💬 In this BLENDER BEGINNERS series aimed at MAYA ANIMATORS that want to tag along with the cool kids, I show you how would you Link Rigs, commonly known my maya users as Referencing. It's very simple and straight forward the way to do it, there are more "advanced" ways but we'll talk about that later.
🔴 This is the simple way and the advanced way is not that much different it just allows you to not have that "duplicate rig".
Hi, I'm Luciano, and this is the Adventures of Lollipop Man.
In today's episode of Blender for Maya Animators,
we're going to see how to reference our character correctly to start animating.
In Maya, this is called referencing, but in Blender it's called linking.
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and let's get on it.
We have our character here.
We want to get rid of whatever we're not going to take to our other scene,
and by getting rid of it, it's not that you need to delete it.
You can keep your scene exactly the way as it is,
but you just need to have one collection that contains the stuff that you need.
So in this case, we just want to grab the stuff from rig and all of those geometries
and make sure that they're in the one collection.
In this case, we had made a collection called Skinny Peter,
and so I'm just going to move these guys out of this collection,
just so they don't come to the scene,
because whatever is in the collection that I'm going to link,
it's going to appear in the other scene.
But the good thing is I can have many collections here
and keep my lighting and keep my default rigging pieces
so I can keep on testing stuff out.
I don't need to delete them,
and that will not transfer to the final animation file,
making it lighter in the end.
So I'm just going to move this collection.
I'm just going to drag it,
and then the meta rig, I also want it to be outside of that collection.
So I'm just going to create a new collection called Trash,
and just keep all this trash around in that collection.
All of these guys are in this collection.
So now this could be hidden or it could be not hidden, should be fine.
So now I'm going to save this file.
Let's call it Skinny Wiener ready to link,
just so it's obvious.
Create a new file,
and now I'm going to go to File, Link,
and then I'm going to go to the desktop and look for Skinny Peter.
You'll see if I double click it,
then I get this folder structure,
and then I need to look for Collections,
and then look for Skinny Peter.
So I'm going to link that guy there.
So now I get Skinny Peter with a rig.
And now this is a link,
and nothing can be touched or edited right of the bat.
So what we need to do is create a proxy of the armature.
This is an old system that Blender has that's currently being revamped.
But for now, this is the more sensible way to go
until the other one gets fully on.
But it still works really well, mostly.
So we'll just go to Relations,
Make Proxy,
and then look for the name of the armature,
which was called Rig.
Bam.
So now we have a rig.
We have this thing here,
which is our rig that we can animate if we can go into pose mode.
And then we got this little box here,
which is the representation of the linked object.
And then we can scale that axis thing.
Yeah, that's much nicer.
And we just grab this guy here.
Now you're just ready to start setting some keyframes and get going.
Super easy, right?
So yeah, that's it.
Now you're ready to start animating and stay tuned for more Blender for Maya animators.
Remember to like and subscribe and see me next time.