 Welcome back to another Rig Review and today we're gonna take a look at the JAD rig. JAD? Yes, JAD. That is Long Winter Studio. You can see here the list of characters is this character and if you go to the Long Winter Studio just check out the characters tab. We'll get to here and you will see a bunch of the characters and I'm gonna go through this one right here and later on this one as well in upcoming weeks. They have a bunch of cool characters and it will also be on the Animation View Fairy website where I post a bunch of stuff, reviews and rigs that I find. If you have anything that you want me to post there, send an email. Of course, I will check it out and that is that. Let's go to the rig. Here's a rig just in case. This is on my camera view, just in case you don't have that. I usually have nerves curves on and only the polys and if that's what you have, this is what happens. Then you have to make sure there are a couple things activated. First of all, you have to go into controllers. That's when you get to see all of the controllers. The other thing too is that I had this reference so when you load it in it comes reference but it had actual turntable animation on it so on reference it selected everything in the lead of the animation. I will let them know to the lead that you don't want existing animation so just when you hit play they can do a turntable turnaround but that can be easily fixed. This is the character return of color management here and all of its glory. I can't wait to animate this. I love little robots but let's go through all the controllers. At the edge you got the main one. Let's go to the attributes. There's nothing here but you can not scale. The scale is not on this controller. You can go on to the second one. Same thing here, right? Scale, no good. If you go to the last one, same thing here, no good but it gives you a bunch of extra you know controls where you can move things down so now if you move this controller or whatever the other one that's your new pivot if they want us to fly around or do things and since you have three of them that's actually pretty cool. If you select the one in the middle that is your scale and it's also at 5.6 by default. Not quite sure why. This would be at one but again check out your scale in your scene, whatever is there and whatever you need. Also on this controller you have bendy, orient and gimbal but for now in this version that I have it actually does do anything so again watch out. Let's continue down to the feet. You got your main controller whoops like this like that and you move this up and you can see this is moving the foot separately so if you want the knee to continue here that's here the twist. You have the auto stretch as well so if you do this and you don't want that you can do it like this you can limit this. You have all the different scaling options right all of this. You can go crazy. Then there's the snap and watch out that snaps to something pretty far away. You can still take this and then move it back but it gives you an option for the knee. There is a heel raise. Pivot's off the front part. There is a roll. Let me go back here. There's your heel roll like this. There's a heel swivel like that and there is a ball swivel and there's a bank in and out and then there's the bank out right so you have to look at the pivot point bank in like this and then the pivot point is on the out like that. You do have this here so this is for your leg switch so move that over. It goes into FK. You can move that around. It's a bit of a geometry squeeze there on top so it doesn't intersect I would assume and you got different options here including subcontrollers which are turning on down there. You also have a little controller here that's for your foot roll like this. You also have this one here just for that and all these little bits and pieces and this is just to have the IK version of the toe as well. Of course this is on both sides. Let's go up to the hips here. You have a little one here. You can see this in here so that one will be slight rotate in here. Currently not activated but you can translate this up and down so the thing is given that you have a robot you can't just do a bunch of stuff organically because it is a robot so you have to be very careful in terms of how far you move things and what you're going to do with it. I would have loved actually extra controllers on these plates since you have this here this is because it's bound it's locked but let's pretend you would duplicate also unlock and then center pivot or whatever you want to do. You can take this out obviously this is a duplicate right so I can hide this that's what you have underneath but it would be cool to have that and extra controllers for all those little extra bits and pieces like stuff on the back here I would love to get super detailed on that. Let's continue here you have that big box here actually let me reference the geometry. The big box you have that for your spine bottom as it says here there is a scale switch on and off and if you translate it you have that with a little bit of a pull there which is kind of fun you can see that kind of stretches the geometry but it gives you some leeway which is cool. Then we have multiple bigger controllers on the outside so this is your flex cog as it says here this is for the root right moves the whole thing including the feet then you can go inside there are a bunch but it seems like it's just one yes this is your spine so you take this and this is your classic what I would call the root where it moves everything except the feet and you can see there's some stretch in there as well and then if you go inside you have that one separately that's the spine sub you have a secondary control right there you can continue to go in you have this one here this is the spine adjust guys for all of this here can you scale just check it can you scale it's in the channel here yep it's scaled the backside oh cool like that yeah yeah yeah and of course you can rotate and do a bunch of stuff and like I said you got that spine bottom that will do this which also goes up so you can see the different spine options whoops I selected I think multiple things here there you go so you have that to move it like this the spine middle and then you have the top part to move just this again you translate out you can move things out a little bit if you want but if I go in here you can see this one if you take that ball out this is called the cog pivot I can put this here whatever wherever you want to put it take a lot crazy out the outside select the cog and that's where you can see that is the pivot so you can do a bunch of stuff and the whole thing follows that which is actually pretty cool definitely like that and before I go up I know I used this before but just quick again that's for your need to do all of this you have a bunch of stuff including scale just do anything here though and then you have this if you want to do a manual change and you have a pv parent non flip character spine bottom and spine top option but let's continue to go up always check in here if there's anything that you miss there's a bunch of stuff in here if you select these here so if I move this out this is the adjust for the neck as it says here let's go back bring that in you can see the extra zoom out here you got two of them they're slightly hidden in here but generally you have that controller here and that is for the neck so once you move this you might see this a little bit I would love for these little controllers to not be that hidden I mean you can do a bunch of stuff with it right can take this out if I hope you need to have that either maybe on the side here or just a bit more visible same thing with the with this I guess you have to know it and it makes sense that the pivot is here because that's where it's supposed to be but maybe it could be the arrow pointing up or something something that's a bit more probably intuitive if someone uses this for the very first time this is the head so of course you have this and again this being robots this would be your natural pivot get a bit closer here you can see how this is set up so the moment you start going like this you're gonna start having intersections and weird stuff there but that is the nature of any type of robotic animation right it's gonna be very careful this has flashbacks to transformers type stuff so you gotta be very careful you have a bunch of stuff here on the side so this is one I love this here again I just love technical like mechanic mechanical robot stuff here but again this will make sense to pivot more like this given the way this is hinged here so if you would do this you're gonna have a dissection problems so anybody animating this this is not a fault of the rig this is the nature of robots where you can only animate a certain way you have your outer one here for your arm let's go back here you can see the whole thing you also have the inner one for extra control and there's this one here the arm orient so that's your translate to move out it says there is something in terms of rotation I need to check out to do anything right now I must have missed something but again this is my first run through here two controls for the elbow there's one and then you have the elbow adjust so you can move this out again stretching material on a robot is weird but I like that there's the option because I don't want to be completely limited in terms of what the rig can or cannot do so I always like when there's that extra stuff here again for hands you have that again careful and you move this around that you're going to start intersecting so a lot of interesting puzzled stuff when you animate robots here's your arm switch so IK FK you have the arm IK parents different options of course you have the pose you have the curl so you got your quick curl on the fingers but also you have the spread fan back for a relaxed pose like that fan forward palm cup and palm spread palm cup is always interesting but again careful how far you go because it is a robotic design and of course all of that can be separate so you have your fingers here like this including from part just double check can you who you can so you can still modify the look to some degree again careful as you go out there there's only so much you can do in terms of movement of the fingers of course that is on both sides let me just quickly double check something so when you have this here you select that and I want to do an arm switch on the IK you have scale but then you have upscale right so whenever you are on the controller all of these will have extra controls including for instance the snap right snaps out over there just like with the leg you move it around but also the twist so if I take my arm and actually bend it then you're going to have twist like this instead of that or on top of that most ricks will have this here right as you move your arm your wrist stays put like a true IK wrist and I would love for that wrist to not have that where the wrist follows the forearm and you can turn this on and off again most ricks don't have that it's actually an exception it's rare when I review rick that I find that but I think it's awesome and every rick should have it again this is the back side so in terms of rig visibility or control visibility be great to have everything super visible like this one it's kind of sticks out there but that's actually part of the neck that we saw before that does this there's a scale switch again and then we can go up to the face I would have loved to get some controllers here if that's you know texture based or not but little fans can you animate those fans if you select the head nothing there's isolate translation there's sub controls and isolate rotation as well so you can change certain things here in terms of you know animation process then the fun stuff is here too you can move this here and you can see how it looks like it pops from you know screen LED screen or opening to opening I think that's super cool that's gonna be super fun you can translate like this you can see this here you can translate left and right here that's your up and down you have a smile to some degree so watch out if you go down it's going to go through a little bit again that's all normal you can bring this back you can also go into a frown if you want sit back to zero there's a mouth line right so you have the line and you have a circle like this and with the o shape then you can change into that so if you go back to a line and actually undo too much here but the o shape will do nothing when it's not changed through there just as a heads up then you have the eyes so here's the bigger controller you can move everything around here right you can have different shapes there scale no scale of course not but you got translates here there then you have this here and this is going to be for your eyes opening and closing so you bring this all the way up and then you're going to bring this all the way down that's your lids closed I can bring this a bit lower with the main controller then you can have something like that do they completely disappear no it would be great if you had an option so you can see this here this is your translate translate on the big one and on the small that's all you have to open but it would be cool to get something where you can fully disappear or have the the eye dots disappear I think that we can meet because it is a robotic design right and then that's where the head is going to look and that's what your eyes are doing you're going to animate those eyes separately it would be kind of cool to get a box to move both eyes together as one to not have it separate so I would have loved to see an eye box here I know this is not your traditional eye setup again given the robotic design and the display but sometimes they'll just be good for a quick block to take these and then be able to animate them both as one or you can easily have create locator right bring your locator here and then you just select this you can do your parent constraint or whatever it is right it's an x and y so you're going to change your options in here it's going to be just x and y and I'm going to take the locator which I should see select this and do the same thing now when you select this you can move this around but it will now select both eyes and you can create kind of your own rig add-on if you really need to but it'll be cool to have this all in one and that's pretty much it I love it I love that it's just a cute design I love the proportions and I love dealing with again the limitations of what a rig can do with the robotic design right right you do something like this and you start breaking things moving things around it's going to intersect you can see this here with this you know this construction there I actually love this I know it sounds like a pain and why would you animate like this but it gives you I love having to animate within limitations like that I think that's super fun let me take a look to a little quick jump or something to see how fast that rig will perform on my machine well I am done with the jump but guess what Maya crashed so I reloaded this is with that built-in turntable I am going to say this is the trust me bro thing it was actually super smooth jumping but I am in a foul mood after Maya crashed it had all of the it was a side jump it was like this with all the little pieces rattling it was super sweet and the crash data is not there there's no Maya seen to recover so thank you Maya as always for being so reliably horrible thank you thank you so much what I noticed though in the animation was that when you select these together and you do this they're not moving you know one up one up they go like this as opposed to like this where they both go up like that so stuff like that I would love to have fixed on the Maya scenes something like this is great but it should be across the board so you don't have this happening just because I select things a lot left and right and just do a quick blocking and then I offset so that is not the sweetest option other than that it was really cool and again this is a trust me bro thing it's very smooth on my machine with these current specs so I'm gonna leave at that I'm really not in the mood of reanimating this I literally spent 45 minutes I got way too much into it in all the clackety pieces and I did the whole thing of taking this apart and and doing all kinds of clanky overlapping stuff it was it was fairly sweet I'm gonna leave it at that so I still highly recommend this rig the Maya headaches are always the same but that is that if you found this helpful let me know anything in the comments that you want to know I'm gonna go through more of these this is reloaded here so let me make this a bit smaller there are still a bunch of rigs the rigs that haven't looked at yet that I want to and yeah leave it at that thank you so much if you like this you don't want to miss anything of course subscribe that's usual pitch on YouTube thank you for watching and I will see you in my next upload which hopefully doesn't crash