WEBVTT

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In this lesson, I'm going to create the controls for the spine in the head, and the same process is

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going to be followed through with the clavicles here as well as the fingers.

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So let's take a look at what we're going to do.

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We basically need to constrain the joints to a con.

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So let's create a con by grabbing a circle and then just vertex snapping it to the joint.

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Let me turn off the polygon.

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So when I vertex snap, it will choose the joint to vertex snap to instead of the cone or rotate this

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and 90 degrees so that we can see it from the side.

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And then I'm going to rename this.

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Spine one can't duplicate it twice and just change these names.

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What's.

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And then I'm going to vertex snap these to the spine joints above it.

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So if we were to constrain the cons as they are now, constrain the joints to the cons, each individual

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joint would rotate, but it wouldn't have this overall effect of rotating together because their children

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and parent relationship here.

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So we need to reflect that and the cons themselves.

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So we need to parent each one to the one below it so that similarly, when we rotate the cons, they're

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all going to rotate together.

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OK, so now that we have them in place, let's actually go to component mode up here.

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Let's click this little button and let's select all of the control vertices here and we'll just slide

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them back.

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And then let's scale them down, and if scaling down does work for you, just make sure you're in component

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mode here.

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Let's hold down our and go to component mode, and that way you can scale each one down individually.

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And so now let's go back to object mode by clicking the button up here.

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And now we can just constrain each one to each joint, to the console, select each icon and constrain

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it to the icon.

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Before I constrain them, I want to make sure I'm freezing the transformations as well.

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Let's freeze transforms and each one should be fine above that.

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So now I can select the con and then constrain.

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So now we select the spine cons, I can rotate the entire spine if we have all of these selected, I

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can also isolate it each spine joint.

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But typically when I'm animating, which we'll get into in another lesson and part of this course,

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selecting all the joints together are all the cons, rather, together.

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So now we have the spine done.

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Let's put that into the second group.

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And the other thing we want to make sure is that the spine relationship maintains.

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You can see when we dropped it in there because we had them all selected it actually on parented them.

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So we just want to select the top one and middle mouse drag that in.

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And now that's probably in there.

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So the other thing we want to make sure is, you know, test the entire leg out.

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You can see that the joints no longer follow.

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So we need to make sure that this spine con group is constrained to the cogs.

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So they all follow the cog.

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As you know, the joints should be doing our work before we are creating these cons.

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So let's group these Comanche and I'll just call this spine con group.

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And I'm just like the cog and command click the spinal chord group and the outliner and parent constrain

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that.

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Now you can see that they do indeed follow and everything works as we would expect it.

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Thanks for watching this lesson.

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And the next one, we're going to do the same thing for the shoulders and the fingers, and then we're

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going to move on to discussing how to create different spaces for the hands.

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Thanks for watching.
