In this lesson, the following lessons, we're going to speed things up a little bit now that we have
the had done and we are going to focus on the spine.
So I'm unhide the reference and I'm going to grab the reference in the head and come in and click them
and outliner and pull them both up so that the feet are kind of on zero here.
This is the world space where we have the grid turned on and we can turn it on and off here.
So what I'm going to look at now is the spine.
And I want to make one spine joint and then kind of populate it all the way down the spine.
And we're going to do it in a similar way that we did on the hard surface modeling with one little extra
trick.
So I'm going to make the one spine bone now with a cylinder.
So click the cylinder from the shelf and I'm just going to drag this up just so it's kind of in the
neighborhood.
And go to a front view holding down space bar and the left clicking there, and I'm going to add some
subdivisions here, maybe 10 and maybe an extra cap on the end that we can't see, which is the top
and bottom.
And I'm going to scale this down.
I need some typing over here instead of it registering as a shortcut.
So I just need to click.
I like to just click here to to get that off.
So scale is down.
And go to the edges, double click the center edge here, so we're right in the middle, turn on self
selection, hold down and middle mouse drag, I like take control and the top ones so that, you know,
if we were to do this in the middle, it's going to scale this down, up and down vertically.
And I just want to go from X and Z, the horizontal axis, someone hold down control, click the Y axis
and pull this and something like this.
Then I'm going to go to the object mode.
I actually go to the edge mode, double click the top and the bottom edge here, turn off self selection
and Bevell this and you increase the fraction, maybe give it one segment.
Zoom out and see how that looks.
It looks like a spine bone to me, I might delete this edge here because it make if you look at this,
it makes kind of a hard edge here, which I guess is OK.
If you don't like that, you could just delete this edge.
It's the fact that these two are close together or what we could do is go to modeling, turn on transform
constraint to be a surface slide or an edge slide, and then just scale these together.
So it kind of moves them down away from the edge.
They're.
Cool, so we have one spine joint.
Let's go to the right view and hit F to frame up everything and now we need to create a curve.
So I'm going to go to curves and surfaces, click on the curve tool, and I'm going to start kind of
down here somewhere just to give us some room to go, because we don't want to start this motion path
thing that we're going to do.
Right exactly at the starting point, because the ends of it can get kind of wonky how it interprets
the rotation and direction of where it's aiming the thing.
So and plus the hip bone is going to be its own thing.
Right.
Like this is going to be its own piece here.
So I'm just doing this to give ourselves a little advantage.
And I'm going to click in the middle of where the spine has been drawn and just keep clicking all the
way up and in here.
Have to kind of.
Just guess where it is.
And the medals appear.
The medals probably here ish, and it reverses back and starts.
Coming back this way.
And we're running in this right at the base of the skull, cool, I hit enter, now we have our curve.
So I'm going to attach this like a motion path like we've done before in the hard surface.
So I need to go to animation, constrain, go down to motion passed.
I'm going to tear this off because we're going to need this again and a little bit, I'm going to say
attached to motion path.
And you can see that it is not pointing the right way.
So we need to go to the attrite editor and go over to Motion Path and start messing with these basically
and try to figure out which way it needs to point to be up.
So there we go.
For an axis Y up, axis X.
And now it is traveling down the spine bone and we kind of want it to start in here, probably to the
one little trick that we're going to add to this before we do the visualizing step that we did previously
down here, create animation snapshot.
We're going to set it as a flow path object.
So when I click this, you can see it already.
Let me undo it.
In case you missed that, when I click the flow path object, just going to add a lattice.
We're not going to see it because we have showed a farmers off from the last tutorial.
So I'm going to turn the farmer's back on and click flow path object.
And now you can see it kind of conform to the curve a little more.
So this will just kind of automatically give us unique shape to each spine joint, even though the exact
same cylinder at their position all along the curve is going to change their shape.
So it's a really nice way to very quickly get some variation in each of these joints.
So I'm going to click this and go back to visualize and create animation snapshot.
I mean, open up the menu here.
And we basically need to set that increment based on the distance that we need to kind of intersect
each one of these.
But actually, before we do that, we need to change the motion path.
If I select the node here, we get these are key frames at either end.
And I showed this very quickly.
And again, we're going to get back to this animation.
But if we get to Windows animation editor's graph editor, we can see that it starts slow and it ends
slow.
And we want it to be a consistent speed so that when we set the interval at where to create a new cylinder,
that it's consistent.
Right.
We don't want a bunch down here and a bunch at the top.
They need to be consistent.
So we're going to set that to linear by clicking the linear tangent handle there.
And that's all we need to do.
And we'll learn more about graph editor and tangents and all that kind of stuff later.
So now, with that said, we just need to set this interval at an appropriate interval with our cylinder
selected and hit apply.
And we can see already that we have an issue in that at some point along the curve, it starts to twist
someone's head on.
Do we scroll?
This will be able to see where that happens.
So this is a goofy thing that Mike does where it doesn't know what the up access accesses if you're
going vertically with the flow motion or flow path tool that we used.
So the quick way around this I found go back to perspective is simply to rotate this thing down 90 degrees
so that it is no longer.
So that is no longer vertical.
And now when we scrub, we'll see that it's not twisting anymore, so it's doing what we expect it to
do.
It's still deforming it, but it's just not freaking out and twisting.
So now we can apply and we'll, of course, the cylinder selected and head apply and we'll see that,
you know, they're too far apart.
So we can just start dialing this down seven and they're still too far apart.
So when I hit undo, it actually undo.
And it depends on where your cursor is.
So I had to do here.
It actually made it back to eight.
So I need to hit undo in the viewport for that to work because something a lot less like five and that's
getting pretty darn close, actually.
So it looks like we're going to need like five and change on this.
Still like five point five.
Apply, and that's pretty darn good, actually looks like a spine to me.
So now we can rotate this thing back up, let's go to the curve of the curve in the outliner and turn
this to zero and we'll bring all this stuff back up if we go into our right view and it freaked out.
So now we rotated back up.
It still freaks out the twit.
A twist some of these pieces.
So we're we're going to need to break that down before we rotate that back up.
So let's go to the snapshot and it looks like we made two at some point.
So, yeah, that's that one.
So let's select all of these spine joints or group them and I'm going to shift peed on parents.
We can also just middle mouse drag it out of this snapshot group.
So the group selected I'm going to go to edit delete by type history and now I can just rotate this
group back up so we can go 90 here and throw the curve back up just for fun.
And it's enough, and now we have all the twists out and we have a spine now, the one interesting thing
we can do is in case we want to adjust all of these together is do a wire to form or so let's learn
another deform or I'm going to hit six here just to see our reference and I'm going to hide the cylinder
and these lattice petrovitch.
So the wire tool is kind of are the wire to form.
It's kind of unique.
We need just like the curve and go to deform and go to wire and it'll stay down here in the bottom left,
select shapes of the form and press enter.
So we need to select all of these shapes.
So.
I'm going to shift select all of them.
And then hit enter select wire curves and press enter to finalize the operation.
So now he just like the curve and hit enter.
And so now when we isolate like this so I can kind of.
Right.
Click on it a little easier and go to control vertex.
When we select a CSV in here, we should be able to move the spine and this will just give us the ability
to adjust the spine later in modeling if we need to.
And so that each one of these pieces aren't independent from each other.
So that's one really quick way to be able to adjust the spine, which is going to be nice because I
can't really tell if this is actually a good path that was actually drawn here in mind to adjust things
a little bit.
So this will give us that freedom.
Awesome.
So we learned about the wire to former and how to model things quickly along a path.
Thanks for watching.