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Original subtitles

- [Instructor] It's time

to prepare our Blender file.

First, let's get rid of everything by pressing A

to select all the object and X to delete them.

From there, we need to link our first rig.

So while you go to File, Link, go into the folder

of chapter eight

and select the, "Punching Bag" file.

Choose the, "Collection" folder

and here you will find only one collection.

Just double click it.

Click the arrow next

to the orange collection to unfold it

and right click on the sub-collection,

go to ID data,

and choose make library override hierarchy.

Now both the punching bag object

and armature are available.

In the viewport changing option,

I will enable textures.

Now I will select the armature

and press control tab to enter, "Poles Mode."

The main rotation controller will allow you

to swing the punching bag.

The blue controllers are

a forward kinematic chain.

You are free to rotate, scale or move them.

The yellow controller on the tree curve bone.

They are perfect to create the impact frames.

There is also a controller to move the chains,

but I don't think we are going to move this one.

Finally,

you will find a root controller

to move the whole rig in space.

We need to link our character

so we can go to file link.

I will go in the folder

of chapter five and click the,

"Trident Rig" final file.

From there going to collection

and choose, "Trident Character Collection",

no click the arrow next

to, "Trident Character Collection"

and right cheek on the sub collection,

go to ID data and choose,

"Make library override hierarchy."

We now need to load

our rig script

to do so.

Open the text editor instead of the timeline.

Then in the middle of the top bar

of the detail.

Click the folder to open

the punching bag rig UI.

Once the script is open,

go to text and click the register option.

From there,

you can press the play button

in the top bar of the text editor.

This will enable the UI of the punching bag,

which is very busy with a few layers.

From there.

Repeat the process and go

to folder number five and search

for the Trident rig script.

Again, go to text register

and then press the play button.

From there.

Let's open the action detail

where we will be able

to access the king set

of our different rigs.

I will start with the character.

I will switch from dope sheet to action editor,

and I will simply duplicate decaying action,

but I will rename

the action combo blocking

on there in the field of view,

I will press control tab

to get back into, "Object Mode,"

select the rig off our punching bag

and do the same process.

Duplicate the current action

and rename it, "Combo blocking back."

Then I will go back onto the Trident rig

and in the rig properties,

I will disable the visibility of all the weapons.

Then I will hide the controllers

of the weapons.

And in the head and neck properties

I will make sure

that the, "Head follow," is disabled

and the, "Neck follow," is enabled.

This animation we are going

to use arm forward kinematic

with the, "Arm follow," disabled

on both arms.

From there let's position,

the heavy bag or punching bag.

I will switch to object mode,

select it and press control tab

to switch to, "Post Mode."

Let's select the root bone

and set it's Z position to 0.2 meters

and Y position to minus 1.5 meters.

(swoosh)

Now I like to change the model preview,

so I will go to the viewport shading option,

switch to flat and enable cavity and shadows.

I think it offers a better readability

of the models.

A little tip here, select a both armature

in object mode, then press control tab,

and you will be in pause mode

on both amateur at the same time.

This way, no need to jump back and forth

into object mode to be able to select one

or the other armature.

As soon as you are selecting one

or the other armature,

the, "Action editor" will update.

As for our previous exercises,

I will open a new window on the right side

of the screen and create a new 3D view

to preview our poses from another angle.

One last thing I'd like to add

before we get started is a ground object.

This will help us

to define the contact pose of the feet.

So I will press control tab to go back

into, "Object Mode." Press shift A

and add the plane.

I will scale it up and press control A

to apply all the transformations.

From there, I will create a new material

for this ground object

that I will call, "The Ground."

I will give it a dark gray color,

and I will reduce the specularity to 0.1.

This way we won't have any visual noise.

Whenever we are previewing our render

with fancy reflections

and stuff like that.

From there, I will add up

to the viewport display option and set it

to a dark gray color

so that it's not too distract-ive

and not too aggressive to the eyes.

I will rename this flat object ground

and I will move it in the scene collection

in the, "Filter Menu,"

I will enable the selection restriction

and they will make the ground unselectable

so that we won't be selecting it by accident.

Now, the final tip to be able to pose our character

from the bottom view is

to head up to the shading option

and enable, "Back face culling,"

This way, whenever we are facing the back face

of the plane, it becomes transparent.

From there, you can reorganize your collection,

get treated of any useless collection

so that we just have our character collection,

heavy bag collection and our ground object.

And we can get started.

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