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Are right ladies and gentlemen let's take a look at what's called I.K. constraint or inverse kinematics.

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Now you're probably wondering what the heck is what the heck did he just say yet inverse kinematics

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So what that is is basically a constraint that allows for us to move a bone and for other surrounding

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bones to be affected by it as well.

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For example if you move your hand your your your forearm and your bicep will have to move as well if

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you move your hand.

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However we don't want to need to rotate these individually to get that result.

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So I can't constraint basically allows for us to manipulate our whole hand forearm and upper arm with

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just one bone.

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Really cool.

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So let's take a look at how it works.

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First hitting tab to go into edit mode.

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Let's shift right quick.

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All of these and then shift right click this bone right here and then hit Control P and we're going

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to parent it by keeping the offset.

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So now those bones should be Parenthood to the hand right here.

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And that's exactly what we want.

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Now with the hand still selected hitting tab to go into edit mode let's hit shift d to copy it right

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click to put it down and then going to the bone options.

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Let's rename this to I k underscore hand dot L..

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Now what we wanna do is couple of things we want to and check the parents.

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So delete the parent and also uncheck the deform.

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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

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difference between the hand and the I.K. hand.

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Now selecting this forearm bone in pose mode.

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Let's go ahead and go to the constraints.

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We're going to add a constrained inverse kinematics.

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That's a mouthful right there.

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Now if I grab the I can hand the L and grab it to move it.

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You can see that nothing has happened because I haven't set that target yet.

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I'm jumping ahead of myself.

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Ladies and gentlemen.

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All right let's select target armature bone.

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I k hand dot L.

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Now if I grab the I.K. and make me look like a fool you can see that everything moves along with it.

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But we have one problem is that everything moves along with it.

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So if I select like this let's take a look at this option that we have here called chain length.

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Now the chain length.

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Basically it restricts how many bones will be affected by this.

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If I set it to two and grab my bone you can see that now we're getting something which is pretty cool.

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Now keep in mind that if you grab this and your armature goes completely crazy in Haywire it's because

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you need to make sure to delete the parent and the deform on the I.K. hand because it needs to be completely

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separate from our mesh.

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Now we got one thing though.

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If I like this.

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And you could see that first of all it's not moving around with the bone.

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And also if I rotate it our hand isn't rotating with it.

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So let's go ahead and fix that quickly.

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Selecting the hand not the I.K. hand but the actual hand going to the constraints.

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Let's add a constraint and select copy rotation.

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Now the Tori is going to be armature and the bone is going to be I.K. hand dot L..

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And now if I say like this grab it you like grab it and rotate it.

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And the hand follows along and I can basically pose my hand with just this one bone.

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Pretty awesome.

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So that's basically the I.K. hand bone constraint and it allows for us to like I said you know basically

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move our entire hand and arm with just a single bone.

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Pretty cool.

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And I mean I just I love this.

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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.

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And trust me it's far more going to our parents our character to the bones and start animating him.

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So let's actually copy this over to this side right here.

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And the way I'm going to do that is basically I'm just going to select all these

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go ahead and delete bones like this one shift as cursor to selected change a pivot point a 3D cursor

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and then select all these right here shift the x x negative one control an recalculate them to global

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Z-axis and then go to armature and flip names.

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I had forgotten that we needed to add to the constraint.

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So it's good thing that we added it over here because now we have it on both some parts of the hand.

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And then also for this right here could see that we could grab it.

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We can even rotate it right here we're getting a funky thing happening because it's around the 3D cursor

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so make sure that you always put it back to median point.

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But if I go to top view you can see that now we could fully animate our character.

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Now you're probably wondering Alex when does the character animation come in.

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Because right now I just got empty bow and it's like a skeleton.

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All right let's get right to it.

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The next story and we'll be actually putting this bone to good use and putting it onto our character

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so that he can start moving.

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Now one last thing I want to do here.

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As you can see it right here when I rotate this bottom bone the arms follow but I want them to be printed

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to this one so when I rotate this one the arms follow so hitting tab to go on to edit mode.

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So like these two bones Schiffner I click this one control P keep the offset and there we go.

81
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So now we have these ones following along.

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I call See you in the next Tauriel and also for the eyes.

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We want to parent those as well so hold our dough head off to the next Tauriel just yet.

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Let's select this bone right here.

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So we could get a hold of it shift right click this one as well.

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SCHIEFFER I click I want control P keep the offset.

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Now if I rotate this you can see that rotating our eyeballs which obviously they're rotating out of

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his head and we don't want that but we're going to have the character follow along with that as well.

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And then we want to have this one pair to this Control P keep the offset.

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And now we have all of those following along quite nicely.

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And let's now go ahead to the next part of the Tauriel and see about parenting our character to the

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bones.

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All right I'll see you there.

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Ciao.

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Look a quilt made its way into our video.

96
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I don't know how that got there.

97
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Take away time and space and you'll have nothing left to chase.

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It's all an illusion created by these two to believe in them isn't true.

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Strip them away and you will see that the very universe is in both you and me.

100
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All right ladies and gentlemen.

101
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Sounds very philosophical.

102
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But you know it is.

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So ponder it ponder it well Ciao for now.

