In this lesson, we're going to create the finger joints for the hands, so that will have something
to use there.
Let's go to the top.
You holding down spacebar, left clicking and go to top.
You will usually create joints tool and we'll go over here and just start from the joint that we want
it to be from.
So I'll click here.
I'll hold down, shift click and I'll hold on shift and click at the end.
When I hit enter, I'm done creating it, so I'm actually just going to duplicate this over.
To help speed up the process and hitting command to duplicate and right now they're not all lining up
because we did it based on one, but the one I'm not going to duplicate.
Is this because we don't want any rotations on our joint to start with?
We don't want that.
So let's delete that and create the thumb from scratch.
So I'm going to click here.
I'm going to click here and click here.
I'm not holding down shift because I want it to follow the direction that I'm creating the joints.
And so now you can see there's no rotations on the joint that we made there.
Let's just adjust these joints by hitting W on the keyboard and moving the joints to where they need
to be.
And let's learn about how to name joints, we go up here and we start naming joints from up here, but
there's also a kind of a newer tool in my eye called joint labeling.
And we can add joint labels as we need them so we can actually show them as well, so we can kind of
see how we're doing it or we can just follow along from that and or in the channel box.
So from the joint, from the skeleton menu up here, which we got to from here that I just tore off,
we can get to it from joint labeling.
I can tear that one off as well and just get rid of that one if that's what we want to do.
And we can add Joint Labels.
And this is the left, even though we're kind of looking at it from the front always we want to call
this the left.
This is his left hand.
So we're going to use the left label.
But we also want it to have the right pinky and finger names.
So if I click the joint here and I say label Pinky, nothing really happens if we say so.
All labels, we can see that it actually did name it pinky finger and these have non assigned to it,
but it didn't change the actual name of the joint and that's different from the label.
But we can say rename joints from labels and that will change the pinky finger over here.
So it's going to name it the same though, which is not ideal.
You know, it says center pinky finger for each one of these and that's not accurate.
So let's call it a left and let's rename that.
So now instead of center, it says Left Pinky Finger.
And we can just also rename these with either a number or we can do it with saying, you know, in joint
or something like that.
I'm just going to do numbers for now for simplistic sake so we can do the same thing for the rest of
the fingers here.
And I'll speed this up and I'll be right back.
Great, now we've labeled all the fingers, but there's also one thing I want to point out real quick.
You can see that when we created joints in a straight line that go along and axis that is linear to
X or Z or Y or whatever, as long as it's in that straight line, the end joints here are also line
up.
You can see these kind of cross hairs in the center of the joint indicate which direction the joint
is oriented.
But if we look at the thumb down here and we look at this bottom one, that one state oriented to the
world, it goes straight across when these are going down the length of the thumb.
And why is that?
That's because joints only get to point in the direction they're going next, basically.
So because there's no joint out here that's saying, hey, point in this direction, this joint doesn't
know which way to point.
So it's just going to stay in WorldSpace.
So that's just something to keep in mind for later.
OK, so now we have our fingers done and they're labeled and we can just say high labels for now.
What we need to do is parent them to the system that we've already created.
But before we do that, we need to get them in place because we got a perspective view.
You can see that we actually drew them on the ground there so we can shift select them and.
And drag them up to the actual hand, we can go to a right view or a front view and we can try to get
them exactly where they need to be.
And it looks like the thumb might be not exactly lined up, so we can go over here to the front view
and do that from that view.
Cool.
So when we look at this from the perspective, you can see that, you know, it's not connected to anything.
Or if we were to rotate this joint, those don't follow along, obviously.
And so what we can do is just select all of these and parent them.
Before we do that, though, we want to go ahead and mirror these over.
So let's go to the mirror tool.
We'll go up to skeleton mirror joints and we click the little square to get the option box to open up
here.
And what we can do is say search for a name and replace it with this.
And what we've already seen is that it's labeled everything with left.
And we want to change it to right because it's going to we're going to mirror it over to the other hand
so we don't have to recreate all of these things.
And we need to choose the mirror cross which axes.
And if we look at this, it says x Y right now.
And that is this direction.
If we're looking at this little icon down here, if we line up X and Y, that's front to back.
We don't want that.
We want side to side, which here would be like Y and Z are.
And so that's the one in the middle.
So if we hit a play with all of those selected, it doesn't work.
There's too many arguments.
So just, you know, using our brain, we can say, all right, maybe we can't have everything selected,
boom.
We, you know, click one.
And it actually worked.
So let's just go through these one by one and mirror them over and then we can verify that they are
in the right place by taking a look at them hitting F to focus up on it and make sure everything is
named correctly and right.
Pinky finger, everything is named as we would expect.
Cool.
So that just saved us a ton of time because we didn't have to create that all over again.
And now what we can do is select all the joints and joints themselves.
We don't want to select these at the top.
We just want to select the most parent joint, which is the one at the top here.
And then we shift select this risk joint and we can hit P and it creates all those connections.
We can visually see that.
And now if we were to rotate this joint, we can see that the hand actually moves as we would expect
it to, and now it follows the forearm and the rest of the skeleton.
Cool.
So the next lesson, we're going to continue to rig this and take a look at some new rigging things.