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In this lecture, we'll be discussing topology, especially for when it comes to rigging.
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So we can think carefully about how we set up and build our characters.
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If we want to animate them later now before doing the arms and legs of our character, it's worth talking
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about topology, especially with regards to rigging.
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So first of all, topology is the way the faces are set up and how they relate to another.
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So if you've done lots of loop cuts and the extrusions, you have a certain type of topology around
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your mesh.
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So if we take these three objects here, here and here, they've got different topology.
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This one has a single loop cut around the middle.
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This one has three loop cuts and this one has some triangles there with three edges this side and only
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a single one on the other side.
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So these all have their own type of topology.
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Rigging is where we add our mesh or our objects to bones, the bones you can see here.
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And each of these is called an armature, and each of these armatures have two bones within them when
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we're rigging objects and characters.
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We attach our objects to the bones.
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I'm not going to go into detail of how we do that, but it is important to understand when modelling.
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If you want to set up your characters for animation that you have some understanding of this.
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If I go into what's called Po's mode with these bones here so we can go up to here and press pose mood
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that changes the color of my selected object to blue and I can press compress R2, rotate around the
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x axis going along there and it rotates that moving my object with it.
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So I'll bring it down to there.
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And you can see I've got a slight problem with my mesh.
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It's squashing inwards here, and if I keep going further, it actually overlaps itself and we get all
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sorts of problems.
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I just bring that back slightly.
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So are the X to bring it back slightly there.
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Let's go to the next one.
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So into object mode and I'm changing that with Control tab, selecting the next one control, tap into
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Pose mode and choosing that top bone are then X.
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And you can see because it's got three loop cuts.
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We don't have the same kind of problems, although when we get to about here, we do see some overlap,
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but it's nowhere near as drastic as was happening here.
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So having three loop cuts like this enables our topology to bend a lot more effectively.
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So wherever we have a joint like an elbow or a knee, putting three loop cuts like this is very effective.
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Now I've chosen to put in a last one here, so control tab to go into object mode.
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Select this and armature here Interpose mode with Control tab and select that bone and press control
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and bend it around here because this is kind of in between the two in some way.
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It's really good because we haven't got any pinching at all, so our mesh will only pinch when it gets
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right down to somewhere.
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Like here I'll go back into object mode and choose my object.
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We can actually choose an option under the armature modifier, which is how these two linked together,
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which is preserve volume.
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And it kind of takes away a bit of that pinching.
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We can do the same with this one as well preserve volume, and it helps with that pinching a bit.
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Whereas this one?
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It struggles a bit and doesn't do much, except to extend it out here, so let's come back to this one
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interpose mode, and I'll just rotate that back so we can see that apology again to somewhere around
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here.
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And it's coming to a point here.
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And although I said modelling in quads is optimal and is the best way to model, it's actually helpful
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to model in triangles in this particular situation.
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Now, this is very true for low poly work, where we have hardly any faces, the more faces you have,
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the better these deformations are and the less pinching you'll get.
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So for low poly work, this is actually optimal.
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And it actually reduces the poly count.
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Not that that makes too much difference these days, but it can make a difference for virtual reality
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and mobile games.
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But it also stops that mesh overlap that you can see in here.
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However, for beginners, I always suggest doing this one here.
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So let's go to object mode, select this armature and just rotate that back slightly because you get
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a very good defamation with not much pinching.
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And it's nice and simple because you're just doing three loop cuts.
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So that's what we'll be working on.
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But just be aware there are other ways and sometimes more optimal ways of doing these things, depending
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on the situation.
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So when we come to do any joints, we'll be doing three loop cuts like you can see here.
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So that concludes this lecture.
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I'll see you in the next one.
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