In this lesson, we're going to fix an issue that we have when we move the shoulders here with the hand,
so we rotate the shoulders up, we can see their shoulders are moving as we expect them to, but that
is just kind of stretching the hand.
The hand's not moving with it.
We would expect it to move at least in this direction.
Right.
We would want the hand to go with that and go over here.
Maybe not rotate up with the arm.
That'd be something different, but just at least be drawn inward when this is rotated up.
So to do that, we need to point constrain the group of this, the left hand group that's remember why
we're always creating into groups above controllers.
As for this exact reason, and just as an example, let's just say we constrain that real quick.
The problem with that is if we rotate this, it's going to go all the way with it.
And that's going to be a big problem in animation if we just want to make small adjustments in the shoulder
and then the hand is going crazy and following it from this large of a distance and rotating like that.
So that's not really when you think about how you're going to be animating it, you have to build your
legs based around that.
So I just want to show you why we're not going to do a parent constraint.
So if we did a plane constrained with this, that actually wouldn't do anything because and we can try
that real quick just to show you, you know, it doesn't do anything.
So if we do a point constrain, it doesn't do anything.
Because if you think about what's happening, we're just changing rotation values.
Point constraint is all about translation.
And this is pivoting from over here.
The point itself is not moving anywhere.
If we moved it, it would go.
But we're going to mostly be rotating the shoulders.
And so we want to pick a point that's right here for the hand to follow.
So we need to create that ourselves.
So let's undo all this.
Let's create a locator and call it the left shoulder point, constrain something, you know, that makes
sense.
Now it's vertical.
SNAP that to this pivot point, this kind of part of the shoulder, and we're going to parent it to
this con someone happy.
So now when we rotate this, we have a point that we can use to add a point constraint to to from this
hand.
So let's select that locator.
And I'm just going to copy that for now so we can duplicate that here in a second.
So I'm going to select the locator that I'm going to command, select the group and choose point constrain.
Now, when we do it, check it out.
The hand kind of floats and keeps the orientation it had with the arm, but it will follow the shoulder.
Now, that's pretty cool.
So let's do that with the other side and I'll see the next lesson where we will add another level of
constraint to the hand where we can get it back to world if we wanted to.
I'll see in the next lesson.
Thanks for watching.