WEBVTT

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In this lesson, we're going to add a very important piece to this simple rig that will allow us to

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move the pivot around when we're going to be animating it.

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So let's close the constraint menu here and let's add more one more control here.

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And before we do that, well, it's also add a group.

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When I rig, I like to add empty groups above the controls.

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And that just means that that will be a place for us to add constraints, because if we look at the

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hat and we add that straight in the last lesson, look at the channel box.

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We have these blue dots here.

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Right?

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So that basically means there's a constraint on these channels.

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So if we tried to animate this, it will add a blend thing and it'll it'll be a little complicated and

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it's not very clean way to animate.

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So that's why we wouldn't want to have the hat be where the constraint is happening.

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So let's delete that constraint from the outliner.

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Let's group the hat and call this hat G.O. and let's also create a group for the control.

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The control itself might need to be constrained later to like the head.

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So we want to have an empty group above the control as well.

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So we'll say hat control group.

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So now we can make this parent constrain to the hat control.

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But before I do that, I want to show you one more thing about the parent constraint.

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So let's say the let's say the controls over here and we want to snap and it's rotated and it's doing

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all these things and we want to snap the hat over here to the control and have it mimic exactly the

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position and pose that's in.

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Let's open up the options of the parent constrained menu and let's take a look at it.

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Currently, we do not have the maintain offset on and because they were both at WorldSpace, their pivot

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were both at zero zero.

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It didn't really matter.

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But now that this control is not in the same place as the pivot of this one, let's see what happens

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when we constrain them.

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So I'll choose the parent and then the child and then I'll hit apply.

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Now you can see it actually snaps the object over to the control itself.

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That's pretty cool.

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So if we wanted to, let's say, have this pivot out here and we wanted this had to rotate from this

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pivot, then we could do that.

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But we just need to turn on maintain offset.

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So now the parents selected and then the child we had apply and it doesn't jump over.

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Right.

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But now we have this pivot out here and it maintains that offset.

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And that's what that means, maintain offset, because these pivots are offset from one another so we

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can choose to maintain that or not.

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So I'm just gonna undo this to get these back together and the world origin space here.

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And I'm also going to create another hack control and just follow with me here so that you'll understand

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why when it's like this and I'm going to duplicate it and I'm going to bring it in and up just so that

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we can kind of see that there's two different controls here.

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OK.

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And I'm actually going to put the pivot back down to the WorldSpace, you can see up here now it's pivoting

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from up here and maybe we want that.

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But for now, I think I would like to keep all the pivots at WorldSpace.

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So I'm just turning on the grid up here from these options.

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And then I'm going to hold on D and X and middle mouse drag right over that zero zero grid spot there.

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So on isolates like that.

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Now all of the pivots are in the same place.

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If you look at everything, the pivot never move there for any selecting any of those.

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But I don't want these hack controls to be even right.

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They're both children of this group.

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I want one to be the child of the other.

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And we can just pick one.

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Let's say let's say this is the main parent control, OK?

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And this is the child.

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And I'll just call us.

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Yeah, like minor control or something like that.

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So if I mouse drag that under here and I want to give this its own group as well, I'm just going to

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copy this and paste it in and call it group.

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So why did we do that, OK, if we use this hat now that this one will follow, right, which is what

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we expect because it's a child of that.

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So let's select the parent first, which is the main hat control here.

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Let's select the hat group and let's make that parent constrain.

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So now we move it.

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We have all of this together.

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But if we move this, nothing happens, right?

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Why is that?

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Well, because we didn't constrain anything to it.

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OK, so we have to think about the hierarchy of things and turn the script off.

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So if we want this hat to always follow the controls, we want to choose the lowest control here, OK,

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because we know that Lois Control is also going to follow the parent of itself.

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Right.

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The parent had control up here.

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So let's just see what happens when we do that.

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Let's select the minor control.

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It's like the hat geo group and constrain.

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So now we move the hat, the main hat control.

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It does move with it just like it did before.

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But when we select this one, watch what happens now that moves as well.

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Here's the big takeaway you're about to hopefully realize what this allows us to do.

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Now we can change the pivot.

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Watch this.

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Let's say that the character is going to pick up the hat from this side over here, OK, from the left

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side of our screen.

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Well, it's awkward.

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There's no pivot over here, right?

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All the pivots are in the center.

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But if we were to take this minor pivot, this minor control and move it to the center of this control,

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now we have a pivot over here.

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Right.

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And we can just move that to where we want that pivot to be.

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Check that out now we have a pivot over here and the guy could pick it up from this side, rotate it,

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whatever we need to do.

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But if we didn't create this hierarchy, we wouldn't have that ability to slide this kind of hat around

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within the main control.

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Right.

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That's kind of what we're doing.

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So I want to show you real quick one other neat thing.

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And this video is getting a little longer, but I really want to show you this.

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So if we select the control curve, right, because right now it's hard to see, especially with this

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blue background, we could change that by hitting me like we've learned in previous lessons.

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But it's still I don't like this color.

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It's a dark color.

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It's hard to see.

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Let's go up here to the attribute editor and let's go down here to the object display.

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Let's go down to drawing overrides and let's enable overrides.

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Scroll down.

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We can actually choose a different color for this curve.

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Let's do something brighter like that, red.

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And now we can also choose one for the minor control.

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Let's choose a different color.

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So it indicates that it's a minor control.

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Let's choose a yellow.

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So now we have something that's a little easier to see and control and we have done peer constraint.

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So we don't see the the selection highlighting of the actual geometry.

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And now we have this hierarchy that we can move the pivot around if we like.

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And we made groups for the controls themselves because we are going to need to constrain these to the

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character's head at some point.

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So we want to have these groups above the controls as well, because if you remember why we did that,

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you can see now these are all blued out for the geometry, the group.

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But because we didn't do to the geometry itself, the geometry is still clean.

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So we could still shift this around if we wanted.

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But we couldn't really do that with the hat because it's constrained.

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Let's just grab the hat Geo Group and try that and move it over here and see what happens.

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So now we moved it over here, let's say for whatever reason, we want it over there and then move that.

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Nope.

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It just snaps right back to where it was.

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So that's what that means when we see these constraints and these kind of blue boxes here, it means

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it's a no go, right.

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You're not going to be able to adjust this.

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It's constrained.

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And that's why we create these these groups above the stuff that can be a parent and hold that constraint

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so that these lower children of those groups will have empty boxes here for whatever reason.

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If we want to move that around, we can.

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And the same will be true for these controls.

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If this if we parent to the control to the head of the character, we wouldn't be able to adjust it

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on its head, say, if you like, you know, tips it to somebody or something.

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We want that constraint to live above it in the parent group.

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So definitely, you know, let that sink in.

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And we're going to create a more complicated rig with the character in these later lessons.

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But just wanted to give you that kind of prop rigging to introduce you to some concepts like constraints

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and grouping and hierarchies and why that's all important.

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And just real quickly, I will also say I will usually group these together.

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So then just call this all together, the hat rig so that it's just very clean and the outliner.

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We have one thing to look at.

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I'll see you the next lesson where we will look at rigging the bones character.

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Thanks for watching.
