Are right ladies and gentlemen let's take a look at what's called I.K. constraint or inverse kinematics.
Now you're probably wondering what the heck is what the heck did he just say yet inverse kinematics
So what that is is basically a constraint that allows for us to move a bone and for other surrounding
bones to be affected by it as well.
For example if you move your hand your your your forearm and your bicep will have to move as well if
you move your hand.
However we don't want to need to rotate these individually to get that result.
So I can't constraint basically allows for us to manipulate our whole hand forearm and upper arm with
just one bone.
Really cool.
So let's take a look at how it works.
First hitting tab to go into edit mode.
Let's shift right quick.
All of these and then shift right click this bone right here and then hit Control P and we're going
to parent it by keeping the offset.
So now those bones should be Parenthood to the hand right here.
And that's exactly what we want.
Now with the hand still selected hitting tab to go into edit mode let's hit shift d to copy it right
click to put it down and then going to the bone options.
Let's rename this to I k underscore hand dot L..
Now what we wanna do is couple of things we want to and check the parents.
So delete the parent and also uncheck the deform.
Now I'm just going to grab the tip of the I.K. hand and hit G to bring it out so that I could see the
difference between the hand and the I.K. hand.
Now selecting this forearm bone in pose mode.
Let's go ahead and go to the constraints.
We're going to add a constrained inverse kinematics.
That's a mouthful right there.
Now if I grab the I can hand the L and grab it to move it.
You can see that nothing has happened because I haven't set that target yet.
I'm jumping ahead of myself.
Ladies and gentlemen.
All right let's select target armature bone.
I k hand dot L.
Now if I grab the I.K. and make me look like a fool you can see that everything moves along with it.
But we have one problem is that everything moves along with it.
So if I select like this let's take a look at this option that we have here called chain length.
Now the chain length.
Basically it restricts how many bones will be affected by this.
If I set it to two and grab my bone you can see that now we're getting something which is pretty cool.
Now keep in mind that if you grab this and your armature goes completely crazy in Haywire it's because
you need to make sure to delete the parent and the deform on the I.K. hand because it needs to be completely
separate from our mesh.
Now we got one thing though.
If I like this.
And you could see that first of all it's not moving around with the bone.
And also if I rotate it our hand isn't rotating with it.
So let's go ahead and fix that quickly.
Selecting the hand not the I.K. hand but the actual hand going to the constraints.
Let's add a constraint and select copy rotation.
Now the Tori is going to be armature and the bone is going to be I.K. hand dot L..
And now if I say like this grab it you like grab it and rotate it.
And the hand follows along and I can basically pose my hand with just this one bone.
Pretty awesome.
So that's basically the I.K. hand bone constraint and it allows for us to like I said you know basically
move our entire hand and arm with just a single bone.
Pretty cool.
And I mean I just I love this.
It's just so it's I feel like a kid in a toy factory right now it's just it's it's pretty cool.
And trust me it's far more going to our parents our character to the bones and start animating him.
So let's actually copy this over to this side right here.
And the way I'm going to do that is basically I'm just going to select all these
go ahead and delete bones like this one shift as cursor to selected change a pivot point a 3D cursor
and then select all these right here shift the x x negative one control an recalculate them to global
Z-axis and then go to armature and flip names.
I had forgotten that we needed to add to the constraint.
So it's good thing that we added it over here because now we have it on both some parts of the hand.
And then also for this right here could see that we could grab it.
We can even rotate it right here we're getting a funky thing happening because it's around the 3D cursor
so make sure that you always put it back to median point.
But if I go to top view you can see that now we could fully animate our character.
Now you're probably wondering Alex when does the character animation come in.
Because right now I just got empty bow and it's like a skeleton.
All right let's get right to it.
The next story and we'll be actually putting this bone to good use and putting it onto our character
so that he can start moving.
Now one last thing I want to do here.
As you can see it right here when I rotate this bottom bone the arms follow but I want them to be printed
to this one so when I rotate this one the arms follow so hitting tab to go on to edit mode.
So like these two bones Schiffner I click this one control P keep the offset and there we go.
So now we have these ones following along.
I call See you in the next Tauriel and also for the eyes.
We want to parent those as well so hold our dough head off to the next Tauriel just yet.
Let's select this bone right here.
So we could get a hold of it shift right click this one as well.
SCHIEFFER I click I want control P keep the offset.
Now if I rotate this you can see that rotating our eyeballs which obviously they're rotating out of
his head and we don't want that but we're going to have the character follow along with that as well.
And then we want to have this one pair to this Control P keep the offset.
And now we have all of those following along quite nicely.
And let's now go ahead to the next part of the Tauriel and see about parenting our character to the
bones.
All right I'll see you there.
Ciao.
Look a quilt made its way into our video.
I don't know how that got there.
Take away time and space and you'll have nothing left to chase.
It's all an illusion created by these two to believe in them isn't true.
Strip them away and you will see that the very universe is in both you and me.
All right ladies and gentlemen.
Sounds very philosophical.
But you know it is.
So ponder it ponder it well Ciao for now.