In this lesson, we're going to add a very important piece to this simple rig that will allow us to
move the pivot around when we're going to be animating it.
So let's close the constraint menu here and let's add more one more control here.
And before we do that, well, it's also add a group.
When I rig, I like to add empty groups above the controls.
And that just means that that will be a place for us to add constraints, because if we look at the
hat and we add that straight in the last lesson, look at the channel box.
We have these blue dots here.
Right?
So that basically means there's a constraint on these channels.
So if we tried to animate this, it will add a blend thing and it'll it'll be a little complicated and
it's not very clean way to animate.
So that's why we wouldn't want to have the hat be where the constraint is happening.
So let's delete that constraint from the outliner.
Let's group the hat and call this hat G.O. and let's also create a group for the control.
The control itself might need to be constrained later to like the head.
So we want to have an empty group above the control as well.
So we'll say hat control group.
So now we can make this parent constrain to the hat control.
But before I do that, I want to show you one more thing about the parent constraint.
So let's say the let's say the controls over here and we want to snap and it's rotated and it's doing
all these things and we want to snap the hat over here to the control and have it mimic exactly the
position and pose that's in.
Let's open up the options of the parent constrained menu and let's take a look at it.
Currently, we do not have the maintain offset on and because they were both at WorldSpace, their pivot
were both at zero zero.
It didn't really matter.
But now that this control is not in the same place as the pivot of this one, let's see what happens
when we constrain them.
So I'll choose the parent and then the child and then I'll hit apply.
Now you can see it actually snaps the object over to the control itself.
That's pretty cool.
So if we wanted to, let's say, have this pivot out here and we wanted this had to rotate from this
pivot, then we could do that.
But we just need to turn on maintain offset.
So now the parents selected and then the child we had apply and it doesn't jump over.
Right.
But now we have this pivot out here and it maintains that offset.
And that's what that means, maintain offset, because these pivots are offset from one another so we
can choose to maintain that or not.
So I'm just gonna undo this to get these back together and the world origin space here.
And I'm also going to create another hack control and just follow with me here so that you'll understand
why when it's like this and I'm going to duplicate it and I'm going to bring it in and up just so that
we can kind of see that there's two different controls here.
OK.
And I'm actually going to put the pivot back down to the WorldSpace, you can see up here now it's pivoting
from up here and maybe we want that.
But for now, I think I would like to keep all the pivots at WorldSpace.
So I'm just turning on the grid up here from these options.
And then I'm going to hold on D and X and middle mouse drag right over that zero zero grid spot there.
So on isolates like that.
Now all of the pivots are in the same place.
If you look at everything, the pivot never move there for any selecting any of those.
But I don't want these hack controls to be even right.
They're both children of this group.
I want one to be the child of the other.
And we can just pick one.
Let's say let's say this is the main parent control, OK?
And this is the child.
And I'll just call us.
Yeah, like minor control or something like that.
So if I mouse drag that under here and I want to give this its own group as well, I'm just going to
copy this and paste it in and call it group.
So why did we do that, OK, if we use this hat now that this one will follow, right, which is what
we expect because it's a child of that.
So let's select the parent first, which is the main hat control here.
Let's select the hat group and let's make that parent constrain.
So now we move it.
We have all of this together.
But if we move this, nothing happens, right?
Why is that?
Well, because we didn't constrain anything to it.
OK, so we have to think about the hierarchy of things and turn the script off.
So if we want this hat to always follow the controls, we want to choose the lowest control here, OK,
because we know that Lois Control is also going to follow the parent of itself.
Right.
The parent had control up here.
So let's just see what happens when we do that.
Let's select the minor control.
It's like the hat geo group and constrain.
So now we move the hat, the main hat control.
It does move with it just like it did before.
But when we select this one, watch what happens now that moves as well.
Here's the big takeaway you're about to hopefully realize what this allows us to do.
Now we can change the pivot.
Watch this.
Let's say that the character is going to pick up the hat from this side over here, OK, from the left
side of our screen.
Well, it's awkward.
There's no pivot over here, right?
All the pivots are in the center.
But if we were to take this minor pivot, this minor control and move it to the center of this control,
now we have a pivot over here.
Right.
And we can just move that to where we want that pivot to be.
Check that out now we have a pivot over here and the guy could pick it up from this side, rotate it,
whatever we need to do.
But if we didn't create this hierarchy, we wouldn't have that ability to slide this kind of hat around
within the main control.
Right.
That's kind of what we're doing.
So I want to show you real quick one other neat thing.
And this video is getting a little longer, but I really want to show you this.
So if we select the control curve, right, because right now it's hard to see, especially with this
blue background, we could change that by hitting me like we've learned in previous lessons.
But it's still I don't like this color.
It's a dark color.
It's hard to see.
Let's go up here to the attribute editor and let's go down here to the object display.
Let's go down to drawing overrides and let's enable overrides.
Scroll down.
We can actually choose a different color for this curve.
Let's do something brighter like that, red.
And now we can also choose one for the minor control.
Let's choose a different color.
So it indicates that it's a minor control.
Let's choose a yellow.
So now we have something that's a little easier to see and control and we have done peer constraint.
So we don't see the the selection highlighting of the actual geometry.
And now we have this hierarchy that we can move the pivot around if we like.
And we made groups for the controls themselves because we are going to need to constrain these to the
character's head at some point.
So we want to have these groups above the controls as well, because if you remember why we did that,
you can see now these are all blued out for the geometry, the group.
But because we didn't do to the geometry itself, the geometry is still clean.
So we could still shift this around if we wanted.
But we couldn't really do that with the hat because it's constrained.
Let's just grab the hat Geo Group and try that and move it over here and see what happens.
So now we moved it over here, let's say for whatever reason, we want it over there and then move that.
Nope.
It just snaps right back to where it was.
So that's what that means when we see these constraints and these kind of blue boxes here, it means
it's a no go, right.
You're not going to be able to adjust this.
It's constrained.
And that's why we create these these groups above the stuff that can be a parent and hold that constraint
so that these lower children of those groups will have empty boxes here for whatever reason.
If we want to move that around, we can.
And the same will be true for these controls.
If this if we parent to the control to the head of the character, we wouldn't be able to adjust it
on its head, say, if you like, you know, tips it to somebody or something.
We want that constraint to live above it in the parent group.
So definitely, you know, let that sink in.
And we're going to create a more complicated rig with the character in these later lessons.
But just wanted to give you that kind of prop rigging to introduce you to some concepts like constraints
and grouping and hierarchies and why that's all important.
And just real quickly, I will also say I will usually group these together.
So then just call this all together, the hat rig so that it's just very clean and the outliner.
We have one thing to look at.
I'll see you the next lesson where we will look at rigging the bones character.
Thanks for watching.