In this lesson, we're going to continue to add different spaces for the hands to follow, so currently
we have it to follow the shoulder, which is going to be kind of the default setting.
And let's add one so that when we rotate the spine, the arms will follow the spine rotation.
So when we go back and forth, the arms would kind of swing around and they wouldn't be stuck going
in in the same direction that they are here.
So let's get to the locators first and let's just hide those for cleanliness.
So I'll just go control H to hide those since we don't really need those.
And if we ever want to get back to them, we can just frame up the left shoulder icon and scroll that
down and see those locators right there.
So what we want to do is add a constraint to this same group.
So let's call it down and let's select the top spine joint first and then let's go to the left hand
group and create a new constraint.
So go to parent constraint.
And if you can tell, we actually have this point constraint here and now we have a parent constrained
node.
So we have to we have this one and we have that one, OK?
And they're both activated on the group itself.
We have this kind of blended parent going on and we can just ignore that for now.
So let's take a look and see what happens when we rotate this.
Now, we can see it does indeed follow the spine.
So it's pretty good.
If we rotate the shoulder, we can see that it does not work.
So that's no good.
So we want to make sure that they're both working in conjunction with each other.
So we're going to need to add another group above this hand.
So let's undo that so that we get rid of that constrain.
OK, great.
So let's add another group above this.
So I'm just going to type in group again.
So I'll be in the same spot and it looks like it's trying to go half and half between maybe something
that was in the group.
I was probably the constraint.
So when you type in group, it's trying to find the center pivot of whatever you have selected.
And because the constraint is just needs to be said that it's somewhere in the world and that's a zero
zero.
It's going to the group that we just made is kind of trying to split the difference.
So we can just hold on DSV and just snap that back to the hand.
Doesn't really matter, but it's just kind of nice to have everything, you know, around about where
it should be.
So let's just say left and
just group.
And let's make the constraint on this group, so let's go to the spine joint, select the left hand
chest and we'll go to constrain parent.
So again, we select this con.
It should rotate around just fine.
And of course, now the pull back pull vectors kind of following a little bit.
Just because we did a point constrain, it's not going to rotate around.
But anyway, that's you know, you have you have tradeoffs.
You have to pick your battles on on functionality here.
So now when we use this, it should still follow.
So that's why we need to hierarchy's here in the left hand grip so we can have separate the constraints
out and to do two different groups.
So the one thing that we need to do is add a follow group here on the card so it's easy to control what
it's following.
So let's go to the channel box here and we'll go edit and we'll say add attribute and we'll go to a
enum.
And instead of these colors here, we can type in whatever we want and let's just say shoulder and then
let's say chest.
And let's add another one, just click anywhere in here and then we can say world cool.
So let's add a name up here and we'll just say follow and let's add.
So now we have this kind of follow item over here and we need to add a set driven key to this so that
from this controller we can control which constraints are being activated.
So right now, let's figure out what we have.
We have the we're following the chest and the shoulder.
So any time that we're following the chest, I think we also need to be following the shoulder.
So those would work together, OK, that the shoulder would always be on.
If the chest is on, it's not one or the other.
They would always be on together.
So let's just call this the chest follow.
So we'll go to chest.
We will go to edit set driven key like we've done before, and we'll load the driver.
We'll go down to follow and then let's select the constraints.
So I'll go to this constraint first and load driven and let's go down to the Ashry that actually controls
the constraint here, we can see that it's set at 1:00, so we know it's on.
So let's keep that.
Now we can see this little set driven key keyframe pop up, then let's go down to the chest, constrain,
load that as a driven and go down to the spine three.
This is one advantage of naming everything, as we can very clearly see where the constraint is on this
attribute.
So let's keep that as well.
We can see that pop up here.
We know it's keyed.
So we now know that with this controller, the follow chest is as it should be.
OK, so let's go to the shoulder now and we're going to want to turn off the chest.
So let's select the chest.
Let's go to that and hit zero and keep that.
Now let's go to the shoulder and we'll load the driven.
Go back to that attribute here and we'll leave that on one and it keep cool.
Now, you have two different options.
Now we have the shoulder, so the spine shouldn't affect it, following or not.
And that's the case.
But it is still following the shoulder here, which is what we want.
So now we have this kind of nice control.
We can go back and forth without having to go deep into the rig and figure out where the constraints
aren't.
All that stuff.
It lives right here on the con where we want it to be.
So let's do the final one of the world space.
Let's switch this to world and then let's go to the driven and let's turn off the point constraint of
the shoulder here.
So we'll go to zero and let's keep that.
And just for good measure, even though this one is already off, let's just lower as a driven and keep
that as off as well.
It should already be off.
I'm not sure why it's not.
It's a little suspicious that to zero and a key and so the hand should now stay where it is and that's
what it's doing.
Cool.
So now we have a controller that we can affect the different space that we want it to be in.
And the only thing to keep in mind is if we start to animate this, it's probably going to jump around.
So we just need to typically, you know, stick with one just to make our lives a little easier when
we're animating.
So I'm going to do this to the other side and then I'll see you in the next lesson where we will continue
to finish out this rig.
Thanks for watching.