In this lesson, we're going to take a look at creating an independent hip control if we select what
is currently called the hips, bones, hips, this joint here and we try to rotate this.
It's going to move the entire spine.
And we want something that control the hips by itself without moving the entire body.
So for us to do that, we need to split apart where the legs meet the spine and create our own hip joint
in here.
So want to hide the polygons for now.
I'm going to go to the rigging menu here, select the joint, and I'm going to make one down here at
zero zero and hold down X and click.
And then I'm going to drag this up and hold down V and Vertex, snap it in the center as well.
Currently it's constrained to the Y axis.
I'm going to select in the middle there to make it unconstrained hold down V and middle mouse drag there.
So I'm going to call this bone's hips.
So now that we have this renamed to Bones Hips, let's rename this joint to Bones COAG or Center of
Gravity and let's on parent the legs from that joint.
So I'm going to click both of those and hit shift P, and then I'm going to select this new bones hip
joint here from the outliner and hip.
So now that we have that, we can see that if we were to move this bones hip joint, it will actually
only control the hips.
And that's what we're looking for.
And now we have the spine here, which will move all of the upper body.
So now we just need to connect these two pieces.
And we could do that several different ways.
And I'm going to do it with a parent just to keep everything nice and neat.
So I'm going to select the child first and then the parent and then I'm going happy.
So now we have this extra bone that lives inside of this joint and it's kind of hard to see they're
connected, but they are are indeed connected.
So let's create our own controls now for those.
And we can do that with our own controller here and the Curves menu.
I'll just create a circle here and I'll vertex snap it.
And again, it's constrained in the wire, so I'll just select in the middle here to unconstrained it
and hold me again and middle mouse drag.
So I'm going to unhide the polygon so I can kind of see where the hips control needs to be kind of constrained
to go into the control vertex option here and just turn off the joint selection here from the top so
that I can select the vertices of this curve.
It's going to bring that forward to make it to help it make a little more sense to us when we're trying
to control it.
So with that done, a switch in and out of component mode to get back to object mode.
I'm going to rename this to.
Hips con and now need to make a slogan, so let's make a new circle for this and let's drag it up here.
Want to turn off the polygons one more time and I'm going to vertically snap this to the joint.
And we need to make this look a little bit differently because it's in the same place as the hips.
So a good way is to just make it bigger and so that that will kind of be the primary one that we're
going to want to select every time that we select it.
So I'm just going to make this one slightly larger.
And now if we show the polygons, we can see that indeed, that's probably going to be the one we're
going to select the most, because the hip joint is really are the hip icon is really a secondary control.
So I'm going to constrain the joint here to the hip.
Economy's going to turn back on joint selection.
So I'm going to select the main con and then the kog joint and just parent constrain that.
Before I do that, I actually need to zero this out.
And that's, of course, always the practice.
We want to try to follow do that for the hip control as well.
Just having to redo the last command that I did, which was for years transformation's.
So I'm just going to name this kog con.
And so now we can, with a selected select the Kog joint and we can constrain it with parent constraint.
So if we just test that real quickly.
And I can just zero or make that all one accidentally scaled it just a little bit, we can see that
it will follow now and it will rotate and everything.
And now we just need the hips to control the hip joint there.
And we can do that by selecting the hip con again, just like we've done.
And for this one.
You know, what I'm going to do is and I'm going to only constrain the orientation so that we make sure
that we stay on model, I don't want to translate the hips.
Well, on second thought, this is kind of a cartoon character, so it might not be as important to
stay on model.
So let's just go ahead and do both parent and orient our point and orient so we'll do a parent.
So let's go to constrain and parent and now we can actually move this joint and rotated as well without
it affecting the spine.
Now, if we were to move this, it's not going to move the bottom half.
So a quick way to do that is actually to constrain this and or group it.
We could the quickest way is just a group it or SA to parent it.
And so when one moves, the other moves.
Right.
So that's definitely one way and.
I don't like that way just because it looks like visually, I don't like seeing that they're both selected
like this, when I when I select something, I want to know that's all I'm selecting.
I don't because if I do this and I select both of them, it's hard to tell.
That's what I've done.
So I like to do parent constrains, even though it makes like for a few more nodes here.
That's just my preference.
So you can either parent it or you could do a pair constrained to a group of the hip icon, which is
kind of my default for the reasons I've described.
So I'm going to do what we are kind of familiar with and going to constrain to the con here.
And then I'm going to try to keep this organized and put all of this under the con group.
And the outliner, and so any time that I do anything on my rig, I always want to kind of test it and
make sure it's doing what I expect it to do.
So I'm going to do that for everything again and make sure everything's scaling as I expect it to.
And the hips have their own control and I can move them.
So it looks like everything's working.
Well, I'm going to, you know, change these overrides and then we'll be done.
So when we go down to enable overrides, when it changes to a yellow.
And I don't really know, we could do another yellow, it's really up to you how you want to color these
things.
So in the next lesson, we will continue rigging this and maybe look at finishing up the spine and the
head and then we'll move on to creating spaces for our hands so that they can move with the body or
the world.
Thanks for watching.