In this lesson, we're going to fix the issue we ran into and the previous lesson we were learning about
skinning and finding the geometry to the joints where the the bones themselves were running into each
other here on the knee.
And let's think about why that's actually happening.
If we take a look at our rig and we look from profile of you on the side, we're slowing down, spacebar
left clicking and then dragging and dropping my mouse over the right camera there.
If you take a look, let's consider what we've created here, we created a joint whose pivot point is
out in front, right out here.
So if you think about this, like the hinge on a door or something and this bottom bone was the door,
it's going to swing from this pivot.
So this is going to swing around this way.
You can see pretty quickly that this edge is going to smash into this one.
So let's think about what if we brought this pivot in?
We brought it closer to the middle.
When it swings, it will take a much greater distance of swing for it to the bones to begin to hit each
other.
So that that's how we're going to fix this.
We're going to move these joints in.
And hopefully that helps you kind of think about how and where to place the actual joints themselves
for their pivot points to work with the model.
Cool.
So let's go to the skin menu up here and we'll go down to move the skin joints.
And when we click that, it kind of looks like nothing happened.
But if you look over here on the left, you can see the economy that selected over here is the last
tool used, but it's also the current one, because if we went to something like this now that's blue.
So we know the blue is what we have selected.
And this is the movie Skin Joints Tool, but it kind of looks similar to the movie tool, but it's specific
to joints.
So let's click and drag.
So we have both joints, the left and right knees, and then let's make sure that we are in the world
setting because we want to push this directly backward and worldspace.
So let's click and drag both of those joints back.
As we do that, you can see the geometry begins to move on parent those first.
So I'll just go up here and look, click the geometry and hit shift and do that for both sides.
Now we go back into the right view and we select the joints and deselect the geometry here, oh, I
think that's still parented there, so I unpermitted it.
So I'm clicking and dragging both the knee joints, the left and the right.
And now I can get back to that tool just by simply clicking this icon over here, the last moved last
used tool.
So if I hold on W and make sure I'm in WorldSpace and then now I can move both of these joints back
and I don't want to go past 180 degrees, they should still be in front of vertical because otherwise
they the joints will start rotating and flipping around.
They're not going to be sure which way is forward.
If we go past 180 degrees, some wonky things could happen.
So I'm just going to leave this right in front of vertical.
All right.
And I'm just thinking vertical.
You know, look at these grid lines.
I don't want to go past this vertical.
I don't want the joint to go past, you know, this imaginary vertical line from one joint to the other.
Cool.
So now let's repair these pieces of geometry here and take a look at what we've made, the changes we've
made.
I'm just going to parent this joint to the bottom one.
Sorry, I'm going to parent the patella bone is what it's called to the lower leg bone, the shin bone.
So now with that change, you can see we can move the leg up a lot higher before they start to run into
each other.
Looks pretty cool, and that might be enough for us.
You know, it's kind of a turn off the joint so we can see I'm going to go to show and turn off joints
here.
You know, I'm not that doesn't really bother me as much as the other one was very obvious that they
were breaking, you know, going into each other.
And we could still maybe do some fixes here.
But I think for the most part that this is working pretty well now and now.
All we have to fix is this patella bone.
And the way that we can do that, there's several different ways we could do that.
But what I think I would like to do is to do a set Gervin Key.
So I'm going to click any of the attributes over here so I can access the set driven key menu here from
the edit menu.
And now I'm going to load that as the driven.
It's loaded as the driven.
I'm just going to select all of these attributes here because I'm not sure which ones I'm exactly going
to effect yet.
So then I'm going to OK, let's think about what we want to drive this just so that we understand how
and why how to think about this.
Sure.
The controller, right.
Is what's controlling that joint.
So if we use this as the driver, what would actually be the driver?
You know what I mean?
If you start to think about this, because it could bend in all different types of directions.
Right.
So it'd be much more difficult to use this as a driver.
Let's think about the joint.
Let's show the joint.
When we move the foot control what's happening to the joints, OK, the joints aren't actually moving
positions.
They're simply just rotating.
Right.
So they get a different rotation value.
Let's let's have it be straight.
Let's look at this bone.
You know, we basically have zeros on the rotation's, there's this little one point seven, six, six,
whatever, but basically the rotations are zero.
So now let's lift this up.
Let's take a look at the rotations again.
Now we have a big value and rotate Z, right.
So.
We could use just this one value to use as the driver for the sedative and key instead of the controller,
which is kind of would be very difficult to use that as the driver of that makes sense why we're choosing
the bone instead of anything else.
So let's load that in as the driver and then choose Rotate Z and Will Seddiqui.
And now let's move up the leg, the foot, rather, to whatever kind of a height you'd like to.
Kind of like to go to like the max, you know, the most change in the shortest amount of time, and
then all I have to do is just move this in the position that I'd like it to be in.
Somewhere in here to stay in front of the knee joint.
And maybe push it and a little bit.
And now I'll hit key there.
So when we move this up and down now the patella bone joint stays in front of the knee.
It's pretty cool.
So go ahead and do that for the other leg.
And in the next lesson, we will move up the rest of the body and finish skinning the model.
Thanks for watching.