and then we'll just move him. So we have this bone here. And we can see at the moment that we can't really see our bones if they're hidden underneath the object. So there's a few things you can do to counteract that. You can come under the rig options here and under viewport displays, there's a couple of controls we can set here. So the first one is if we set in front, we're always gonna see our bones in front of the rest of the objects there. So that's a handy little tip if you're working with your bones and you wanna make sure you always see them. We can also visualize the bones in different ways. So at the moment, these are set to octahedral bones, but we could choose different types. So you can see we can go for stick bones or B bones or envelopes, so on and so forth. So I actually like working with the B bones. These are just a lot more squared out bones, but they create these really large shapes. So we can actually scale these in by holding Ctrl Alt and S and we can scale the bones. So this is pretty handy. If you want to work with these sort of small square bones, you can do that, but either is fine. It's just a visualizer. So if you wanted to work with the octahedral ones as well, that's also fine. So for this bone, I'm going to move our pivot back to the bounding box and I'm just going to rotate him. So this is going to be our main body bone. And I just, for this, I don't actually really need to deform the body. So I don't need, if I was working, say with a spine, example I might start to extrude this out and create more of this type of result. But because this is hard surface and I'm not going to bend these elements really, I'm just going to have a singular body bone. So we'll just rename that to be body and you can see that there. Another handy visualizer is the names which will show the names of the bones over the top as well. So we can actually see what these are called so we don't get our names mixed up and everything there as well. And then next I want to shift E and duplicate and we'll rotate and we'll now create one that's going to be called our head bone. So this is the head we could also create ones for the horns and things like that as well but I just want to cover the basics to begin with and then we can expand as we go. So that's the first step we've just got a couple of bones in there. So the first thing we want to try and do is actually bind a couple of these objects to this so we can actually come into here and unhide some of the different elements that we have. So we've got our legs and our tendrils, we've got our head. So for the head we're going to want to bind that to this main head bone and so the way you do that is jump into pose mode and make sure that the bone you want to parent this object to is selected. So you can see here that I can just select those in pose mode, jump out of pose mode and then select the head first and the bone second and we're just going to hit control P and parent this directly to the bone. So now what you see is if you enter into object mode, into pose mode, sorry, as we move this bone around as we rotate this, you can see that we can actually rotate our head. So that's the basic process of actually parenting different objects to the individual bone. So let's just kind of carry on with our process here. So for the body, we're going to also want to just bind this to the body so come into pose mode select the body and then we'll just control P and bind this so now we should have the body here you can see that that's all working but as we move the body you can see that the head is not coming with it so in this case we'd actually want as we move the body for the head to also come with that bone right so one of the ways we can do that is come over into edit mode and we actually expand this you can see this is our hierarchy of bones at the moment. So the first thing we want to do is parent the head to the body bone. So you just select the head first and the body second, and then we'll just hit control P. And we want to keep the offset. So with these aren't going to be connected together, they're going to be separate bones. So we'll just hit keep offset. And you can see now this is parented under a hierarchy. And then we can do the same for the body and the root, because as we move the root, we want everything else to come with it so we'll do the same here and so we actually need to select our body first and our root second and now you can see that this is parenting correctly so now as we move these things if we jump out of edit mode into object mode and into pose mode as we move the head you can see that the body comes with it as we move the root you can see everything is coming with it as well so that's how this works if we move the head separately that's how that's going to work. So that's some real basics in terms of the hierarchy of just getting these elements and everything set up, which is working pretty nicely already. So next I want to do some of the other parts of the object here. So we're going to set up our horn and also the shell I think as well. So we got our shell area. We'll cover the wings separately because they're a little bit more complicated. So yeah, the shell and the horn, that will get the majority of the body and different parts done. and then we can move on to our legs after that. So for the shell, oh sorry, let's do the, I'm gonna do this guy first. But you can see that because this is a collection instance, his pivot isn't really in a particularly great place. His pivot is the center of the world. So it's a little bit difficult if I wanted to say rotate this horn. So I need to actually place my bone in a place that makes sense. And you can see that when I built this, I have this cylinder of where this actually is connecting, right? And how it's going to rotate to the body. So I need to put a bone kind of in this place here, right? So to do that, we're just going to unhide the rig and re-enable this section, which now means we can select these different elements of the actual pieces, right? And so what I'll do is I'll select where the bone needs to go. And I'm just going to hit Shift S and choose cursor to selected, right? So that means our cursor there. And now to set up a bone, what we're gonna do is we're gonna duplicate our head bone, and then I'm just gonna shift S and selection to cursor. So that's actually gonna move my bone. We can scale the bone down a little bit, and now you can see we have this head bone here. So we're gonna wanna name this slightly differently. We're gonna wanna call this horn. So this is our horn bone. And at the moment, if we try to, again, if we come out of object mode, or into object mode, sorry, and move the head, going to see that the horn isn't going to come with it. So we're going to need that same parenting hierarchy again. So we'll go into edit and we'll just parent our horn bone to the head. So now that as we move the head, I'm into pose mode, the horn is also going to move with it, right? Now we want to actually set up the horn to this area. So we're just going to come into pose mode again, select the horn, and then we're just going to parent our horn there. So that's nice and simple. And now as you see, we rotate this guy, you're going to see that this comes with it, right? Which is pretty good. At the moment, this section isn't actually rotating with the horn. So if we wanted to do that, we can just move this element into that collection. So these pieces here, we can just come out of our rig and select the low poly. And then if we come over into, into here, we have these different areas of the head and the fibers and everything here. So I think actually it's looking at this. So now we would want to essentially move these pieces that we can see here into our horn folder. So if we turn off the horn and then select these different elements that are part of the horn that we want to rotate. So you can see, yeah, so I'm going to move these into the horn And then what we should see now if we go back to our Rig is that this is now part of the horn so you can see those pieces about they've updated in that collection So when I rotate this you'll see that these guys also rotate with it, right? So that's how we actually get that horn working if we were to Move a bunch of things in pose mode by mistake or rotate them Scale them whatever to reset the whole rig We're just gonna hold alt and then click alt R alt G and alt S Which is actually just gonna move scale and reset our rig back to default So if you ever run into that issue as you're posing things and you can reset everything So now we set up the horn there. I now need to do the same process, but with the shell So for the shell, I actually have these little sections in here This is the pivot of where the where the shell actually rotates from so we need to just come over into our object again And add in a collection instance for that So I will select this object here Sorry, not a collection instance. Just move the pivot into that location So we'll do the same trick again, and we'll just come in here and enable this and now we want to set up our shell bone so to do that duplicate the bone again and this one let's just have a look and rename this so this is going to be shell and So we're going to just move that into this position We'll probably just move the the bone down in scale a little bit there So that's for our shell and then what we want to do With this is because this is going to be on the left side of the model We also want the same on the right side So if you're working with Symmetry in rigs the way that you do that is you come into the actual bone and then you put a dot L for left side Or dot R for right side and then if we come over into The edit mode again, and we come to armature There's an option here called Symmetries and what that will do is it will duplicate the bones to the other side But you can see now that we have shell And dot are so we have the left side and the right side of our rig, right? So that's really basic site and workflow sorry for symmetry and so Again, we want to parent these guys to the body So we'll select both of these and then select the body and just parent and keep offset So now we have our body actually controlling The shells as well. So if we come over into pose mode, you can see that the shells are going to move So to now parent the actual shell to to this guy again, it's the same process So we'll come over with the rig selected into pose mode select the bone we want and then just parent To the bone so now if we come over to pose mode We could actually move our shell around which is pretty cool And then we just want to do the same for the other side of the shell So we'll select the shell piece will select the object and then we're just going to parent to the bone So that's our basics of our rig set up for all of the body and everything here So you can see that we have parented all of the body pieces as we move this around everything is looking good We can open up the shell now, which is pretty nice And we can rotate the head and move the head and then Rotate the horn as well moving the roots so you can see all of the bones that we set up a couple of things that you can also do that's kind of handy is you can lock the transform so when you're working with bones I usually set these to the x y Z Euler here, which is just removes these x y W x y z values and puts them to just x y z right just a bit more intuitive to work with and Then what you can do here is you can lock certain values. So for the head for example I don't really want the head to be moved or scaled so you can just hit these lock icons And that will only allow me to rotate it even if I try to press G or S to scale It's just gonna force me to Only rotate right and then when we get to things like this we can do the same thing But we know that we only want this to rotate in the one axis Which in this case is the x-axis so we can lock everything except the x Which just means that when you rotate this now, it's only going to rotate in that one axis. We can't rotate it weirdly So that's again pretty handy to do these guys. We will leave all unlocked for the body I would probably just lock the scale because I don't want to be able to scale him But I do want to be able to move him around and rotate him as well And then for these guys, this is mostly just a rotation thing so we can do the same thing and just unlock the rotation only. So these won't move, they'll just rotate around. So that's just a little bit of tidy up that we can do on the rig there."
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