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- Let me present to you the new character
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we will be using called Tridents.
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You will find in the
chapter five file folder,
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the file called Trident rig final.
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It's a new character rig
that is quite more complex
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that one we add before.
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Fortunately, the UI has
been properly organized
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by my friend, Fin.
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If you don't get this specific UI,
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just open the text editor,
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open the TRIDENT_riggy.py
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search for the file in the library
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and press the play button.
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The register option under
text should be enabled.
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You will find a UI that is
very close to what we add from
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the squirrel character and the Mac,
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allowing us to show our ID,
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the different controllers
of the character.
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Starting with the root bone as usual.
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But before, let's have
a look at the outliner.
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We have a master collection
called Trident character,
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including two secondary collection.
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One including the rig and the other
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including the different
parts of the character.
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The character himself,
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but also the weapons he has.
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By default, the character
is shaded in solid mode,
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showing its diffuse texture.
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You can switch to previous mode
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to see the full rendered character.
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If at some point you
see a bright pink color,
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it means that one of the texture is lost.
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All the character's textures can be find
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in the textures folder
of chapter five folder.
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The texture path is set to relative,
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so if you keep your blend file
close to the texture folder,
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you will never lose them.
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Let's have a look to the rig.
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For this rig, I've created
two different roots.
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One master and a secondary root.
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It can be useful in certain cases.
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Let's have a look to the torso.
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We have a master controller
as for our squirrel character
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and then the controller for the hips
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and a controller for the chest.
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You will also find a
controller for the neck
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and the head.
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All those controllers
can be freely rotated,
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scaled, or translated.
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When activating the torso tweak layer,
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you will be able to access
those yellow round controllers.
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These are tweaker bone that
will allow you to modify
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the shape of each joint of the character.
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It's perfect to fix some poses
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or create squash and stretch effects.
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All the yellow controllers
on the character
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are tweaker bones.
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This torso tweak layer
also give you access
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to secondary controller of the torso
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that uses a forward
kinematic for each joint.
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Splitting the hips
controller into two parts,
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the chest controller into three parts,
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the neck and head in one part each.
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The face layer will give you access
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to the main face controllers,
including the jaw,
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the nose, the mouth, the cheek
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that can be moved individually
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to shape the face of
the character at will.
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The eyes and eyebrow of the character
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have automated shapes.
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They can be moved up and
down or on the local y-axis
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to get to different
shape, like a happy face
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a frown, a surprise,
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following you to rapidly
create different stereotyped
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expressions for your character.
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The face secondary, will give you access
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to all the face tweaker bone.
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Allowing you to shape the eyes at will,
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rework the brow shape to
draw whatever you want.
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By default, the legs of the character
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use inverse kinematic mechanism,
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meaning that if you move the foot,
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the knee will automatically bend.
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It's the same behavior we had
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with the squirrel character controllers.
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The poles controller will allow you
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to orientate the knee at will.
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There is also a forward kinematic layer
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and we will see or we
can switch from inverse
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to forward kinematic a little later on.
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You will also find our
yellow tweaker bones.
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The biggest one on the main
joint, like the ankles,
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knee and hips will allow
you to reshape the whole leg
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based on its natural joint.
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While the secondary controllers
will allow you to completely
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modify the shape of the
leg to create rubber limbs.
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Very nice for cartoony animations.
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There are also a couple of controllers
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to reshape the butt of the character.
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And we will find the
same kind of arrow key
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on the arm of the character.
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We will find the shoulder bones
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as being the root of the arms
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and then forward kinematic controllers,
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tweaker bones, etc.
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It's also possible there to switch
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between the forward kinematic
and inverse kinematic.
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We will check that in a few second
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when looking at the rig properties.
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The finger controller are
pretty straightforward.
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Near the pinkie, you will
find this master pan bone
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that will allow you
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to curve the whole palm of each hands.
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the same root will allow you to orientate
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the thumb and each finger
as its own master bone.
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On each finger, rotating
the second joint bone
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will allow you to bend both
the second and third joint.
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Finally, each joint
can be rotated, scaled,
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and moved at will.
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The different weapons,
are all both the same way.
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You will find a master
bone that more or less
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have the shape of the current weapon.
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Allowing you to orientate
Eaton's space and move it.
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Then, you will find a
forward kinematic chain
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that is ideal to curve the
weapons and give them nice shape
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whenever you are doing stylized animation.
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And as usual, the yellow bones
will be our tweaker bones.
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Moving them with allow you to
modify the shape of each joint
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of the different weapons.
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You can hide or unhide all
the tweaker controllers
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and layers using the eye
icon on the top right corner.
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Let's have a look to the rig property.
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The head follow and neck follow sliders
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allows you to enable or disable the fact
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that the neck is following the orientation
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of the chest or not.
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It's the same principle
regarding the head and the neck.
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If I disable the head follow
and I rotate the neck,
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the head stay in the same orientation.
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This is super useful for dance animations
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or run cycles, for example.
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And then we will find the same option
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for the arm and the legs.
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When enabling arm follow,
we can see that now
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the arms are following the
rotation of the shoulders.
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While when disabled, they will
keep their own orientation,
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making it easier to
stabilize their orientation.
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By default, the legs are
set to inverse kinematic.
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This is perfect for any
contacting controller.
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In this case, the legs
contacting with the ground.
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But we can switch to forward kinematic
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by switching this value to zero.
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We can see the leg snapping
into another position
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following the orientation
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of the forward kinematic controller,
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so it can be enabled in the layer system.
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This can be useful to draw nice arcs
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whenever your character
is making big jumps
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or kicking something for example.
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We will find exactly the same
mechanism for the other leg,
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but also for the arms.
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Setting the values to zero,
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will switch to forward kinematic.
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To one, will switch to inverse kinematic.
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By default the arm are using
forward kinematic mechanism,
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but you can switch to inverse kinematic.
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Again, this is super useful
whenever your character
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is contacting with something.
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When doing push ups, for example,
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or interacting with another character.
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You will find the parent option
for the legs and the arms.
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By default the leg inverse
kinematic controller
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are parented to the
root, so they don't move
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whenever the torso is moved.
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And the pose target is independent.
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When switching the parenting value to one,
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the pole will be parented
to the foot controller.
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Meaning that rotating the foot
will also rotate the knee.
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This is the method I generally use.
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Switching the value to two
will also parent the foot
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to the torso controller,
but not to the hips.
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That can be useful whenever
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you make your character jump for example.
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You will find the same option regarding
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the inverse kinematic arms controller,
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but only when one value
that allow you to parent
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the inverse kinematic
controllers to the torso root.
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Again, they won't follow the chest,
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but they will follow the torso root.
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I've heard the same kind of
mechanism for the weapons.
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Allowing you to whether
snap them to the left hand,
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right hand or not snap them at all
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so that they can move freely in space.
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This can be useful
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whenever you want to throw
the weapon for example.
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The weapon emit option
will allow you to play
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with the strength of the
emission shader on the weapons.
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If you press play, you can see
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that the shader is currently animated.
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Bringing a magical touch to those weapons.
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On top of this, you will
find a weapon spawn option
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that will allow you to make the weapons
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progressively disappear or appear
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with a nice dissolve effect.
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As for the squirrel character,
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you will find visibility properties
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that allows you do hide
different part of the character,
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making its silhouette easier to read
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or allowing you to focus on
specific part when animating.
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Last but not least you
will find a snap utilities.
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This will allow you to change
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from inverse kinematic
to forward kinematic
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and also align the controllers together.
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Allowing a seamless switch
between the two mechanisms.
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A disclaimer here. Due to the complexity
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of the rig mechanism and
the rubber limbs system,
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it can be sometimes not 100% accurate
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but the pose can be fixed in one second.
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And this is way faster
than trying to align
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the controller by hand.
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I'm not used to have this in production
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so this is really a bonus.
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