Welcome to auto inversed kinematics or I can say in this video you will learn how to turn on auto Ike.
I realize that this is a starting point and not perfect.
I understand that applies to the whole rig and see that it allows us to control the connected bones
all at once.
So let's hop straight on over into blender.
Okay so we're back over in blender and I'm just going to clear up my screen space for the moment so
I'm going to hide our node editor and I'm going to clear our render border.
And actually just switch it over to solid.
There we go.
So now we've got our model in front of us.
If we were to move it in its pose positions what we currently have to do is grab each one of these individually.
And move it to the position that we want which is a bit arduous.
It would take ages to set up a post for your model this way but there is a better way.
What we can do is turn on auto.
K now that's under the options menu on the tool shelf and there's a little tick box here.
The only one you do need to be imposed mode with your armature selected and turn on auto I k.
Now one thing to actually say at this point is when we turn on auto I k it will in fact override any
of the bone constraints that we have already set.
Now that is important to realize because we're going to have to constrain that movement later on using
the K.
The inverse kinematic constraints rather than relying on the previously assigned bone constraints.
Now I know that it could be frustrating if you've already set up rows of bone constraint but you just
need to realize if you decide to go down the auto II K route you're going to end up with this where
you're going to have to reset up some of your constraints later on.
Now what that does is it affects the entire rig every single bone in this race.
It now has auto I k now what that means is as we move one of these bones.
The others also move as well.
Now is not going to be perfect but it's a great starting point to get your model into certain positions
and it controls all of these connected bones.
If we had any bones that was separate to this model it would not do that and we couldn't use auto like
hey to annamay a model that was like that.
Now in terms of how powerful this is as you can see it allows us to get into any position very very
quickly.
However there are limitations of course.
You will see that as you move it about.
Occasionally the model will end up looking the wrong way now it looks like it's going okay at the moment
must just be the view I'm in and I'm just clicking this end note here and just moving it's about if
we grab the bone itself it also does the same if we grab the bone behind it.
It doesn't affect the bone in front of it.
Now that's an important consideration to make whenever you're moving your model around the movement
itself goes backwards down the chain.
Right to this root bone at the base that we have here.
So if I'm moving this one it affects everything.
If I'm moving this one on the bottom it only affects itself.
This one would only affect itself.
And the one benefits and so forth and so forth.
So at least we can position things how we once must remember to left click to set the position.
And you can see effects.
Now you can also move these all individually without auto AK applied as well.
So we can just hit the rotate.
And just move it to a different position.
Just in cases ended up in a bit of a squishy position.
And let's just see how that looks in rendered mode.
Perfect.
A lamp is looking at us.
Okay guys it's Challenge time.
I would like you to strike a pose now play with the various poses and share your poses that you have
in the discussions.
Let's have some fun.
Pause a video now and give that a go.
Okay guys.
Welcome back.
Let's hop quickly over into blender and play with our model.
So I'm going to hop back on over into solid mode out depending on what you want to do with your model
what poses you have it in of course you can move all these bones.
We can have the lamp looking at itself.
Hmm.
Let's see if we can bring that in a little right and lift this one up.
I might have to rotate this one just here manually to point down a little.
There we go.
So there's lots of poses you can get into now as you've been playing about.
You'll notice that sometimes you end up with this jerking happy where it flicks from one side to another.
Now there are certain ways we can eliminate that but essentially you're going to have a few problems
from time to time especially if the bones end up flipped like that.
So the simple thing is to make sure that you don't do too violent a movement at once.
So don't go from one extreme over here to over here and expect it to look nice as it progresses through
the movements.
And as you can see at certain points it ends up flipping and looking horrible.
Brilliant.
If you haven't done already I'd love to see the poses you've come up with in the discussion so please
post the picture in there.
And if you've got any questions asking the discussions and I will see you in the next lecture.