 Okay, so now I'm talking too about my next project after a like, you know. The next year I will be very focused in some ideas or developments in Blender. One of them is the Gris Pencil staff working with Yusua, Aligorith, and in the other hand is I'm trying to make the rigging process more easy to use for independent animator. In fact, all the things that I will say in this talk is under the perspective of independent animators in Blender. It's not about professional rigging or company stuff, it's trying to make the freedom to the rigging area. So, okay, so right now, the rig, this is a black hole in the creativity of independent animators. So we have two guys here, okay. One of them is a 2D animator and the other one is a 3D animator. So, the 2D animator can design a character, right? Design a character, can animate it, right? Can make the cloth on the head movement, no, it's my case. And so, he can, he has the power to decide who looks like the character in every frame, okay? This is a lot of power, this is a lot of power. A 2D animator can draw, right? Can work with the shape. It's not constrained to work with a puppet, okay? Like in 3D. So, a 3D guy, 3D animator guy, can design, like we're all modeling a character, can animate it, right? But what happened with the, oh, right? What happened with the rig? So, because the rig is very technical stuff and it's a black hole, it's a black hole in the creativity, right? Because I saw this year after year with my students in the school. Very, this is a school, a 3D animation school. Year after year, I see very talented people, very creative guys that don't know how to make his own animation rigs, right? Because it's complicated. So, what happened? You can model it, you don't know how to make a rig and you get some free rigs on the internet or something like that or maybe cool rigs pay, right? But all the demo rigs are the same, with the same characters, with the same, for me it's a tragedy, you know? A 2D guy is free to create his own characters, his own stories. A 3D guy can't. So, you lost a lot of creativity opportunities there, because if a 3D animator can make his own rigs, his own puppets are not free to create. Just for an animator, okay? It's a good part, it's a good part, it's good but it's only a part of the creative process, right? So, what is my idea or my solution about that is try to make all the rigging process more simple to use for 3D animators, right? I'm using Maya and Max for rigging animators and stuff, and Blender. And Blender is the most easy program to make the rigs. Maya is powerful but you need a lot of technical stuff to make a simple rig. So, now I want to say some ideas in this direction. The problem are these three different areas. One of them is the body rig itself, right? Another part is the facial rig, okay? And the last part is the skinning part, right? In this talk, I will talk about the body rigging and some facial stuff. But we need more simply and easy solution for 3D animators. So, let me show you some examples. Blender is the most easy program to rig. But even that, to make a simple, standard rig features like EK, FK, right? Or curved bones or move the ankle, the elbow, the neck, the elbow, yes, the elbow. You need to make a lot of bones and a layer of different bones to make this kind of stuff. My idea is just one section, just one bone per section with all this, with this feature out of the box. So, for example, this is a special version of Blender with some improvements. We have some glitches and some problems, but let me show you this one. This is a simple rig with simple, standard features like EK, FK, this kind of thing. And even that, you need to make some two-difference layers of bones to work with us, maybe three in the legs. It's complicated for 3D animator to make all these things. The rig is for a technical guy. But what is the point? The point is, let me show you some implementation here. We have some visual problems here in the B bone representation with this flat. Normally, this will appear like square boxes, right? But right now, in Blender, if you want to take the control of the curved bones, you need to make a child to rotate this child to make these nice curved bones or make a parent bone to get this stuff. And if you want more control, you need to make something like that. This is the form bone, some control bone to stretch, and some rigging stuff here to take this control. And all these things put together in the FK chain. So you need a lot of flyer bones. What is the idea? It's simple. Take more control of these kinds of curved bones directly. So right now are more bottom here. So you have control to roll. Nobody control to roll to curve the bones. Let me, yes, curve the bones on even stretch the bones, scale the bones. So only that with this simple stuff, more control in the bones, you can afford a rig more easily because you don't need to make all this kind of thing to control these curved bones. So we have maybe this one. No, this one. OK. This is a character of an animator of a like, Abel. He's a model of Abel, from Abel. So let me show you here. And in this rig, I'm working in the animation of this zombie. It's only one bone per section, just only one bone. And you have control. You have control. This is the B bone system, right? And you have control to tweak the curves, the curved bones, and you can animate, of course, to make these fancy poses, right? For example, here, scale, rotate, with no extra rig bones, right? Yes, what is the price? It's the manual, right now the manual stuff. OK, you can animate more controls. Maybe a good idea is make a custom manipulator, a widget, to control this thing in a fancy way. We have an old script from Basam, sliders. That is another implementation. You'll have in viewport some controls about this stuff. It's the same stuff, right here. OK, so even when just one bone, you can make this kind of animation. This is in the nose. OK, it's only one bone here. Working with these new features inside. So this is an early implementation of this idea. And the other part to make this easy or more simple rig will be a new K features. Like if you can, in the K constraint, if you have the possibility of make directly the stretch bone and move the elbow, make the elbow, with these two things, it's enough to make a simple standard quality rig with all the standard features, like if K stretch bones and curve bones, and something like that, and using the minimum number of bones in the character. And an independent animator with two or three weeks learning this stuff is enough to create his own stuff. That is the point. This is just some ideas about in this direction. Because for me, the point is if a 3D animator can make his own stuff, his own puppet, his own rig, are not free to create. I'm not talking about the professional rig. If you want a really good rig with a lot of features in a production, the same rig, we are touching by 50 different animators, you need this kind of stuff. But if you are a 3D independent animator, it's a tragedy if you come aford or you are afraid about the rigging stuff. This is still technical, but there is a chance to make this kind bring back this power to 3D animators, to make a very standard rig, or a dog, or a flower, or something like that. If you need a rigger, you are free to create this thing. You don't need a rigger for a professional stuff. But this kind of power is part of the animator work. Because the puppet and the shape and the create things about new ideas, if you don't know how to make this stuff, you are not free to create this thing. So that is all. There is only a part. This is about the body rig. Ah, let me show you something here. For example, in facial animation, yes, it's play with, this is only a bone with working with all these features. It's only one bone in the eyebrow to work. This don't mean you can make more complex stuff, but the point is make simple to use for the 3D animators. So any question? I think it's really cool to see what you've done and how you've extended a simple bone to something much more powerful. And I was wondering how difficult is it to invert the math behind it so that you can just pick any point on that eyebrow and drag it, and it would calculate the most likely change in those parameters. I think this will be nice, a custom manipulator that could have face. I'm thinking about the DreamWorks example that we were given yesterday, where you could just draw with a pen, you could just drag parts of the face. I think this can come quite close if you can convert that drag into a change in these parameters, and then you don't even need a custom manipulator anymore. There are two things here. One of them is the animators don't afraid the rigging process, make it more easy. And the other thing is how control this kind of thing, this kind of new parameters, because it's some tedious and no, it's not good, new buttons in this way. You need the control, but maybe a cool thing is a custom manipulator or something like that to manipulate this in an artistic way. But for me, it's the possibility to make this thing first. Because if you see some difficult stuff, you forget it. But you are using the standard Blender BGA bone. Yes, yes. Only this, all these parameters are new, OK? How much extent are you using Python? No, it's hard to call it. No, by me. I must thank you to Jose Molina, this is the developer, and this is the rigger of Alike, and we're working in this. But it's just a proof of concept. It's not a quality code or something like that. It's just to prove. The curved bones, I added that like 10 years ago, when Bessam mentioned how some rigging software works. And it's a very powerful type of bone to have a bandy bone, and it makes, I'm very happy to see that it's being picked up. And we need software developers, because character coding, animation developers, they are very rare. We only have like one in the whole Blender developer community who really understands it. So your guy has to connect with ours, right? Yes, of course. I will make sure that this happens. When can we have it? It's awesome. I'm really amazed. But for me, the idea behind this presentation is about the freedom to create in 3D and immediately dependent. This is a few ideas in this direction. It's like a grease pencil stuff or something. It's the possibility to create things in easy and in a friendly way. A bit in the same idea as the first person that makes a question. Yeah, like I think manipulators, it's really nice. But for example, in Krita, which has nothing to do, but when you want to change a Bezier curve, you just click and drag, and it automatically fits the tangents in the direction you want. Basically, it would be so awesome if you could do exactly that. You just drag. And it automatically calculates the curve. That would be just an awesome idea. OK, thank you. Thank you very much. We have a two-minute break, and then we have to see Gecko talking.