WEBVTT

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In this lesson, we're going to take a look at creating an independent hip control if we select what

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is currently called the hips, bones, hips, this joint here and we try to rotate this.

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It's going to move the entire spine.

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And we want something that control the hips by itself without moving the entire body.

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So for us to do that, we need to split apart where the legs meet the spine and create our own hip joint

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in here.

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So want to hide the polygons for now.

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I'm going to go to the rigging menu here, select the joint, and I'm going to make one down here at

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zero zero and hold down X and click.

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And then I'm going to drag this up and hold down V and Vertex, snap it in the center as well.

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Currently it's constrained to the Y axis.

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I'm going to select in the middle there to make it unconstrained hold down V and middle mouse drag there.

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So I'm going to call this bone's hips.

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So now that we have this renamed to Bones Hips, let's rename this joint to Bones COAG or Center of

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Gravity and let's on parent the legs from that joint.

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So I'm going to click both of those and hit shift P, and then I'm going to select this new bones hip

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joint here from the outliner and hip.

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So now that we have that, we can see that if we were to move this bones hip joint, it will actually

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only control the hips.

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And that's what we're looking for.

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And now we have the spine here, which will move all of the upper body.

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So now we just need to connect these two pieces.

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And we could do that several different ways.

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And I'm going to do it with a parent just to keep everything nice and neat.

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So I'm going to select the child first and then the parent and then I'm going happy.

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So now we have this extra bone that lives inside of this joint and it's kind of hard to see they're

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connected, but they are are indeed connected.

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So let's create our own controls now for those.

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And we can do that with our own controller here and the Curves menu.

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I'll just create a circle here and I'll vertex snap it.

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And again, it's constrained in the wire, so I'll just select in the middle here to unconstrained it

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and hold me again and middle mouse drag.

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So I'm going to unhide the polygon so I can kind of see where the hips control needs to be kind of constrained

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to go into the control vertex option here and just turn off the joint selection here from the top so

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that I can select the vertices of this curve.

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It's going to bring that forward to make it to help it make a little more sense to us when we're trying

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to control it.

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So with that done, a switch in and out of component mode to get back to object mode.

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I'm going to rename this to.

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Hips con and now need to make a slogan, so let's make a new circle for this and let's drag it up here.

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Want to turn off the polygons one more time and I'm going to vertically snap this to the joint.

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And we need to make this look a little bit differently because it's in the same place as the hips.

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So a good way is to just make it bigger and so that that will kind of be the primary one that we're

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going to want to select every time that we select it.

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So I'm just going to make this one slightly larger.

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And now if we show the polygons, we can see that indeed, that's probably going to be the one we're

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going to select the most, because the hip joint is really are the hip icon is really a secondary control.

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So I'm going to constrain the joint here to the hip.

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Economy's going to turn back on joint selection.

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So I'm going to select the main con and then the kog joint and just parent constrain that.

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Before I do that, I actually need to zero this out.

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And that's, of course, always the practice.

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We want to try to follow do that for the hip control as well.

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Just having to redo the last command that I did, which was for years transformation's.

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So I'm just going to name this kog con.

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And so now we can, with a selected select the Kog joint and we can constrain it with parent constraint.

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So if we just test that real quickly.

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And I can just zero or make that all one accidentally scaled it just a little bit, we can see that

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it will follow now and it will rotate and everything.

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And now we just need the hips to control the hip joint there.

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And we can do that by selecting the hip con again, just like we've done.

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And for this one.

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You know, what I'm going to do is and I'm going to only constrain the orientation so that we make sure

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that we stay on model, I don't want to translate the hips.

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Well, on second thought, this is kind of a cartoon character, so it might not be as important to

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stay on model.

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So let's just go ahead and do both parent and orient our point and orient so we'll do a parent.

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So let's go to constrain and parent and now we can actually move this joint and rotated as well without

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it affecting the spine.

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Now, if we were to move this, it's not going to move the bottom half.

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So a quick way to do that is actually to constrain this and or group it.

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We could the quickest way is just a group it or SA to parent it.

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And so when one moves, the other moves.

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Right.

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So that's definitely one way and.

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I don't like that way just because it looks like visually, I don't like seeing that they're both selected

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like this, when I when I select something, I want to know that's all I'm selecting.

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I don't because if I do this and I select both of them, it's hard to tell.

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That's what I've done.

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So I like to do parent constrains, even though it makes like for a few more nodes here.

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That's just my preference.

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So you can either parent it or you could do a pair constrained to a group of the hip icon, which is

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kind of my default for the reasons I've described.

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So I'm going to do what we are kind of familiar with and going to constrain to the con here.

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And then I'm going to try to keep this organized and put all of this under the con group.

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And the outliner, and so any time that I do anything on my rig, I always want to kind of test it and

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make sure it's doing what I expect it to do.

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So I'm going to do that for everything again and make sure everything's scaling as I expect it to.

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And the hips have their own control and I can move them.

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So it looks like everything's working.

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Well, I'm going to, you know, change these overrides and then we'll be done.

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So when we go down to enable overrides, when it changes to a yellow.

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And I don't really know, we could do another yellow, it's really up to you how you want to color these

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things.

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So in the next lesson, we will continue rigging this and maybe look at finishing up the spine and the

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head and then we'll move on to creating spaces for our hands so that they can move with the body or

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the world.

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Thanks for watching.
