If you go to the same tab, you see all the different elements, you see all the slots here. You see these two dots next to them. This one This column is for making them visible. This column is making them selectable. Now what we'll do now is I think the most important part in Dragon Balls. This is why the name is Dragon Balls actually, but it sounds so cool now so fantasy.
Anyhow, we are not talking about dragons. Here we are talking about bones and those are very important for us, because this is the best part. What dragon bones is capable to do, as I said in the intro is the same as a sprite and spine but for free. And that's easy is just setting giving bones in to the animation and moving the bones animating the bones will move and animate our character. So let's start it. We have a route object or kind of a route bone, this is what I said.
You can rename it, you can move it, it will move the corruptor everything is linked into that. What we do now is we're gonna draw bones, you click on this icon, create bones or just push n on the keyboard. You see the cursor is changing. And let's start with the head. Just a straight bone from the head, I clicked only one and fold it and I drew it Take care not to click everywhere because whenever you click, it's creating a bone. And now I created another bone on the visor.
Because I didn't click anywhere this bone is still selected, which means if I create a bone here on the visor it will be a sub bone under this one, so if this bone will move, divisor will move as well. You will understand it in a second I will explain it again. See, the bone is attached to the image to the slot, which it was thrown over. So when you click and hold it selecting the image under but the bone is connected to the previous bone you can see it means the bone is this bone, the bone for the head is the parent for the bone for the visor. No, I go for the selection to select this one again, I draw a bone again. So the head bone gonna be the parent for the one I'm drawing for the federal.
For the federal, I not gonna draw one. I gonna draw several because this one will wave and move. So just a few small ones. Okay, let's go into this because I drew very careful Fully, this is what happens if you check the library here in the scene library. The helmet now has a proper object the proper bone, this is the sign of a bone this little shard. Inside it is the helmet slot inside the slot is the helmet image under it in the same level that is the feather born federal 012 when I'm clicking notice that they are selected here inside that are under that is the feather box or slot and the feather image on the same exact level as there is the feather if I close if you close it, you see.
So everything is in the helmet on the same level of the feather there is the visor. Here it is. So what does all this mean for us? Here is the post tool or just push. The P pose is But it says you can rotate and move these objects. So if I rotate the visor, it can go up and down.
But if I rotate the head, as you see all the arrows showing everything, which is in the helmet folder, everything which is under the helmet bone goes with it. It's why it is important Why talk about so much about this because this is the, I think, the heaviest thing to understand in the beginning. And if you get it right, you can build your characters appropriately. And if you do it right, you're not gonna click and create bones that you don't use. You're gonna have a nice folder, nicely build up three for your character, and then you can animate it much easier. Everything we do now is for creating a fluent animation later on.
Okay, let's add some more bones. Okay. I select the upper arm, and I add the bone. I only need one to the elbow. Then from here release Click again. They are the one for the hand.
And from here, I add one to the sword. I know the sword is not part of the body as is not the feather, but they're going to move it together with it. So don't think about bones like real bones that it has to be part of the corruptor everything has a bone that's it now perfect. No, I select the body. I don't want it to bend so I only give it one bone. One very big one.
From here to here. Perfect. Does the torso. Okay, no, I select the cape and I do the same as I did with the feather. I give a few bones here. Create boom.
One do three four Select this one, and I give it 3123 gonna be a bit too much I know but it's gonna work properly. Okay, let's do the same for the leg I just see that the front leg is behind the torso. What I also love here is that the folders are intact when I touch the draw order. That's awesome. Okay, so I draw another bone here on the leg and another on the foot on the leg. Select the reed like this select all so it's not linked to the other leg.
It doesn't have to One bone out of bone. Perfect. This is a bit aside. Okay. Now I can put this together here, put it in place because all the other elements are going to be this bone because that is the bone for the back leg. So no I have the feet ready.
Now I have the no I just do the arm. One one grab these and put it in here because it's behind the gonna be much visible now So this is what I have now, with Ctrl B, I can hide all the bones only the selected will be with right click the selected, this is what I have now. So let's see how it looks. If I pose it. Here you can turn back in this little window turn on and off everything I turn on the bones is this one and just animate the visor a bit, animate the sword a bit. Just for the fun.
If I move the arm sword goes with it. If I move the upper arm, the sword and the arm goes with it. Ready to bash amazing. This is where we are so far. If you made a mistake, go through it and check it. If you move something and something guess.
Move with it. Or it doesn't look how it has to be. Go and check your folders and rearrange it. It might be tricky at first, but you will love it and You will understand it. So for example, this leg, this works properly. Okay?
How about this one? Okay, something is wrong. Why? Because the upper leg is not connected to the feet to the foot. Why is it because I didn't give a front leg bone to the front leg. You see, I see my mistake.
This is why now we are getting complicated and this is why I can I love this tab I can see my mistake what I do, I close this and I grab this slot, I click on it and it allows me to throw it into the back leg. Now I have a front leg and the front foot and I have a backlog. I just rename it. You right click Rename This is my front leg. Just that's it. So it's so easy to correct a mistake.
Now everything is perfect. I just rearrange it and everything is on place. So it's so easy use the C library. It will help you a lot. Clean up your collector give the bones to it and now we are going to move into animation and I will talk about how to animate the mesh. I know you want to see this animated you will see it in the next lecture.