WEBVTT

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Before we get to regain our own character, there's a concept I need to explain, and that's the difference

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between inversed kinematics and Ford Kinematics or IRQ versus F K for short.

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And I k we have already seen where if I select control and I move it around, all the other bones will

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follow that movement.

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OK, that's inverse kinematics, meaning it's figuring out the motion based on the inverse of where

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the point is ending up.

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Right.

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So that's one way to think about that.

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The other that we haven't seen yet is basically the origin of 3D animation.

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This is how everything was animated, like the original Jurassic Park.

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This was animated with Ford Kinematics.

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Now, if I wanted to put his hand on his head, I can just click it and put it on his head and now his

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hand is on his head.

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If I wanted to do that with Ford Kinematics, well, I would have to do is select the bone rotated up

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there, each bone individually, and I could eventually get it up there.

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All right.

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Same pose, but with two different types of rigs.

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And you can quickly see the difference, right?

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If I especially with the legs, if I move the center of gravity or the cog and I move it down.

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His shorts aren't following, first off, but his feet are staying in the same place.

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Right.

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That's because those are in the world space.

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They're not following the route of the body so he can stand on the ground.

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If I do the same thing with Ford Kinematics, everything moves together, right?

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Because it's all expecting to be adjusted from these joints.

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So I could move him down, then I would need to move both of these up and then move both of these down.

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And hopefully that would be somewhere on the ground ish.

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And this is actually how the original Jurassic Park was animated.

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They didn't have inversed kinematics back in the day.

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So this is kind of the origin of 3D animation is with Ford Kinematics and still used a lot today.

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Because let's think about it another way.

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If I wanted to have a nice arc with the hand, let's say I want it to rotate this like this.

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Right.

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Has a nice arc.

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If we're watching this joint, OK, it's following this arc because it's being rotated from this pivot

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away from itself.

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So there's a nice arc as he's throwing a ball or something like that.

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If I want to do that with inverse kinematics, I can bring the hand out here and then I would have to

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adjust the elbow to try to stay back here and then move this down.

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And the quick rig is actually kind of a different type of inverse kinematics, I could actually use

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the shoulder here.

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So it's trying to do a hybrid approach, but typically with an inverse kinematics, you would have to

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kind of position this thing and then reposition the elbow and constantly go between those two things

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to try to get that rotation like bothering a hand.

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So there's trade offs for each one.

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Right.

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And it's going to depend on what your character's going to be doing.

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Same thing.

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If you know that we saw with the feet not being on the ground, that's going to be the same thing with

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the hands in our earlier example of if his hand was touching a table and he was rotating, you know,

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this also wasn't following because it's in the relative space of his chest.

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It's going to follow his chest.

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His arms are following his chest.

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Right.

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Whereas his feet don't do that.

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So that's the space that it's in is a different component of it, right?

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It's a different component of emersed kinematics.

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So even though these both look the same, if we're rotating the chest like this, they're not right.

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And we can see why very quickly when we just select the rest and move it.

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We can't really do that.

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If we select the rest to move it here, it's not going to like that.

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So that's the difference between inversed and forward kinematics and how it's going to affect your posing

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and animation later on down the line.

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What what we will do is we will do an Ike setup and there are some rigs where you can actually switch

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between.

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I can.

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And they use very somewhat complicated math to figure out the vectors so that you can switch and it

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matches the pose, but we're not going to get that far into it.

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That's an advanced topic that maybe I'll discuss in another course.

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So to keep it simple, I just wanted to show you what Ford Kinematic says, because, you know, this

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is for the history of animation and for your your full understanding of what rigging is and animation.

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You need to understand both concepts.

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But for our rig, we're going to focus on Ike mostly, and that's how we're going to build our rig.

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In the next lesson, we're going to start to rig the Bones character that we modeled and textured in

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the previous parts of this course.

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Thanks for watching.
