All right we are back when we are back.
Now we're going to take a look at how to parent these objects to his hands using duct tape.
Only kidding.
We're going to be using a modifier called the parent to modifier or constraint sorry the parent to constraint
which is basically going to be like when we take an object and select another object and hit Control
P And We parent it to the object.
Now of course we could say like the hammer or for example the signpost like this and hit Control P and
parenthood to the bone.
But I don't want to do that because then it's going to be parents to his bone at all times.
And because with the width of post what I want to do is for him to hold it and then plant it into the
ground and then for him to leave it there.
So if its parent titters hand is not going to be able to leave it there it's pretty much can be stuck
to his hand the whole time which is not good.
Poppea in French.
So let's see how we can do this.
Firstly though and in control 3 to go into the front side of the mushroom let's select the fingers hit
R and Z twice to rotate them and then with the thumb or actually first something like the hammer goes
up saying it like that it's getting stuck in my head.
How about.
All right let's like to have.
And position it into the palm of his hand.
And then with the thumb well to R and x twice rotate.
Are you guys excited we're about out of 8 believe it or not.
I know it's crazy but we're doing it now.
For this I want to move the thumb out so hitting R and Z twice to rotate it.
But because I have the copy rotation on the second one you can see that your thumb obviously does not
rotate that way.
So I'm going to hit our Z to rotate it to twice rotate it amounts like this bone.
And just on the thumb I'm going to remove this copy rotation constraint so that our thumb doesn't look
completely whack Azi twice to rotate this bone skin and bring it there.
And then for the fingers I do want them to be going into the hammer just a little bit because it will
actually look like he's holding it.
You see if it's only rotated like this then it doesn't look like it's inside the hand or he's holding
the hammer if it's just placed just outside of it.
But if it's going into the hammer it looks like his flesh is pressing pressing up against it and it
looks just fine.
So now that we got the hammer in there
it's all cool.
I'm actually going to bring it closer to the palm and rotate the fingers are easy twice.
Just to tad more.
All right.
Perfect.
Now how do we parents it to the armature selecting the hammer.
I'd say at this time add a modifier and we're going to select or not a modified Why do we keep thinking
modifier added constraint child of constraint like armature.
And there we go.
Perfect.
Well you can see like the bone I k handle L and then we're going to select set inverse.
Now grabbing the I.K. hand.
Check this out.
How cool is that.
I mean is it just me or are you excited.
Because that's freaking awesome.
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
that out.
And we got our have our cool.
Now let's get the flag with the flag.
Same thing.
I'm going to it g y r another flag.
The sign post I have to scale down that pole a little bit.
Looks kind of big hitting tab to go into edit mode.
Atest like everything hit s and shift Z to scale it on all the axes except the z axis and then an object.
Let's just actually we can't do it in Object Model It's like the sign and bring the sign back a bit
selecting the fingers are Z twice to rotate it Ringman like your signposts align it with your hand
like so fact make sure that it's not going completely into the hand.
And then we're going to delete this constraint as well on the thumb selecting the thumb are x twice
and R Z twice
so
and same things like your flag actually straighten that out a little bit it looks a little off center
like Stuart.
All right going to the constraints right there child of armature.
I can hand dots are set inverse.
And now we got our flag.
Look at this.
This is pretty cool.
Man this is awesome.
This we want blender we want blender.
Now just one thing to keep in mind.
Do not take your I.K. hand out because obviously the sign and the hammer is printed to the I.K. hand.
So you want to make sure that you don't hyper extended which you shouldn't anyways because once it's
high at a certain point it stops moving it anyway.
So just keep that in mind when you're animating it to not like hyperextended so that the flag is like
in his fingers like that and just make sure to.
Yeah like I said Don't hyperextend.
All right cool though.
Forget that we just painted our flag and our hammer to our hands.
Now we can dance if we want to.
We can leave our friends behind.
I'll see you guys in the next tutorial.
Ciao for now and goodbye.