1
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All right ladies and gentlemen now let's go ahead and add the constraints to our characters hands.

2
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So what are constraints what constraints basically as a name apply help to constrain our armature to

3
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do certain things in relation to another one.

4
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For example if we go to the constrain tap here we have different kinds of constraints such as copying

5
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the location copying the rotation limiting the distance or rotation inverse kinematics which we're going

6
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to use a little bit further down the road and many many other ones.

7
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So for now what we're going to do is we want this phone right here to copy the rotation of this once

8
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so that when we rotate this one the other one will rotate with it as well.

9
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So to do that let's select this burn rate year here add bone constraint and select copy rotation.

10
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Now the target is going to be armature because that's the name of our armature right here and the bone

11
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is going to be pinky bottom dot L which is the bone right here.

12
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Now if I hit R and Z twice to rotate it along the normal Z-axis you can see that nothing is happening

13
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because we need to select it and actually change it from Worldspace to local space.

14
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Now that we've done that if we select this one hit our and then Z twice.

15
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You can see that it follows along pretty awesome.

16
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So there we go.

17
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That's for the first finger.

18
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Now let's go ahead and do it for the other two.

19
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So selecting this new add constraint copy rotation armature and then we're going to select local space

20
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and select

21
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pointer bottom dot L which is the spot right here.

22
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And if we rotate it you can see what's happening.

23
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Awesome.

24
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Now let's do one last time to the dump so copy rotation armature the bone will be Thumble and L and

25
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change it to local space as well.

26
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Awesome.

27
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And there we have it.

28
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Now how do we get all this fancy stuff that we've done here on this hand to the other side.

29
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Well there's many different ways we can we could just recreate it all over again over here.

30
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But I'm sure you don't want to do that and neither do I.

31
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So let's do it smart let's copy it over hitting tab to go into edit mode.

32
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I'm going to first like this bone right here.

33
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Hit shift s cursor to selected and then I'm going to hit the C key.

34
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Select all of these right here.

35
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Shift the to copy them and then hit pass x.

36
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Negative 1.

37
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And we need to change the pivot point of course going down here a change a pivot point a 3D cursor s

38
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x negative 1 and it will scale it along the x axis to the other side and mirror it.

39
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Pretty cool.

40
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Now you can see that it's renamed all these bones bicep dot l dot 001 et cetera et cetera.

41
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So what we wanna do is select all these go over here to armature and we're going to select flip names.

42
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Now what this is going to do is basically now they're all going to be named Dot are for whatever bone

43
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is awesome.

44
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Now one last thing we wanted to we could see that there rotated a little weirdly.

45
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So selecting all of these and all of these as well.

46
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Let's go ahead and hit control and then this brings up a menu to recalculate the roll.

47
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So we're going to recalculate the roll with the global z axis up.

48
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So if we click on global z axis right here you can see that now they've been rotated.

49
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And for the global z axis to go up if you click on axis right here or not on this one actually on the

50
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arbitrary click on axes you could see how they are rotated and you could see that now they are all rotated

51
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in the same the same way.

52
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So the Z-axis going up the x axis going forward and the y axis going to the side.

53
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All right fine and dandy Let's turn off axes as we don't need that in the way.

54
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And now let's go ahead to wrap up this part of the story.

55
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Let's go and make his eyes or not make his eyes but let's go ahead and rig the eyes so that we can activate

56
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them on your changes back to median point.

57
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When to select this first right here and hit shift desk cursor to selected selecting the armature and

58
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going into edit mode by hitting tab.

59
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I'm not going to hit shift day to add a bone there.

60
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Three to go into a side view and then g to grab it and move it out.

61
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Like so actually get a hit or 90 and negative to rotate it 90 degrees on the on the axis negative 90

62
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degrees and bring it there so that perfectly straight.

63
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Because we want it to be symmetrical.

64
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You know what I mean.

65
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All right cool.

66
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So now let's like this bone.

67
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Let's rename it to I got al at one of numpad.

68
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Now let's like this bone shift desk cursor to selected.

69
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Change our pivot point back to 3D cursor.

70
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So like this ball right here shifty s and x negative one to mirror it to the other side.

71
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And let's go ahead and go to Omniture flip names so that's named.

72
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I dot are.

73
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All right cool.

74
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Now what we wanna do is hitting tab to go into PPOs mode.

75
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Let's select one of the I's shift.

76
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Right click on the bone right here.

77
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And then what we want to do is hit Control P and we want to parent it to the object.

78
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And before we do that let's go ahead and go to the armature tab here and in edit mode.

79
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Going over here and unchecking deform on both of these I-bonds.

80
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Now the deform is basically going to deform our mesh as you'll see with the rest of the character.

81
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But we don't want that for the eyes so we're going to uncheck that hitting tab to go back into pose

82
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mode.

83
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It's like the I shift select the armature control P and then select bone.

84
00:07:50,190 --> 00:07:53,430
So you want us Parenthood just to the bone.

85
00:07:53,460 --> 00:07:59,940
Now if I select this you could see that it follows the bone and the rest of this is still attached to

86
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anything else.

87
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Grabbing this other I shift right click this bone control P and select the bone.

88
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So now you should have this I printed to this one.

89
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Cool.

90
00:08:13,800 --> 00:08:18,510
Now how do we animate these eyes in an effective way.

91
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Well one way we can do that is very simply to create some more or to add some more constraints to the

92
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eyes.

93
00:08:29,050 --> 00:08:36,850
Now obviously if we switch this to median point we could say like this and kind of rotate this and it

94
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would move the eye.

95
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But we want to move these at the same time we want.

96
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For example we want his eyes to be moving at the same time kind of like our eyes do in our head.

97
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Unless you have an IDE that moves by itself that's completely fine.

98
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Not judging so.

99
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So how do we do that.

100
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Well very simply make sure your cursor is still in the center here.

101
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If it's not select this bone shift us cursor to selected and then what we're going to do is in edit

102
00:09:07,720 --> 00:09:12,760
mode still of the armature where you hit shift day to add in a bone

103
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and selecting it.

104
00:09:21,180 --> 00:09:23,050
Let's bring it out.

105
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A long let me actually do that I want to make sure that I'm on a global transform manipulator and bring

106
00:09:35,560 --> 00:09:44,410
it out on the global y axis to about here or to rotate x 90 degrees.

107
00:09:44,420 --> 00:09:45,070
All right cool.

108
00:09:45,070 --> 00:09:53,260
Now what we want to do is copy this twice so the way I'm going to do this is actually I am.

109
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Well yeah I was going to put it exactly in proportion with this but we could just do it this way.

110
00:09:58,820 --> 00:10:04,940
So I'm going to bring this level to the eyes and then let's go ahead and rename this as well we're going

111
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to make it I look center and then hitting shifty X are going to bring this so that it's exactly centered

112
00:10:17,330 --> 00:10:18,320
with that.

113
00:10:18,830 --> 00:10:26,610
And then selecting this again I'm going to shift the X and bring it out so it's exactly centered with

114
00:10:26,610 --> 00:10:27,670
that one.

115
00:10:27,830 --> 00:10:29,620
I'm going to rename this one too.

116
00:10:30,030 --> 00:10:31,270
I underscore.

117
00:10:31,290 --> 00:10:34,050
Look at par.

118
00:10:34,890 --> 00:10:39,150
And this one too I underscore.

119
00:10:39,200 --> 00:10:43,850
Look dot L..

120
00:10:43,990 --> 00:10:51,890
Now what we're going to do is basically we're going to add constraints to these bones for these eyes.

121
00:10:51,890 --> 00:11:01,940
So if I select the I don't go the constraints add constraint we're going to select track 2.

122
00:11:02,440 --> 00:11:13,950
So with the track to constraint go ahead and select armature and the burn is gone be I look dot l now

123
00:11:13,950 --> 00:11:20,750
if I select the I looked at all you can see that wherever I move it the eye moves as well.

124
00:11:20,760 --> 00:11:22,680
Pretty cool.

125
00:11:22,740 --> 00:11:32,810
I can do the same thing with this one right here selected add constraint track to select armature and

126
00:11:32,810 --> 00:11:38,960
then I look at are pretty self-explanatory right.

127
00:11:39,020 --> 00:11:42,560
In a move this one just a little bit because you could see that

128
00:11:50,770 --> 00:11:57,860
just moving Llobet so that these are pretty straight and that's not jumping out and it's staying the

129
00:11:57,860 --> 00:12:01,160
same in pose mode and in edit mode.

130
00:12:02,270 --> 00:12:02,530
All right.

131
00:12:02,540 --> 00:12:05,710
So now if we move these you could see that our eyes move.

132
00:12:06,050 --> 00:12:10,040
Now all we have to do is in edit etiquettes shift right click.

133
00:12:10,040 --> 00:12:16,520
All of these or just these two really and then shift right click this middle one last.

134
00:12:17,890 --> 00:12:19,160
I'm able to select it.

135
00:12:19,160 --> 00:12:25,230
There we go control P and make it apparent but keep the offset.

136
00:12:25,370 --> 00:12:26,350
Now impose mode.

137
00:12:26,360 --> 00:12:31,010
If we select this main bone right here and move it.

138
00:12:31,200 --> 00:12:34,430
You can see that our eyes follow along.

139
00:12:34,740 --> 00:12:36,570
How cool is that.

140
00:12:36,570 --> 00:12:37,250
Pretty cool.

141
00:12:37,290 --> 00:12:38,430
At least I think so.

142
00:12:38,550 --> 00:12:44,330
So now we got our eyes completely animated all by just moving one bone.

143
00:12:44,370 --> 00:12:50,490
We can move our characters eyes and if we ever choose to do so and just want to move one eye for whatever

144
00:12:50,490 --> 00:12:54,090
reason you're a crazy mushroom character only has one eye movement.

145
00:12:54,270 --> 00:12:57,060
You can do that as well.

146
00:12:57,450 --> 00:13:04,500
All right so we took a look at the bone constraints and also add how to flip the bones and to be able

147
00:13:04,500 --> 00:13:06,750
to rename them and flip the names.

148
00:13:06,930 --> 00:13:09,910
So I'll see you next Tauriel and catch you there.

149
00:13:09,930 --> 00:13:10,460
All right.

150
00:13:10,470 --> 00:13:10,820
Chuck

151
00:13:13,640 --> 00:13:14,210
All right.

152
00:13:14,240 --> 00:13:19,460
I'm going to start a positive quote of the day book club and it's going to be awesome.

153
00:13:19,460 --> 00:13:20,810
We're going to read.

154
00:13:21,020 --> 00:13:24,530
We're going to read some positive quotes together to start off our day.

155
00:13:24,530 --> 00:13:25,710
All right.

156
00:13:25,790 --> 00:13:32,930
It's all lies bundled in a clever disguise but not until you realize the untruths that hypnotized that

157
00:13:32,990 --> 00:13:36,550
you can break free and become who you were meant to be.

158
00:13:36,950 --> 00:13:41,610
All right ladies and gentlemen as I've said many times before.

159
00:13:41,800 --> 00:13:44,640
A lot of the beliefs you believe are not true.

160
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So really analyze them if they're not serving you.

161
00:13:48,010 --> 00:13:49,500
Man I don't even try to rhyme.

162
00:13:49,500 --> 00:13:52,750
It just comes out to good.

163
00:13:52,890 --> 00:13:54,210
All right.

164
00:13:54,210 --> 00:13:55,280
Ciao for now.

165
00:13:55,290 --> 00:13:55,790
Ottawa.

