WEBVTT

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In this lesson, we're going to learn a few new formers and create the ribs of Mr. Bones here.

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So we have our reference.

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We have our spine.

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We have our head.

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We can turn off to formers if we want, but we're actually going to need those in a second.

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So I'm just going to leave the farmers visible so we can see the lattice and everything else.

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So there's a couple different ways we can make the ribs.

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We could do box modeling where we create a box and we start extruding one of the faces here going to

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right click and going to face and then going to extrude and start pulling this out and just start pulling

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that out and do this kind of a thing.

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Right.

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Make a rib this way.

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Actually, that's one way.

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But I want to show you the former that can do this.

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And so for us, we just need to make a long kind of tube that would kind of be like a rib, I guess,

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or a box, really.

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So let's grab a new box.

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I'm just clicking up here in the modeling shelf.

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I drag this up and I'm going to stay in perspective mode just because this is going to take a couple

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of different views.

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So I'm going to increase the subdivision's by going to Poly Cube and let's see which direction we want

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it in the depth.

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So let's just crank that up and then we can.

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Well, we cannot.

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Oh, I don't know why it's stuck to the that one direction there.

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That was weird.

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So just grab this and scale it and Z and maybe we'll increase the subdivision's and the other axes as

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well.

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So you'll notice like when you start scaling something and you try to do this stuff, it goes crazy.

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So the proper way to do it, which it's kind of annoying, there has to be a proper way, is to use

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the depth values here.

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So once we do that and then we make changes, it should work just fine.

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So that's one little goofy thing about working with Maya.

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OK, so let's maybe increase the subdivision's here.

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I'm just trying to give us enough geometry so that when we apply to the former three year old.

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Correct.

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Look, when we apply that a former change that's too as little too boxy.

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Well, I'm trying to say is when we apply the former, it will have enough geometry there and topology

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so it can curve properly.

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OK, so that looks good.

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And so now when we go to the deforming, you go over to non-linear.

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I'm going to tear this off.

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And these deformities are super useful.

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And probably the bend to former is the one I use the most out of all the farmers combined.

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So even lattices or whatever else.

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And we'll learn about these others later on, probably in rigging.

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But yeah, so non-linear.

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These are super, super useful and very simple.

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You can go through an experiment with these basically when you click one, it'll create kind of like

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this to former let me isolate, select these so we can see it by itself.

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It'll create like this little deform or handle thing and you can see it over here in the outliner and

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it's just going to usually go up and down like this.

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So even though our piece of geometry is horizontal, it won't really care when you create it initially.

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So if I was to start to crank this one up, you know, it's not going to be working the way it should.

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So, you know, you can just simply rotate the former down to line up with whatever object you have.

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And then once you start adjusting it, it should work as expected.

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And it's super cool.

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And, you know, there's it's pretty simple, but there's, you know, handy controls like this.

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And if you wanted to save this and not have the deform or of course, the geometry here and go to edit,

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delete by type history, and it'll save that out and delete the former.

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But we don't want this to form.

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And I encourage you to just play around with the other ones.

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They're all useful in their own way.

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But the Binda farmers just I mean, it's it's classic.

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It's hard not to use it on every project.

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So I'm going to go back to isolate, select, you know, if we go over to the bean input here and I'm

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going to middle mouse drag here in the viewport like I was doing earlier, you can see it's bending

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and kind of the x axis direction, which is not what we want.

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So we need to rotate this thing.

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Check this out.

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You can just kind of experiment and play and you could animate this, you know, rotation.

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It could do crazy stuff.

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But anyway, for our purposes, we're using it for modeling to help us kind of dial in a rib.

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So, Zuhur, out the.

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Crazy values and get back to being more serious about this.

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So I'm gonna flip this around 180 in the Y and then I just need to rotate it 90.

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Yes, so we have a rib, kind of the binda former, you can, you know, translate it around as well

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so that'll, you know, adjust kind of where the point it's scaling from.

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And it also has these inbound things, which I don't think will affect us as far as like the maximum

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they should be at because they look like they're already to the maximum.

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Right.

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Like you can see the little green dot here, hopefully.

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So if this was a super long thing, you might need to extend the bounds.

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But what we're going to use the balance for is to kind of help, maybe adjust, let's say let's scale

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this thing up, because this is like too aggressive of a curve.

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Right.

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And we could, you know, reduce this here, which is partly what we'll do.

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But we also need to maybe scale that a former up because we want this to cover a greater area.

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And let's turn back on let's turn off, isolate, select so that we can see the reference.

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In general, everything is really too big.

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Let's go to the front view, holding down spacebar, left, clicking in the center and just in front

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of you.

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So when if you tried to start to move this stuff, it's going to get all crazy.

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And this may be the kind of effect you're going for.

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But what I like to do is parent the handle of any the former under the geometry or applying it to that

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way.

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When you move the geometry, it should move with it.

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You can see the handle ends here are all moving around with it and the pieces is maintaining its deformation

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and shape.

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So the reason I'm doing that is because the ribs kind of come down like at an angle like this.

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Right.

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And so we basically just need to kind of figure out where this deform our needs to line up with the

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ribs and we can kind of move this around and do all this crazy stuff.

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But in general, it looks like it's all way too big.

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So I'm going to scale all this way down and.

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Let's see, let's look at this first one.

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It looks like this first one's kind of.

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Like that ish, and this can kind of get us in the ballpark and then we can continue modeling on our

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own, um, that looks pretty close at three.

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I think maybe just the size of everything is too thick.

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Let's see.

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Um.

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And it's not around enough.

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Hmm, it depends on the shape of the rib that you want to create, but for me, this is kind of it's

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too uniform, right, as a square.

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So we need to break that up.

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So I'm going to select a face here and select a face over there, so when I double click, it'll go

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between the faces I selected.

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I'm going to do the same thing here for the bottom part.

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I have those faces and I'm going to control middle mouse drag them so they'll move relative to their,

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um.

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They move relative to their normals, which is the direction the face is facing, so I'm going to hit

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B and hold on to control again.

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And just kind of.

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Push that I think be might be the wrong thing to do, because I think these are the normals of these

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things are those faces are going in the wrong, wrong direction.

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So go back to one.

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Yeah, it just looks like this stuff needs to be fixed because that's all crashing into itself.

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And so I'm going to turn on the edge, slide, transform, constrain here so I can just slide this stuff.

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Well, it's freaking out and it looks like I can't undo that now, which is always fun.

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So.

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You get to see, like real time what modeling is all about, a scale this down, actually, you know,

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what I might do is just delete this until the edge and use the multicar tool.

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Yeah.

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So this is his modeling.

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Sometimes Maya is not kind some holding down shift to get to 50 percent and just remaking of these.

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I wish I could remember what this went into.

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Let me let me back up and see what that went to that star.

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Okay.

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So.

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Slowing down shift.

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I want to go 50 percent want to end on that one and enter and I we need to fix all this stuff as well.

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This is part of modeling is when Maya freaks out, doesn't let you and do you know, you just kind of

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roll with the punches here.

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And it's this and.

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We push back.

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Sure, for the bottom as well.

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So, you know, you don't have to do exactly what I'm doing.

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This is.

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Just kind of my best guess as to what would make the best shape here, you know, kind of rounding off

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the corners of the box, actually, I want to do the controlled middle mouse drag here because they're

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all kind of going in different directions because it's a semicircle now.

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And you could make these adjustments before you applied the the bend, the former, which might make

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all this easier.

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But, you know, if you didn't have that decision made before you started, it's no big deal like I'm

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showing you.

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You can just kind of keep going with stuff.

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And isolated, Alan.

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Just control no mouse dragging three

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and I mean, that looks kind of like a ribbon.

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I think the middle here is probably too thick still, but I like this.

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The difference we get, you know, um, get back to one.

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I think these all of this stuff is too narrow, maybe someone like that, it be our skill out in this

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direction, maybe a little bit in that direction.

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Just making these little tweaks.

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To get it back in the ballpark of, uh, proper rebe shape.

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Something like that, but you get the idea and the binda to former is still applied, so we can adjust

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that later.

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I think we need some variation here on the vertical as well.

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So I'm just going to grab these vertices and scale them down and y maybe increase the self selection.

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I'll do that first one.

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I go further out here.

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Yeah.

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I like that to the object space, so what I did just there was holding R and left clicking, you know,

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same kind of deal I've been doing.

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You can change the ACSI of The Manipulator.

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So in general, this is kind of a bone shape right here, the front of you kind of looks like a rib

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to me, but yeah, you can keep messing with this.

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But this is the general idea.

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You could even, you know, extrude these faces, make the ends more bony looking.

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But I think for a rib, this is kind of, you know.

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It's a pretty simple shape.

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So one thing you can do now is to actually once you finalize this, you could just duplicate this out

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and then just kind of slide it down.

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Let's go back to the front of you, slide this stuff down and then kind of keep making tweaks to each

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one or, you know, instead of it being the copy that you're dragging down, leave the copy where it's

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at because it doesn't have the former with it.

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So we've made that copy and it says Binda former.

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But it's not going to do anything because it's you know, it's not connected to it.

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I just copied it just for copy sake.

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And it didn't actually make the connection.

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So instead of dragging the copy down, why don't we drag this one down and then we can continue adjusting

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each one with the binda former so we can go back to the binda former change the curvature of this one

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a little bit.

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But I think, you know, for our purposes, let's go to the side of you and see what this is looking

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like.

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Of course, we're way off and I'm sure the drawing is not accurate whatsoever.

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That's kind of even hard to tell.

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Which ones are rib the bottom, that one.

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That's one.

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So I think it was like in here somewhere.

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So it looks like there are all too big in that direction because they need to connect to the spine.

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But you get the kind of general idea here.

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And we just want to have like an interesting shape and.

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Yeah, so this is, you know, another thing we could do is add another binda former, so we have this

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copy.

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We could even do it to this one as well.

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But let me click this one and go Binda former.

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And any time have you been to form, I just crank up the curvature so I can see which direction it's

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facing.

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So then I know which direction to adjust the handles here and go back to perspective.

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Looks like it's collapsing.

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The volume of the.

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The thing that might hopefully it's just because of how much I'm curving it, let's do something like

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this, maybe we can move this away.

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Make it out to the right view.

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Something like that, and then sometimes I'll just delete it and see what the difference is and undo

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the deletion.

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Sorry, my arm is hitting my scroll wheel on my tablet.

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So, yeah, I think it looks better with the former.

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So I'm just going to drag that onto itself and go back to perspective and then just keep refining this

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stuff.

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You can see where because that had been the former recollapse, the geometry here, it's going to go

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back to one she's faces, pull this stuff out, kind of keep modeling, doing what we've been doing,

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just making sure we're getting the shape that we want with everything.

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So, yeah.

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And the next lesson, we all continue modeling this stuff.

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But for now, you can just do this for this right side and we'll mirror everything over here in a later

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lesson.

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So don't worry about doing it for both sides.

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Just focus on one side.

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So right now I'm doing the right side and I'll probably model all the right side and then we can measure

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everything over to the left in a later episode or video.

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Cool.

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I will see you guys then.

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Thanks a lot.

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Bye.
