1
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All right we are back when we are back.

2
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Now we're going to take a look at how to parent these objects to his hands using duct tape.

3
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Only kidding.

4
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We're going to be using a modifier called the parent to modifier or constraint sorry the parent to constraint

5
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which is basically going to be like when we take an object and select another object and hit Control

6
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P And We parent it to the object.

7
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Now of course we could say like the hammer or for example the signpost like this and hit Control P and

8
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parenthood to the bone.

9
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But I don't want to do that because then it's going to be parents to his bone at all times.

10
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And because with the width of post what I want to do is for him to hold it and then plant it into the

11
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ground and then for him to leave it there.

12
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So if its parent titters hand is not going to be able to leave it there it's pretty much can be stuck

13
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to his hand the whole time which is not good.

14
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Poppea in French.

15
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So let's see how we can do this.

16
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Firstly though and in control 3 to go into the front side of the mushroom let's select the fingers hit

17
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R and Z twice to rotate them and then with the thumb or actually first something like the hammer goes

18
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up saying it like that it's getting stuck in my head.

19
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How about.

20
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All right let's like to have.

21
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And position it into the palm of his hand.

22
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And then with the thumb well to R and x twice rotate.

23
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Are you guys excited we're about out of 8 believe it or not.

24
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I know it's crazy but we're doing it now.

25
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For this I want to move the thumb out so hitting R and Z twice to rotate it.

26
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But because I have the copy rotation on the second one you can see that your thumb obviously does not

27
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rotate that way.

28
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So I'm going to hit our Z to rotate it to twice rotate it amounts like this bone.

29
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And just on the thumb I'm going to remove this copy rotation constraint so that our thumb doesn't look

30
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completely whack Azi twice to rotate this bone skin and bring it there.

31
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And then for the fingers I do want them to be going into the hammer just a little bit because it will

32
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actually look like he's holding it.

33
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You see if it's only rotated like this then it doesn't look like it's inside the hand or he's holding

34
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the hammer if it's just placed just outside of it.

35
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But if it's going into the hammer it looks like his flesh is pressing pressing up against it and it

36
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looks just fine.

37
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So now that we got the hammer in there

38
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it's all cool.

39
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I'm actually going to bring it closer to the palm and rotate the fingers are easy twice.

40
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Just to tad more.

41
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All right.

42
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Perfect.

43
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Now how do we parents it to the armature selecting the hammer.

44
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I'd say at this time add a modifier and we're going to select or not a modified Why do we keep thinking

45
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modifier added constraint child of constraint like armature.

46
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And there we go.

47
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Perfect.

48
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Well you can see like the bone I k handle L and then we're going to select set inverse.

49
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Now grabbing the I.K. hand.

50
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Check this out.

51
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How cool is that.

52
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I mean is it just me or are you excited.

53
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Because that's freaking awesome.

54
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I mean we got we're going to want to look at this Crilley course I'm going to hit all Darnel g to clear

55
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that out.

56
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And we got our have our cool.

57
00:04:12,940 --> 00:04:16,210
Now let's get the flag with the flag.

58
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Same thing.

59
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I'm going to it g y r another flag.

60
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The sign post I have to scale down that pole a little bit.

61
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Looks kind of big hitting tab to go into edit mode.

62
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Atest like everything hit s and shift Z to scale it on all the axes except the z axis and then an object.

63
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Let's just actually we can't do it in Object Model It's like the sign and bring the sign back a bit

64
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selecting the fingers are Z twice to rotate it Ringman like your signposts align it with your hand

65
00:05:01,890 --> 00:05:09,510
like so fact make sure that it's not going completely into the hand.

66
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And then we're going to delete this constraint as well on the thumb selecting the thumb are x twice

67
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and R Z twice

68
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so

69
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and same things like your flag actually straighten that out a little bit it looks a little off center

70
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like Stuart.

71
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All right going to the constraints right there child of armature.

72
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I can hand dots are set inverse.

73
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And now we got our flag.

74
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Look at this.

75
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This is pretty cool.

76
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Man this is awesome.

77
00:06:02,810 --> 00:06:09,120
This we want blender we want blender.

78
00:06:09,260 --> 00:06:13,000
Now just one thing to keep in mind.

79
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Do not take your I.K. hand out because obviously the sign and the hammer is printed to the I.K. hand.

80
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So you want to make sure that you don't hyper extended which you shouldn't anyways because once it's

81
00:06:26,540 --> 00:06:29,800
high at a certain point it stops moving it anyway.

82
00:06:29,810 --> 00:06:36,230
So just keep that in mind when you're animating it to not like hyperextended so that the flag is like

83
00:06:36,260 --> 00:06:39,950
in his fingers like that and just make sure to.

84
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Yeah like I said Don't hyperextend.

85
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All right cool though.

86
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Forget that we just painted our flag and our hammer to our hands.

87
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Now we can dance if we want to.

88
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We can leave our friends behind.

89
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I'll see you guys in the next tutorial.

90
00:06:55,370 --> 00:06:57,540
Ciao for now and goodbye.

