So let me just run through the quick rig tool quickly and basically use the human figure we have, and
instead of using the one click solutions go step by step.
And again, the quicker tool is up here and the quick rig option from the menu here under skeleton.
So we have the geometry selected and we need to create a character so we can hit plus and now we have
a Queequeg character.
We can rename this if we like.
And let's add the geometry by hitting the plus button.
And for us in this match, it's going to be an imperfect mesh.
If you click on this questionmark, it'll describe how it's solving this to try to figure out where
to place the joints, basically.
And you may need to choose a different option here depending on the mesh you have, but you're following
along with me.
You can just use this, let's just say create and see what it does.
So in the last lesson, I turned off a show joint, so I want to turn that back on.
So when I do that, you can see in the previous lesson where they misplace the joints, we can see that
they did it again with these guides.
So the guides are basically saying, all right, here's where the pivots are going to be for these joints
and we can move them before they actually create the joints.
So let's get this back to where the elbow would actually be and then we can mirror this on the other
side.
So it's it's symmetrical.
So just click the mirror button over here with this button.
In the user adjustment of guides, we can take a look at the knees and make sure the knees are probably
a similar problem so we can move these up and mirror that over.
So you kind of get the idea with this same thing with shoulders, you know, everything is not exactly
perfect.
It tries to do its best.
But that's not always going to be the best thing for you.
So you have to use your judgment on where joints should be to place these guides.
So now that we have that and things are mirrored over, let's go down to the next button here, which
is to generate the skeleton and control rig.
We actually only do the skeleton if we want or we can do skeleton and control rig.
So let's do both and create and update.
So now you basically have what we had in the previous scene, except the elbow joints are in the correct
place now, so you can see that it's not actually weighted to the geometry yet.
And that's the last step.
So that's called skinning.
And there's different binding methods that we can choose.
But basically we can use defaults and those will be pretty good.
So now that step's done, we can actually manipulate the geometry here.
And again, we can see one thing that we can do in a future lesson is correct.
The shoulder area, the shoulder is always problematic because it's trying to, you know, follow this
bone and it's getting confused here in the armpit.
It's trying to follow too much of the arm is trying to follow too much of the arm bone.
So that's the Queequeg tool.
In the next lesson, we're going to create a rig for a prop for the bone skeleton that we will later
rig as well.
So I'm going to close this out and I'll see in the next lesson.
Thanks.