All right ladies and gentlemen now let's go ahead and add the constraints to our characters hands.
So what are constraints what constraints basically as a name apply help to constrain our armature to
do certain things in relation to another one.
For example if we go to the constrain tap here we have different kinds of constraints such as copying
the location copying the rotation limiting the distance or rotation inverse kinematics which we're going
to use a little bit further down the road and many many other ones.
So for now what we're going to do is we want this phone right here to copy the rotation of this once
so that when we rotate this one the other one will rotate with it as well.
So to do that let's select this burn rate year here add bone constraint and select copy rotation.
Now the target is going to be armature because that's the name of our armature right here and the bone
is going to be pinky bottom dot L which is the bone right here.
Now if I hit R and Z twice to rotate it along the normal Z-axis you can see that nothing is happening
because we need to select it and actually change it from Worldspace to local space.
Now that we've done that if we select this one hit our and then Z twice.
You can see that it follows along pretty awesome.
So there we go.
That's for the first finger.
Now let's go ahead and do it for the other two.
So selecting this new add constraint copy rotation armature and then we're going to select local space
and select
pointer bottom dot L which is the spot right here.
And if we rotate it you can see what's happening.
Awesome.
Now let's do one last time to the dump so copy rotation armature the bone will be Thumble and L and
change it to local space as well.
Awesome.
And there we have it.
Now how do we get all this fancy stuff that we've done here on this hand to the other side.
Well there's many different ways we can we could just recreate it all over again over here.
But I'm sure you don't want to do that and neither do I.
So let's do it smart let's copy it over hitting tab to go into edit mode.
I'm going to first like this bone right here.
Hit shift s cursor to selected and then I'm going to hit the C key.
Select all of these right here.
Shift the to copy them and then hit pass x.
Negative 1.
And we need to change the pivot point of course going down here a change a pivot point a 3D cursor s
x negative 1 and it will scale it along the x axis to the other side and mirror it.
Pretty cool.
Now you can see that it's renamed all these bones bicep dot l dot 001 et cetera et cetera.
So what we wanna do is select all these go over here to armature and we're going to select flip names.
Now what this is going to do is basically now they're all going to be named Dot are for whatever bone
is awesome.
Now one last thing we wanted to we could see that there rotated a little weirdly.
So selecting all of these and all of these as well.
Let's go ahead and hit control and then this brings up a menu to recalculate the roll.
So we're going to recalculate the roll with the global z axis up.
So if we click on global z axis right here you can see that now they've been rotated.
And for the global z axis to go up if you click on axis right here or not on this one actually on the
arbitrary click on axes you could see how they are rotated and you could see that now they are all rotated
in the same the same way.
So the Z-axis going up the x axis going forward and the y axis going to the side.
All right fine and dandy Let's turn off axes as we don't need that in the way.
And now let's go ahead to wrap up this part of the story.
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
them on your changes back to median point.
When to select this first right here and hit shift desk cursor to selected selecting the armature and
going into edit mode by hitting tab.
I'm not going to hit shift day to add a bone there.
Three to go into a side view and then g to grab it and move it out.
Like so actually get a hit or 90 and negative to rotate it 90 degrees on the on the axis negative 90
degrees and bring it there so that perfectly straight.
Because we want it to be symmetrical.
You know what I mean.
All right cool.
So now let's like this bone.
Let's rename it to I got al at one of numpad.
Now let's like this bone shift desk cursor to selected.
Change our pivot point back to 3D cursor.
So like this ball right here shifty s and x negative one to mirror it to the other side.
And let's go ahead and go to Omniture flip names so that's named.
I dot are.
All right cool.
Now what we wanna do is hitting tab to go into PPOs mode.
Let's select one of the I's shift.
Right click on the bone right here.
And then what we want to do is hit Control P and we want to parent it to the object.
And before we do that let's go ahead and go to the armature tab here and in edit mode.
Going over here and unchecking deform on both of these I-bonds.
Now the deform is basically going to deform our mesh as you'll see with the rest of the character.
But we don't want that for the eyes so we're going to uncheck that hitting tab to go back into pose
mode.
It's like the I shift select the armature control P and then select bone.
So you want us Parenthood just to the bone.
Now if I select this you could see that it follows the bone and the rest of this is still attached to
anything else.
Grabbing this other I shift right click this bone control P and select the bone.
So now you should have this I printed to this one.
Cool.
Now how do we animate these eyes in an effective way.
Well one way we can do that is very simply to create some more or to add some more constraints to the
eyes.
Now obviously if we switch this to median point we could say like this and kind of rotate this and it
would move the eye.
But we want to move these at the same time we want.
For example we want his eyes to be moving at the same time kind of like our eyes do in our head.
Unless you have an IDE that moves by itself that's completely fine.
Not judging so.
So how do we do that.
Well very simply make sure your cursor is still in the center here.
If it's not select this bone shift us cursor to selected and then what we're going to do is in edit
mode still of the armature where you hit shift day to add in a bone
and selecting it.
Let's bring it out.
A long let me actually do that I want to make sure that I'm on a global transform manipulator and bring
it out on the global y axis to about here or to rotate x 90 degrees.
All right cool.
Now what we want to do is copy this twice so the way I'm going to do this is actually I am.
Well yeah I was going to put it exactly in proportion with this but we could just do it this way.
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
to make it I look center and then hitting shifty X are going to bring this so that it's exactly centered
with that.
And then selecting this again I'm going to shift the X and bring it out so it's exactly centered with
that one.
I'm going to rename this one too.
I underscore.
Look at par.
And this one too I underscore.
Look dot L..
Now what we're going to do is basically we're going to add constraints to these bones for these eyes.
So if I select the I don't go the constraints add constraint we're going to select track 2.
So with the track to constraint go ahead and select armature and the burn is gone be I look dot l now
if I select the I looked at all you can see that wherever I move it the eye moves as well.
Pretty cool.
I can do the same thing with this one right here selected add constraint track to select armature and
then I look at are pretty self-explanatory right.
In a move this one just a little bit because you could see that
just moving Llobet so that these are pretty straight and that's not jumping out and it's staying the
same in pose mode and in edit mode.
All right.
So now if we move these you could see that our eyes move.
Now all we have to do is in edit etiquettes shift right click.
All of these or just these two really and then shift right click this middle one last.
I'm able to select it.
There we go control P and make it apparent but keep the offset.
Now impose mode.
If we select this main bone right here and move it.
You can see that our eyes follow along.
How cool is that.
Pretty cool.
At least I think so.
So now we got our eyes completely animated all by just moving one bone.
We can move our characters eyes and if we ever choose to do so and just want to move one eye for whatever
reason you're a crazy mushroom character only has one eye movement.
You can do that as well.
All right so we took a look at the bone constraints and also add how to flip the bones and to be able
to rename them and flip the names.
So I'll see you next Tauriel and catch you there.
All right.
Chuck
All right.
I'm going to start a positive quote of the day book club and it's going to be awesome.
We're going to read.
We're going to read some positive quotes together to start off our day.
All right.
It's all lies bundled in a clever disguise but not until you realize the untruths that hypnotized that
you can break free and become who you were meant to be.
All right ladies and gentlemen as I've said many times before.
A lot of the beliefs you believe are not true.
So really analyze them if they're not serving you.
Man I don't even try to rhyme.
It just comes out to good.
All right.
Ciao for now.
Ottawa.