WEBVTT

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Now that we have the limbs redrawn, let's create the IC handles that we have learned about in previous

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lesson.

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So let's go over here to the IC handle tool.

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We can also get it from skeleton crate I can handle.

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And we want to click the first joint and then the second joint that are going to be the two endpoints,

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basically, so we can ignore the elbow here in this case.

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And once we do that, you can see and I can handle is created in the outliner and let's just rename

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that so that we can keep track of it.

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So now I think I can handle selected we can actually manipulate these joints pretty quickly and it's

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pretty cool, except for the fact that, you know, there's no rotation here because the rotation is

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not hooked up to anything.

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And we also don't have any curves to control this.

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So we need to create those in a later lesson.

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Well, let's move on and do the same thing for the rest of these limbs.

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Real quick.

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Don't see what happens when I use the IC handle and I get close to the shoulder here, you can see that

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it's maintaining its relationship up until the point that I get pretty close to the shoulder and it

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doesn't know which way to point the elbow.

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So that's why we need pull vectors.

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So let's create a pull vector now for the limbs.

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Let's use curves.

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You can use anything you want.

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You could use the locator.

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You can also use curves.

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And for this case, let's draw our own.

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So I'm going to actually use the poly modeling cone here.

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I'm I click that and I'm just going to reduce down the number of subdivisions so that it is more angular

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and it has it's more like a pyramid.

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So that created I'm going to slow it out.

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So that's all we can see and maybe flatten it down just a little bit.

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Now I'm going to select the Curves epi curve tool and I'm going to go to the tool settings and make

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sure that it's set to linear so that there are straight lines and I'm going to hold down V and I'm actually

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just going to change the background so we can see the gray shaded here a little better.

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Mohle down V and click in different locations of this and it's not showing up because we had it soloed

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some on some of that.

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So you can actually see it being created.

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I know it's being created because I've done this before, but it's just good to see because on this

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too we need to kind of maybe backtrack a little bit and go over different parts of the model a couple

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of different times to make sure that we cover all of these edges.

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So I just want to make sure that I'm not going on any diagonals as well.

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So I'm just going to go through this and create this curve.

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I'm going to enter now that that's done and I can delete the polygon now we're left with this kind of

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curve that is one solid piece and we can use for all of our pull vectors.

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And a pull vector is basically going to be a constraint that tells that I can't handle which way to

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point.

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So let's rotate this forward to say kind of like an arrow.

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This is the direction to be pointing from.

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And just for fun, I'm going to move the pivot point to the tip of this small hole down DSV and middle

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mouse tracks, snap that and I'm going to hide the polygons here so we can just get the skeleton and

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I'm going to rename this curve tool left.

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Arm Peevey Khan, that means left arm pull vector control.

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OK, so I'm going to snap this holding down V to the elbow, then I'm just going to drag this back a

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certain distance maybe.

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Yeah, 20, something like that.

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Now I'm going to zero this out.

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This is a very important step because we want this to be the zero worldspace.

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We don't want it to have any other values because when we zero this out, we want it to get back to

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the same point.

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So we need to go to modify Free's transformation's and click that.

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Now we have all these nice zeroed out things.

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So if we move it over here and we click and drag there and type in zero, it'll get back to where we

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want it to be cool.

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So lets with the selected select the IRC handle and then let's go to constrain pull vector and click

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that.

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Now you can see that the pull vector actually twisted the arm just a little bit, and that happens because

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we don't have it exactly in line with where this needs to be.

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So we can actually just leave this at the elbow because we know for sure it's going to not rotate if

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it's lined up with the exact kind of middle there.

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So let's try that one more time with a pull vector left there.

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So we'll go to constrain and pull vector.

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And now you can see that the armed and flip or anything like that.

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So we can leave that there and then now hit zero and it'll rotate a little bit.

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But that's OK.

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So let's just leave that at the front before while we're still getting everything lined up basically

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for the skinning process.

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So we'll move this back when we're done scanning the geometry to the joints.

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Also now now that we have this, let's just demonstrate what it's actually doing.

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So when I use this and I get the elbow in here or really anywhere, if I just have the elbow bent a

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little bit, it's going to point in the direction of this pull vector.

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So it's a great way to control what's happening with the elbow.

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Cool.

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OK, cool.

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So let's grab this and duplicate it out and do this for the rest of the joints.

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And I just want to say real quick too, I'm going to zero this out only in the Z direction, so I don't

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want to go back to where it's going.

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I just want to go back to Z.

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I'm going to freeze transformation's from here and then I'm going to snap it back to the elbow, as

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we did before, so that we know that, you know, it's going to go back when we when we zeroed out later.

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So I'm going to shift like this and go through that and I'm gonna do the same thing for the knees.

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And I'll see in the next lesson where we will continue creating the controls for these icky handles.

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Thanks for watching.
