Once a puppet is rigged and ready to roll,
time to save it as a puppet file.
Now that we've got a puppet that is
pretty robust, it's got lots of triggers, and,
you know, it's pretty well dialed in.
How do we export a puppet?
So before you do that, you might want
to do a little bit of cleanup.
So you can see here, I did
not name one of the swap sets.
You got unthinkable.
So I'm going to hit return to rename. That.
And I could call it hippie.
All right, so you're going to
want to name those triggers.
Other fun things that you're going to want to do,
you would want to make sure that if you did
do any transformations, so let's say he was a little
bit lower and scaled, and anything else that was changed
in the properties, you need to know that that does
not mean that it's actually rigged that way.
If you do want any of these changes to transfer to
the puppet, you got to click this button right here.
Push parameter changes to source.
When you do that, essentially back at the rig workspace,
you could see that if I go to magnus here
at the top level and look at Transform, the same
values that I pushed out in the record workspace have
now been applied in the rig workspace.
So that's really essential that what you see
is what your client ends up getting, or
what you would want to work with later.
So now that you've clicked the Push parameters
to source button, just cruise lineup to file
and export and pup it, and that's it.
You'll get a dot puppet file.
And I should point out that this will send out
inside of that file an illustrator file or photoshop file,
whichever one you built it with, so that if you
do the editor original command, or need the original source
that is actually embedded within that file type, so whoever
gets that file will be ready to rock.
And that is how you save a character animator puppet.