In this lesson, I'm going to create the controls for the spine in the head, and the same process is
going to be followed through with the clavicles here as well as the fingers.
So let's take a look at what we're going to do.
We basically need to constrain the joints to a con.
So let's create a con by grabbing a circle and then just vertex snapping it to the joint.
Let me turn off the polygon.
So when I vertex snap, it will choose the joint to vertex snap to instead of the cone or rotate this
and 90 degrees so that we can see it from the side.
And then I'm going to rename this.
Spine one can't duplicate it twice and just change these names.
What's.
And then I'm going to vertex snap these to the spine joints above it.
So if we were to constrain the cons as they are now, constrain the joints to the cons, each individual
joint would rotate, but it wouldn't have this overall effect of rotating together because their children
and parent relationship here.
So we need to reflect that and the cons themselves.
So we need to parent each one to the one below it so that similarly, when we rotate the cons, they're
all going to rotate together.
OK, so now that we have them in place, let's actually go to component mode up here.
Let's click this little button and let's select all of the control vertices here and we'll just slide
them back.
And then let's scale them down, and if scaling down does work for you, just make sure you're in component
mode here.
Let's hold down our and go to component mode, and that way you can scale each one down individually.
And so now let's go back to object mode by clicking the button up here.
And now we can just constrain each one to each joint, to the console, select each icon and constrain
it to the icon.
Before I constrain them, I want to make sure I'm freezing the transformations as well.
Let's freeze transforms and each one should be fine above that.
So now I can select the con and then constrain.
So now we select the spine cons, I can rotate the entire spine if we have all of these selected, I
can also isolate it each spine joint.
But typically when I'm animating, which we'll get into in another lesson and part of this course,
selecting all the joints together are all the cons, rather, together.
So now we have the spine done.
Let's put that into the second group.
And the other thing we want to make sure is that the spine relationship maintains.
You can see when we dropped it in there because we had them all selected it actually on parented them.
So we just want to select the top one and middle mouse drag that in.
And now that's probably in there.
So the other thing we want to make sure is, you know, test the entire leg out.
You can see that the joints no longer follow.
So we need to make sure that this spine con group is constrained to the cogs.
So they all follow the cog.
As you know, the joints should be doing our work before we are creating these cons.
So let's group these Comanche and I'll just call this spine con group.
And I'm just like the cog and command click the spinal chord group and the outliner and parent constrain
that.
Now you can see that they do indeed follow and everything works as we would expect it.
Thanks for watching this lesson.
And the next one, we're going to do the same thing for the shoulders and the fingers, and then we're
going to move on to discussing how to create different spaces for the hands.
Thanks for watching.