WEBVTT

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In this lesson, we're going to continue to add different spaces for the hands to follow, so currently

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we have it to follow the shoulder, which is going to be kind of the default setting.

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And let's add one so that when we rotate the spine, the arms will follow the spine rotation.

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So when we go back and forth, the arms would kind of swing around and they wouldn't be stuck going

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in in the same direction that they are here.

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So let's get to the locators first and let's just hide those for cleanliness.

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So I'll just go control H to hide those since we don't really need those.

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And if we ever want to get back to them, we can just frame up the left shoulder icon and scroll that

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down and see those locators right there.

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So what we want to do is add a constraint to this same group.

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So let's call it down and let's select the top spine joint first and then let's go to the left hand

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group and create a new constraint.

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So go to parent constraint.

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And if you can tell, we actually have this point constraint here and now we have a parent constrained

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node.

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So we have to we have this one and we have that one, OK?

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And they're both activated on the group itself.

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We have this kind of blended parent going on and we can just ignore that for now.

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So let's take a look and see what happens when we rotate this.

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Now, we can see it does indeed follow the spine.

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So it's pretty good.

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If we rotate the shoulder, we can see that it does not work.

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So that's no good.

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So we want to make sure that they're both working in conjunction with each other.

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So we're going to need to add another group above this hand.

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So let's undo that so that we get rid of that constrain.

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OK, great.

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So let's add another group above this.

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So I'm just going to type in group again.

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So I'll be in the same spot and it looks like it's trying to go half and half between maybe something

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that was in the group.

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I was probably the constraint.

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So when you type in group, it's trying to find the center pivot of whatever you have selected.

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And because the constraint is just needs to be said that it's somewhere in the world and that's a zero

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zero.

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It's going to the group that we just made is kind of trying to split the difference.

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So we can just hold on DSV and just snap that back to the hand.

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Doesn't really matter, but it's just kind of nice to have everything, you know, around about where

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it should be.

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So let's just say left and

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just group.

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And let's make the constraint on this group, so let's go to the spine joint, select the left hand

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chest and we'll go to constrain parent.

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So again, we select this con.

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It should rotate around just fine.

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And of course, now the pull back pull vectors kind of following a little bit.

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Just because we did a point constrain, it's not going to rotate around.

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But anyway, that's you know, you have you have tradeoffs.

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You have to pick your battles on on functionality here.

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So now when we use this, it should still follow.

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So that's why we need to hierarchy's here in the left hand grip so we can have separate the constraints

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out and to do two different groups.

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So the one thing that we need to do is add a follow group here on the card so it's easy to control what

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it's following.

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So let's go to the channel box here and we'll go edit and we'll say add attribute and we'll go to a

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enum.

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And instead of these colors here, we can type in whatever we want and let's just say shoulder and then

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let's say chest.

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And let's add another one, just click anywhere in here and then we can say world cool.

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So let's add a name up here and we'll just say follow and let's add.

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So now we have this kind of follow item over here and we need to add a set driven key to this so that

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from this controller we can control which constraints are being activated.

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So right now, let's figure out what we have.

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We have the we're following the chest and the shoulder.

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So any time that we're following the chest, I think we also need to be following the shoulder.

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So those would work together, OK, that the shoulder would always be on.

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If the chest is on, it's not one or the other.

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They would always be on together.

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So let's just call this the chest follow.

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So we'll go to chest.

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We will go to edit set driven key like we've done before, and we'll load the driver.

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We'll go down to follow and then let's select the constraints.

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So I'll go to this constraint first and load driven and let's go down to the Ashry that actually controls

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the constraint here, we can see that it's set at 1:00, so we know it's on.

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So let's keep that.

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Now we can see this little set driven key keyframe pop up, then let's go down to the chest, constrain,

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load that as a driven and go down to the spine three.

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This is one advantage of naming everything, as we can very clearly see where the constraint is on this

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attribute.

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So let's keep that as well.

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We can see that pop up here.

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We know it's keyed.

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So we now know that with this controller, the follow chest is as it should be.

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OK, so let's go to the shoulder now and we're going to want to turn off the chest.

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So let's select the chest.

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Let's go to that and hit zero and keep that.

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Now let's go to the shoulder and we'll load the driven.

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Go back to that attribute here and we'll leave that on one and it keep cool.

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Now, you have two different options.

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Now we have the shoulder, so the spine shouldn't affect it, following or not.

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And that's the case.

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But it is still following the shoulder here, which is what we want.

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So now we have this kind of nice control.

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We can go back and forth without having to go deep into the rig and figure out where the constraints

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aren't.

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All that stuff.

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It lives right here on the con where we want it to be.

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So let's do the final one of the world space.

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Let's switch this to world and then let's go to the driven and let's turn off the point constraint of

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the shoulder here.

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So we'll go to zero and let's keep that.

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And just for good measure, even though this one is already off, let's just lower as a driven and keep

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that as off as well.

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It should already be off.

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I'm not sure why it's not.

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It's a little suspicious that to zero and a key and so the hand should now stay where it is and that's

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what it's doing.

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Cool.

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So now we have a controller that we can affect the different space that we want it to be in.

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And the only thing to keep in mind is if we start to animate this, it's probably going to jump around.

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So we just need to typically, you know, stick with one just to make our lives a little easier when

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we're animating.

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So I'm going to do this to the other side and then I'll see you in the next lesson where we will continue

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to finish out this rig.

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Thanks for watching.
