In this lesson, we're going to create the controls for the hands and the feet and we're going to just
only get partially done with the feet.
And we'll follow up on the next lesson about how to properly create all the controls on the feet.
But let's get started on doing that now.
So similarly to the last lesson, I'm actually going to unhide the polygons here so we can see this
again.
And I'm going to drag this over the side so we can see a little better this time and create a cube.
And then I'm going to go to the curves and services like we did last time and make sure from the tool
setting that we're on linear so that it's straight edges.
Don't hold down V and click on each one of these corners so that we make sure that we have everything
covered on the edges.
Hit, enter and delete the cube.
Now we have our curve,
but because we moved over here to the side, the origin is over here.
So I have to do is say modify center, pivot and boom.
There we go.
So let's show let's hide the polygons again.
And of course, this show menu is just this show menu I tore off here by clicking that and let's ahai
the polygons one more time so we can vertex snap with that con selected vertex snap to the hand and
let's just increase the size of that.
Just a touch.
And then of course like we did on the pull vector, let's freeze the transformations because any time
we zero this out, we want to get back to this origin point and let's call this.
Left and gone, and let's duplicate it and drag it over here to the right end by hitting W and then
holding V to Vertex, snap it and we'll just rename that.
Right.
Cool.
And if you remember in a previous lesson, we're talking about having empty groups with so that we can
strain these things.
Let's go ahead and do that now.
So I'm going to make an empty group from this hand area.
But I'm also just going to, for cleanliness sake, make it at this origin.
And how I do that is by typing in group here instead of hitting the shortcut command G and we do that.
It actually has the pivot point in the center of the object that where we're creating it from.
So I'm going to copy paste the name here.
And instead of corn, I'm going to call it group and I'm going to do the same thing for this side.
So that way, if we want to constrain this con to something, we'll constrain it with the group and
not the con itself so that the con is still free to have animation on it and won't have the little blue
boxes here that will prevent us from animating it.
Great.
So let's actually hook this up to the IRC controller.
So let's go to the IRC left arm and let's focus on that.
So let's select this object and we will command click the IC from the outliner and let's go to control.
Let's go to constrain and use a point constrain.
Let's just open that up to make sure we maintain Offsiders on.
And even if it wasn't, it shouldn't matter because they're snap to each other.
So let's it apply.
And you can see that nothing looks like it happened besides the fact that I can handle now has those
blue little dots, which means, of course, if we scroll this down, we can see indeed it does have
a point constrained.
You can also see the pull vector constraint as well there that we did in the previous lesson.
So now if we move this con around, it is what is controlling the I can handle now.
Perfect.
So now we don't have to worry about the I can handle.
But how do we control the rotation of the hand because it's not rotating with this con anymore.
Well, that's pretty easy.
So let's go to the icon here, the hand arm con and let's shift select the hand joint and go to constrain
Orient.
And with that selected, we can say maintain, offset all that's fine and apply.
And I can see that there's blue dots and the rotation of the joints.
So now if we move this, everything still moves, but it's locked in rotation to the con itself.
So now we can actually rotate the hand as we need it and that works really well.
Similarly, we want to make sure before we get too far that these rotations have the right rotation
order like we talked about in a previous lesson.
So let's go into the Gimel mode here by holding down E and going to Gimble left clicking there.
And let's just see that it is kind of working how we would expect it to.
It looks like that'll work pretty fine, actually.
You know what?
That won't work very well, because if we bring the hand out in front and then we rotate it to be pointing
forward, we're immediately in Gimble.
Check that out.
We do not want that for sure.
OK, so let's undo that.
Get this back to Origin and let's go to the rotation order and fix this.
So we need to go down to the con here, to the rotate order and let's choose this bottom one and see
that that actually is not what we want either.
We let's go to the so let's think about what we're doing here.
We want the parent con to be y OK, so we want that to be the last letter in this order.
So we want one of these two.
So now we have what we need.
Cool.
OK, and don't forget when you do this for this side as well.
So we need X, Z, Y is what we did over here.
So let's do X, Y, Z, Y over here.
Cool.
So I hope that Gimble thing is kind of making sense.
Now you can see where a controller that we're going to move around a lot everywhere in 3D space.
We're gonna need to rotate it, that it's going to need to move with itself.
And it looks like, as you know, let's say he just has his hands at his side.
Well, it looks like this isn't the best rotation order either for that, because now we're in gimbal
here.
So let's choose the other rotation order that has y at the end here.
It's zwi.
So let's just see if that works for us.
Zwi.
Cool.
So let's bring the hand down and this is well we have a hook that I can handle up seltzer's this one.
This is part of rigging, right.
Like you do something and then you test it to make sure it's going to behave the way you want it to.
Cool.
So yeah, I don't think we'll ever really get while we might.
I mean, this is the thing with rotations is, you know, especially something that's going to move
in a lot of axes at some point it may very well get into Gimble and there's only so much we can do to
prevent that.
So, like, there's an example of us getting into Gimble there.
So you kind of have to pick your battles and where you want to address this.
But I think for the most part, let's think about this.
If it's down to his side, this is the most common thing.
Let's do that.
Let's have Zebb that be the one.
All right.
Let's let's rethink this here, because in reality, most people aren't going to have their hands out
in front of them.
And so we want Z to be the last one.
So I think that works fine.
And let's think about all.
Because you kind of have to consider all the scenarios here in light of the most likely one.
OK, so the most likely one is the hands going to be down here by his side and rotated like that?
That's how most people stand.
So I think that is probably going to be the right rotation order.
And it took, you know, just messing with this, thinking about it, talking through it.
How are we really going to use this, OK?
Y Z is what we need are going to be cool.
Let's go over here, Y, Z, and let's do the same constraints with this side.
Great, now we like this, everything should follow along just fine.
Great.
So the other thing you might notice is the fact that the poll vector doesn't move, you know, at all,
right?
Just going to stay wherever it is.
Well, there's one thing we can do with that as well.
We can actually make groups for these and then constrain the groups to the hand so they kind of follow
along.
So let's do that now.
Let's select this and type in group.
And let's just copy this into the group.
And do that for the other side and then end the legs.
Clearly, we have that done, let's take a look at what actually will happen now, so let's constrain
the group of this pull vector.
So it's this one right here just going to minimize these so we can focus in on and the outliner what
we're actually going to use.
It's going to be this one.
And this one had off here will open that up.
So we want the grip of this to follow this.
So let's select this first and then the group of the pull vector and say constrain parent.
Now, when you move this, the ball vector should follow.
But, you know, it's not ideal right now because we haven't figured this out.
So let's zero this out.
Now, if you remember from the last lesson why we left it here and we'll zero this out.
So it's back here.
So now it gives us some room.
So when we do this, the pull vector should follow the hand and the arm and it will let's move this
back to object.
The only thing that we might want to do is use a point constraint instead of a rotation, because you
can see as I rotate the hand, this thing goes pretty wild.
So that's not really what we want it to be doing.
We want it to just kind of be in the area.
We want it to kind of generally be where we are moving the hand.
So we want a point constraint instead.
So let's go to the group of this which is here and delete the constrain and use a point constraint instead.
So select the hand, go to the vector group command, clicking it from the outliner and go to constrain
point.
Let's do the same thing over here.
Great, now, when I say like this and move it around, we can see that it should be moving with it.
And again, if I zero these out, which should be fine now because we have constrained orientation of
the hand joint to be taken.
So it shouldn't really matter how far away this goes.
So I zeroed out.
You can see the hand stays the same, the joint stays the same.
So now we can have those out where they need to be.
Now, when I move this, the whole vector should kind of try to follow along a little bit.
And this is just kind of something that, you know, is a preference.
You might not want that to take place.
You might want to be doing its own thing.
But, you know, the nice thing about having these groups is the fact that the constrain lives in the
group.
If I press, select the controller and press up, I get to the group and I can see that these are indeed
kind of locked here and the constraint.
But when I select the control, I can still manipulate the control all around.
So that's one way to organize this so they can kind of get some not animation for free, but just kind
of like have it organized so that when you move the hand, you know, the pull vector is not trying
to stay in the same spot.
So in this lesson, we learned quite a bit, a lot about pull vectors and constraints and ICA's.
And so I think we've done a lot.
And in the next lesson, we're going to take a more in-depth look about the foot.
It's actually one of the most complicated things we're going to cover in this course.
So let's take an entire video to definitely cover that and why this is important.
Thanks for watching.