WEBVTT

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And this lesson, we're going to fix two issues with the forum, the first one is the same issue is

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the need.

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When we move the hand, we can see that this bone crashes in through the elbow.

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So we need to adjust where the joint pivot is rotating from.

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So let's select both of these joints.

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And will actually unapparent all of the bones first so that they don't get all wonky and go everywhere,

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so I'll hit shift pee after selecting them, which will unapparent them, I'm going to select both of

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these joints and I'm going to make sure I'm on the world move manipulator option here and I'm going

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to go to skin move skinned joints.

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Now we can see we have that tool selected and we can just move this pivot forward.

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Let's go to the top view.

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Spacebar, left click, top view, let go.

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And now we can see kind of relationship.

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I'm looking from here to here and we don't want to go on this side of that.

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Right.

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If I was to draw a straight line from here all the way through to this joint, I don't want this metal

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joint to go past that line.

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So I need to stay on this top side of that line, that imaginary line.

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So I'm going to drag these four just until that point.

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And now I can go back and parent all of these up again and test this out.

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So we haven't parented, I can select the hand control and you can see it works much, much better and

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I think that is a reasonable amount of crashing on this rig to to be able to put up with.

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So I think that's fixed that issue.

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So the second issue we want to address is the fact that when we rotate the wrist, we select the hand

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control here and we rotate the wrist.

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The form itself does not rotate.

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So take a second and look at your own forearm.

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Rotate your wrist.

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Right, rotate your wrist.

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Just like I'm rotating this and look and feel of what your actual forearm bones are doing.

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This is called the radius and the ulna.

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And you'll notice that they twist that these two in joints are stuck right there, stuck to the either

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end of this hand bone.

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And so when they rotate, the hand rotates.

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They should stay stuck to the ends of that.

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Right.

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It twists around each other there.

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And they kind of pivot from back here because these stay stationary, but these ends follow the hand.

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So let's create a rig that will do that.

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So let's think about it.

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We need to have something for these to follow.

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All right.

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It can't follow the hand control because the pivot of the hand controls in between them.

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We need something that pivots and or is exactly where kind of the center of these two ends are.

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So we need to create something new for that to happen.

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So let's create two locators, go to create locator, and we can turn on this little option here.

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It says snapped a projected center.

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So I'm going to click that.

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And with w I'm going to middle mouse drag.

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And now that a middle mouse trying, it's constantly trying to find the center of whatever object I'm

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middle mouse dragging in.

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So I'm going to try to get it somewhere towards the end of the bone here.

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And I think that's good, I'm going to duplicate this and I'm going to middle mouse drag into the top

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center of this bone and now I'm going to name those.

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Radius, aim, actually, and ulna.

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Aime.

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And I'm going to parent those under the hand control here, so I'm going to select that and happy.

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So now when we rotate this, we have two pivot points.

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Let me just turn off the polygon so you can see we have two pivot points here that rotate with the Hanken

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that are in the center of it.

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So that's very helpful.

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That's what we need.

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So now let's take a look at what we can do to kind of get these to constrain just to those points.

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If we were to do like an orange or a pair constrained, that's going to do the entire bone.

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And we don't want that.

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We just want it to pivot from this end back here and we can turn off this Synthroid snap thing.

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Now, we want to pivot from back here and point towards those locators.

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So we need to learn about a new constraint that's called the aim constraint, and it does exactly what

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you would think it would do.

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So I'm going to open this up, open the option box and let's take a look at this real quick.

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Any time you see three things like this, three empty boxes or three boxes with numbers in them, you

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can reasonably assume that it means this is X, the middle one is Y and this is Z.

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And you remember that based on the translate X, Y and Z up here, my will always put these in that

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order.

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Right.

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Whenever your.

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Kind of seeing it in a dialog box.

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Of course, the rotation order that we learned about earlier, that's something totally different and

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we can set that order ourselves.

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But when you see it in a menu like this, you can reasonably assume this is X, this is Y and this is

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Z, even though it doesn't say that here, that's what these three boxes indicate.

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OK, so what this is saying is the aim vector is one, it's in the positive X, X, Y, Z.

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So this is X..

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So if we take a look at the bone and we see which way is pointing positive X, that is the arrow.

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The Red Arrow is pointing.

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Right.

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So that's correct.

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We wanted to aim in that direction.

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So the default is correct.

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The other vector is y positive y this is that's fine by me and that is pretty much all we need to make

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sure is oriented correctly.

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So let's select the locator first and then the joint and lets it apply.

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Now let's do the same for the other.

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We'll select the locator and then the joint and had apply.

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And now let's rotate the risk on and we can see.

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Like, I just get super excited over the simplest stuff.

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I love this stuff, we can see that this is actually rotating around each other and it looks kind of

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frickin believable how bones rotate.

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I just love stuff like this, how you can click a couple of buttons and then you've recreated what a

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human does.

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So that's pretty awesome.

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So the next lesson, we're going to address the head and how we can add a little more expression to

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that model.

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Thanks for watching.
