Welcome to the Sosin, where we will quickly clean up the bones model so that we can use it in later
lessons, we're going to learn about a new file format called OBJ.
So one quick thing I wanted to note is that there was this kind of artifact that was created just going
to turn on selection highlighting.
It was turned off on a previous scene.
When I transferred the attributes, it created this kind of weird artifact where they have the same
shader.
But this one obviously is much more white.
And if I select all of these things, I'm going to first try to remedy this by deleting the history.
And we want to do that with everything except for the spine, because if we remember, we have the spine
is attached to a wired to former.
So we want to keep that.
We don't want to delete the history on that.
So let's just select these things.
And I'm going to show you a little script right now to select the hierarchy, because if you see, you
know, we just select this top group.
We didn't select the hierarchy, which includes everything below it.
So there's a little thing we can type in and we can say select dashi high, which means hierarchy.
And as long as it's meall, which is the my expression language, we can hit enter and it will select
the hierarchy of everything.
So now we scroll down, we can see we actually selected everything in here and it just saves a ton of
time.
We don't have to go through and click every single thing.
So now we can go edit, delete by type history and this isn't going to fix it.
But I just wanted to show you that's a quick little thing to do.
And so another quick thing is to when in doubt, export these as objects.
You can see there's one down here too and say if I was to transfer attributes again, let's go Meche
transfer attributes and do it that time.
But let me show you real quick.
I'll just duplicate this and move this to the side and transfer attributes and it should do it here.
Yeah.
So see how it turns that white.
I don't know why transfer Achebe's is doing that, but let's just select everything that is white.
I like to show troubleshooting stuff because this is reality of of learning 3D.
And I'm also going to teach you a new kind of file format.
So object file format or OBJ is something that we need to load in first to make sure that we have that
under the plug in manager and you go to object, export, dot bundle, make sure that's loaded.
Otherwise we don't have that file format when we go to file export selection and we see we have the
OBJ export option here and we can just say rib's re import.
And basically I'm just trying to get rid of whatever kind of crazy history is happening here.
Export isn't LBJ.
LBJ is not going to remember shaders.
It's not going to remember any kind of history.
So export isn't LBJ and then going to reimported.
And so hopefully you can see it tries to maintain the material here, MTel.
But we just want the J.
We just want to object.
So an import that it's saying basically there's multiple objects, it's going to bring it in as one.
That's fine.
And now if we solve this, we can see that they are not white and they all have the same Lambert Sha're
they did before going to hit three just to zero that out.
What it looks like is the normals are possibly reversed.
So let's add one and let's separate all of this.
I'll go to mesh separate because it's a it was all one piece and I'm going to delete the history again.
And now if we hit three and we reverse the normal's.
It should work, yeah, it looks like because we scaled probably in the negative, it reversed the normals
on us, so we just need to go to mesh display and reverse the normal.
So it's not inside out basically anymore.
And if it through here, this might be the same thing.
And it is.
So it looks like that might have been the problem to begin with.
So I just want to show that kind of troubleshooting thing and kind of get these to where they need to
be now.
So let's unsullied this and let's just replace the mesh that we have, the new mesh with the old mesh.
So I'm going to select these three and delete them and then grab these three and put them back in the
group by middle mouse, dragging them under this group and we can rename them if we want.
For now.
I'm just going to leave it because we've already mirrored everything and that's all fine.
So let's see, this is the right side.
So I'm going to shift click, so it's going to grab the next thing below it and basically like through
it.
So now I can see it's in this group and I'm going to shift click it again and now it's going to switch
to the selection.
So now I know I can go there and then delete that one and then do the same thing for these to shift
to select those two.
So I can see it's these.
Then if I shift select, it's going to select the ones below it so I can frame those up and outliner,
head off and then delete those and then grab not those three, grab these two and middle mouse, drag
them into the correct ribs group here.
I can just get rid of that.
And so now we have the correct greyscale there's no wonkiness going on.
So in this lesson we fixed the bones, uh, a couple of pieces of geometry.
And in the next lesson, let's get into three paint and I will show you how to paint the face.
Thanks for watching.