WEBVTT

00:00.150 --> 00:09.140
Welcome to auto inversed kinematics or I can say in this video you will learn how to turn on auto Ike.

00:09.150 --> 00:14.540
I realize that this is a starting point and not perfect.

00:14.580 --> 00:21.960
I understand that applies to the whole rig and see that it allows us to control the connected bones

00:22.290 --> 00:23.870
all at once.

00:23.940 --> 00:26.510
So let's hop straight on over into blender.

00:28.850 --> 00:35.050
Okay so we're back over in blender and I'm just going to clear up my screen space for the moment so

00:35.090 --> 00:40.910
I'm going to hide our node editor and I'm going to clear our render border.

00:42.330 --> 00:45.540
And actually just switch it over to solid.

00:45.540 --> 00:46.160
There we go.

00:46.320 --> 00:48.440
So now we've got our model in front of us.

00:48.450 --> 00:56.540
If we were to move it in its pose positions what we currently have to do is grab each one of these individually.

00:57.440 --> 01:00.630
And move it to the position that we want which is a bit arduous.

01:00.630 --> 01:07.500
It would take ages to set up a post for your model this way but there is a better way.

01:07.550 --> 01:10.410
What we can do is turn on auto.

01:10.430 --> 01:15.540
K now that's under the options menu on the tool shelf and there's a little tick box here.

01:15.600 --> 01:21.740
The only one you do need to be imposed mode with your armature selected and turn on auto I k.

01:21.860 --> 01:29.150
Now one thing to actually say at this point is when we turn on auto I k it will in fact override any

01:29.150 --> 01:32.360
of the bone constraints that we have already set.

01:32.360 --> 01:38.540
Now that is important to realize because we're going to have to constrain that movement later on using

01:38.540 --> 01:39.510
the K.

01:39.560 --> 01:46.760
The inverse kinematic constraints rather than relying on the previously assigned bone constraints.

01:46.760 --> 01:51.980
Now I know that it could be frustrating if you've already set up rows of bone constraint but you just

01:51.980 --> 01:57.050
need to realize if you decide to go down the auto II K route you're going to end up with this where

01:57.050 --> 02:00.590
you're going to have to reset up some of your constraints later on.

02:00.590 --> 02:04.610
Now what that does is it affects the entire rig every single bone in this race.

02:04.640 --> 02:10.760
It now has auto I k now what that means is as we move one of these bones.

02:10.760 --> 02:13.700
The others also move as well.

02:13.700 --> 02:19.970
Now is not going to be perfect but it's a great starting point to get your model into certain positions

02:20.600 --> 02:23.720
and it controls all of these connected bones.

02:23.720 --> 02:29.650
If we had any bones that was separate to this model it would not do that and we couldn't use auto like

02:29.650 --> 02:32.720
hey to annamay a model that was like that.

02:32.930 --> 02:39.470
Now in terms of how powerful this is as you can see it allows us to get into any position very very

02:39.470 --> 02:40.290
quickly.

02:41.640 --> 02:44.180
However there are limitations of course.

02:44.280 --> 02:46.310
You will see that as you move it about.

02:46.320 --> 02:51.660
Occasionally the model will end up looking the wrong way now it looks like it's going okay at the moment

02:51.670 --> 02:58.860
must just be the view I'm in and I'm just clicking this end note here and just moving it's about if

02:58.860 --> 03:03.870
we grab the bone itself it also does the same if we grab the bone behind it.

03:03.920 --> 03:07.280
It doesn't affect the bone in front of it.

03:07.290 --> 03:13.110
Now that's an important consideration to make whenever you're moving your model around the movement

03:13.110 --> 03:15.440
itself goes backwards down the chain.

03:15.450 --> 03:18.660
Right to this root bone at the base that we have here.

03:18.690 --> 03:21.310
So if I'm moving this one it affects everything.

03:21.390 --> 03:25.090
If I'm moving this one on the bottom it only affects itself.

03:25.260 --> 03:27.340
This one would only affect itself.

03:27.450 --> 03:30.930
And the one benefits and so forth and so forth.

03:30.930 --> 03:37.110
So at least we can position things how we once must remember to left click to set the position.

03:38.030 --> 03:39.280
And you can see effects.

03:39.290 --> 03:44.590
Now you can also move these all individually without auto AK applied as well.

03:44.750 --> 03:47.260
So we can just hit the rotate.

03:49.180 --> 03:51.040
And just move it to a different position.

03:51.040 --> 03:54.850
Just in cases ended up in a bit of a squishy position.

03:54.850 --> 03:57.370
And let's just see how that looks in rendered mode.

03:57.370 --> 03:58.060
Perfect.

03:58.150 --> 03:59.900
A lamp is looking at us.

04:00.220 --> 04:03.060
Okay guys it's Challenge time.

04:03.070 --> 04:10.510
I would like you to strike a pose now play with the various poses and share your poses that you have

04:10.570 --> 04:11.860
in the discussions.

04:11.890 --> 04:12.810
Let's have some fun.

04:12.820 --> 04:15.450
Pause a video now and give that a go.

04:17.630 --> 04:18.230
Okay guys.

04:18.230 --> 04:19.140
Welcome back.

04:19.280 --> 04:23.300
Let's hop quickly over into blender and play with our model.

04:23.300 --> 04:29.240
So I'm going to hop back on over into solid mode out depending on what you want to do with your model

04:29.240 --> 04:32.870
what poses you have it in of course you can move all these bones.

04:32.990 --> 04:35.780
We can have the lamp looking at itself.

04:35.800 --> 04:36.620
Hmm.

04:36.800 --> 04:40.830
Let's see if we can bring that in a little right and lift this one up.

04:40.850 --> 04:46.390
I might have to rotate this one just here manually to point down a little.

04:46.400 --> 04:47.660
There we go.

04:47.690 --> 04:51.380
So there's lots of poses you can get into now as you've been playing about.

04:51.380 --> 04:57.670
You'll notice that sometimes you end up with this jerking happy where it flicks from one side to another.

04:57.920 --> 05:03.770
Now there are certain ways we can eliminate that but essentially you're going to have a few problems

05:03.770 --> 05:08.420
from time to time especially if the bones end up flipped like that.

05:08.630 --> 05:13.970
So the simple thing is to make sure that you don't do too violent a movement at once.

05:13.970 --> 05:20.450
So don't go from one extreme over here to over here and expect it to look nice as it progresses through

05:20.450 --> 05:21.660
the movements.

05:21.800 --> 05:26.900
And as you can see at certain points it ends up flipping and looking horrible.

05:26.900 --> 05:27.690
Brilliant.

05:27.710 --> 05:32.330
If you haven't done already I'd love to see the poses you've come up with in the discussion so please

05:32.330 --> 05:33.810
post the picture in there.

05:34.040 --> 05:39.000
And if you've got any questions asking the discussions and I will see you in the next lecture.
