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& Manufacturing
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Professional CAD/CAM tools built on Inventor and AutoCAD
Modify transformation options and adjust various parts of the model in preparation for rigging.
Transcript
00:04
Whenever you do anything like this,
00:05
it's good practice to also freeze the transforms.
00:08
So the models don't have any translation, rotation or scale values left on them.
00:14
Always maintain clean values
00:17
to do this.
00:18
We select the main group and go to modify freeze transforms and open the options.
00:24
I'll reset the settings first
00:27
and click, apply
00:30
because we did this on the main group.
00:32
It will also apply it to everything beneath that group.
00:36
One other step you should take is to update the pivot points on each model too.
00:41
You can do this quickly using the modify center pivot tool.
00:46
This isn't essential,
00:47
but it's just another step that I like to do with my models before I rig them.
00:52
OK. Those are all clean and scented.
00:56
Next, we need to check the eyes.
01:00
Some character modelers like to pose the eyes sometimes.
01:03
But that's not ideal for the rig.
01:07
I'll just isolate these.
01:10
So we can see here that the eyes are rotated,
01:14
they are rotated in each other view too.
01:19
Ideally, we need them to be looking straight ahead.
01:22
This is because we will be adding eye controls in front of the head.
01:25
So the eyes need to be looking at the controls and not below them.
01:30
The alternative is to build the controls with an offset on them,
01:34
which can cause problems with the rig and animation,
01:36
especially if you are planning on transferring animation between characters.
01:41
So it's better to have every character looking dead ahead
01:44
and then the animators com pose the eyes later if needed.
01:48
You also need the eyes to be focused on the controls themselves.
01:51
So what we need to do is move these back,
01:55
just rotating them will be fine.
01:58
Actually, I can update one eye and then copy the values across.
02:02
So let's just press H to hide this one.
02:09
We want the wire frame to be back at the default position.
02:15
So as close to matching the horizontal and vertical lines as possible.
02:20
Yeah, that looks better.
02:23
Once done, you would just freeze the transforms again to clean up the rotations.
02:28
But we need those values for a few more minutes.
02:31
Let's bring back the other eye.
02:34
I can just press shift and H to make the last hidden objects visible again.
02:40
So all we need to do is copy the rotation values across
02:44
the right eye still looks wrong.
02:46
But that's because we need to invert some of the values because this eye is mirrored.
02:50
So we can just remove the minus from the Z rotation
02:56
and add it to the Y rotation.
02:59
OK. That's much better.
03:03
Now, we just need to freeze the transforms on the eyes
03:07
and make sure the pivots are scented too.
03:10
Again, this isn't essential, but it can come in useful.
03:13
Sometimes when you need to find the exact center of an object for joint placement.
00:04
Whenever you do anything like this,
00:05
it's good practice to also freeze the transforms.
00:08
So the models don't have any translation, rotation or scale values left on them.
00:14
Always maintain clean values
00:17
to do this.
00:18
We select the main group and go to modify freeze transforms and open the options.
00:24
I'll reset the settings first
00:27
and click, apply
00:30
because we did this on the main group.
00:32
It will also apply it to everything beneath that group.
00:36
One other step you should take is to update the pivot points on each model too.
00:41
You can do this quickly using the modify center pivot tool.
00:46
This isn't essential,
00:47
but it's just another step that I like to do with my models before I rig them.
00:52
OK. Those are all clean and scented.
00:56
Next, we need to check the eyes.
01:00
Some character modelers like to pose the eyes sometimes.
01:03
But that's not ideal for the rig.
01:07
I'll just isolate these.
01:10
So we can see here that the eyes are rotated,
01:14
they are rotated in each other view too.
01:19
Ideally, we need them to be looking straight ahead.
01:22
This is because we will be adding eye controls in front of the head.
01:25
So the eyes need to be looking at the controls and not below them.
01:30
The alternative is to build the controls with an offset on them,
01:34
which can cause problems with the rig and animation,
01:36
especially if you are planning on transferring animation between characters.
01:41
So it's better to have every character looking dead ahead
01:44
and then the animators com pose the eyes later if needed.
01:48
You also need the eyes to be focused on the controls themselves.
01:51
So what we need to do is move these back,
01:55
just rotating them will be fine.
01:58
Actually, I can update one eye and then copy the values across.
02:02
So let's just press H to hide this one.
02:09
We want the wire frame to be back at the default position.
02:15
So as close to matching the horizontal and vertical lines as possible.
02:20
Yeah, that looks better.
02:23
Once done, you would just freeze the transforms again to clean up the rotations.
02:28
But we need those values for a few more minutes.
02:31
Let's bring back the other eye.
02:34
I can just press shift and H to make the last hidden objects visible again.
02:40
So all we need to do is copy the rotation values across
02:44
the right eye still looks wrong.
02:46
But that's because we need to invert some of the values because this eye is mirrored.
02:50
So we can just remove the minus from the Z rotation
02:56
and add it to the Y rotation.
02:59
OK. That's much better.
03:03
Now, we just need to freeze the transforms on the eyes
03:07
and make sure the pivots are scented too.
03:10
Again, this isn't essential, but it can come in useful.
03:13
Sometimes when you need to find the exact center of an object for joint placement.