hi everyone in the last video we talked
a little bit about uh just generally
moving around inside fat in this video I
want to actually get started uh with
with adding some bodies so uh one one
thing to to be aware of is like when you
open up fat it tries to automatically
assign Ridge bodies for your skeletal
mesh but this works okay for uh some
simple simple assets but for something
like a full character a lot of times
this isn't quite what you want and uh
it's up to you how how you want to work
with this but I find a lot of times it's
easiest just to go ahead and and delete
all this so especially for the purposes
of this tutorial uh you want to just
select all this you can shift click here
and uh hit delete and just so now you
can see under bones of bodies we we
don't actually have anything except for
the root uh so if we go back to all
bones we can actually pick the different
parts of the of the body that we want to
add bones to and uh I find the the best
way to do this is to go from sort of the
root uh down so we'll start with the
pelvis so if you double click there and
uh this will bring up a new acid and the
way this works is you actually saw this
in the very beginning uh this is just
trying to fit a certain type of rigid
body onto onto the uh skeleton that it
finds so you can pick uh from the
different Collision geometry you can
pick you know spill which is actually
just a capsule or a sphere box or or
whatever uh and you can also have this
is a setting for uh you know if you're
going to automatically add a whole bunch
of bodies at once you can give it a
minimum bone size so that it won't it
won't add it for for very small things
so you saw before we didn't have any B
any bodies for the fingers because
they're too small uh so you you can
usually just keep this uh as the
defaults and for something like this uh
a spill or a capsule is is the way way
to go so I'll hit okay and uh I'll go
ahead and rotate this to fit uh his
spine a little bit better um so if I do
that and now if I
hit uh simulate but I want real
simulation you can see now the guy falls
and uh under the hood in the physics
it's really just a capsule that's moving
around so it's pretty boring but it
works um so yeah we can do that uh one
thing I I want to talk about a little
bit is the distinction between bodies
and shapes so uh the way it works is
each bone has a rigid body but a rigid
body can have multiple shapes so for
example if I go to I just change this to
uh bones with bodies so we can see now
pelvis shows up if I if I right click
here I can actually add different shapes
I can add a box or a sphere or SP so I
I'll click on ADD box just to to see it
uh and I'll move it over here and if I
hit R I can make this
bigger uh so now if I move this over
here uh and I hit
simulate you can see now that the the
Collision is actually between both the
box and the the capsule uh but the thing
to keep in mind is that both of these uh
sort of work together so you can
actually see when I click on the box uh
the capsule turns yellow and this just
indicates that they're part of the same
body uh and you can also see once you
have multiple shapes under pelvis you
can see box zero spill zero so you can
actually select these two so I'll go
ahead and delete the box cuz we don't
actually need it but that's just
something to to keep in mind uh so okay
now let's go back to all bones and uh
I'm just going to add uh the thigh here
so I double click on this again spill or
capsule is pretty good for for a a
person uh I hit e to rotate
this and R to scale
this and I'll just
scale it up a little
bit okay so now uh if I simulate you can
see there's this uh there's this
connection between them but it's it's
not quite what we want
so let me just get out of that uh oh
just a just a tip here uh to turn the
simulation on and off you can just keep
hitting enter and it'll just turn it on
and off um okay
so one thing that uh is kind of annoying
is you know if I if I hit ENT enter the
whole body falls which is pretty hard to
work with so what you can actually do is
if I only want to uh see the simulation
of of this part of the leg I can
actually click on selected simulation
now if I hit simulate you can see that
the rest of the body is fixed and now if
I if I hold control and right click I
can I can move this around so this is
still not the the constraint that we
want but it's it's much easier to work
with um so I'm I'm going to pause here
for now and uh in the next video we'll
look at how to actually set up the the
constraint for this thanks stay tuned
bye