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- [Zach] In this video,
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let's add the constraints
to our character rig.
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So here I have the finished character rig.
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Don't worry, we get back to the point
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where we were before in a second.
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Here I just wanna quickly
show you something.
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For this character, I now
disabled all the constraints.
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And now imagine we have
a cup of coffee here
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and I want to now maybe
make the character sit down
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and with one hand grab the coffee
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and this should be animated.
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So I go to Pose mode and
start positioning this.
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So I have to make this down.
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Then let's rotate the legs.
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Then this here.
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Then let's move this arm
down and this arm down.
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And then let's maybe place
the cup somewhere here
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in front of him.
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And now I want to make this
arm grab the cup of coffee.
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So that means I have to
rotate this and this.
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Then make this arm a bit move upwards.
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And something like this.
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Rotate this here by pressing
double R, place it here.
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Now we can see, Okay,
the hand is not really
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at the position of the cup
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So let's start over, let's
rotate this here, this here.
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Yeah, this maybe looks a bit
better, but it's too high.
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So let's, again, try this.
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Ah, damn it, it's not
at the right position.
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And in this case,
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I may be not even able to move the cup
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because it should stand on the table
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and you can see it is a pain in the butt
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to place the bones at the right spot.
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And this whole process is
called forward kinematics.
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That means we are adjusting a bone shape
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from the start to the end.
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That means we would start
with the first bone,
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then the second bone, then the third bone.
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So this is the forward way.
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However, we wanna make
our life much easier
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by using the inverse kinematics,
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which inverts the whole process.
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That means we can move the hand
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and the arm will adjust automatically.
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So let me quickly enable
the constraints here,
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which I already have set up.
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You will learn in a second how this works
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and now I can just move
one target bone here,
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which controls the position
and rotation of the hand.
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And you can see that the arm
is adjusting automatically.
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So, and you can see how easy it is
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to place the hand at the right spot.
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And the same works for the legs.
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Let's enable here the IK,
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which stands for inverse kinematics
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and one other constraint.
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And now down here I
can also use one target
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and the whole leg is moving correctly
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and also the hip is
moving the legs nicely.
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And here you can see the clear difference
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between inverse kinematic
and forward kinematic.
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So here I needed to adjust
everything manually.
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And if I move the hip,
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oh man, then I have to
adjust everything again.
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So now you know why we
need to set things up
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just to make our life later
on when animating much easier.
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And for that, let's get
back to our rig in progress.
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So here we have our rig.
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And in order to be able
to add the constraints,
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we have to go to Pose mode,
which we can also do up here.
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So this is not working in
Edit mode or in Object mode.
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Then here we have to take care
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because we have the object constraints,
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which we discussed in the previous video
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with the cannon example.
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And we can also add
constraint to the object.
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That means the whole
thing here in Object mode.
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However, when we wanna add
constraints to single bones,
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we have to use the bone
constraints over here.
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So, and in order to set up the
inverse kinematic constraint,
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or IK constraint, we
have to select the bone,
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which is directly in front of the target.
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Maybe you remember, we
added this IK hand bone,
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which is like a loose
bone floating around,
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and this should be the target,
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which the arm and the hand should follow.
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And we cannot just use
the hand bone as target
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because this is connected
to the lower arm here.
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And this just don't work
if the bones are connected.
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So the target should be a loose bone.
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Then let's select the lower arm here,
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go to the Bone Constraints
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and let's add the inverse
kinematics constraint.
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And you can see the constraints
are pretty much the same
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as we have for the object constraints.
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So let's add the inverse kinematics.
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And first of all, let's
pick the target object.
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For that, we first have
to pick the target rig
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because you can have
multiple rigs in your scene.
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So in this case, it's rig_male.
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And then we wanna use the
male hand IK L as target.
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That means if I now pick
the target here and move it,
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you can see that not only
the arm is following along,
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but the entire rig.
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And that's because we have to define
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how long the chain of bones is
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which should use this IK constraint.
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And in this case,
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it should include the lower
arm and the upper arm.
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That means we have to set
the chain length to two,
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and then you can also
see this yellow line,
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which is pointing to the
kind of root point of the IK.
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And now when I move this,
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you can see how nicely the arm is moving.
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However, I can see we you
forgot one little thing.
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We forgot to parent the thumb bone here.
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So let's quickly go to Edit mode.
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Let's hide the IK bone
with H, it's in the way,
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and then select this one,
then we shift this one here,
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press Control + P and click
on Make Parent, Keep Offset.
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Now let's press Alt + H
to unhide the IK bone,
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and let's go back to Pose mode.
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Now, when I move the hand here,
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the thumb is also moving along.
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So now when I move the target,
we still have two problems.
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First, the hand is not
aligning with the target bone,
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which is very useful,
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and I cannot control the
orientation of the elbow.
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And for that, we have this bone over here,
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which should be the target of the elbow.
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So let's set up the target here first.
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Let's select the bone with IK constraint,
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and here we have the Pole Target.
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For that, we need to use the rig_male.
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And in this case, let's
simply search for the elbow,
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which we have over here.
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So now you can see it's
somehow rotating wrong.
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If I disable the IK,
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you can see something is happening here.
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And that's because by default,
the X axis of this bone here
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is pointing to the target.
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However, if you remember,
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we set up that the Z axis is
pointing to the back here,
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which is absolutely no problem.
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We just have to change
the pole angle here.
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And if you don't know in which direction,
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just play around with this value here
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to see where it should go.
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And this is in this case,
positive 90 degrees.
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And now if I disable and
enable the IK constraint,
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nothing should change.
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And now it means if I move this bone here,
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the arm will rotate accordingly.
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So I can position this one
here and then move this one.
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By the way, if you moved
something in Pose mode
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and to get it back to the rest pose,
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simply select everything, press Alt + R
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to reset the rotation and Alt
+ G to reset the position.
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Now, the only thing is left here
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is that the hand should
follow the rotation
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of this bone here, because
the location is also correct.
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It will follow the lower arm,
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but it should rotate along
with the target here.
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So let's select the hand bone.
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And in this case, let's add
a Copy Rotation constraint,
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and as target here, again,
we wanna use the male_rig
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and the hand IK L bone.
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And that's basically all.
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When I now select this bone here,
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you can see the hand is
following and it's rotating.
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And the reason why I
set this up in this way
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is that later on, I can
only animate the target bone
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to fully control the arm position,
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the hand position, and the hand rotation.
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The only thing I can't control
here is the elbow position,
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which we have to do with another bone.
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But that means, instead of
animating all these bones,
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we only need to animate two bones
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to control the hand and arm position.
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Of course, if we wanna change the fingers,
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we also have to animate these two here.
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Let's reset this,
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and now let's do a
similar thing for the leg.
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So, but here in Pose mode there
we have a special shortcut
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to add constraints.
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For that, we need to select
the target object first,
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which is the IK bone here for the foot,
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and then we shift the bone
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where we wanna place the constraint on.
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And in order to quickly
add the IK constraint,
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simply hit Shift + I, and
then click on To Active Bone.
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So it will be edited to
the active bone here.
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And then the cool thing
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is that both the rig and the target bone
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is already added over here.
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So now when I move the target
here and is doing something,
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of course, we have to set
the chain length to two,
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in this case, again, for the
upper and lower leg bone,
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and now it's doing the correct thing.
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However, we still have to set up the pole.
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So let's use the rig here
and pick the knee bone.
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And again, the orientation is wrong.
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So let's play around
with the pole angle here,
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which should be negative 90.
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00:08:36,840 --> 00:08:39,920
And now I can also control
the orientation of the leg
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and I can easily move the leg.
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And by the way, when we created the bones,
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we added a little bit of bending
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to both the legs and the arms here.
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And this is now in this stage important
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because when moving
the target in this way,
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the arm knows in which
direction it should bend.
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When you just make it straight
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or have a bending into
the other direction,
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then it would bend into
the other direction
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or do something weird.
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So that's why it is important
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to add a little bit of
bending in Edit mode.
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And by the way,
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if you forgot to add this
bending in Edit Mode,
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you can always go back to Edit mode,
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grab this joint here
and just move it along Y
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in this case a little bit.
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But yeah, we have done
it, so it's all correct.
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Now we still need to add
the Copy Rotation constraint
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to the foot here.
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And there's also shortcut
which we can use.
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First, let's select the target bone,
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then we shift the one where
we wanna add the constraints.
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And then with Control +
Shift + C, C for constraints,
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we can basically add any constraint now.
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And in this case, we wanna
add the Copy Rotation.
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And as you can see, again,
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the target is automatically added here.
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So that means I can move the IK bone
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and the foot will follow automatically.
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So when I now move the hip bone here,
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you can see that the leg is
also adjusting automatically.
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Same if I move the main hip bone here,
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all the arms and legs
will adjust automatically.
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So now there's one last thing left to do,
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which has to do with
the two IK bones here.
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When rigging a character,
we have this root bone here,
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and the purpose of the root
bone is to move the entire rig.
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And that's why you parent
all important bones
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to this bone here.
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And if I move this here,
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you can see that I
parented the hip bone here.
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However, I have not
parented that IK bones here.
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They are just floating here in space,
252
00:10:26,020 --> 00:10:28,840
and we could just parent the
IK bones to the root bone.
253
00:10:28,840 --> 00:10:31,380
However, I wanna be able to disable
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and enable the parenting.
255
00:10:32,900 --> 00:10:36,610
So for example, when the
character is sitting in a car
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and has its hands on a steering wheel,
257
00:10:38,850 --> 00:10:40,750
then I wanna rotate the steering wheel
258
00:10:40,750 --> 00:10:43,300
and the hands should be
attached to the steering wheel.
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So I wanna be able to change the parent.
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00:10:45,700 --> 00:10:48,020
And for that, we can also use a constraint
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00:10:48,020 --> 00:10:50,050
which is kind of a parent constraint,
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00:10:50,050 --> 00:10:52,080
but it's called Child Of.
263
00:10:52,080 --> 00:10:55,060
So let's edit Child Of
to the hand IK bone,
264
00:10:55,060 --> 00:10:59,080
pick the rig as target, and
the root bone as bone target.
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00:10:59,080 --> 00:11:01,410
And by the way, when using
the Child Of constraint
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00:11:01,410 --> 00:11:02,520
and you add the target,
267
00:11:02,520 --> 00:11:05,350
and then the object is like
moving in a weird direction,
268
00:11:05,350 --> 00:11:07,480
simply hit the set inverse button,
269
00:11:07,480 --> 00:11:09,100
and then it will get back.
270
00:11:09,100 --> 00:11:11,020
And now if I move the root bone,
271
00:11:11,020 --> 00:11:14,720
you can see that the hand IK
bone is also following along,
272
00:11:14,720 --> 00:11:17,360
but I can always turn it off.
273
00:11:17,360 --> 00:11:18,630
Now it will stay here.
274
00:11:18,630 --> 00:11:20,550
And I could even change the influence
275
00:11:20,550 --> 00:11:22,930
that it's only moving along a little bit,
276
00:11:22,930 --> 00:11:24,730
which is not useful in this case,
277
00:11:24,730 --> 00:11:27,570
but, you know, in some other
cases it might be useful.
278
00:11:27,570 --> 00:11:28,670
And what I can also do,
279
00:11:28,670 --> 00:11:31,170
I can easily change the parent over here
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00:11:31,170 --> 00:11:33,780
by selecting a completely
different object.
281
00:11:33,780 --> 00:11:35,510
Now let's do the same thing over here.
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00:11:35,510 --> 00:11:37,180
For this, let's use a shortcut again,
283
00:11:37,180 --> 00:11:40,490
let's pick the root bone
then with shift the foot IK,
284
00:11:40,490 --> 00:11:44,190
Control + Shift + C, and
choose the Child Of constraint.
285
00:11:44,190 --> 00:11:46,190
Now you can see this is set up correctly.
286
00:11:46,190 --> 00:11:49,650
And now when I move this, the
entire rig is moving along,
287
00:11:49,650 --> 00:11:52,720
but I can also attach the
feet to something else.
288
00:11:52,720 --> 00:11:56,570
And by way, the elbow target
bone was parented to the hips.
289
00:11:56,570 --> 00:11:59,570
So it will rotate and move with the hips,
290
00:11:59,570 --> 00:12:01,620
which is something which is recommended.
291
00:12:01,620 --> 00:12:04,860
And the knee target which
is parented to the foot IK.
292
00:12:04,860 --> 00:12:06,840
That means if I rotate this,
293
00:12:06,840 --> 00:12:09,770
you can see that the leg
orientation will follow,
294
00:12:09,770 --> 00:12:12,880
which is also something
which is recommended.
295
00:12:12,880 --> 00:12:15,710
Yeah, now we set up all
the important constraints
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00:12:15,710 --> 00:12:16,760
and in the next video,
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00:12:16,760 --> 00:12:18,920
let's learn about the skinning basics,
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00:12:18,920 --> 00:12:22,400
which basically means how to
connect a mesh with the bones.
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00:12:22,400 --> 00:12:25,400
And as always, don't forget to save.
24099
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