Welcome to constraining bones movement.
So in this video you'll be able to lock movement to a single axis if that's necessary and you're going
to be able to constrain the degree of movement that is possible.
So let's hop straight on over into a blender.
Okay so the first thing we want to do is let's work on this bottom bone here.
So the moment when we try and rotate it obviously we can rotate it manually and limit its the Z levels
access and that spin round like that.
That's kind of the movement we want to constrain it too.
So looking over here at the transform properties on the property shelf over on the right hand side if
it's not enabled press N and bring it in we can click the little plus up there.
So once that's open we can literally put a padlock against the axes.
We want to lock.
Now this is also available in the Bowen properties over here.
We have a series of transform locks just here it's just hidden at the moment.
And we've got the same padlocks here so we turn lights on turns on here and vice versa.
Brilliant.
So let's turn on some and see what happens so we got the z axis here.
Yes.
So we'll leave that one unlocked and lock the other two.
Let's try rotating and see what happens.
Okay.
So that is not locked on what I would think would have been said access sons cannot undo that.
Now going to go to the armature and turn on axes under the display options.
And if we look at the top of this bohren It doesn't see Z as upwards it sees why is upwards so great.
There's a good use of having the axes on because we can see how it's applying in this case we unlock
the Y and lock the Z.
Now let's just try him the Arky.
There we go.
It's completely locked.
It's not wobbling about a place.
OK guys.
A micro challenge for you.
So there will be more to this with you after this slide.
So lock the axis of the lobar arm bone.
Supposedly an out and give that a go.
Welcome back.
Let's hop back into blender and just lock the axis of the lower arm bone right.
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
we need to leave open so let's do Y and Z.
Excellent.
Now let's try and rotate it.
Excellent.
It's going round and round and round and round.
Excellent.
It's not disappearing and wandering about.
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
through the base so we need to constrain the movement of that bone.
Oh and by the way I just thought this may have been a reason why the mirror modifier was being all crazy
at the mirror access's of course moving away and when it was a free movement and not a lot movement
it wouldn't be in the centre of this long.
So that's possibly what was causing that artefact earlier.
Right.
So let's constrain this movement.
So we need to constrain that a long it's x x-axis.
Now there is a chain icon over in the Properties window for constraints.
But fortunately if we click on that says go to the bone constraints tab and there's a button there.
It's this one over here so I just pull this out a little so next to what looks like a textured tab.
There's the bone constraints and there's a big long list in these constraints and we want to limit its
rotation.
Now something that's very important is getting a the right axis in it we know it's the x axis in this
point so we're going to limit it on X and with the minimum and maximum as zero.
When we try and rotate it nothing will happen so it's actually now locked in place.
Now in general what I would do here is I'd set the minimum as minus 80 and the maximum as one 80 to
help you alleviate the problems.
And now it should spin freely round and round.
Well we need to work out what the minimum would be.
Now I've been playing about with this.
I'm going to fake around minus 30.
So let's just try rotating again.
Yes it locks in place there it won't go any lower.
But what I did notice as I was move from rallis getting this horrible snapping effect.
Now the reason that is happening basically is because it is using the world space.
If I change that to a local space.
Now when I rotate it it will be much smoother.
But these change.
So now I think it's at minus 80 or thereabouts you can play with fingers to your heart's content and
the set the maximum here I'm not going to have it go all the way round I'm going to have it.
I think around 130.
Let's just try and rotate it to all the way around here and stops about there.
That's absolutely fine if it goes much further than that lampl starts looking a bit silly.
Obviously if you go over the side it will flip back round the other way and start rotating round again.
OK.
Brilliant.
Okay guys.
The second challenge of this lecture is a bit of a big one I'd like you to build the upper arm and create
a bone make the upper arm a child of that bone.
Lock it into the appropriate axis constrain its movement.
Now it's up to you how much you constrain it by and remember to name your meshes and bones.
Pause the video now and give that a go.
Welcome back.
Let's hop straight on over into blender.
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
the best place to work on our model now our topic here I'm going to simply make it the same width as
whatever that is there or almost that width.
So let's place the three cursor somewhere around there.
I know because we're on the x y we created it literally from the centre of our model.
We can literally go down here find our 3-d cursor and set the x y positions to.
Zero.
And let's just see where that ends up.
Nowhere near our model.
Great.
Actually the y position we don't want to be zero and nor the Z.
We just want the X to be zero.
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
I'm going to create a small cube there.
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
to reset our pose in object mode create ourselves a mesh that's a cube.
And I'm just simply going to scale it down quite a bit.
Oh that was remarkable.
I've actually made it exactly what I wanted.
Right.
So I'm going to rotate.
That's that was far more luck than anything else by 45 and I'm going to grab this bit here this face
here and a minute she just gonna move it.
And I'm going to lock it to local Y.
Yeah.
Okay that's good.
That's for view that from the side see how it looks.
Actually I quite like that there that's I think these are coming just ever so slightly out there.
Perfect.
Okay so we've got that there so let's hop over to our armature and select it in the outliner here.
Lamp rag.
Click on this one here and extrude.
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.
I'm going to shift around to the side doesn't matter which side zoomed in and again at this point in
time I can just adjust it roughly.
Okay.
Let's hop into Poe's mode and then back into edit mode.
Suppose mode stop into Poe's mode.
Click on here click on click on our mesh objects which you have not named yet.
And I must do that and our bone and control P and sets the parents to the bone.
Let's name cube up.
CAPS LOCK ON A must have hit that earlier.
Upper arm.
And let's also name our bone.
Or arms to receive one.
Nope.
It's upper arm I'm afraid.
Good guess though.
Right so you've got the bone named.
Ah.
Scroll down deform we need to turn deform off.
Have I done that with this one.
No I haven't.
Whoops forgot about that earlier we don't want the meche deforming right so now we've got that linked
him we just need to constrain its movement.
So I believe it also be the x axis.
TS So let's go up here with this bone selected only allow it to move round the x axis and in the constraints.
Let's limit rotation local space and limits.
X again.
Now let's just grab that and see what that looks like it's zero position.
Great.
So probably 45 down and 130 up or something.
So a minimum let's say.
I don't know which way this is going to go.
Some just going to go minus 30 and plus 90 and to see how far it moves so that's in 90.
Yep and that's if 30 perfect.
And of course we can add more detail to all of this later on.
I just want to keep it nice and simple to demonstrate armatures.
I'm just going to increase that ever so slightly to 120 and try minus 45 then to see what it looks like
from the side.
Hey that's rotate that it goes back to there and forward to here.
Essence that's not not going too far and not pushing through anything else excellence.
Now we should be able to rotate things around and everything moves all together.
I take that one round.
Perfect and move.
This one here.
Excellent.
And of course I'm just going to reset what I've just moved so it goes back to the rest position so we
can continue modelling later on.
Great.
How are you guys getting on.
I'd love to see your lamp at the moment.
Perhaps you've added more a bit more detail than I have in these short sessions we've got.
Please share in the discussions and I will see you in the next lecture.