WEBVTT

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In this lesson, we're going to follow the same procedure we just did for the spine and we're going

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to do that for the shoulders here as well as each one of the fingers.

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So let's create icons for the shoulder and we can create a another circle that's vertex, snap it to

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the joint, holding down the middle mouse drag and let's turn on the polygon so we can kind of see where

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the model is so we can make sure that we are going to put this in a place that we can actually select

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it.

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So let's hide the polygons again real quickly and let's turn on the component mode here and let's move

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this over and actually let's rotate it before we do the component mode so that we can make sure that's

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in 90 degrees.

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So let's go to ninety degrees and now let's go into component mode and just move all of these over because

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we want to leave the pivot and the same place for the shoulder.

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But we we don't we want to be able to select the conn over here.

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So let's turn back on that.

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And we can kind of get an idea of maybe where the shoulder corn should be.

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So that looks pretty good.

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And I'm going to go back to object mode and then I'm going to duplicate this and then turn off Polygon

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so that I can vertically snap it to the joint, holding down the middle mouse, drag on to rotate this

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around in 180 degrees.

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So it's in the same place.

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Then I'm to freeze the transformation's on both of these.

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I'm going to go to modify freeze transforms.

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It's like the other one G and I'm going to rename this shoulder left shoulder.

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Con.

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Cool.

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Now we can constrain these joints to the cons themselves, so let's select the con and it's like the

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joint and go to the constraint menu over here and let's parent it to the same thing for this one.

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So now when we rotate this, the shoulders should follow.

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We could also move it around if we wanted to, but we probably won't do that very much since that's

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anatomically inaccurate unless your shoulders out of socket.

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So let's do the drawing overrides very quickly.

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Let's make the blue and we'll make this one red.

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And let's make sure it's following the rig, so let's go down to these cons, let's first put it in

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the con group and then let's move the cog here.

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Yep.

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And I can see it's not following.

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So we wanted to follow this topmost one here so we can actually just put both of these and a group together

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since they're going to kind of both follow that top spine.

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So I'm going to command group those and I'll call that shoulder con group and I'll select this top joint

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con here and then I'll command click the shoulder con group and let's just parent constrain that.

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So now when we rotate this, the shoulder cons should follow along with the top spine.

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Cool.

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So let's do the same thing for some of the fingers over here.

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The fingers are going to be a little more unique in that if we try to constrain a con to it, we're

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going to get negative values.

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So let's just do that real quick to show you what I'm talking about.

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I'm going to turn off the polygons so we can vertex snap this nerve's curve there.

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We're going to do what we've been doing, where we modify Free's transformations, and then we're just

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going to constrain constrain the joint to the curve.

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So when we do that now, when we rotate the curve, you can see we're getting negative values.

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And why is that?

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Well, it's not actually the axes of the of the curve is not correct relative to the joint orientation.

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So if we look at the joint and we delete this constraint from the outliner that we just made, we can

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see that it rotates in the positive axis.

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So we need to figure out a way to transfer this position to the curve.

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So let me show you one way that I found to do that.

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If you're not worried about having negative values, then that's fine.

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This is kind of like a very particular thing to want to make sure is correct.

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It's not all that important.

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But, you know, as we're learning, we might as well try to dive a little deeper into this stuff.

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So I'm just going to hit Kamandi without anything selected.

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It's going to create an empty group, which is going to be called a null.

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Let's constrain that group without an offset so it jumps over to this joint.

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I'll hit apply.

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And now you can see that we have all of these values of the joint in that group.

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So if we delete that constraint now and we create a curve and just for speed sake, let's do the same

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thing, let's get the curve over there without an offset, will constrain it and then we'll delete that

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constraint.

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Now, watch what happens when we parent this curve into that group that has the same values, so I'm

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going to minimize drag it in and now you can see without doing anything at zero and everything out over

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here because they're sharing the same value and a child of an object is thinking, I'm at zero wherever

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I'm parented because, you know, I'm going to follow my parent.

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I'm not following the world.

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So if this parent has a bunch of world values in it, then it's going to zero out the curve.

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So because they're in the same place, the child is going to be zeroed out.

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So now when we do this, we're going to get positive values in the nervous curve.

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So that works.

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Now, all we have left to do is just to make this curve look nice.

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So we're going to control vertices and I'll turn off select joints so that I can select the curves and

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I'll make this into something that's a little bit more useable.

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So we'll rotate it kind of in line with a joint, scale it down and move it above the joint so it's

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easy to select.

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Now I can constrain the joint to the curve, I'll turn back on joint selection and I'll click parent.

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I'll make sure the maintain offset is on, but it shouldn't matter because they're in the same position

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now.

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So if I had appli without maintain, offset or not, that shouldn't really matter.

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So now when we rotate, we have these positive numbers in the direction that we would typically be rotating

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this in.

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So let's do that for the rest of the cons and I'll see in one second.

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So now we've made this other con and it's now going positive, we need to parent it under this one because

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now that we rotate this first one, it doesn't follow.

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So let's parent this whole group under this con so that now when we rotate this con, you'll move the

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rest of the finger.

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Cool.

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So let's also do that for the rest of the fingers and the other hand, and then we would group all of

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these fingers together and then constrain them to the con here so that now when we rotate, the fingers

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would follow as well.

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So I just quickly wanted to take a look at the right hand, because if you if we take a look at the

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joints themselves and rotate them down and see, we actually have negative values over here.

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So our tactic isn't really going to work that we used previously.

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So we need to adjust it just slightly.

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So what I've done is set up the same situation here.

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So we have the con and all that kind of stuff.

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And when I rotate it down this way, we can see it's negative.

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So the simple solution to that is actually to just rotate the group above it 180 degrees.

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So we're just spinning it around so that it is rotating and the positive now.

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So let's take a look at the thumb, because that's actually, you know, 180 degrees is easy when it's

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very straight along this axis.

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But when it's off to the side like this, how do we flip around this group by 180 degrees?

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Because we've take a look at it.

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The Y is at twenty seven point some odd crazy number.

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So what we can do is actually take advantage of a little kind of expression here.

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We can say plus equals 180.

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And hit enter and just going to add 180 degrees to whatever value is there.

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So now this should be in the positive as well.

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And this cool, I'll see in the next lesson where we will continue creating the rig and make a new space

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for this hand control.

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Thanks for watching.
