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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Understand the importance of locking down everything the animators should not be able to touch or add a keyframe onto.
Type:
Tutorial
Length:
2 min.
Transcript
00:03
So the rig is now scalable. So it's time to start thinking about locking it down.
00:09
We already have some attributes which will do this to a certain degree.
00:13
We can hide the rig systems and the skeleton.
00:16
So the animator can't see or select them.
00:19
We can also lock the geometry again. So the animator is unable to select it.
00:25
The problems come when we select everything else in the scene,
00:28
which is what an animator could do to quickly add a key on every control.
00:33
As you can see here,
00:34
we also selected the end position locators for the stretchiness,
00:39
which has all its attributes available to edit.
00:43
As you can imagine if an animator accidentally animated these locators,
00:47
it would break the stretch systems.
00:49
So this needs addressing.
00:51
Let's look in the outliner.
00:54
We also have these groups which could easily be selected and animated again,
00:59
breaking the rig
01:01
and these locators here.
01:04
What I've known many animators do in the past is simply select the root control
01:09
and then select its hierarchy
01:11
to then set a key on the whole character.
01:14
But as you can see, we have groups and IK handles and all sorts in here,
01:19
which would then have key frames on them.
01:22
So in short,
01:23
we now need to go through and lock everything the animators shouldn't be
01:26
able to touch or be able to add a key frame onto.
Video transcript
00:03
So the rig is now scalable. So it's time to start thinking about locking it down.
00:09
We already have some attributes which will do this to a certain degree.
00:13
We can hide the rig systems and the skeleton.
00:16
So the animator can't see or select them.
00:19
We can also lock the geometry again. So the animator is unable to select it.
00:25
The problems come when we select everything else in the scene,
00:28
which is what an animator could do to quickly add a key on every control.
00:33
As you can see here,
00:34
we also selected the end position locators for the stretchiness,
00:39
which has all its attributes available to edit.
00:43
As you can imagine if an animator accidentally animated these locators,
00:47
it would break the stretch systems.
00:49
So this needs addressing.
00:51
Let's look in the outliner.
00:54
We also have these groups which could easily be selected and animated again,
00:59
breaking the rig
01:01
and these locators here.
01:04
What I've known many animators do in the past is simply select the root control
01:09
and then select its hierarchy
01:11
to then set a key on the whole character.
01:14
But as you can see, we have groups and IK handles and all sorts in here,
01:19
which would then have key frames on them.
01:22
So in short,
01:23
we now need to go through and lock everything the animators shouldn't be
01:26
able to touch or be able to add a key frame onto.
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