WEBVTT

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In this lesson, we're going to fix an issue that we have when we move the shoulders here with the hand,

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so we rotate the shoulders up, we can see their shoulders are moving as we expect them to, but that

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is just kind of stretching the hand.

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The hand's not moving with it.

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We would expect it to move at least in this direction.

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Right.

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We would want the hand to go with that and go over here.

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Maybe not rotate up with the arm.

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That'd be something different, but just at least be drawn inward when this is rotated up.

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So to do that, we need to point constrain the group of this, the left hand group that's remember why

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we're always creating into groups above controllers.

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As for this exact reason, and just as an example, let's just say we constrain that real quick.

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The problem with that is if we rotate this, it's going to go all the way with it.

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And that's going to be a big problem in animation if we just want to make small adjustments in the shoulder

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and then the hand is going crazy and following it from this large of a distance and rotating like that.

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So that's not really when you think about how you're going to be animating it, you have to build your

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legs based around that.

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So I just want to show you why we're not going to do a parent constraint.

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So if we did a plane constrained with this, that actually wouldn't do anything because and we can try

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that real quick just to show you, you know, it doesn't do anything.

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So if we do a point constrain, it doesn't do anything.

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Because if you think about what's happening, we're just changing rotation values.

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Point constraint is all about translation.

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And this is pivoting from over here.

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The point itself is not moving anywhere.

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If we moved it, it would go.

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But we're going to mostly be rotating the shoulders.

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And so we want to pick a point that's right here for the hand to follow.

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So we need to create that ourselves.

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So let's undo all this.

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Let's create a locator and call it the left shoulder point, constrain something, you know, that makes

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sense.

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Now it's vertical.

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SNAP that to this pivot point, this kind of part of the shoulder, and we're going to parent it to

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this con someone happy.

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So now when we rotate this, we have a point that we can use to add a point constraint to to from this

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hand.

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So let's select that locator.

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And I'm just going to copy that for now so we can duplicate that here in a second.

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So I'm going to select the locator that I'm going to command, select the group and choose point constrain.

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Now, when we do it, check it out.

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The hand kind of floats and keeps the orientation it had with the arm, but it will follow the shoulder.

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Now, that's pretty cool.

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So let's do that with the other side and I'll see the next lesson where we will add another level of

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constraint to the hand where we can get it back to world if we wanted to.

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I'll see in the next lesson.

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Thanks for watching.
