And this lesson and we're going to begin skinning the model to the rig and skinning is a process by
which we parent the bones to the rig in several different ways.
We can do straight parents, we can do constraints.
But for skinning, that is actually a very specific term.
And there's entire menu up here just for skinning.
So we bind the geometry to the joints and we'll get into that a little bit later.
But I'm going to start a little more simple.
First, let's go back and let's go down to the feet and let's start from the feet and move up along
the body.
So when we look at the feet and we look at how we've set up the rig, it's pretty it's pretty straightforward.
It's pretty basic.
Right.
We have two pieces that are going to move.
So for that reason, we can just parent this to the rig or to the joints itself.
But we want to make sure that we choose the right joint member, this joint that we made that we have
this individual control over.
So we want to make sure that we we parent it to this joint.
It's called Left Football I.
D so I can copy that and I can just hit zero on this to zero back out and I can actually search for
that in the outliner if I pace that in and we should see something pop up, if it doesn't immediately
pop up, you can just toggle this down.
And if that wasn't already all the way down, a quick way to toggle the entire hierarchy is to hold
down, shift and click and that'll toggle the entire thing.
And we can see that it's down here at the bottom, all right.
It's hard to see because it's right on top of another joint, so it looks like we don't have anything
selected, but if we use, isolate, select, we can see we do indeed have a joint selected.
So with this geometry selected, let's command click in the outliner on that joint and hit hip.
Now, if we move this control around, it's actually moving the geometry.
We can test this out with the foot roll rig that we created as well, that it is indeed moving.
Cool.
So we're basically going to follow that same method throughout the rest of the body so we can find these
joints and apparently geometry to the joint, the corresponding joint.
So now we did the rest of the foot and we have the foot roll for the entire foot.
Now, I'm just going to turn off the joints so we can see the geometry now a little bit better.
So check that out.
We actually have the geometry working and it's following along with the rig as we would expect it to.
It's pretty cool.
So now we seem to do that for the rest and we can go through here and at P select the child first and
the parent happy and then always kind of like to check everything is working and the kneecap might be
something.
Let's let's see if that is the on the top joint or the bottom joint.
Let's parent both of those up and see how the knee responds.
We might need to do something special with that.
Let's find out.
In general, we we're going to need to fix the knee, we might need to do this, this might come up
a couple of times in this regard and there's a couple of different ways that we could solve this problem
where the joints, the the model is crashing into the joint above it when the angle gets too close together
like that.
So let's go ahead and fix that.
All right, I'll see you the next lesson.
Thanks for watching.