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These are the user uploaded subtitles that are being translated: 1 00:00:00,170 --> 00:00:01,003 - [Zach] In this video, 2 00:00:01,003 --> 00:00:04,370 let's add the constraints to our character rig. 3 00:00:04,370 --> 00:00:06,550 So here I have the finished character rig. 4 00:00:06,550 --> 00:00:08,240 Don't worry, we get back to the point 5 00:00:08,240 --> 00:00:10,000 where we were before in a second. 6 00:00:10,000 --> 00:00:11,950 Here I just wanna quickly show you something. 7 00:00:11,950 --> 00:00:14,670 For this character, I now disabled all the constraints. 8 00:00:14,670 --> 00:00:18,050 And now imagine we have a cup of coffee here 9 00:00:18,050 --> 00:00:21,540 and I want to now maybe make the character sit down 10 00:00:21,540 --> 00:00:23,480 and with one hand grab the coffee 11 00:00:23,480 --> 00:00:24,840 and this should be animated. 12 00:00:24,840 --> 00:00:27,710 So I go to Pose mode and start positioning this. 13 00:00:27,710 --> 00:00:29,700 So I have to make this down. 14 00:00:29,700 --> 00:00:32,090 Then let's rotate the legs. 15 00:00:32,090 --> 00:00:34,030 Then this here. 16 00:00:34,030 --> 00:00:39,030 Then let's move this arm down and this arm down. 17 00:00:39,140 --> 00:00:41,930 And then let's maybe place the cup somewhere here 18 00:00:41,930 --> 00:00:42,810 in front of him. 19 00:00:42,810 --> 00:00:46,560 And now I want to make this arm grab the cup of coffee. 20 00:00:46,560 --> 00:00:49,760 So that means I have to rotate this and this. 21 00:00:49,760 --> 00:00:53,120 Then make this arm a bit move upwards. 22 00:00:53,120 --> 00:00:55,370 And something like this. 23 00:00:55,370 --> 00:00:58,950 Rotate this here by pressing double R, place it here. 24 00:00:58,950 --> 00:01:00,707 Now we can see, Okay, the hand is not really 25 00:01:00,707 --> 00:01:02,220 at the position of the cup 26 00:01:02,220 --> 00:01:07,050 So let's start over, let's rotate this here, this here. 27 00:01:07,050 --> 00:01:10,000 Yeah, this maybe looks a bit better, but it's too high. 28 00:01:10,000 --> 00:01:13,750 So let's, again, try this. 29 00:01:13,750 --> 00:01:16,620 Ah, damn it, it's not at the right position. 30 00:01:16,620 --> 00:01:17,620 And in this case, 31 00:01:17,620 --> 00:01:19,870 I may be not even able to move the cup 32 00:01:19,870 --> 00:01:21,920 because it should stand on the table 33 00:01:21,920 --> 00:01:24,580 and you can see it is a pain in the butt 34 00:01:24,580 --> 00:01:27,050 to place the bones at the right spot. 35 00:01:27,050 --> 00:01:30,000 And this whole process is called forward kinematics. 36 00:01:30,000 --> 00:01:31,690 That means we are adjusting a bone shape 37 00:01:31,690 --> 00:01:33,300 from the start to the end. 38 00:01:33,300 --> 00:01:35,490 That means we would start with the first bone, 39 00:01:35,490 --> 00:01:37,720 then the second bone, then the third bone. 40 00:01:37,720 --> 00:01:39,730 So this is the forward way. 41 00:01:39,730 --> 00:01:42,270 However, we wanna make our life much easier 42 00:01:42,270 --> 00:01:44,600 by using the inverse kinematics, 43 00:01:44,600 --> 00:01:46,560 which inverts the whole process. 44 00:01:46,560 --> 00:01:48,100 That means we can move the hand 45 00:01:48,100 --> 00:01:50,430 and the arm will adjust automatically. 46 00:01:50,430 --> 00:01:53,130 So let me quickly enable the constraints here, 47 00:01:53,130 --> 00:01:54,860 which I already have set up. 48 00:01:54,860 --> 00:01:56,890 You will learn in a second how this works 49 00:01:56,890 --> 00:01:59,640 and now I can just move one target bone here, 50 00:01:59,640 --> 00:02:03,060 which controls the position and rotation of the hand. 51 00:02:03,060 --> 00:02:07,030 And you can see that the arm is adjusting automatically. 52 00:02:07,030 --> 00:02:08,760 So, and you can see how easy it is 53 00:02:08,760 --> 00:02:11,230 to place the hand at the right spot. 54 00:02:11,230 --> 00:02:13,620 And the same works for the legs. 55 00:02:13,620 --> 00:02:15,600 Let's enable here the IK, 56 00:02:15,600 --> 00:02:17,490 which stands for inverse kinematics 57 00:02:17,490 --> 00:02:18,970 and one other constraint. 58 00:02:18,970 --> 00:02:21,860 And now down here I can also use one target 59 00:02:21,860 --> 00:02:24,620 and the whole leg is moving correctly 60 00:02:24,620 --> 00:02:27,110 and also the hip is moving the legs nicely. 61 00:02:27,110 --> 00:02:28,610 And here you can see the clear difference 62 00:02:28,610 --> 00:02:31,690 between inverse kinematic and forward kinematic. 63 00:02:31,690 --> 00:02:34,930 So here I needed to adjust everything manually. 64 00:02:34,930 --> 00:02:36,990 And if I move the hip, 65 00:02:36,990 --> 00:02:39,810 oh man, then I have to adjust everything again. 66 00:02:39,810 --> 00:02:42,570 So now you know why we need to set things up 67 00:02:42,570 --> 00:02:46,310 just to make our life later on when animating much easier. 68 00:02:46,310 --> 00:02:49,570 And for that, let's get back to our rig in progress. 69 00:02:49,570 --> 00:02:51,500 So here we have our rig. 70 00:02:51,500 --> 00:02:54,310 And in order to be able to add the constraints, 71 00:02:54,310 --> 00:02:58,070 we have to go to Pose mode, which we can also do up here. 72 00:02:58,070 --> 00:03:01,500 So this is not working in Edit mode or in Object mode. 73 00:03:01,500 --> 00:03:03,100 Then here we have to take care 74 00:03:03,100 --> 00:03:05,290 because we have the object constraints, 75 00:03:05,290 --> 00:03:07,640 which we discussed in the previous video 76 00:03:07,640 --> 00:03:09,360 with the cannon example. 77 00:03:09,360 --> 00:03:12,840 And we can also add constraint to the object. 78 00:03:12,840 --> 00:03:15,390 That means the whole thing here in Object mode. 79 00:03:15,390 --> 00:03:18,690 However, when we wanna add constraints to single bones, 80 00:03:18,690 --> 00:03:21,400 we have to use the bone constraints over here. 81 00:03:21,400 --> 00:03:25,840 So, and in order to set up the inverse kinematic constraint, 82 00:03:25,840 --> 00:03:28,980 or IK constraint, we have to select the bone, 83 00:03:28,980 --> 00:03:31,430 which is directly in front of the target. 84 00:03:31,430 --> 00:03:35,640 Maybe you remember, we added this IK hand bone, 85 00:03:35,640 --> 00:03:38,230 which is like a loose bone floating around, 86 00:03:38,230 --> 00:03:39,720 and this should be the target, 87 00:03:39,720 --> 00:03:42,170 which the arm and the hand should follow. 88 00:03:42,170 --> 00:03:45,900 And we cannot just use the hand bone as target 89 00:03:45,900 --> 00:03:48,610 because this is connected to the lower arm here. 90 00:03:48,610 --> 00:03:51,660 And this just don't work if the bones are connected. 91 00:03:51,660 --> 00:03:54,290 So the target should be a loose bone. 92 00:03:54,290 --> 00:03:56,000 Then let's select the lower arm here, 93 00:03:56,000 --> 00:03:57,870 go to the Bone Constraints 94 00:03:57,870 --> 00:04:00,690 and let's add the inverse kinematics constraint. 95 00:04:00,690 --> 00:04:03,690 And you can see the constraints are pretty much the same 96 00:04:03,690 --> 00:04:06,230 as we have for the object constraints. 97 00:04:06,230 --> 00:04:08,320 So let's add the inverse kinematics. 98 00:04:08,320 --> 00:04:11,080 And first of all, let's pick the target object. 99 00:04:11,080 --> 00:04:13,720 For that, we first have to pick the target rig 100 00:04:13,720 --> 00:04:16,180 because you can have multiple rigs in your scene. 101 00:04:16,180 --> 00:04:18,430 So in this case, it's rig_male. 102 00:04:18,430 --> 00:04:22,490 And then we wanna use the male hand IK L as target. 103 00:04:22,490 --> 00:04:25,420 That means if I now pick the target here and move it, 104 00:04:25,420 --> 00:04:28,490 you can see that not only the arm is following along, 105 00:04:28,490 --> 00:04:30,380 but the entire rig. 106 00:04:30,380 --> 00:04:32,070 And that's because we have to define 107 00:04:32,070 --> 00:04:34,860 how long the chain of bones is 108 00:04:34,860 --> 00:04:37,800 which should use this IK constraint. 109 00:04:37,800 --> 00:04:38,633 And in this case, 110 00:04:38,633 --> 00:04:41,310 it should include the lower arm and the upper arm. 111 00:04:41,310 --> 00:04:44,180 That means we have to set the chain length to two, 112 00:04:44,180 --> 00:04:46,330 and then you can also see this yellow line, 113 00:04:46,330 --> 00:04:50,170 which is pointing to the kind of root point of the IK. 114 00:04:50,170 --> 00:04:51,340 And now when I move this, 115 00:04:51,340 --> 00:04:54,310 you can see how nicely the arm is moving. 116 00:04:54,310 --> 00:04:57,060 However, I can see we you forgot one little thing. 117 00:04:57,060 --> 00:04:59,520 We forgot to parent the thumb bone here. 118 00:04:59,520 --> 00:05:01,270 So let's quickly go to Edit mode. 119 00:05:01,270 --> 00:05:04,440 Let's hide the IK bone with H, it's in the way, 120 00:05:04,440 --> 00:05:07,430 and then select this one, then we shift this one here, 121 00:05:07,430 --> 00:05:11,250 press Control + P and click on Make Parent, Keep Offset. 122 00:05:11,250 --> 00:05:13,980 Now let's press Alt + H to unhide the IK bone, 123 00:05:13,980 --> 00:05:15,640 and let's go back to Pose mode. 124 00:05:15,640 --> 00:05:17,650 Now, when I move the hand here, 125 00:05:17,650 --> 00:05:19,320 the thumb is also moving along. 126 00:05:19,320 --> 00:05:22,540 So now when I move the target, we still have two problems. 127 00:05:22,540 --> 00:05:26,300 First, the hand is not aligning with the target bone, 128 00:05:26,300 --> 00:05:27,490 which is very useful, 129 00:05:27,490 --> 00:05:31,550 and I cannot control the orientation of the elbow. 130 00:05:31,550 --> 00:05:33,720 And for that, we have this bone over here, 131 00:05:33,720 --> 00:05:35,980 which should be the target of the elbow. 132 00:05:35,980 --> 00:05:37,690 So let's set up the target here first. 133 00:05:37,690 --> 00:05:39,804 Let's select the bone with IK constraint, 134 00:05:39,804 --> 00:05:41,536 and here we have the Pole Target. 135 00:05:41,536 --> 00:05:44,310 For that, we need to use the rig_male. 136 00:05:44,310 --> 00:05:47,260 And in this case, let's simply search for the elbow, 137 00:05:47,260 --> 00:05:48,550 which we have over here. 138 00:05:48,550 --> 00:05:51,660 So now you can see it's somehow rotating wrong. 139 00:05:51,660 --> 00:05:53,330 If I disable the IK, 140 00:05:53,330 --> 00:05:55,930 you can see something is happening here. 141 00:05:55,930 --> 00:06:00,170 And that's because by default, the X axis of this bone here 142 00:06:00,170 --> 00:06:01,800 is pointing to the target. 143 00:06:01,800 --> 00:06:03,160 However, if you remember, 144 00:06:03,160 --> 00:06:06,160 we set up that the Z axis is pointing to the back here, 145 00:06:06,160 --> 00:06:08,040 which is absolutely no problem. 146 00:06:08,040 --> 00:06:10,420 We just have to change the pole angle here. 147 00:06:10,420 --> 00:06:12,320 And if you don't know in which direction, 148 00:06:12,320 --> 00:06:14,020 just play around with this value here 149 00:06:14,020 --> 00:06:15,820 to see where it should go. 150 00:06:15,820 --> 00:06:19,080 And this is in this case, positive 90 degrees. 151 00:06:19,080 --> 00:06:22,370 And now if I disable and enable the IK constraint, 152 00:06:22,370 --> 00:06:23,770 nothing should change. 153 00:06:23,770 --> 00:06:26,520 And now it means if I move this bone here, 154 00:06:26,520 --> 00:06:28,610 the arm will rotate accordingly. 155 00:06:28,610 --> 00:06:32,690 So I can position this one here and then move this one. 156 00:06:32,690 --> 00:06:34,980 By the way, if you moved something in Pose mode 157 00:06:34,980 --> 00:06:37,540 and to get it back to the rest pose, 158 00:06:37,540 --> 00:06:39,630 simply select everything, press Alt + R 159 00:06:39,630 --> 00:06:43,730 to reset the rotation and Alt + G to reset the position. 160 00:06:43,730 --> 00:06:45,230 Now, the only thing is left here 161 00:06:45,230 --> 00:06:48,350 is that the hand should follow the rotation 162 00:06:48,350 --> 00:06:51,730 of this bone here, because the location is also correct. 163 00:06:51,730 --> 00:06:53,480 It will follow the lower arm, 164 00:06:53,480 --> 00:06:56,290 but it should rotate along with the target here. 165 00:06:56,290 --> 00:06:57,920 So let's select the hand bone. 166 00:06:57,920 --> 00:07:01,290 And in this case, let's add a Copy Rotation constraint, 167 00:07:01,290 --> 00:07:05,032 and as target here, again, we wanna use the male_rig 168 00:07:05,032 --> 00:07:07,440 and the hand IK L bone. 169 00:07:07,440 --> 00:07:08,620 And that's basically all. 170 00:07:08,620 --> 00:07:10,410 When I now select this bone here, 171 00:07:10,410 --> 00:07:13,990 you can see the hand is following and it's rotating. 172 00:07:13,990 --> 00:07:16,410 And the reason why I set this up in this way 173 00:07:16,410 --> 00:07:19,800 is that later on, I can only animate the target bone 174 00:07:19,800 --> 00:07:22,070 to fully control the arm position, 175 00:07:22,070 --> 00:07:24,330 the hand position, and the hand rotation. 176 00:07:24,330 --> 00:07:27,650 The only thing I can't control here is the elbow position, 177 00:07:27,650 --> 00:07:29,490 which we have to do with another bone. 178 00:07:29,490 --> 00:07:32,180 But that means, instead of animating all these bones, 179 00:07:32,180 --> 00:07:34,170 we only need to animate two bones 180 00:07:34,170 --> 00:07:36,340 to control the hand and arm position. 181 00:07:36,340 --> 00:07:38,260 Of course, if we wanna change the fingers, 182 00:07:38,260 --> 00:07:40,640 we also have to animate these two here. 183 00:07:40,640 --> 00:07:41,960 Let's reset this, 184 00:07:41,960 --> 00:07:45,390 and now let's do a similar thing for the leg. 185 00:07:45,390 --> 00:07:48,870 So, but here in Pose mode there we have a special shortcut 186 00:07:48,870 --> 00:07:50,240 to add constraints. 187 00:07:50,240 --> 00:07:53,160 For that, we need to select the target object first, 188 00:07:53,160 --> 00:07:55,640 which is the IK bone here for the foot, 189 00:07:55,640 --> 00:07:57,370 and then we shift the bone 190 00:07:57,370 --> 00:07:59,780 where we wanna place the constraint on. 191 00:07:59,780 --> 00:08:02,370 And in order to quickly add the IK constraint, 192 00:08:02,370 --> 00:08:05,800 simply hit Shift + I, and then click on To Active Bone. 193 00:08:05,800 --> 00:08:08,500 So it will be edited to the active bone here. 194 00:08:08,500 --> 00:08:09,333 And then the cool thing 195 00:08:09,333 --> 00:08:12,250 is that both the rig and the target bone 196 00:08:12,250 --> 00:08:14,030 is already added over here. 197 00:08:14,030 --> 00:08:17,190 So now when I move the target here and is doing something, 198 00:08:17,190 --> 00:08:19,790 of course, we have to set the chain length to two, 199 00:08:19,790 --> 00:08:22,840 in this case, again, for the upper and lower leg bone, 200 00:08:22,840 --> 00:08:24,430 and now it's doing the correct thing. 201 00:08:24,430 --> 00:08:26,540 However, we still have to set up the pole. 202 00:08:26,540 --> 00:08:30,370 So let's use the rig here and pick the knee bone. 203 00:08:30,370 --> 00:08:32,160 And again, the orientation is wrong. 204 00:08:32,160 --> 00:08:34,740 So let's play around with the pole angle here, 205 00:08:34,740 --> 00:08:36,840 which should be negative 90. 206 00:08:36,840 --> 00:08:39,920 And now I can also control the orientation of the leg 207 00:08:39,920 --> 00:08:41,940 and I can easily move the leg. 208 00:08:41,940 --> 00:08:44,210 And by the way, when we created the bones, 209 00:08:44,210 --> 00:08:46,150 we added a little bit of bending 210 00:08:46,150 --> 00:08:49,270 to both the legs and the arms here. 211 00:08:49,270 --> 00:08:51,540 And this is now in this stage important 212 00:08:51,540 --> 00:08:54,060 because when moving the target in this way, 213 00:08:54,060 --> 00:08:57,010 the arm knows in which direction it should bend. 214 00:08:57,010 --> 00:08:58,340 When you just make it straight 215 00:08:58,340 --> 00:09:00,920 or have a bending into the other direction, 216 00:09:00,920 --> 00:09:02,710 then it would bend into the other direction 217 00:09:02,710 --> 00:09:04,200 or do something weird. 218 00:09:04,200 --> 00:09:05,870 So that's why it is important 219 00:09:05,870 --> 00:09:08,280 to add a little bit of bending in Edit mode. 220 00:09:08,280 --> 00:09:09,113 And by the way, 221 00:09:09,113 --> 00:09:10,950 if you forgot to add this bending in Edit Mode, 222 00:09:10,950 --> 00:09:12,680 you can always go back to Edit mode, 223 00:09:12,680 --> 00:09:16,400 grab this joint here and just move it along Y 224 00:09:16,400 --> 00:09:17,570 in this case a little bit. 225 00:09:17,570 --> 00:09:20,110 But yeah, we have done it, so it's all correct. 226 00:09:20,110 --> 00:09:23,700 Now we still need to add the Copy Rotation constraint 227 00:09:23,700 --> 00:09:24,610 to the foot here. 228 00:09:24,610 --> 00:09:26,670 And there's also shortcut which we can use. 229 00:09:26,670 --> 00:09:28,420 First, let's select the target bone, 230 00:09:28,420 --> 00:09:31,400 then we shift the one where we wanna add the constraints. 231 00:09:31,400 --> 00:09:34,670 And then with Control + Shift + C, C for constraints, 232 00:09:34,670 --> 00:09:37,070 we can basically add any constraint now. 233 00:09:37,070 --> 00:09:40,350 And in this case, we wanna add the Copy Rotation. 234 00:09:40,350 --> 00:09:41,680 And as you can see, again, 235 00:09:41,680 --> 00:09:44,240 the target is automatically added here. 236 00:09:44,240 --> 00:09:46,400 So that means I can move the IK bone 237 00:09:46,400 --> 00:09:49,120 and the foot will follow automatically. 238 00:09:49,120 --> 00:09:51,440 So when I now move the hip bone here, 239 00:09:51,440 --> 00:09:54,900 you can see that the leg is also adjusting automatically. 240 00:09:54,900 --> 00:09:57,160 Same if I move the main hip bone here, 241 00:09:57,160 --> 00:10:00,390 all the arms and legs will adjust automatically. 242 00:10:00,390 --> 00:10:02,720 So now there's one last thing left to do, 243 00:10:02,720 --> 00:10:05,950 which has to do with the two IK bones here. 244 00:10:05,950 --> 00:10:08,940 When rigging a character, we have this root bone here, 245 00:10:08,940 --> 00:10:12,460 and the purpose of the root bone is to move the entire rig. 246 00:10:12,460 --> 00:10:15,280 And that's why you parent all important bones 247 00:10:15,280 --> 00:10:16,370 to this bone here. 248 00:10:16,370 --> 00:10:17,550 And if I move this here, 249 00:10:17,550 --> 00:10:20,360 you can see that I parented the hip bone here. 250 00:10:20,360 --> 00:10:23,460 However, I have not parented that IK bones here. 251 00:10:23,460 --> 00:10:26,020 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 254 00:10:31,380 --> 00:10:32,900 and enable the parenting. 255 00:10:32,900 --> 00:10:36,610 So for example, when the character is sitting in a car 256 00:10:36,610 --> 00:10:38,850 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. 259 00:10:43,300 --> 00:10:45,700 So I wanna be able to change the parent. 260 00:10:45,700 --> 00:10:48,020 And for that, we can also use a constraint 261 00:10:48,020 --> 00:10:50,050 which is kind of a parent constraint, 262 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. 265 00:10:59,080 --> 00:11:01,410 And by the way, when using the Child Of constraint 266 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 280 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. 282 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 296 00:12:15,710 --> 00:12:16,760 and in the next video, 297 00:12:16,760 --> 00:12:18,920 let's learn about the skinning basics, 298 00:12:18,920 --> 00:12:22,400 which basically means how to connect a mesh with the bones. 299 00:12:22,400 --> 00:12:25,400 And as always, don't forget to save. 24099

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