In this lesson, we're going to follow the same procedure we just did for the spine and we're going
to do that for the shoulders here as well as each one of the fingers.
So let's create icons for the shoulder and we can create a another circle that's vertex, snap it to
the joint, holding down the middle mouse drag and let's turn on the polygon so we can kind of see where
the model is so we can make sure that we are going to put this in a place that we can actually select
it.
So let's hide the polygons again real quickly and let's turn on the component mode here and let's move
this over and actually let's rotate it before we do the component mode so that we can make sure that's
in 90 degrees.
So let's go to ninety degrees and now let's go into component mode and just move all of these over because
we want to leave the pivot and the same place for the shoulder.
But we we don't we want to be able to select the conn over here.
So let's turn back on that.
And we can kind of get an idea of maybe where the shoulder corn should be.
So that looks pretty good.
And I'm going to go back to object mode and then I'm going to duplicate this and then turn off Polygon
so that I can vertically snap it to the joint, holding down the middle mouse, drag on to rotate this
around in 180 degrees.
So it's in the same place.
Then I'm to freeze the transformation's on both of these.
I'm going to go to modify freeze transforms.
It's like the other one G and I'm going to rename this shoulder left shoulder.
Con.
Cool.
Now we can constrain these joints to the cons themselves, so let's select the con and it's like the
joint and go to the constraint menu over here and let's parent it to the same thing for this one.
So now when we rotate this, the shoulders should follow.
We could also move it around if we wanted to, but we probably won't do that very much since that's
anatomically inaccurate unless your shoulders out of socket.
So let's do the drawing overrides very quickly.
Let's make the blue and we'll make this one red.
And let's make sure it's following the rig, so let's go down to these cons, let's first put it in
the con group and then let's move the cog here.
Yep.
And I can see it's not following.
So we wanted to follow this topmost one here so we can actually just put both of these and a group together
since they're going to kind of both follow that top spine.
So I'm going to command group those and I'll call that shoulder con group and I'll select this top joint
con here and then I'll command click the shoulder con group and let's just parent constrain that.
So now when we rotate this, the shoulder cons should follow along with the top spine.
Cool.
So let's do the same thing for some of the fingers over here.
The fingers are going to be a little more unique in that if we try to constrain a con to it, we're
going to get negative values.
So let's just do that real quick to show you what I'm talking about.
I'm going to turn off the polygons so we can vertex snap this nerve's curve there.
We're going to do what we've been doing, where we modify Free's transformations, and then we're just
going to constrain constrain the joint to the curve.
So when we do that now, when we rotate the curve, you can see we're getting negative values.
And why is that?
Well, it's not actually the axes of the of the curve is not correct relative to the joint orientation.
So if we look at the joint and we delete this constraint from the outliner that we just made, we can
see that it rotates in the positive axis.
So we need to figure out a way to transfer this position to the curve.
So let me show you one way that I found to do that.
If you're not worried about having negative values, then that's fine.
This is kind of like a very particular thing to want to make sure is correct.
It's not all that important.
But, you know, as we're learning, we might as well try to dive a little deeper into this stuff.
So I'm just going to hit Kamandi without anything selected.
It's going to create an empty group, which is going to be called a null.
Let's constrain that group without an offset so it jumps over to this joint.
I'll hit apply.
And now you can see that we have all of these values of the joint in that group.
So if we delete that constraint now and we create a curve and just for speed sake, let's do the same
thing, let's get the curve over there without an offset, will constrain it and then we'll delete that
constraint.
Now, watch what happens when we parent this curve into that group that has the same values, so I'm
going to minimize drag it in and now you can see without doing anything at zero and everything out over
here because they're sharing the same value and a child of an object is thinking, I'm at zero wherever
I'm parented because, you know, I'm going to follow my parent.
I'm not following the world.
So if this parent has a bunch of world values in it, then it's going to zero out the curve.
So because they're in the same place, the child is going to be zeroed out.
So now when we do this, we're going to get positive values in the nervous curve.
So that works.
Now, all we have left to do is just to make this curve look nice.
So we're going to control vertices and I'll turn off select joints so that I can select the curves and
I'll make this into something that's a little bit more useable.
So we'll rotate it kind of in line with a joint, scale it down and move it above the joint so it's
easy to select.
Now I can constrain the joint to the curve, I'll turn back on joint selection and I'll click parent.
I'll make sure the maintain offset is on, but it shouldn't matter because they're in the same position
now.
So if I had appli without maintain, offset or not, that shouldn't really matter.
So now when we rotate, we have these positive numbers in the direction that we would typically be rotating
this in.
So let's do that for the rest of the cons and I'll see in one second.
So now we've made this other con and it's now going positive, we need to parent it under this one because
now that we rotate this first one, it doesn't follow.
So let's parent this whole group under this con so that now when we rotate this con, you'll move the
rest of the finger.
Cool.
So let's also do that for the rest of the fingers and the other hand, and then we would group all of
these fingers together and then constrain them to the con here so that now when we rotate, the fingers
would follow as well.
So I just quickly wanted to take a look at the right hand, because if you if we take a look at the
joints themselves and rotate them down and see, we actually have negative values over here.
So our tactic isn't really going to work that we used previously.
So we need to adjust it just slightly.
So what I've done is set up the same situation here.
So we have the con and all that kind of stuff.
And when I rotate it down this way, we can see it's negative.
So the simple solution to that is actually to just rotate the group above it 180 degrees.
So we're just spinning it around so that it is rotating and the positive now.
So let's take a look at the thumb, because that's actually, you know, 180 degrees is easy when it's
very straight along this axis.
But when it's off to the side like this, how do we flip around this group by 180 degrees?
Because we've take a look at it.
The Y is at twenty seven point some odd crazy number.
So what we can do is actually take advantage of a little kind of expression here.
We can say plus equals 180.
And hit enter and just going to add 180 degrees to whatever value is there.
So now this should be in the positive as well.
And this cool, I'll see in the next lesson where we will continue creating the rig and make a new space
for this hand control.
Thanks for watching.