WEBVTT

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In this lesson, we're going to create the controls for the hands and the feet and we're going to just

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only get partially done with the feet.

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And we'll follow up on the next lesson about how to properly create all the controls on the feet.

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But let's get started on doing that now.

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So similarly to the last lesson, I'm actually going to unhide the polygons here so we can see this

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again.

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And I'm going to drag this over the side so we can see a little better this time and create a cube.

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And then I'm going to go to the curves and services like we did last time and make sure from the tool

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setting that we're on linear so that it's straight edges.

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Don't hold down V and click on each one of these corners so that we make sure that we have everything

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covered on the edges.

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Hit, enter and delete the cube.

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Now we have our curve,

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but because we moved over here to the side, the origin is over here.

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So I have to do is say modify center, pivot and boom.

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There we go.

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So let's show let's hide the polygons again.

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And of course, this show menu is just this show menu I tore off here by clicking that and let's ahai

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the polygons one more time so we can vertex snap with that con selected vertex snap to the hand and

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let's just increase the size of that.

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Just a touch.

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And then of course like we did on the pull vector, let's freeze the transformations because any time

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we zero this out, we want to get back to this origin point and let's call this.

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Left and gone, and let's duplicate it and drag it over here to the right end by hitting W and then

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holding V to Vertex, snap it and we'll just rename that.

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Right.

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Cool.

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And if you remember in a previous lesson, we're talking about having empty groups with so that we can

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strain these things.

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Let's go ahead and do that now.

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So I'm going to make an empty group from this hand area.

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But I'm also just going to, for cleanliness sake, make it at this origin.

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And how I do that is by typing in group here instead of hitting the shortcut command G and we do that.

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It actually has the pivot point in the center of the object that where we're creating it from.

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So I'm going to copy paste the name here.

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And instead of corn, I'm going to call it group and I'm going to do the same thing for this side.

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So that way, if we want to constrain this con to something, we'll constrain it with the group and

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not the con itself so that the con is still free to have animation on it and won't have the little blue

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boxes here that will prevent us from animating it.

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Great.

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So let's actually hook this up to the IRC controller.

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So let's go to the IRC left arm and let's focus on that.

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So let's select this object and we will command click the IC from the outliner and let's go to control.

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Let's go to constrain and use a point constrain.

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Let's just open that up to make sure we maintain Offsiders on.

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And even if it wasn't, it shouldn't matter because they're snap to each other.

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So let's it apply.

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And you can see that nothing looks like it happened besides the fact that I can handle now has those

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blue little dots, which means, of course, if we scroll this down, we can see indeed it does have

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a point constrained.

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You can also see the pull vector constraint as well there that we did in the previous lesson.

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So now if we move this con around, it is what is controlling the I can handle now.

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Perfect.

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So now we don't have to worry about the I can handle.

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But how do we control the rotation of the hand because it's not rotating with this con anymore.

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Well, that's pretty easy.

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So let's go to the icon here, the hand arm con and let's shift select the hand joint and go to constrain

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Orient.

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And with that selected, we can say maintain, offset all that's fine and apply.

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And I can see that there's blue dots and the rotation of the joints.

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So now if we move this, everything still moves, but it's locked in rotation to the con itself.

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So now we can actually rotate the hand as we need it and that works really well.

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Similarly, we want to make sure before we get too far that these rotations have the right rotation

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order like we talked about in a previous lesson.

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So let's go into the Gimel mode here by holding down E and going to Gimble left clicking there.

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And let's just see that it is kind of working how we would expect it to.

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It looks like that'll work pretty fine, actually.

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You know what?

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That won't work very well, because if we bring the hand out in front and then we rotate it to be pointing

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forward, we're immediately in Gimble.

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Check that out.

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We do not want that for sure.

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OK, so let's undo that.

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Get this back to Origin and let's go to the rotation order and fix this.

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So we need to go down to the con here, to the rotate order and let's choose this bottom one and see

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that that actually is not what we want either.

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We let's go to the so let's think about what we're doing here.

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We want the parent con to be y OK, so we want that to be the last letter in this order.

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So we want one of these two.

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So now we have what we need.

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Cool.

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OK, and don't forget when you do this for this side as well.

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So we need X, Z, Y is what we did over here.

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So let's do X, Y, Z, Y over here.

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Cool.

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So I hope that Gimble thing is kind of making sense.

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Now you can see where a controller that we're going to move around a lot everywhere in 3D space.

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We're gonna need to rotate it, that it's going to need to move with itself.

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And it looks like, as you know, let's say he just has his hands at his side.

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Well, it looks like this isn't the best rotation order either for that, because now we're in gimbal

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here.

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So let's choose the other rotation order that has y at the end here.

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It's zwi.

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So let's just see if that works for us.

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Zwi.

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Cool.

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So let's bring the hand down and this is well we have a hook that I can handle up seltzer's this one.

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This is part of rigging, right.

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Like you do something and then you test it to make sure it's going to behave the way you want it to.

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Cool.

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So yeah, I don't think we'll ever really get while we might.

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I mean, this is the thing with rotations is, you know, especially something that's going to move

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in a lot of axes at some point it may very well get into Gimble and there's only so much we can do to

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prevent that.

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So, like, there's an example of us getting into Gimble there.

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So you kind of have to pick your battles and where you want to address this.

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But I think for the most part, let's think about this.

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If it's down to his side, this is the most common thing.

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Let's do that.

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Let's have Zebb that be the one.

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All right.

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Let's let's rethink this here, because in reality, most people aren't going to have their hands out

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in front of them.

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And so we want Z to be the last one.

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So I think that works fine.

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And let's think about all.

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Because you kind of have to consider all the scenarios here in light of the most likely one.

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OK, so the most likely one is the hands going to be down here by his side and rotated like that?

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That's how most people stand.

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So I think that is probably going to be the right rotation order.

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And it took, you know, just messing with this, thinking about it, talking through it.

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How are we really going to use this, OK?

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Y Z is what we need are going to be cool.

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Let's go over here, Y, Z, and let's do the same constraints with this side.

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Great, now we like this, everything should follow along just fine.

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Great.

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So the other thing you might notice is the fact that the poll vector doesn't move, you know, at all,

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right?

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Just going to stay wherever it is.

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Well, there's one thing we can do with that as well.

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We can actually make groups for these and then constrain the groups to the hand so they kind of follow

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along.

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So let's do that now.

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Let's select this and type in group.

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And let's just copy this into the group.

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And do that for the other side and then end the legs.

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Clearly, we have that done, let's take a look at what actually will happen now, so let's constrain

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the group of this pull vector.

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So it's this one right here just going to minimize these so we can focus in on and the outliner what

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we're actually going to use.

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It's going to be this one.

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And this one had off here will open that up.

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So we want the grip of this to follow this.

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So let's select this first and then the group of the pull vector and say constrain parent.

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Now, when you move this, the ball vector should follow.

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But, you know, it's not ideal right now because we haven't figured this out.

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So let's zero this out.

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Now, if you remember from the last lesson why we left it here and we'll zero this out.

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So it's back here.

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So now it gives us some room.

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So when we do this, the pull vector should follow the hand and the arm and it will let's move this

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back to object.

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The only thing that we might want to do is use a point constraint instead of a rotation, because you

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can see as I rotate the hand, this thing goes pretty wild.

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So that's not really what we want it to be doing.

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We want it to just kind of be in the area.

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We want it to kind of generally be where we are moving the hand.

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So we want a point constraint instead.

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So let's go to the group of this which is here and delete the constrain and use a point constraint instead.

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So select the hand, go to the vector group command, clicking it from the outliner and go to constrain

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point.

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Let's do the same thing over here.

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Great, now, when I say like this and move it around, we can see that it should be moving with it.

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And again, if I zero these out, which should be fine now because we have constrained orientation of

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the hand joint to be taken.

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So it shouldn't really matter how far away this goes.

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So I zeroed out.

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You can see the hand stays the same, the joint stays the same.

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So now we can have those out where they need to be.

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Now, when I move this, the whole vector should kind of try to follow along a little bit.

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And this is just kind of something that, you know, is a preference.

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You might not want that to take place.

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You might want to be doing its own thing.

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But, you know, the nice thing about having these groups is the fact that the constrain lives in the

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group.

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If I press, select the controller and press up, I get to the group and I can see that these are indeed

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kind of locked here and the constraint.

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But when I select the control, I can still manipulate the control all around.

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So that's one way to organize this so they can kind of get some not animation for free, but just kind

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of like have it organized so that when you move the hand, you know, the pull vector is not trying

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to stay in the same spot.

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So in this lesson, we learned quite a bit, a lot about pull vectors and constraints and ICA's.

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And so I think we've done a lot.

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And in the next lesson, we're going to take a more in-depth look about the foot.

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It's actually one of the most complicated things we're going to cover in this course.

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So let's take an entire video to definitely cover that and why this is important.

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Thanks for watching.
