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- [Instructor] From the time being,
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we've been animating only object.
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And we have seen that each
time we try to animate
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a new object, the new animation
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or a new action data is created.
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And when it comes to animating an object,
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we are currently only animating
at point, its origin point.
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But what if we want to animate
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a more complex object or a character,
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will we have to create an
action for each finger,
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or do you bend an armor if
it's not a separated object?
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There is one tool that
allow us to do this,
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and you've probably
already heard about it.
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It's a rig or an armature.
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So if you think of a
human with character rig,
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it's generally a skeleton
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with a bunch of constraints and mechanism
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that allow the animator to
manipulate the character
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in an intuitive fashion.
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And you can rig absolutely anything.
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Here is a new version
of our bouncing ball.
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So there is a new object in my scene,
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I can find my ball object,
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but I also can find this
ball armature object,
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and as an object, it has
transformed channels.
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And as any other object,
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it's a container with specific data,
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we can't find armature data and bone data.
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Also as a specific object,
it has a specific mode,
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an edition mode, that
allow to bird the armature,
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and that is used by a riggers,
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so you won't need to enter
edit mode at any time
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and a pose mode, that is
the mode that will allow us
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to manipulate the armature
and animate whatever character
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or object that is bound to this armature.
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We can change mode from object to pose
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by pressing Control + Tab.
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So let's have a closer look
to this rig or armature.
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When in pose mode, you can
select whatever controller
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you want, those are called
bones, and you can consider them
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as being sub object of the armature.
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It means that each bone
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will have its own transformed channels
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and each bone have a specific
behavior or a specific task
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such as being created by the rigor.
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On our bone domain
controller is called the root
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and allow us to move the entire ball.
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Moving the green controllers allow us
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to use squash and stretch,
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the yellow controller allow
us to rotate the ball.
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So instead of transforming
the ball directly,
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here we are using those controllers
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to create those transformation.
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And it will allow us to
create way more complex
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transformation on to a character
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than animating simple objects,
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because the armature can deform the object
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that is bound to it.
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The armature is actually a simple modifier
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that deform our object.
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So a versatile armature
or rig will allow you
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to give the pose you
want for your character
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and the good rig will give you the maximum
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of posing possibilities
with intuitive fashion.
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So before we start animating
this query character,
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I will give you some good practice
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when it comes to animating
using an armature.
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(swooshing slide)
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With my ball rig file open,
I will enable the Auto King
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and I will switch to pose mode
by pressing Control + Tab.
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As soon as I transform
one of the controller
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by selecting it pressing G, S or R
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as I will do for any object,
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I can see that my Auto King
is recording what I'm doing
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and Blender is creating a keyframe
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for the transform channels
of the controllers.
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The first awesome thing is that
if I switch to the doc sheet
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in the action editor and switch to see
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all the keyed channel, I can see that
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all the different manipulator animation
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are stored into a single action
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because the action is associated
to the armature object
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and we can consider each manipulator
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as being a sub object
that can be animated.
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And as for any object,
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I can see that each of the
manipulator has their location,
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rotation and scale key, but
each of those controller
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has a specific desk, for example,
this rotation controller,
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if I try to move it or scale it, I can't.
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And when I try to rotate it,
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it only rotates around its x-axis.
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So instead of having a keyframe
for every transform channel,
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that couldn't be better
if I add only a keyframe
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on its x rotation, since I won't be using
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any other of its transform channel.
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So I've selected all the
transform channel I don't want,
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And I will simply press
X to get rid of them.
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Now, I will go a little further in time
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and I will try to rotate the ball.
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As soon as I rotate to
rotation controller,
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I can see Auto King is on and
the x value being arranged,
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meaning that it's being
transformed but not recorded.
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But as soon as I release the
transform Blender, right again,
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a keyframe on all the transform channels,
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and I can go ahead for
a long time like that,
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removing the keyframe I don't want
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and whenever I try to
transform this manipulator,
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Blender writes a keyframe on everything.
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So to get rid of this issue,
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we need to create what we call a king set.
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To access the king option, we
need to go into the timeline.
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So the first thing I do
is renaming the action
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and call it zero zero
so that it will be first
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in the alphabetic order, king set ball.
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Now I will check each controller
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and for each transform
channel that is locked,
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I will get rid of the
corresponding keyframe
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because these are the only keys
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that will really serve
the animation of the ball.
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In the end I only have
14 keyframes remaining
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instead of the 36 initial I had.
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So my action editor and my graph editor
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will sure be way cleaner, I
now need to open the timeline.
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So I will drag a new editor
and switch to the timeline.
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In the timeline header I
will go to the king set
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and in the active king,
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I can see that I have a
lot of different options.
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So I will choose rotation
and I will try rotating
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my manipulator then
Blender is still recording
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all the keyframe, and this is because
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we need to tell Blender
to use this king set
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by clicking the arrow near
the auto recording button
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and choose only active king set.
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Now when I try transforming
my manipulator,
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all the rotation channel will be keyframe.
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So we are getting close,
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I will get rid of the unwanted keyframe
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and if we go back into the king set,
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we can see that there is a lot of option
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and the one that is interesting
for us is available.
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From there Blender will only
auto record the keyframe
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that has already been written,
meaning that to channel
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where we have inserted a keyframe
file to use this king set.
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If you haven't set the first keyframe
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before applying the king set,
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then the Auto King
won't write any keyframe
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and if I try inserting a
new keyframe pressing I,
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I will get this error message.
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Basically, I can't write a
keyframe with the actual setup.
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To fix that, we only need to
insert a keyframe directly
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into the transform channel panel,
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then I can get rid of the
two channels I don't want,
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the Y and Z channel.
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There is another way to set the Auto King
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on available by default, it's
by going into the preferences,
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animation, only insert available.
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It's really a matter of
personal preferences.
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I personally use the king filter,
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please note that I'm
using Blender 2.92 Alpha,
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so the position of the
different option might change.
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All right, now you are ready
to animate using an armature.
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We have seen that we can use an armature
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to perform more complex transformation,
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that an armature can deform
the object that is bound to it.
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So the armature object
is made of super object
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and called bone, each of those
controller bone can be king,
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but Blender will create a single action
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that will hold the different key
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of all the controller
of a single armature.
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It is highly recommended to
create a king set to keep
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your dopesheet and graph
editor as clean as possible.
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