WEBVTT

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In this lesson, we're going to create the finger joints for the hands, so that will have something

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to use there.

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Let's go to the top.

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You holding down spacebar, left clicking and go to top.

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You will usually create joints tool and we'll go over here and just start from the joint that we want

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it to be from.

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So I'll click here.

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I'll hold down, shift click and I'll hold on shift and click at the end.

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When I hit enter, I'm done creating it, so I'm actually just going to duplicate this over.

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To help speed up the process and hitting command to duplicate and right now they're not all lining up

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because we did it based on one, but the one I'm not going to duplicate.

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Is this because we don't want any rotations on our joint to start with?

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We don't want that.

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So let's delete that and create the thumb from scratch.

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So I'm going to click here.

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I'm going to click here and click here.

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I'm not holding down shift because I want it to follow the direction that I'm creating the joints.

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And so now you can see there's no rotations on the joint that we made there.

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Let's just adjust these joints by hitting W on the keyboard and moving the joints to where they need

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to be.

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And let's learn about how to name joints, we go up here and we start naming joints from up here, but

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there's also a kind of a newer tool in my eye called joint labeling.

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And we can add joint labels as we need them so we can actually show them as well, so we can kind of

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see how we're doing it or we can just follow along from that and or in the channel box.

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So from the joint, from the skeleton menu up here, which we got to from here that I just tore off,

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we can get to it from joint labeling.

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I can tear that one off as well and just get rid of that one if that's what we want to do.

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And we can add Joint Labels.

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And this is the left, even though we're kind of looking at it from the front always we want to call

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this the left.

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This is his left hand.

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So we're going to use the left label.

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But we also want it to have the right pinky and finger names.

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So if I click the joint here and I say label Pinky, nothing really happens if we say so.

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All labels, we can see that it actually did name it pinky finger and these have non assigned to it,

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but it didn't change the actual name of the joint and that's different from the label.

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But we can say rename joints from labels and that will change the pinky finger over here.

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So it's going to name it the same though, which is not ideal.

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You know, it says center pinky finger for each one of these and that's not accurate.

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So let's call it a left and let's rename that.

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So now instead of center, it says Left Pinky Finger.

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And we can just also rename these with either a number or we can do it with saying, you know, in joint

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or something like that.

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I'm just going to do numbers for now for simplistic sake so we can do the same thing for the rest of

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the fingers here.

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And I'll speed this up and I'll be right back.

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Great, now we've labeled all the fingers, but there's also one thing I want to point out real quick.

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You can see that when we created joints in a straight line that go along and axis that is linear to

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X or Z or Y or whatever, as long as it's in that straight line, the end joints here are also line

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up.

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You can see these kind of cross hairs in the center of the joint indicate which direction the joint

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is oriented.

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But if we look at the thumb down here and we look at this bottom one, that one state oriented to the

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world, it goes straight across when these are going down the length of the thumb.

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And why is that?

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That's because joints only get to point in the direction they're going next, basically.

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So because there's no joint out here that's saying, hey, point in this direction, this joint doesn't

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know which way to point.

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So it's just going to stay in WorldSpace.

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So that's just something to keep in mind for later.

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OK, so now we have our fingers done and they're labeled and we can just say high labels for now.

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What we need to do is parent them to the system that we've already created.

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But before we do that, we need to get them in place because we got a perspective view.

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You can see that we actually drew them on the ground there so we can shift select them and.

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And drag them up to the actual hand, we can go to a right view or a front view and we can try to get

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them exactly where they need to be.

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And it looks like the thumb might be not exactly lined up, so we can go over here to the front view

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and do that from that view.

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Cool.

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So when we look at this from the perspective, you can see that, you know, it's not connected to anything.

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Or if we were to rotate this joint, those don't follow along, obviously.

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And so what we can do is just select all of these and parent them.

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Before we do that, though, we want to go ahead and mirror these over.

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So let's go to the mirror tool.

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We'll go up to skeleton mirror joints and we click the little square to get the option box to open up

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here.

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And what we can do is say search for a name and replace it with this.

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And what we've already seen is that it's labeled everything with left.

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And we want to change it to right because it's going to we're going to mirror it over to the other hand

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so we don't have to recreate all of these things.

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And we need to choose the mirror cross which axes.

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And if we look at this, it says x Y right now.

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And that is this direction.

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If we're looking at this little icon down here, if we line up X and Y, that's front to back.

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We don't want that.

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We want side to side, which here would be like Y and Z are.

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And so that's the one in the middle.

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So if we hit a play with all of those selected, it doesn't work.

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There's too many arguments.

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So just, you know, using our brain, we can say, all right, maybe we can't have everything selected,

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boom.

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We, you know, click one.

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And it actually worked.

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So let's just go through these one by one and mirror them over and then we can verify that they are

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in the right place by taking a look at them hitting F to focus up on it and make sure everything is

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named correctly and right.

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Pinky finger, everything is named as we would expect.

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Cool.

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So that just saved us a ton of time because we didn't have to create that all over again.

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And now what we can do is select all the joints and joints themselves.

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We don't want to select these at the top.

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We just want to select the most parent joint, which is the one at the top here.

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And then we shift select this risk joint and we can hit P and it creates all those connections.

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We can visually see that.

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And now if we were to rotate this joint, we can see that the hand actually moves as we would expect

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it to, and now it follows the forearm and the rest of the skeleton.

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Cool.

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So the next lesson, we're going to continue to rig this and take a look at some new rigging things.
