All right continuing over here let's see how we can leave the flat that the signpost in the ground.
I'm seriously not even trying to save flag and it just keeps popping up.
It's ridiculous.
All right.
So how are we going to leave the signpost up into the floor.
It's pretty simple but it's going to take some tweaking as well.
So let's get right into it.
Going to the frame where the flat the signpost just sticks into the ground is where I'm going to change
this flag.
All right.
Which is this frame right here where it stops moving going to that one select the signpost handle and
go into the constraint.
Let's hit I with our cue or our mouse over that influence and we're also going to hit over here and
a location rotation scale going to the next frame we're going to set that influence all the way to zero.
And you can see that we have a problem there but we'll fix that in just a second.
We're going to hit the eye over this to answer a key from there as well.
Now we do not want to set set inverse or clear inverse as that's not going to do anything and it's actually
going to give us some trouble if for what we're going to do next.
Well we actually want to do is we have to hit 7 to go into top view and believe it or not we have to
repossess reposition this manually.
I know tedious tedious.
I'm actually going to turn on the automatic keyframe insertion which is down here hit R and Z twice
to rotate this.
And I'm just going to position this back to how it was before hitting the left arrow on our keyboard
just to see where it was before and after throwing it down GZ twice bout right on the height.
Now
it's going to have to
it's going to have to go in a little bit.
So are x y y
go and some more
and maybe if we get on top you'll be a little bit easier that we go.
So right now it's rotate there.
So we want to hit our z twice rotate it.
Rotation seems pretty good.
Now we just can move it to this finger over here.
And then we got rotated so that the bottom is sticking in the middle of the crack right there.
So hitting are twice rotated like something like that.
And now we get to
it over a little bit.
I told you guys this is a tedious process.
And I would just rotate it
bring back though this is a least we only have to do this once and that are easy twice.
Throating Z-axis a little bit
hard twice.
Bring it.
And one last week will be good to go.
I'm going to hold down shift to move it.
In a smaller increment and there we go.
Let me move it a tiny bit more because I have to be exactly perfect as I'm going to be noticeable if
there is a tiny little shift.
It might be a sign shaking a tiny bird.
So it's completely fine.
All right so now we got that.
And of course let's make sure that on the Z-axis it's not going up and down because it might look that
might look a little weird.
So here are g z z twice
bring it down a bit
brought it down too far so bring it back up all the way on the shift key if you need
to tell you guys.
It's times like these I wish I just had it but in made it automatic
down.
All right down a tiny bit more.
All right.
Cool.
So that's good enough right there.
And it's great that you go like this and I'm going to leave it in the ground.
So feel free to tweak it a tiny bit more.
I might tweak it just a tiny bit more not to waste half of your day over here tweaking this flat this
signpost.
And now you can see though that if we go to the frame once he leaves in the ground if we grab his hand
and make sure turn off automatically from insertion you can see that his hand is no longer parents do
it.
But if we go to the previous frame you can see that his hand is still printed to it.
So pretty cool.
And that's the way we would use the child of constraint.
Awesome.
So it's actually looking pretty good.
All right.
I'll see you guys next to Tauriel.
Take care and keep tweaking it a little bit if you need to to where it is in the same position.
All right see you in the next video.
Ciao.