WEBVTT

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Welcome to constraining bones movement.

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So in this video you'll be able to lock movement to a single axis if that's necessary and you're going

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to be able to constrain the degree of movement that is possible.

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So let's hop straight on over into a blender.

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Okay so the first thing we want to do is let's work on this bottom bone here.

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So the moment when we try and rotate it obviously we can rotate it manually and limit its the Z levels

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access and that spin round like that.

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That's kind of the movement we want to constrain it too.

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So looking over here at the transform properties on the property shelf over on the right hand side if

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it's not enabled press N and bring it in we can click the little plus up there.

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So once that's open we can literally put a padlock against the axes.

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We want to lock.

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Now this is also available in the Bowen properties over here.

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We have a series of transform locks just here it's just hidden at the moment.

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And we've got the same padlocks here so we turn lights on turns on here and vice versa.

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Brilliant.

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So let's turn on some and see what happens so we got the z axis here.

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Yes.

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So we'll leave that one unlocked and lock the other two.

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Let's try rotating and see what happens.

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Okay.

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So that is not locked on what I would think would have been said access sons cannot undo that.

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Now going to go to the armature and turn on axes under the display options.

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And if we look at the top of this bohren It doesn't see Z as upwards it sees why is upwards so great.

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There's a good use of having the axes on because we can see how it's applying in this case we unlock

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the Y and lock the Z.

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Now let's just try him the Arky.

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There we go.

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It's completely locked.

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It's not wobbling about a place.

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OK guys.

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A micro challenge for you.

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So there will be more to this with you after this slide.

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So lock the axis of the lobar arm bone.

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Supposedly an out and give that a go.

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Welcome back.

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Let's hop back into blender and just lock the axis of the lower arm bone right.

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Let's select this bone here and we're looking at but that we've got the axes on it's the x axis that

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we need to leave open so let's do Y and Z.

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Excellent.

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Now let's try and rotate it.

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Excellent.

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It's going round and round and round and round.

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Excellent.

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It's not disappearing and wandering about.

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So now that we've locked the axes on here what we don't want to do is this want to pass all the way

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through the base so we need to constrain the movement of that bone.

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Oh and by the way I just thought this may have been a reason why the mirror modifier was being all crazy

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at the mirror access's of course moving away and when it was a free movement and not a lot movement

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it wouldn't be in the centre of this long.

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So that's possibly what was causing that artefact earlier.

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Right.

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So let's constrain this movement.

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So we need to constrain that a long it's x x-axis.

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Now there is a chain icon over in the Properties window for constraints.

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But fortunately if we click on that says go to the bone constraints tab and there's a button there.

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It's this one over here so I just pull this out a little so next to what looks like a textured tab.

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There's the bone constraints and there's a big long list in these constraints and we want to limit its

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rotation.

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Now something that's very important is getting a the right axis in it we know it's the x axis in this

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point so we're going to limit it on X and with the minimum and maximum as zero.

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When we try and rotate it nothing will happen so it's actually now locked in place.

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Now in general what I would do here is I'd set the minimum as minus 80 and the maximum as one 80 to

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help you alleviate the problems.

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And now it should spin freely round and round.

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Well we need to work out what the minimum would be.

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Now I've been playing about with this.

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I'm going to fake around minus 30.

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So let's just try rotating again.

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Yes it locks in place there it won't go any lower.

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But what I did notice as I was move from rallis getting this horrible snapping effect.

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Now the reason that is happening basically is because it is using the world space.

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If I change that to a local space.

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Now when I rotate it it will be much smoother.

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But these change.

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So now I think it's at minus 80 or thereabouts you can play with fingers to your heart's content and

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the set the maximum here I'm not going to have it go all the way round I'm going to have it.

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I think around 130.

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Let's just try and rotate it to all the way around here and stops about there.

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That's absolutely fine if it goes much further than that lampl starts looking a bit silly.

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Obviously if you go over the side it will flip back round the other way and start rotating round again.

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OK.

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Brilliant.

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Okay guys.

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The second challenge of this lecture is a bit of a big one I'd like you to build the upper arm and create

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a bone make the upper arm a child of that bone.

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Lock it into the appropriate axis constrain its movement.

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Now it's up to you how much you constrain it by and remember to name your meshes and bones.

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Pause the video now and give that a go.

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Welcome back.

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Let's hop straight on over into blender.

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Right so let's go ahead and create the rest of this space clap I'm going to hop into edit mode as that's

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the best place to work on our model now our topic here I'm going to simply make it the same width as

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whatever that is there or almost that width.

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So let's place the three cursor somewhere around there.

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I know because we're on the x y we created it literally from the centre of our model.

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We can literally go down here find our 3-d cursor and set the x y positions to.

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Zero.

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And let's just see where that ends up.

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Nowhere near our model.

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Great.

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Actually the y position we don't want to be zero and nor the Z.

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We just want the X to be zero.

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So let's just try that again and create x 0 and it's bang in the middle that's close enough for me and

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I'm going to create a small cube there.

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Of course I don't want to be in edit mode of our armature here so let's hop out of there and I'm going

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to reset our pose in object mode create ourselves a mesh that's a cube.

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And I'm just simply going to scale it down quite a bit.

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Oh that was remarkable.

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I've actually made it exactly what I wanted.

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Right.

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So I'm going to rotate.

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That's that was far more luck than anything else by 45 and I'm going to grab this bit here this face

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here and a minute she just gonna move it.

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And I'm going to lock it to local Y.

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Yeah.

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Okay that's good.

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That's for view that from the side see how it looks.

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Actually I quite like that there that's I think these are coming just ever so slightly out there.

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Perfect.

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Okay so we've got that there so let's hop over to our armature and select it in the outliner here.

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Lamp rag.

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Click on this one here and extrude.

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I do want that locked so x axis shift and X and I don't know if I've placed that in the right place.

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I'm going to shift around to the side doesn't matter which side zoomed in and again at this point in

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time I can just adjust it roughly.

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Okay.

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Let's hop into Poe's mode and then back into edit mode.

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Suppose mode stop into Poe's mode.

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Click on here click on click on our mesh objects which you have not named yet.

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And I must do that and our bone and control P and sets the parents to the bone.

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Let's name cube up.

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CAPS LOCK ON A must have hit that earlier.

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Upper arm.

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And let's also name our bone.

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Or arms to receive one.

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Nope.

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It's upper arm I'm afraid.

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Good guess though.

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Right so you've got the bone named.

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Ah.

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Scroll down deform we need to turn deform off.

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Have I done that with this one.

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No I haven't.

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Whoops forgot about that earlier we don't want the meche deforming right so now we've got that linked

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him we just need to constrain its movement.

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So I believe it also be the x axis.

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TS So let's go up here with this bone selected only allow it to move round the x axis and in the constraints.

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Let's limit rotation local space and limits.

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X again.

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Now let's just grab that and see what that looks like it's zero position.

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Great.

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So probably 45 down and 130 up or something.

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So a minimum let's say.

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I don't know which way this is going to go.

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Some just going to go minus 30 and plus 90 and to see how far it moves so that's in 90.

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Yep and that's if 30 perfect.

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And of course we can add more detail to all of this later on.

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I just want to keep it nice and simple to demonstrate armatures.

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I'm just going to increase that ever so slightly to 120 and try minus 45 then to see what it looks like

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from the side.

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Hey that's rotate that it goes back to there and forward to here.

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Essence that's not not going too far and not pushing through anything else excellence.

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Now we should be able to rotate things around and everything moves all together.

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I take that one round.

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Perfect and move.

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This one here.

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Excellent.

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And of course I'm just going to reset what I've just moved so it goes back to the rest position so we

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can continue modelling later on.

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Great.

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How are you guys getting on.

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I'd love to see your lamp at the moment.

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Perhaps you've added more a bit more detail than I have in these short sessions we've got.

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Please share in the discussions and I will see you in the next lecture.
