1 00:00:01,000 --> 00:00:02,160 Hello and welcome, guys. 2 00:00:02,290 --> 00:00:05,470 So now let's get into the breeding of our character. 3 00:00:05,480 --> 00:00:13,320 Now that we have a proper lighting to showcase our character, we can get into posing the character 4 00:00:13,500 --> 00:00:18,680 for the let's let's add a solidified modifier for this one. 5 00:00:18,700 --> 00:00:20,360 This is the ball game exhibit. 6 00:00:20,380 --> 00:00:23,680 It's just one plane. 7 00:00:23,770 --> 00:00:33,900 So there's also so if I modifier and add a little bit of thickness over here and then I also go to no 8 00:00:33,940 --> 00:00:37,960 moles over here and turn on auto as most of these edges are not smooth. 9 00:00:38,830 --> 00:00:41,350 Now you have a very nice shape. 10 00:00:41,350 --> 00:00:49,810 We can also go and scoot here and below all these edges. 11 00:01:11,580 --> 00:01:15,140 The certain of solidify and. 12 00:01:31,630 --> 00:01:39,060 I'm going to click on the resources and click on Control Shift B to build vertices. 13 00:01:40,240 --> 00:01:40,460 Right. 14 00:01:40,550 --> 00:01:43,540 It doesn't seem to be working in this case. 15 00:01:43,540 --> 00:01:43,960 So. 16 00:01:47,200 --> 00:01:47,800 Let me. 17 00:01:48,400 --> 00:01:50,380 Let's just leave it as that for now. 18 00:01:51,760 --> 00:01:53,800 We're going to need to fix it or make another one. 19 00:01:54,490 --> 00:01:58,480 So now we have this over here. 20 00:01:58,750 --> 00:01:59,200 All right. 21 00:02:00,130 --> 00:02:04,300 Now, this area is much better with a seal in it to make it more smooth. 22 00:02:04,390 --> 00:02:06,310 These areas are not. 23 00:02:06,350 --> 00:02:06,940 What's it like? 24 00:02:08,020 --> 00:02:09,970 I need to add some more edges is not. 25 00:02:09,970 --> 00:02:12,970 The purpose of this video is get into rigging. 26 00:02:12,970 --> 00:02:13,310 Okay. 27 00:02:13,360 --> 00:02:13,720 So now. 28 00:02:14,170 --> 00:02:21,850 So now let's go to show the remote and I'm going to hide everything else that I don't need for now. 29 00:02:21,850 --> 00:02:24,730 So, for example, lights, I'm going to hide them. 30 00:02:25,900 --> 00:02:28,020 Then I have this over here. 31 00:02:28,900 --> 00:02:33,610 So only the ground and character. 32 00:02:34,060 --> 00:02:39,680 So now let's go and select the character and select the ground. 33 00:02:39,680 --> 00:02:45,820 Less hide the ground as all the messy the ground is in the main or here. 34 00:02:46,690 --> 00:02:49,510 So let's change the name to ground. 35 00:02:50,350 --> 00:02:54,580 So you would select it much easier and then hide it. 36 00:02:54,640 --> 00:02:56,390 So now we have only the character. 37 00:02:56,410 --> 00:03:03,070 I'm not going to explain too much about the rigging process as I because I showed how we can rig the 38 00:03:03,070 --> 00:03:04,660 character would redefine it. 39 00:03:04,660 --> 00:03:13,540 But if you don't remember, we have to enable have an ad on the calls that comes with both under and 40 00:03:14,020 --> 00:03:15,760 it's called Rectify. 41 00:03:16,060 --> 00:03:22,120 So you never rig if I and then you have some more options in the armature section like these ones. 42 00:03:22,930 --> 00:03:25,870 So first, if you remember, we need to make it. 43 00:03:26,350 --> 00:03:27,610 Let's enable floor. 44 00:03:28,030 --> 00:03:30,490 We need to make the character over here. 45 00:03:31,000 --> 00:03:32,830 That's a B above. 46 00:03:36,400 --> 00:03:37,540 The word's origin. 47 00:03:38,500 --> 00:03:41,680 So let's make it the above for the originality. 48 00:03:41,920 --> 00:03:44,160 So there's good and. 49 00:03:45,580 --> 00:03:46,480 Pest control. 50 00:03:46,480 --> 00:03:47,320 A skill. 51 00:03:47,380 --> 00:03:48,500 So we don't get to any. 52 00:03:48,500 --> 00:03:49,930 And it's problems later on. 53 00:03:50,530 --> 00:03:53,260 Let's press shift this solution to cursor. 54 00:03:53,530 --> 00:03:57,700 So now it's not doing as you like it to do. 55 00:03:58,390 --> 00:03:58,990 No worries. 56 00:03:59,020 --> 00:04:00,730 Just a small freedom. 57 00:04:02,410 --> 00:04:03,330 Well, it's a bit like this. 58 00:04:03,340 --> 00:04:05,250 I think that we can fix the problem, though. 59 00:04:05,290 --> 00:04:16,600 It's that in the origins of geometry, it's all the object's origins with we'll be back to no fixing 60 00:04:16,600 --> 00:04:17,079 the problem. 61 00:04:17,410 --> 00:04:18,339 So let's just do it. 62 00:04:18,730 --> 00:04:25,780 I know the feeling gets a little bit like in the middle, so it would be in the middle. 63 00:04:26,200 --> 00:04:27,490 It's just for the armature. 64 00:04:27,490 --> 00:04:28,290 Nothing else. 65 00:04:28,300 --> 00:04:30,240 You can set it anywhere else. 66 00:04:30,250 --> 00:04:31,930 Actually, it doesn't matter that much. 67 00:04:33,280 --> 00:04:39,870 So now let's shift a armature and go and make a human misery. 68 00:04:40,510 --> 00:04:40,810 All right. 69 00:04:41,140 --> 00:04:48,550 I want to duplicate this human misery of this show before we can use this as a reference to how to place 70 00:04:48,550 --> 00:04:53,620 our bones, for example, for the hand bones over here. 71 00:04:54,160 --> 00:04:59,680 And you can you can just look at your bone over here to see how you need to place them. 72 00:04:59,980 --> 00:05:04,960 So now let's go to this one over here and scale it down, this armature. 73 00:05:05,950 --> 00:05:09,460 Okay, and the series armature. 74 00:05:09,460 --> 00:05:11,230 So we have two metrics. 75 00:05:11,920 --> 00:05:17,260 Let's make a new collection and call this Rick. 76 00:05:17,290 --> 00:05:21,780 So we can simply go here and turn them on and off. 77 00:05:22,000 --> 00:05:22,540 I'm gonna. 78 00:05:24,350 --> 00:05:25,940 Put this one also in the Rick. 79 00:05:26,120 --> 00:05:28,340 So it can go on and on and off. 80 00:05:29,970 --> 00:05:30,260 Okay. 81 00:05:30,290 --> 00:05:35,510 Now let's select this one and scale it down and up based on the. 82 00:05:38,900 --> 00:05:39,980 Scale of the character. 83 00:05:39,980 --> 00:05:40,640 So that's good. 84 00:05:41,390 --> 00:05:46,360 And then if you remember analytical object purposes viewport display isolated to be in front. 85 00:05:48,800 --> 00:05:49,070 Now. 86 00:05:49,070 --> 00:05:55,850 I don't want it to be in our way because when we look at side view and if you look at our main rig, 87 00:05:56,360 --> 00:06:01,460 so for now, let's just move it over here. 88 00:06:01,460 --> 00:06:07,220 So it wouldn't cause us any problems when we go to main frames like in front of you. 89 00:06:07,250 --> 00:06:15,950 And so if you get the now is start adjusting these over here well before that press control escape. 90 00:06:16,550 --> 00:06:26,330 Now be sure to make sure that you enable exclamatory and then this select these balls and bring them. 91 00:06:28,060 --> 00:06:28,630 To. 92 00:06:30,300 --> 00:06:32,490 The location of the character. 93 00:06:32,840 --> 00:06:35,370 So let's bring these up. 94 00:06:35,490 --> 00:06:36,090 It's a bit. 95 00:06:40,610 --> 00:06:45,790 And select these all together and bring them all a bit upside. 96 00:06:45,800 --> 00:06:47,930 So it should be straight line. 97 00:06:50,120 --> 00:06:50,570 Okay. 98 00:06:51,290 --> 00:06:53,680 So these lines over here, these are this one lines. 99 00:06:53,960 --> 00:06:56,960 Remember, don't move them individually. 100 00:06:56,960 --> 00:06:58,790 Always select them with each other. 101 00:06:58,790 --> 00:07:06,020 So this should be in this order, like this one over here, it's actually interacting. 102 00:07:06,560 --> 00:07:13,550 What if you see or here there's another sphere they should be interacting, otherwise you get some errors. 103 00:07:13,910 --> 00:07:20,330 So now as they remove the unnecessary pawns like this ball over here and then the fisher form just go 104 00:07:20,330 --> 00:07:27,740 to side here and it is bonds and also the ear bonds and also this press of Z. 105 00:07:27,740 --> 00:07:31,330 And this point is unnecessary for us to sit still. 106 00:07:31,330 --> 00:07:33,020 It just doesn't do so. 107 00:07:33,020 --> 00:07:35,330 Those are the ones and you need to do it. 108 00:07:36,140 --> 00:07:40,910 And now let's go to front view and complete the main bone's position. 109 00:07:40,910 --> 00:07:41,440 I want this. 110 00:07:41,450 --> 00:07:42,350 Want to be. 111 00:07:45,340 --> 00:07:47,350 Like come from the. 112 00:07:50,130 --> 00:07:50,630 Nick. 113 00:07:51,870 --> 00:07:53,250 So we can go ahead. 114 00:07:53,280 --> 00:08:00,930 If you if you have any doubts, you can go here and see how these bonds are set together, like this 115 00:08:00,930 --> 00:08:01,570 one over here. 116 00:08:01,590 --> 00:08:05,730 The last one should start from the above to your right. 117 00:08:05,870 --> 00:08:10,050 So I see many people have some. 118 00:08:12,530 --> 00:08:15,760 But they don't know where they should place the bombs. 119 00:08:15,770 --> 00:08:22,310 But the simplest way is just add the metal response and just see how it is placed. 120 00:08:22,580 --> 00:08:22,850 All right. 121 00:08:23,000 --> 00:08:27,380 So now we have our Kit Bond. 122 00:08:28,010 --> 00:08:30,860 So people should be around the groin area. 123 00:08:30,890 --> 00:08:34,130 So let's place it around the groin area. 124 00:08:34,130 --> 00:08:37,309 And now. 125 00:08:38,600 --> 00:08:38,940 All right. 126 00:08:38,940 --> 00:08:44,940 Now let's press this one, which is a kneebone in the right location. 127 00:08:44,940 --> 00:08:53,070 Let's go to right now and let's select this polish as the anchor bone and bring it back. 128 00:08:53,070 --> 00:08:57,040 Like that's like the Nippon and bring it back a little bit, too. 129 00:08:57,420 --> 00:09:00,420 So take this one and bring it to the middle of the foot. 130 00:09:01,570 --> 00:09:02,340 So like this one. 131 00:09:02,340 --> 00:09:05,430 And bring it to here to the. 132 00:09:08,620 --> 00:09:10,210 And of the foot like that. 133 00:09:10,930 --> 00:09:15,910 Let me have this one over here, which should be behind. 134 00:09:18,210 --> 00:09:19,080 Beyond the ankle. 135 00:09:22,890 --> 00:09:23,460 Like that. 136 00:09:23,640 --> 00:09:25,200 And that's the foot. 137 00:09:25,530 --> 00:09:32,550 The feet are quite easy trick, but the hard part is the hands. 138 00:09:32,580 --> 00:09:34,560 So let's good to both a bit too. 139 00:09:36,060 --> 00:09:40,560 Which is to top view with seven. 140 00:09:47,700 --> 00:09:51,170 And now we have a nice adjust. 141 00:09:52,740 --> 00:09:53,430 Although. 142 00:09:55,530 --> 00:10:06,180 So let's go here and let's select the arm here, the body and the armature, and then press shift edge 143 00:10:07,020 --> 00:10:08,840 to hide everything else. 144 00:10:08,850 --> 00:10:10,800 I want to just see the body over here. 145 00:10:10,950 --> 00:10:18,930 I want to adjust it on the body so I don't care about the clothes or anything else, just the body, 146 00:10:18,930 --> 00:10:23,400 just to make sure that you're placing the bones in the right direction of the body. 147 00:10:24,300 --> 00:10:28,740 And then this is the respond. 148 00:10:29,820 --> 00:10:37,140 So now we have a job to adjust these hands and bones, these fingerprints. 149 00:10:39,730 --> 00:10:47,310 So select each set of bonds itself and just adjusts them accordingly. 150 00:10:47,320 --> 00:10:49,960 So this one goes all the way to here. 151 00:10:50,260 --> 00:10:58,270 This one goes to the knuckle of the thumb and this one goes to the tip of the finger. 152 00:10:58,540 --> 00:11:01,430 And now we have to adjust it in every year. 153 00:11:01,450 --> 00:11:05,920 Just select each bond and adjust accordingly. 154 00:11:06,490 --> 00:11:11,770 So you need to make sure that the bonds are inside. 155 00:11:16,210 --> 00:11:18,900 The mesh to make the hand area easier. 156 00:11:18,910 --> 00:11:24,790 I'm just going to select all of these and press shift edge to hide all of the other ones. 157 00:11:25,970 --> 00:11:29,470 Now let's just focus on the hands. 158 00:11:29,500 --> 00:11:31,000 Hands are tricky to get. 159 00:11:31,570 --> 00:11:38,350 So let's select this one with L and bring it over here. 160 00:11:38,600 --> 00:11:40,590 Let's rotated and bring it over here. 161 00:11:40,600 --> 00:11:43,540 And this one should be the knuckle area. 162 00:11:55,540 --> 00:12:04,480 So for the hands, just go to the front view and then the side view and then adjust accordingly. 163 00:12:04,480 --> 00:12:08,080 Hands And this one should go all the way up to here. 164 00:12:08,920 --> 00:12:12,820 So now, so just this one, bring it over here. 165 00:12:12,820 --> 00:12:13,750 Rotated all that. 166 00:12:13,750 --> 00:12:15,850 We bring this one to the local area. 167 00:12:16,480 --> 00:12:18,940 Bring both to the local area over here. 168 00:12:19,420 --> 00:12:25,150 That's just these ones as well to make things a little bit faster. 169 00:12:30,270 --> 00:12:32,130 This bond needs to be in the middle. 170 00:12:32,610 --> 00:12:33,330 So this is the. 171 00:12:36,690 --> 00:12:39,230 This is the bond that works with the okay. 172 00:12:39,240 --> 00:12:42,150 And you can flex your hand. 173 00:12:48,550 --> 00:12:51,670 Bring it, bring the whole thing down a little bit. 174 00:12:52,240 --> 00:12:56,230 So I think I can do that because I don't have all the other points of fixed on later. 175 00:12:56,590 --> 00:12:58,030 Let's focus on the fingers. 176 00:13:51,970 --> 00:13:56,750 So now it's just about adjusting these bones in the right location. 177 00:13:56,750 --> 00:14:06,520 It's always a bit tricky to bring all of them into the mesh because of how the it's so cherry in the 178 00:14:06,520 --> 00:14:06,970 hand. 179 00:14:08,350 --> 00:14:15,490 So now it's bringing all of these these bonds, these tendons, actually, the bonds. 180 00:14:17,170 --> 00:14:20,800 There's these represent attendants of the fingers. 181 00:14:21,760 --> 00:14:23,740 And they bring them up. 182 00:14:37,290 --> 00:14:47,670 So let's press attach and spring this these to this point a little bit toward the middle. 183 00:14:47,700 --> 00:15:00,210 So it would be to outside because if it's to toward the outside of the hand, it might not work. 184 00:15:01,080 --> 00:15:03,090 We need to make this a little bit. 185 00:15:05,190 --> 00:15:14,910 Go inside too, so that it's fine if you have any fear, any doubts, if you have placed your bonds 186 00:15:14,910 --> 00:15:19,080 correctly or not, just check it with your. 187 00:15:20,340 --> 00:15:21,390 Phone reference. 188 00:15:22,410 --> 00:15:23,640 So we can do that right now. 189 00:15:24,090 --> 00:15:27,090 Let's just check it with our phone reference over here. 190 00:15:31,520 --> 00:15:37,240 Can just bring it in and check it like the. 191 00:15:38,550 --> 00:15:39,140 Okay. 192 00:15:39,150 --> 00:15:41,220 Each bone how they are placed. 193 00:15:42,540 --> 00:15:43,350 It doesn't. 194 00:15:43,890 --> 00:15:45,450 Yeah, it looks good to me. 195 00:15:45,660 --> 00:15:50,050 So we have placed all these accordingly. 196 00:15:50,070 --> 00:16:00,960 So the next thing I do, I go to here and click on disable the in front to see if any of these bombs 197 00:16:00,990 --> 00:16:03,690 are sticking out like this one over here. 198 00:16:04,590 --> 00:16:12,510 So this is one way to see if we are placing the phones correctly. 199 00:16:12,700 --> 00:16:15,430 It should be sticking out. 200 00:16:15,630 --> 00:16:21,480 Should go inside the mesh for it to work correctly. 201 00:16:39,620 --> 00:16:40,360 That's good enough. 202 00:16:40,370 --> 00:16:45,670 That is part this part is not that sensitive. 203 00:16:46,360 --> 00:16:47,380 I think that's okay. 204 00:16:48,220 --> 00:16:51,850 So now we have all these measures. 205 00:16:52,720 --> 00:16:55,240 Let's go and again one more time. 206 00:16:55,420 --> 00:16:56,280 Shift edge. 207 00:16:56,290 --> 00:16:57,850 These two to see. 208 00:16:59,250 --> 00:16:59,990 The body. 209 00:17:01,190 --> 00:17:01,360 Yeah. 210 00:17:01,570 --> 00:17:03,240 As you can see, we have a problem here. 211 00:17:04,950 --> 00:17:06,359 So these are two. 212 00:17:10,680 --> 00:17:12,450 To the back of the character. 213 00:17:29,290 --> 00:17:30,620 And now I think we got it. 214 00:17:30,640 --> 00:17:35,080 So now all the bones are inside. 215 00:17:36,610 --> 00:17:42,760 Oh, it's a big push inside to which this one inside these two needs to increase, to interact to each 216 00:17:42,760 --> 00:17:43,030 other. 217 00:17:43,030 --> 00:17:43,990 So remember that. 218 00:18:02,870 --> 00:18:04,490 And we're done. 219 00:18:04,970 --> 00:18:07,010 So now let's shift each. 220 00:18:10,130 --> 00:18:10,640 I'm sorry. 221 00:18:10,730 --> 00:18:13,400 Attached to bring everything back. 222 00:18:16,190 --> 00:18:20,330 And now all this is press on our. 223 00:18:21,310 --> 00:18:22,450 Premature here. 224 00:18:22,480 --> 00:18:31,990 And press or control a and scale it first and then go over here to object properties of our armature 225 00:18:32,230 --> 00:18:34,050 and click on Generate. 226 00:18:34,810 --> 00:18:39,670 Before that I want to make some changes to this. 227 00:18:41,370 --> 00:18:46,440 The zipper owner first joined this together. 228 00:18:46,500 --> 00:18:49,820 So let's join these two together. 229 00:18:49,830 --> 00:18:51,780 So now these two are joints. 230 00:18:53,080 --> 00:18:54,680 Now it's joined these. 231 00:18:56,180 --> 00:18:57,360 These two are joints. 232 00:18:57,660 --> 00:19:00,030 And now I'm going to duplicate these two. 233 00:19:00,660 --> 00:19:01,050 Okay. 234 00:19:01,350 --> 00:19:04,640 Press em and move to duplicate back up. 235 00:19:04,660 --> 00:19:12,720 So we have a separate that's a zipper in our so that if anything goes wrong, we can use. 236 00:19:13,200 --> 00:19:18,120 But right now I to join these two, the hoodie and the subject. 237 00:19:18,270 --> 00:19:21,680 I'm going to click on this zipper and join it to the jackets. 238 00:19:22,320 --> 00:19:30,330 Because I fear we might we may encounter some problems. 239 00:19:32,630 --> 00:19:32,960 All right. 240 00:19:32,990 --> 00:19:33,620 Not as good. 241 00:19:36,650 --> 00:19:37,130 Okay. 242 00:19:37,190 --> 00:19:39,710 Let's save show less. 243 00:19:40,880 --> 00:19:43,390 And so the same thing over here as well. 244 00:19:43,400 --> 00:19:45,410 To the jacket control J. 245 00:19:50,070 --> 00:19:59,520 So to do that was under this until we forgot to apply the modifiers over here. 246 00:20:00,420 --> 00:20:07,170 Let's undo and go back to the points that we didn't join these together. 247 00:20:07,530 --> 00:20:08,370 So now that's fine. 248 00:20:08,400 --> 00:20:12,060 So now select these both together. 249 00:20:12,070 --> 00:20:14,100 Control a visual geometry to match. 250 00:20:14,490 --> 00:20:20,820 So now these cubes and these zippers should not have any modifiers. 251 00:20:20,970 --> 00:20:23,150 And I was joined them together again. 252 00:20:26,590 --> 00:20:30,670 Takes a little bit time because of the modifiers, it seems. 253 00:20:31,780 --> 00:20:42,630 So let's go back and let's go to edit mode instead of edge lynch and the. 254 00:20:45,240 --> 00:20:51,240 I need to add some loops over here so we don't lose. 255 00:20:52,470 --> 00:20:53,130 The shape. 256 00:20:55,560 --> 00:20:57,180 And we did lose the ship. 257 00:20:57,190 --> 00:20:58,270 But the. 258 00:21:10,630 --> 00:21:11,260 Okay. 259 00:21:11,290 --> 00:21:12,730 I'm just going to select this one. 260 00:21:12,860 --> 00:21:13,600 Like this one. 261 00:21:13,600 --> 00:21:17,410 Press right click and subdivide the subdivided. 262 00:21:18,640 --> 00:21:19,210 Like. 263 00:21:21,720 --> 00:21:22,660 Three times. 264 00:21:22,800 --> 00:21:28,330 And then bring this up with double G. 265 00:21:28,350 --> 00:21:36,220 I'm going go with double G and trying to slide this edge to the top. 266 00:21:36,750 --> 00:21:38,490 So we have some problems over here. 267 00:21:40,070 --> 00:21:41,960 It sticks to this area. 268 00:21:42,980 --> 00:21:46,190 Let's see if a problem solved now after subdividing it. 269 00:21:48,080 --> 00:21:49,760 Let's press control J. 270 00:21:54,850 --> 00:21:55,110 Yeah. 271 00:21:55,560 --> 00:22:00,570 We have fixed the problem over here, but these areas are not looking good. 272 00:22:12,110 --> 00:22:21,050 We may need to subdivide them all like one time or two times a thing. 273 00:22:21,050 --> 00:22:21,880 One time is enough. 274 00:22:21,890 --> 00:22:24,070 I don't want to make it too much because of this. 275 00:22:24,620 --> 00:22:29,150 Joining with this one is going to add the multi resolution. 276 00:22:31,710 --> 00:22:34,170 A space for Blender to do its thing. 277 00:22:37,380 --> 00:22:40,880 And now we have a much better is also going not rescue against this one. 278 00:22:42,760 --> 00:22:44,510 Now we have a much better results. 279 00:22:49,450 --> 00:22:49,870 Okay. 280 00:22:50,110 --> 00:22:52,510 Let's do the same thing for this one as well. 281 00:22:52,510 --> 00:22:57,880 So let's go to right here and I want to click on this one. 282 00:22:59,140 --> 00:23:01,600 So this these select one. 283 00:23:21,900 --> 00:23:23,980 But it since I can't do that. 284 00:23:25,500 --> 00:23:26,730 So it's a bit tricky. 285 00:23:29,420 --> 00:23:35,660 Let's select this one with l all these wants and press control I to invert the selection. 286 00:23:35,750 --> 00:23:36,320 There we go. 287 00:23:37,190 --> 00:23:41,840 Now we have all the solutions except for the zipper over here. 288 00:23:42,890 --> 00:23:46,430 And then we can go and subdivided two times. 289 00:23:48,300 --> 00:23:52,140 Let's go out of element and connect it to here. 290 00:23:53,040 --> 00:23:57,060 I also need to move these two bits. 291 00:23:58,650 --> 00:24:00,540 Closer to the jackets. 292 00:24:29,470 --> 00:24:31,030 Get us to that in a second once. 293 00:24:42,530 --> 00:24:47,150 And right now it's like this one and person control J. 294 00:24:58,710 --> 00:25:00,180 And now we have our. 295 00:25:01,310 --> 00:25:01,810 Check it. 296 00:25:01,840 --> 00:25:02,720 The whole zipper. 297 00:25:02,760 --> 00:25:03,580 No, no. 298 00:25:03,590 --> 00:25:06,770 Makes it easier when we do the rigging. 299 00:25:07,280 --> 00:25:09,730 I want to also do the same thing for here. 300 00:25:09,740 --> 00:25:12,290 So these are now one object. 301 00:25:12,830 --> 00:25:14,150 This is one object. 302 00:25:14,150 --> 00:25:20,930 So let's select them both and let's make sure the location is. 303 00:25:21,790 --> 00:25:23,830 We're quite happy with the location. 304 00:25:26,370 --> 00:25:27,240 It's good for now. 305 00:25:27,240 --> 00:25:29,070 So we can always change that later. 306 00:25:29,070 --> 00:25:36,820 I think when we when we join this together, they are gonna they're gonna have some face sets. 307 00:25:36,820 --> 00:25:39,300 So we can always go with that. 308 00:25:39,370 --> 00:25:46,200 Those faces, we can grab them and move them around to whenever, wherever we wants. 309 00:25:46,470 --> 00:25:52,140 So now it's so like this one and so this, this. 310 00:25:55,000 --> 00:25:57,320 And we have assigned the material, right? 311 00:25:57,340 --> 00:25:57,580 Yeah. 312 00:26:06,730 --> 00:26:10,430 So take them all and join them with the howdy. 313 00:26:20,090 --> 00:26:23,720 So the Pearl added it to the back up. 314 00:26:23,720 --> 00:26:28,190 But these are really easy to separate if I needed it later on. 315 00:26:28,820 --> 00:26:38,000 So I can just go to edit mode and press l on each of one of each of these and press P to separate them. 316 00:26:38,000 --> 00:26:39,230 So it's now. 317 00:26:40,420 --> 00:26:41,890 But that's not hard. 318 00:26:43,910 --> 00:26:49,070 But it's a better idea to just add them to a backup too, if anything goes wrong. 319 00:26:49,880 --> 00:26:50,660 Who would have? 320 00:26:50,660 --> 00:26:53,990 It's so I want to do the same thing for here. 321 00:26:54,710 --> 00:26:55,190 Let's. 322 00:26:58,220 --> 00:27:00,800 At the subdivision level or. 323 00:27:02,840 --> 00:27:03,620 These. 324 00:27:06,620 --> 00:27:08,000 Think we need to bring. 325 00:27:24,810 --> 00:27:25,260 At. 326 00:27:27,220 --> 00:27:28,890 I know the subdivision level here. 327 00:27:34,990 --> 00:27:36,080 This one doesn't work. 328 00:27:41,990 --> 00:27:42,480 Oh, maybe. 329 00:27:42,720 --> 00:27:44,390 So let's duplicate this. 330 00:27:44,390 --> 00:27:45,140 Make two. 331 00:27:45,650 --> 00:27:49,260 So there's a little problem because it's a cute little subdivision. 332 00:27:49,280 --> 00:27:50,060 Those two. 333 00:27:53,870 --> 00:27:55,250 Make these just go away. 334 00:28:01,000 --> 00:28:07,390 So let's apply this vision to mesh the supporters this month. 335 00:28:07,720 --> 00:28:12,730 I still like these edges and now it's fixed. 336 00:28:14,350 --> 00:28:14,530 Good. 337 00:28:15,070 --> 00:28:17,020 Now connected to the. 338 00:28:19,680 --> 00:28:20,280 Shorts. 339 00:28:22,970 --> 00:28:26,360 But I was also kind of this all together. 340 00:28:26,750 --> 00:28:31,970 So to shoot the these parts to the bolt control j. 341 00:28:45,240 --> 00:28:46,200 We still. 342 00:29:00,500 --> 00:29:01,760 Let's go here and. 343 00:29:04,930 --> 00:29:06,310 Civil simplify. 344 00:29:08,680 --> 00:29:16,780 I don't know why, but I feel like Boehner is a bit lackey more than usual. 345 00:29:18,620 --> 00:29:28,100 You know, Spitzer know we have all our objects in the open, so we don't need to simplify to how so. 346 00:29:28,750 --> 00:29:36,540 And now these are all joined together and we have also separated tissues. 347 00:29:36,540 --> 00:29:41,770 So now we are ready to go to the next step. 348 00:29:42,010 --> 00:29:43,060 Make sure all. 349 00:29:44,500 --> 00:29:45,640 Of your objects. 350 00:29:45,880 --> 00:29:47,230 All the little ones up there. 351 00:29:47,320 --> 00:29:47,800 A little. 352 00:29:53,730 --> 00:29:58,800 Schools are in their mode and see if we have any problems. 353 00:30:05,920 --> 00:30:07,480 But joining these areas. 354 00:30:10,280 --> 00:30:11,300 And that seems okay. 355 00:30:11,750 --> 00:30:12,380 So now. 356 00:30:15,930 --> 00:30:16,230 Yeah. 357 00:30:16,260 --> 00:30:20,340 Make sure the subtitle is level one and. 358 00:30:21,860 --> 00:30:22,910 Then are good to go. 359 00:30:24,440 --> 00:30:25,010 Okay. 360 00:30:25,400 --> 00:30:26,030 So now. 361 00:30:27,520 --> 00:30:29,140 Well, save first, don't forget. 362 00:30:39,410 --> 00:30:40,040 Okay. 363 00:30:41,870 --> 00:30:53,210 It took a lot of time to say, let's do this, this one, and now let's select our armature and go here. 364 00:30:56,050 --> 00:30:58,310 I'm sorry, because I had to stop reporting for a while. 365 00:30:58,610 --> 00:31:02,870 So select your armature and then click on jazz, Rick. 366 00:31:05,040 --> 00:31:10,740 And unfortunately, because there or here, a spine number four cannot connect. 367 00:31:11,850 --> 00:31:19,050 This is one of the common errors that you get while working on these rigs. 368 00:31:19,590 --> 00:31:26,010 So all you have to do is go to logic properties, say something in France, and then we need to fix 369 00:31:26,100 --> 00:31:26,970 the problem over here. 370 00:31:26,970 --> 00:31:34,050 As you remember in the light we just saw it said Spain number four is not connected. 371 00:31:34,080 --> 00:31:38,070 So the thing is, this response need to be aligned together. 372 00:31:38,460 --> 00:31:38,880 All right. 373 00:31:39,030 --> 00:31:39,660 Like this. 374 00:31:39,960 --> 00:31:41,010 Okay, fine. 375 00:31:41,010 --> 00:31:48,750 Do that and make a reference for yourself like this. 376 00:31:49,920 --> 00:31:52,770 Bring it down here for you to see. 377 00:32:01,430 --> 00:32:01,790 Okay. 378 00:32:02,090 --> 00:32:05,570 These two bonds over here are interacting to each other, as you can see. 379 00:32:06,470 --> 00:32:06,860 All right. 380 00:32:07,190 --> 00:32:12,740 So we need to make them to be to be inside each other. 381 00:32:13,670 --> 00:32:20,660 Although now the also now that I'm watching our reference, I see some problems here as well. 382 00:32:21,260 --> 00:32:24,710 So these two should not interact. 383 00:32:24,830 --> 00:32:26,540 I'm just going to move it. 384 00:32:26,560 --> 00:32:29,480 Oh, it's a bit outside like this. 385 00:32:30,230 --> 00:32:31,460 These two should not be. 386 00:32:33,330 --> 00:32:34,680 Inside each other. 387 00:32:35,430 --> 00:32:37,410 And then this one over here, the hip. 388 00:32:37,410 --> 00:32:39,470 One should be it should have an angle. 389 00:32:39,480 --> 00:32:40,980 It should be upwards. 390 00:32:41,130 --> 00:32:42,090 We don't have that here. 391 00:32:42,090 --> 00:32:45,180 So let's fix that quickly. 392 00:32:45,360 --> 00:32:49,110 And you should be in fronts like that. 393 00:32:50,400 --> 00:32:51,690 So every time you have. 394 00:32:53,010 --> 00:32:53,910 Some doubts. 395 00:32:54,480 --> 00:33:02,220 Just use references and you just eventually it becomes much as you know now as a fix are other points 396 00:33:02,230 --> 00:33:06,960 let's bring these down or it's a bit like this and then we have a problem over here. 397 00:33:06,960 --> 00:33:13,800 As we saw, we got an error, these two phones to interact to each other so we can go and bring them 398 00:33:13,860 --> 00:33:14,580 approximately. 399 00:33:14,580 --> 00:33:25,200 But the thing is, these two needs to be exactly inside like this and this needs to be exactly in the 400 00:33:25,200 --> 00:33:25,530 middle. 401 00:33:25,860 --> 00:33:27,530 So that is hard for us to do. 402 00:33:27,570 --> 00:33:33,840 The easy way is to shift us and shift S and bring cursor to select that. 403 00:33:33,840 --> 00:33:41,370 So now the cursor isn't selected, but actually we need to adjust this so it starts in the right direction. 404 00:33:42,580 --> 00:33:47,140 So I wanted to be here based on the reference. 405 00:33:47,230 --> 00:33:49,170 Yeah, it's this. 406 00:33:49,210 --> 00:33:56,320 This one is like here higher than the caucus by now. 407 00:33:56,320 --> 00:34:03,520 So I think the press shift, as Chris said, the selectors and not our cursor is over here that we can 408 00:34:03,520 --> 00:34:08,830 select this sphere and then shift s selection to cursor. 409 00:34:09,280 --> 00:34:12,219 And now I focus also as you can see, this is. 410 00:34:13,260 --> 00:34:14,760 Exactly in the middle. 411 00:34:17,040 --> 00:34:19,350 I hope to fix the problem. 412 00:34:19,360 --> 00:34:28,560 This is all too common problems that you may encounter with Joe Cindric, eschatology, purposes and 413 00:34:28,560 --> 00:34:31,500 then the press on Joe is Rick and Joseph. 414 00:34:31,500 --> 00:34:32,820 It does fix the problem on the air. 415 00:34:33,120 --> 00:34:36,270 Fortunately it did fix the problem. 416 00:34:36,270 --> 00:34:37,530 So yeah. 417 00:34:40,040 --> 00:34:40,920 That's how I thought. 418 00:34:41,810 --> 00:34:45,600 And now this one as well. 419 00:34:45,600 --> 00:34:50,870 We don't need its side and that we have this geriatric or here. 420 00:34:50,870 --> 00:34:55,909 What I want to do, I want to do something different than what we did in the last time we did our Rick. 421 00:34:57,730 --> 00:35:07,720 In my experience doing the rigging of the clothes and accessories in a difference like doing. 422 00:35:07,720 --> 00:35:09,940 It's not that long ago. 423 00:35:09,940 --> 00:35:17,430 So we just gonna do the party now and just let me just show you. 424 00:35:17,440 --> 00:35:19,240 So let me just show you. 425 00:35:19,590 --> 00:35:21,550 I'm going to click the body. 426 00:35:24,620 --> 00:35:24,930 Okay. 427 00:35:25,130 --> 00:35:26,750 Want to click the party over here? 428 00:35:28,130 --> 00:35:33,290 And then I'm going to click shift, click on the armature. 429 00:35:33,290 --> 00:35:42,170 We just made the this complex rig and then I'm going to click Control P and then I'm going to kill it 430 00:35:42,200 --> 00:35:43,940 with automatic weights. 431 00:35:43,940 --> 00:35:48,890 So I'm doing these parenting texts all the time. 432 00:35:49,550 --> 00:35:55,550 So I'm just going to pause the video and then resume it when the parenting is finished. 433 00:35:55,550 --> 00:35:58,190 So remember just the party, all right? 434 00:35:58,190 --> 00:36:02,180 We just selected the body and the rig, all right. 435 00:36:02,180 --> 00:36:08,170 And then control P and then with automatic weights. 436 00:36:08,310 --> 00:36:09,470 So I'm just going to do that. 437 00:36:09,470 --> 00:36:10,310 Then I'm going to resume. 438 00:36:11,010 --> 00:36:14,800 You already didn't take as much as I think it would. 439 00:36:15,620 --> 00:36:18,380 It took only just six, 7 seconds. 440 00:36:19,370 --> 00:36:27,080 So now we have only the body, a photo and click the streak and go to the rigging. 441 00:36:27,380 --> 00:36:33,890 Now, I should have no problem with moving the hands, right? 442 00:36:33,890 --> 00:36:35,030 So that's okay. 443 00:36:35,060 --> 00:36:38,930 Now though, I want to do the closing now differently. 444 00:36:38,930 --> 00:36:46,580 So let's select oh, actually, let's select the body again. 445 00:36:48,320 --> 00:36:55,250 Armature again and this press control I to invert the selection so I just didn't just select anything 446 00:36:55,250 --> 00:37:06,020 else except the body and arm which just once selects my clothes and then selects the body with shift 447 00:37:06,860 --> 00:37:14,540 as an act as the active object and then press control L or control l and then I'm going to press on 448 00:37:14,540 --> 00:37:20,030 transfer, uh, mesh data if I am my mouse. 449 00:37:20,030 --> 00:37:24,890 You can see transfer data layers with edge shops, etc.. 450 00:37:25,460 --> 00:37:33,680 And then this one is of the I think let's press on that data transfer right there. 451 00:37:34,220 --> 00:37:38,780 And then on data type, I want to transfer the vertex groups. 452 00:37:39,620 --> 00:37:44,630 So let's click on that, whereas this groups is going to take it a while. 453 00:37:44,930 --> 00:37:46,760 So let me explain to you what I just did. 454 00:37:46,760 --> 00:37:49,320 I just told Blend. 455 00:37:49,340 --> 00:37:59,330 I just made the vertex group, automatic vertex group with connecting only the body to the to the armature. 456 00:37:59,840 --> 00:38:01,910 And it's automatic vertex groups. 457 00:38:02,780 --> 00:38:12,620 And then when the made somatic groups for the body and then I linked those versus groups from the body 458 00:38:12,620 --> 00:38:21,680 to the clothes so it makes it easier for for us to reach it and do us lists of aid spending. 459 00:38:21,890 --> 00:38:25,020 There are some options over here, too, that we need to fix. 460 00:38:25,020 --> 00:38:29,700 For example, here you have you can leave here to work here. 461 00:38:29,780 --> 00:38:35,240 So that's fine for us is going to get the mapping from the nearest vertex. 462 00:38:35,780 --> 00:38:40,310 But over here, source layer, we are going to select on all this. 463 00:38:43,750 --> 00:38:44,050 All right. 464 00:38:44,140 --> 00:38:46,690 It took it might take a little bit of work. 465 00:38:46,990 --> 00:38:47,500 It's a what? 466 00:38:48,520 --> 00:38:57,960 So it's going to a kind of copy and paste all these vertex groups to our clothes. 467 00:38:58,480 --> 00:38:58,890 Okay. 468 00:38:58,900 --> 00:39:01,530 And we can change it by name. 469 00:39:01,540 --> 00:39:02,140 That's okay. 470 00:39:02,140 --> 00:39:02,860 That's fine. 471 00:39:03,460 --> 00:39:09,250 And if we click anywhere else, this window is going to go away. 472 00:39:09,250 --> 00:39:10,120 So be careful. 473 00:39:10,120 --> 00:39:14,740 So we're going to click anywhere else and then I think we're good. 474 00:39:14,800 --> 00:39:19,360 So now we have coats as well with vertex groups. 475 00:39:19,360 --> 00:39:23,710 As you can see the same vertex groups as we have for the pod. 476 00:39:24,220 --> 00:39:31,860 But there's one step left and that is the select the body and asset control I. 477 00:39:33,200 --> 00:39:34,430 To invert the selection. 478 00:39:34,880 --> 00:39:38,420 So we have the chords again and then select. 479 00:39:40,200 --> 00:39:47,430 Armature and the control p then go with them groups. 480 00:39:48,860 --> 00:39:53,930 All right, now that connection is done. 481 00:39:53,940 --> 00:40:02,000 So we just told Brenda that we don't want any right screw up because we have our own words, this group, 482 00:40:02,000 --> 00:40:03,860 and copied it from the body. 483 00:40:04,160 --> 00:40:09,950 So now it's time to go to the postmortem of their armature with control tap. 484 00:40:19,810 --> 00:40:20,290 Let's. 485 00:40:23,280 --> 00:40:23,820 Now. 486 00:40:25,540 --> 00:40:26,140 Move. 487 00:40:28,160 --> 00:40:30,650 I give the hand to see how it works. 488 00:40:34,260 --> 00:40:34,590 All right. 489 00:40:35,030 --> 00:40:35,480 Okay. 490 00:40:38,220 --> 00:40:44,730 This one is like it's so slow right now, I think, because of the recording. 491 00:40:45,750 --> 00:40:46,530 But here. 492 00:40:54,290 --> 00:40:54,990 Okay. 493 00:41:01,630 --> 00:41:02,010 All right. 494 00:41:02,020 --> 00:41:05,380 As you can see, the court is also moving. 495 00:41:07,110 --> 00:41:07,650 With. 496 00:41:14,490 --> 00:41:18,870 The call is also moving with our armature. 497 00:41:18,870 --> 00:41:22,380 So our armature is now successful, but we need to make some changes. 498 00:41:23,610 --> 00:41:33,300 But also really like for me with armature right now and we can kinda pose it in this way. 499 00:41:33,300 --> 00:41:37,170 So let me go over here and and click right click here and video memory. 500 00:41:37,170 --> 00:41:43,980 If you have the same issue, you need to see how much memory blender is taking. 501 00:41:44,540 --> 00:41:45,040 All right. 502 00:41:45,300 --> 00:41:49,980 It's not taking a lot of the memory system. 503 00:41:49,980 --> 00:41:51,750 Memory, that's what I wants. 504 00:41:52,140 --> 00:41:55,590 So sticking around seven gigabytes of memory. 505 00:41:55,590 --> 00:41:56,490 And that's not good. 506 00:41:56,490 --> 00:41:57,780 That's not what you want. 507 00:41:58,440 --> 00:41:59,580 That's a lot, actually. 508 00:41:59,880 --> 00:42:01,590 So I'm going to save this. 509 00:42:01,590 --> 00:42:02,010 All right. 510 00:42:03,460 --> 00:42:13,240 And then because we're past the point of kind of sculpting and and texturing and all that, we don't 511 00:42:13,240 --> 00:42:16,060 need too much. 512 00:42:18,900 --> 00:42:20,310 Of others. 513 00:42:20,490 --> 00:42:21,940 So I have to. 514 00:42:21,940 --> 00:42:23,820 It's on the 54 and it's too much. 515 00:42:23,820 --> 00:42:30,780 The blender is saving the history of every action we are doing, and it can handle it. 516 00:42:31,050 --> 00:42:37,530 So let's turn it to, like, ten. 517 00:42:38,010 --> 00:42:40,440 All right, let's send it to ten. 518 00:42:42,000 --> 00:42:45,720 And now let's close this up. 519 00:42:46,350 --> 00:42:47,900 But closing is going to just. 520 00:42:50,000 --> 00:42:58,790 So it is self and then I'm going to save blender and then close blender and open it again to reset the 521 00:42:58,790 --> 00:42:59,960 undo history. 522 00:43:00,530 --> 00:43:04,670 And then let's see how much memory we're going to have over here. 523 00:43:04,670 --> 00:43:06,710 So let me pause the video for now. 524 00:43:08,210 --> 00:43:08,630 All right. 525 00:43:08,630 --> 00:43:18,260 I just opened the blender and now when I opened it up, it was 5.8 of memory output, my gigabyte adjustment 526 00:43:18,270 --> 00:43:22,670 to the setting and also enabled simplify it's a zero subdivisions. 527 00:43:22,670 --> 00:43:31,310 So now we don't have any subdivision subdivisions for our clothes over here to make it to look more 528 00:43:31,310 --> 00:43:33,290 like the subdivision level over here. 529 00:43:33,290 --> 00:43:42,620 We can go and go to shape and click apply base for anything that is a second house maybe are not looking 530 00:43:42,620 --> 00:43:45,530 like what we are expecting it to look. 531 00:43:46,010 --> 00:43:50,510 Okay, now let's go to over here and do the same things. 532 00:43:50,510 --> 00:43:53,180 Simplify and zero. 533 00:43:53,180 --> 00:43:54,920 Let's walk this one for now. 534 00:43:55,010 --> 00:43:59,990 Let's see if I maybe the problem was with the undoing. 535 00:44:01,160 --> 00:44:01,340 So. 536 00:44:01,340 --> 00:44:03,980 Yeah, let's go now. 537 00:44:04,010 --> 00:44:05,060 And the. 538 00:44:06,770 --> 00:44:09,230 Check the rigging. 539 00:44:10,010 --> 00:44:13,130 So let's go to Portsmouth with control to. 540 00:44:42,700 --> 00:44:44,200 Know, we can work like this. 541 00:44:46,930 --> 00:44:48,070 It's too slow. 542 00:44:48,400 --> 00:44:51,580 So maybe changing it to. 543 00:44:54,190 --> 00:44:55,090 This one? 544 00:44:55,180 --> 00:44:55,540 No. 545 00:45:07,830 --> 00:45:08,430 Okay. 546 00:45:08,460 --> 00:45:11,370 I think we may need. 547 00:45:16,480 --> 00:45:18,130 It's bringing down this four maybe. 548 00:45:29,570 --> 00:45:32,510 You can also click on this one, not sit. 549 00:45:52,110 --> 00:45:53,760 No, it's not working properly. 550 00:46:07,680 --> 00:46:09,060 It's too slow as now working. 551 00:46:09,060 --> 00:46:10,920 Probably properly so. 552 00:46:11,820 --> 00:46:12,360 Uh. 553 00:46:14,910 --> 00:46:15,300 Yeah. 554 00:46:15,300 --> 00:46:22,560 I think I may need to restart my computer and then we'll see what happens. 555 00:46:24,300 --> 00:46:25,120 So, guys, because. 556 00:46:25,140 --> 00:46:34,590 Because I'm recording and because, uh, we have a lot in our scene right now. 557 00:46:35,550 --> 00:46:37,710 It's taking a lot of round from my system. 558 00:46:37,710 --> 00:46:40,410 But yeah, I did a couple of things. 559 00:46:40,740 --> 00:46:44,550 So first we produce on the steps, right? 560 00:46:44,730 --> 00:46:45,420 That helps. 561 00:46:45,810 --> 00:46:50,730 And then what I did was I went to external data. 562 00:46:50,730 --> 00:46:55,980 I tends of automatically pack resources and I unpacked all these. 563 00:46:55,980 --> 00:46:57,480 So I click on unpack. 564 00:46:59,550 --> 00:47:05,220 To unpack all these things and it made the memory to go down. 565 00:47:05,700 --> 00:47:12,870 And then I went over here and put puts a disabled simplify in here. 566 00:47:13,020 --> 00:47:13,440 All right. 567 00:47:14,040 --> 00:47:22,200 And it just wants a mentally disabled multi race with this click over here. 568 00:47:22,290 --> 00:47:23,880 So I just disable it. 569 00:47:24,570 --> 00:47:32,700 So by disabling it, it makes windows to not calculate that every time and move the armature. 570 00:47:33,000 --> 00:47:42,510 So now we can if I enable this, for example, as you can see it goes up in there needs to calculate 571 00:47:42,510 --> 00:47:48,780 this motor is although the little viewport is set to one so to zero we need to calculate that. 572 00:47:48,780 --> 00:47:58,920 So I just set it to disabled it and the for each one of these that had also subdivision level or motorist. 573 00:48:00,200 --> 00:48:08,750 I just disabled the motorist and I once and also disabled other collections. 574 00:48:09,140 --> 00:48:16,460 So there's a difference between hiding a liar, hiding something all right. 575 00:48:16,940 --> 00:48:17,810 And disabled. 576 00:48:18,020 --> 00:48:25,400 So if you go over here and click on this to have it, you have this option that excludes a whole collection 577 00:48:25,400 --> 00:48:28,880 or an object from showing in the report. 578 00:48:29,120 --> 00:48:37,430 So when that is not going to calculate this, if I click on this, Linda is going to calculate if I 579 00:48:37,940 --> 00:48:45,050 go and enable this or here one, there is a calculation in it, but it's not showing it in the viewport. 580 00:48:45,140 --> 00:48:52,280 So with this option or here, it's just going to hide it, but that is going to calculate. 581 00:48:52,880 --> 00:49:00,920 So that's one that's a side note to know about these options over here is that if you have like a lapse 582 00:49:00,920 --> 00:49:07,370 or something and maybe your system can handle two, uh, you can use this. 583 00:49:07,670 --> 00:49:10,570 So I just disabled all these. 584 00:49:10,580 --> 00:49:11,450 Otherwise. 585 00:49:13,030 --> 00:49:15,820 And now it's much faster. 586 00:49:16,090 --> 00:49:17,740 Like one that walks much faster. 587 00:49:18,640 --> 00:49:24,400 And that was good to pose more and see if our efforts. 588 00:49:28,000 --> 00:49:28,780 But good enough. 589 00:49:28,780 --> 00:49:30,340 So is she. 590 00:49:30,350 --> 00:49:33,100 And now Spitzer. 591 00:49:35,290 --> 00:49:36,360 As soon as it was. 592 00:49:36,360 --> 00:49:37,110 I like. 593 00:49:37,120 --> 00:49:38,150 But now I suppose there. 594 00:49:38,160 --> 00:49:40,860 Now we can do some poses. 595 00:49:41,370 --> 00:49:41,790 All right. 596 00:49:42,330 --> 00:49:44,340 So, yeah, let me save it. 597 00:49:44,340 --> 00:49:46,750 And yeah, that's it for this video. 598 00:49:46,750 --> 00:49:51,030 And the next one, let's go on to the depose of our character. 599 00:49:51,030 --> 00:49:58,080 We are going I downloaded the polls like this from the internet just searched in was Moran's post a 600 00:49:58,080 --> 00:50:03,300 step and selected this one to do this pose over here. 601 00:50:03,570 --> 00:50:03,930 All right. 602 00:50:04,140 --> 00:50:05,300 So the next video. 603 00:50:05,310 --> 00:50:05,730 Goodbye.