WEBVTT

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In this lesson, we're going to make our own arms and legs because the quick rig didn't properly set

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up the joints to use with an IC system.

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And I'll show you how that works right now and why we're going to recreate them.

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So I'm just going to go over to the rigging.

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It's like the I can handle click these two things.

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We're going to go over this in more detail.

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But as soon as I do that, you can see that our rotates the foot out in a weird way.

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And also, if I do a pull vector, which I'll also explain later, it was also rotating it around there

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as well.

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And it's just not super straight.

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So we're going to make our own legs and we'll start from scratch for the just these couple of bones

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here.

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So I won't take too long.

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So I'm going to delete these little things to show you why we're going to we were going to do that and

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it's going to delete the legs and I'm going to show the geometry so that we can see where we should

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be putting them.

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And I'm going to do the same thing for the arms here.

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I'm going to delete instead of deleting because we want to keep the hands on parent the hand.

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And then I'm going to delete these two joints and I don't want to delete that one, actually.

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Yeah, that should be fine.

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So I'm going to delete these and do the same thing over here.

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So now let's create our arms and we'll do the miracle again so we don't have to do this one time, so

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we go to the top of you.

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So now from this top view, we can recreate the joints that we need someone to go over to the joint

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tool and I'll just start clicking where we want the joints and put them in the center of the joint itself

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and guesstimate where the elbow is.

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The other thing to especially with IHC joints that you might want to consider is kind of giving it a

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direction.

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So we'll want maybe a bit of an angle here between this joint and this joint.

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And I'm just going to go ahead and draw this next one out just so that it's has an area to point towards

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and hit enter.

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And then I'm just going to delete that.

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And this is pointing in the right direction.

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So I'm going to go to the perspective view and see that this was drawn on the ground.

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So I'm going to drag it up to where we want it and.

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I had to frame it up.

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I think that's a pretty good spot and now I'm going to select the hand and then this joint and hip and

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now that's hooked up and I will do the same thing over here.

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I'm going to select the end arm and the clavicle joint here and LMP.

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So now we're already back to where we wanted to be.

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And all we have to do is now rename these joints.

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So I'm going to say in the same way that these are called bones left shoulder.

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I'm going to call this bones.

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Bones left upper arm, and I'm going to copy that on a piece of it here and then just delete the upper

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part and call that lower court.

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So I'm going to select these two joints and I'm going to mirror them over.

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I'm going to go to skeleton mirror joints and same as before, we're going to use those same settings

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and apply.

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As you can see, I didn't like what we did because we have multiple things selected.

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So let's unpack these real quick, sharp and sharp with this one.

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And it should be from the hand and we'll just smear that over and now we'll hook up the parents again,

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so click the hand and that at P and then click this and that and P and we'll do the same over here.

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Now for the legs, let's do the same thing and we need to pay attention around the feet.

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So even though this first part is the same, pay attention here in a second when we get down to the

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feet.

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So I'm actually going to go from the right side so we can actually see the profile, the feet a little

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bit better.

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So we go to the center of the upper leg bone here and I'm going to go to the front of the kneecap,

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kind of similar to the elbow.

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We want to give it a kind of direction here that it should be kind of facing.

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Then it should go back towards the foot here.

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And I'm going to go down to the bottom of the foot.

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Maybe in the middle here and then hold down shift and click out towards the end of the toe and hit enter.

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Now we can go back to perspective mode and see this was drawn in the middle.

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Let's go to the front view, holding down space spacebar again, of course.

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And now we can see that these are straight and lined up properly.

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And I'm not too worried about the fact that this bone is kind of offset and this is still kind of in

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the center of the foot.

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So that's OK.

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Cool.

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So let's rename these and then smear them over and I'll see in the next video where we will create the

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icon handles for these arms and legs.
