WEBVTT 1 00:00:05.309 --> 00:00:10.418 Animation Basic Basic Rigging 2 2 00:00:25.475 --> 00:00:26.809 Hello 3 00:00:26.809 --> 00:00:28.266 Basic 3D animation 4 00:00:28.266 --> 00:00:31.040 I'm Park Sooyoung, in charge of this lecture 5 00:00:31.040 --> 00:00:33.332 In this lecture, what we worked on last time 6 00:00:33.332 --> 00:00:35.137 in order to move the structure 7 00:00:35.137 --> 00:00:38.743 We will learn how to install the controller 8 00:00:38.743 --> 00:00:41.318 For the controller, IK and FK 9 00:00:41.318 --> 00:00:43.446 These are the two ways 10 00:00:43.446 --> 00:00:46.552 The IK is a method that controls the ankle or wrist of a character 11 00:00:46.552 --> 00:00:49.248 by holding it directly 12 00:00:49.248 --> 00:00:52.648 The FK controls the rotation value by each joint 13 00:00:52.648 --> 00:00:54.614 It is how its moved 14 00:00:54.614 --> 00:00:57.626 For an easy explanation, IK is like marionette 15 00:00:57.626 --> 00:00:59.406 A doll moved by ropes 16 00:00:59.406 --> 00:01:01.790 FK is like a ball-jointed doll 17 00:01:01.790 --> 00:01:03.970 You can think of it this way 18 00:01:03.970 --> 00:01:06.470 Instead of long explanations, we will try it ourselves 19 00:01:06.470 --> 00:01:09.050 It would be most efficient to understand 20 00:01:09.050 --> 00:01:10.525 Shall we execute maya? 21 00:01:11.136 --> 00:01:14.819 The IK and FK for the initiation of rigging 22 00:01:17.000 --> 00:01:18.871 I will start the rigging 23 00:01:21.218 --> 00:01:24.733 First, when moving the arms and legs 24 00:01:24.733 --> 00:01:27.337 There are two methods 25 00:01:27.337 --> 00:01:29.495 IK and FK 26 00:01:29.495 --> 00:01:32.304 IK is Inverse Kinematic 27 00:01:32.304 --> 00:01:35.851 FK is Forward Kinematic 28 00:01:35.851 --> 00:01:38.852 First, I will simply go over the 29 00:01:38.852 --> 00:01:41.683 concept of IK and FK 30 00:01:41.683 --> 00:01:45.185 Skeleton, which means when embedding the bone 31 00:01:45.185 --> 00:01:46.525 There is a hierarchical structure 32 00:01:48.465 --> 00:01:51.760 So like an arrow 33 00:01:51.760 --> 00:01:54.406 The bone is stretching out 34 00:01:54.406 --> 00:01:58.424 If you see over here, there is a bone below a bone 35 00:01:58.424 --> 00:02:01.198 There is also a bone below it 36 00:02:01.198 --> 00:02:05.776 Like so, making sure it moves along the hierarchical structure 37 00:02:05.776 --> 00:02:10.208 attaching a controller is called FK 38 00:02:10.208 --> 00:02:14.118 From the very top, the first one 39 00:02:14.118 --> 00:02:17.228 It will start to move from there 40 00:02:17.228 --> 00:02:20.766 So top and bottom 41 00:02:20.766 --> 00:02:24.663 It is made to move this way 42 00:02:24.663 --> 00:02:28.871 As if playing with a doll 43 00:02:30.990 --> 00:02:36.262 Starting from the top and then the bottom 44 00:02:36.262 --> 00:02:39.248 This is how FK is executed 45 00:02:39.248 --> 00:02:42.148 For FK, usually the rotation movement 46 00:02:44.365 --> 00:02:46.406 is used to stabilize the movement 47 00:02:46.406 --> 00:02:50.627 Even now, if you look at the channel box on the side 48 00:02:50.627 --> 00:02:51.955 mostly through rotate exercise 49 00:02:53.846 --> 00:02:56.406 It is being executed 50 00:02:56.406 --> 00:03:00.320 Whereas for the IK, the lowest part of the hierarchical structure 51 00:03:02.062 --> 00:03:03.809 If this is considered the leg 52 00:03:03.809 --> 00:03:07.594 You can say that it starts moving from the ankle 53 00:03:11.198 --> 00:03:14.504 If we take a look at it, when we move our feet 54 00:03:14.504 --> 00:03:16.269 when we move our legs 55 00:03:16.269 --> 00:03:21.693 Don't we bend over the knees while lifting the feet? 56 00:03:21.693 --> 00:03:24.769 So when expressing the legs 57 00:03:24.769 --> 00:03:27.921 We often tend to use IK 58 00:03:27.921 --> 00:03:30.072 On the other hand, when moving the arms 59 00:03:30.072 --> 00:03:32.703 FK is often used 60 00:03:32.703 --> 00:03:35.762 But the arms and legs aren't necessarily 61 00:03:35.762 --> 00:03:39.099 set for the FK and IK 62 00:03:39.099 --> 00:03:40.804 From time to time, the arms 63 00:03:40.804 --> 00:03:43.644 are used for IK movement as well 64 00:03:43.644 --> 00:03:46.644 And legs are used for FK movement 65 00:03:46.644 --> 00:03:52.923 So normally, IK and FK 66 00:03:52.923 --> 00:03:55.201 can be switched together 67 00:03:55.201 --> 00:03:57.089 in order to proceed the rigging 68 00:03:57.089 --> 00:04:00.288 First for the basics, IK for the legs 69 00:04:00.288 --> 00:04:03.504 FK for the arms, waist, and neck 70 00:04:03.504 --> 00:04:06.990 I will continue with the rigging 71 00:04:06.990 --> 00:04:08.693 I will open up the bear again 72 00:04:13.267 --> 00:04:17.901 First, before rigging the bear 73 00:04:17.901 --> 00:04:20.386 Open up Windiws and Outliner 74 00:04:25.594 --> 00:04:29.861 It always helps to open it up 75 00:04:29.861 --> 00:04:34.376 Outliner, as you can see Root 76 00:04:34.376 --> 00:04:38.970 Before, the hip bone is set as root 77 00:04:38.970 --> 00:04:48.767 Beneath it, the Spine, Leg and Tail 78 00:04:48.767 --> 00:04:51.594 And if you look inside the spine 79 00:04:51.594 --> 00:04:56.208 You can see the neck, head, arm, left and right 80 00:04:59.257 --> 00:05:03.149 First, we will proceed with the legs 81 00:05:03.149 --> 00:05:05.450 So in order for the leg bones to be clear 82 00:05:05.450 --> 00:05:06.356 Please open it up 83 00:05:08.634 --> 00:05:11.960 When unfolding this hierarchical structure 84 00:05:11.960 --> 00:05:16.594 Press Shift, open and close it 85 00:05:16.594 --> 00:05:19.356 You can open it at once 86 00:05:25.703 --> 00:05:27.040 Please do it like so 87 00:05:27.040 --> 00:05:29.589 First, Skeleton 88 00:05:31.787 --> 00:05:35.089 Open up IK Handle Option box 89 00:05:38.802 --> 00:05:40.344 Check that the Current solver 90 00:05:40.344 --> 00:05:44.690 is the Rotate Plan Solver 91 00:05:44.690 --> 00:05:46.109 And then proceed 92 00:05:56.248 --> 00:06:01.020 Select the Leg1 Left bone on the top 93 00:06:01.020 --> 00:06:06.693 Select the part where it seems like the ankle 94 00:06:06.693 --> 00:06:10.703 Now we have selected Leg1 and Foot 95 00:06:10.703 --> 00:06:12.194 If we do that, over here 96 00:06:12.194 --> 00:06:15.822 You can see that IK Handle1 has been created, right? 97 00:06:15.822 --> 00:06:18.277 And this is the IK Handle 98 00:06:18.277 --> 00:06:21.865 If we move it, the legs 99 00:06:21.865 --> 00:06:25.079 You can see that it bends and stretches 100 00:06:25.079 --> 00:06:27.257 Go through the same process with the other side 101 00:06:27.257 --> 00:06:31.604 Skeleton, IK Handle 102 00:06:31.604 --> 00:06:33.729 Before, at the option box 103 00:06:33.729 --> 00:06:37.238 we checked that it is the Rotate Plan Solver 104 00:06:37.238 --> 00:06:42.050 I will click on it right away to proceed 105 00:06:47.307 --> 00:06:52.188 One from the top and the middle, skip the knees 106 00:06:52.188 --> 00:06:56.713 If you select the bone at the joint of the ankle 107 00:06:56.713 --> 00:06:59.683 IK Handle pops up again 108 00:07:01.327 --> 00:07:03.485 We should move like this, right? 109 00:07:03.485 --> 00:07:06.990 First, when rigging 110 00:07:06.990 --> 00:07:10.450 During every process, the naming should be organized right away 111 00:07:10.450 --> 00:07:12.475 so that it doesn't get confusing 112 00:07:12.475 --> 00:07:14.693 So the IK Handle that has been created at first 113 00:07:18.386 --> 00:07:25.921 I will name it as LegLeftIK 114 00:07:28.059 --> 00:07:30.485 I will put an underbar in front of IK 115 00:07:32.851 --> 00:07:35.585 In maya, out of the special characters 116 00:07:35.585 --> 00:07:38.683 you are only allowed to use the underbar 117 00:07:38.683 --> 00:07:41.129 So when naming 118 00:07:41.129 --> 00:07:44.248 An asterik or a pound sign is not allowed 119 00:07:44.248 --> 00:07:47.337 You are only allowed to use the underbar 120 00:07:47.337 --> 00:07:52.396 Right for the right leg 121 00:07:52.396 --> 00:07:55.861 Left for the left leg 122 00:07:55.861 --> 00:08:00.436 Ctrl+G on the IKs and group them 123 00:08:02.832 --> 00:08:05.109 IKGrp 124 00:08:07.010 --> 00:08:08.109 Let's do the naming 125 00:08:11.010 --> 00:08:14.723 In case of IK Handle, if you look at the channel box 126 00:08:14.723 --> 00:08:17.634 The numeric values are inserted as a default 127 00:08:17.634 --> 00:08:21.485 But these numeric values cannot be initialized 128 00:08:21.485 --> 00:08:23.634 If we insert 0 for the numeric values 129 00:08:26.297 --> 00:08:29.891 It moves to the center of the grid 130 00:08:29.891 --> 00:08:33.822 So, memorizing these values each time 131 00:08:33.822 --> 00:08:35.970 while working is not possible 132 00:08:35.970 --> 00:08:38.975 A controller will be attached to the IK Handle 133 00:08:38.975 --> 00:08:40.455 I will attach one for each 134 00:08:44.277 --> 00:08:46.317 The controller 135 00:08:46.317 --> 00:08:53.446 Create, NURBS, Circle 136 00:08:53.446 --> 00:08:56.554 I will use this Circle 137 00:08:56.554 --> 00:09:00.129 Ctrl+G on the Circle 138 00:09:04.782 --> 00:09:07.089 then overlay a group 139 00:09:07.089 --> 00:09:09.535 And we will do naming first, on this Circle 140 00:09:12.644 --> 00:09:23.069 It is called FootIKCtrl 141 00:09:23.069 --> 00:09:25.000 I'm sorry, once again on the front 142 00:09:25.000 --> 00:09:32.040 FootLeftIKCtrl 143 00:09:32.040 --> 00:09:35.050 And for the group on top 144 00:09:35.050 --> 00:09:37.000 erase the Ctrl 145 00:09:37.000 --> 00:09:39.832 and I will insert Grp for group 146 00:09:41.970 --> 00:09:48.267 In this condition, V for the controller 147 00:09:49.248 --> 00:09:50.969 V is called a vertex snap 148 00:09:50.969 --> 00:09:53.228 or a point snap 149 00:09:53.228 --> 00:09:55.545 While pressing on V 150 00:09:55.545 --> 00:09:58.574 The wheel key in the middle of the mouse 151 00:09:58.574 --> 00:10:03.376 should be moved to the joint bone location 152 00:10:03.376 --> 00:10:06.079 And then press on the wheel key 153 00:10:06.079 --> 00:10:08.465 As you can see, the location is set 154 00:10:08.465 --> 00:10:11.277 In that state, the controller 155 00:10:11.277 --> 00:10:14.287 Instead of this group, grab the controller 156 00:10:14.287 --> 00:10:15.812 and I will increase the size of it 157 00:10:19.337 --> 00:10:22.050 So if I move this controller 158 00:10:22.050 --> 00:10:25.317 for the IK handle to be able to move along with it 159 00:10:25.317 --> 00:10:26.822 I will operate it that way 160 00:10:26.822 --> 00:10:29.931 But before that, the controller 161 00:10:29.931 --> 00:10:32.535 is deep inside the foot, so it can't be seen clearly 162 00:10:32.535 --> 00:10:35.366 In this case, click on the right 163 00:10:35.366 --> 00:10:38.772 and press on Contral Vertex 164 00:10:38.772 --> 00:10:44.584 While making key number 4 transparent 165 00:10:46.535 --> 00:10:49.396 I will try to mend the shape 166 00:10:49.396 --> 00:10:52.535 so that the controller can be easily grasped 167 00:10:52.535 --> 00:10:55.723 It is important to mend the shape 168 00:10:55.723 --> 00:10:58.921 I think this would be enough 169 00:10:58.921 --> 00:11:02.515 I will press on Ctrl+D to copy 170 00:11:02.515 --> 00:11:05.059 Duplicate 171 00:11:05.059 --> 00:11:07.000 After it had been duplicated 172 00:11:07.000 --> 00:11:09.693 The number 1 is added to what is already named 173 00:11:09.693 --> 00:11:12.624 Now I will change the naming 174 00:11:12.624 --> 00:11:14.416 Right 175 00:11:22.406 --> 00:11:25.644 In this condition, same for the other side 176 00:11:25.644 --> 00:11:27.307 While pressing on the key V 177 00:11:30.109 --> 00:11:33.921 be ready to press on the key in the middle of the mouse 178 00:11:33.921 --> 00:11:37.545 Make sure to bring the mouse cursor close to the framework 179 00:11:40.901 --> 00:11:42.416 Make sure to set it this way 180 00:11:44.198 --> 00:11:45.406 Hold the group 181 00:11:48.366 --> 00:11:52.218 In the group's channel box 182 00:11:52.218 --> 00:11:54.059 the values are inserted 183 00:11:54.059 --> 00:11:57.634 In this controller 184 00:11:57.634 --> 00:12:00.188 the values cannot be inserted 185 00:12:00.188 --> 00:12:01.836 Since we increased the scale 186 00:12:01.836 --> 00:12:03.465 we could insert the values 187 00:12:03.465 --> 00:12:07.396 While clicking on the right button, in the channel box 188 00:12:07.396 --> 00:12:12.970 It is eliminated by pressing on Freeze and Scale 189 00:12:12.970 --> 00:12:14.733 But since I have made a few changes 190 00:12:14.733 --> 00:12:18.554 you could see the history in this input 191 00:12:18.554 --> 00:12:22.782 Please eliminate the history as well 192 00:12:22.782 --> 00:12:26.158 If you press the controller in this condition 193 00:12:26.158 --> 00:12:28.911 There is nothing in the channel box 194 00:12:28.911 --> 00:12:32.590 The channel box is a complete 0 195 00:12:32.590 --> 00:12:35.050 The scale should be set to 1 196 00:12:35.050 --> 00:12:38.059 Move the leg over to a certain location 197 00:12:38.059 --> 00:12:41.317 It would be easier to do the initialization 198 00:12:41.317 --> 00:12:42.337 In this condition 199 00:12:44.356 --> 00:12:48.059 Constrain 200 00:12:49.505 --> 00:12:52.436 We will try to do the parent constrain 201 00:12:52.436 --> 00:12:56.703 I have mentioned the parent previously 202 00:12:56.703 --> 00:12:58.386 A parent is something like this 203 00:12:58.386 --> 00:13:01.851 There is a group and there is a controller beneath it 204 00:13:01.851 --> 00:13:03.545 This structure is the parent structre 205 00:13:03.545 --> 00:13:06.317 or also known as hierarchical structure 206 00:13:06.317 --> 00:13:08.693 If I do this, it is unparent 207 00:13:08.693 --> 00:13:10.079 If I insert this then it is parent 208 00:13:10.079 --> 00:13:13.119 But parent constrain is 209 00:13:13.119 --> 00:13:15.832 a function for subordinating 210 00:13:15.832 --> 00:13:21.525 So first, get FootLeftIKCtrl 211 00:13:21.525 --> 00:13:25.634 Select LegLeftIK 212 00:13:28.327 --> 00:13:31.089 and in the state where it is set as menu set rigging 213 00:13:31.089 --> 00:13:34.584 From the menu bar, Constrain 214 00:13:34.584 --> 00:13:39.208 Open up the Parent option box 215 00:13:39.208 --> 00:13:43.356 It needs to be in the condition where Maintain offset is on 216 00:13:43.356 --> 00:13:47.277 Press Apply like so 217 00:13:47.277 --> 00:13:51.406 this LeftIK Handle 218 00:13:51.406 --> 00:13:53.634 If you look at the channel box 219 00:13:53.634 --> 00:13:57.099 Something blue is there 220 00:13:57.099 --> 00:13:59.386 Translate and Rotate 221 00:13:59.386 --> 00:14:05.149 It means they are subordinated in this controller 222 00:14:05.149 --> 00:14:10.198 So if you move this controller using the move tool 223 00:14:10.198 --> 00:14:12.772 You can see that it moves along with the IK handle 224 00:14:17.059 --> 00:14:20.198 Same for the left 225 00:14:20.198 --> 00:14:23.950 Select FootRightIKCtrl 226 00:14:23.950 --> 00:14:31.000 Select LegRightIK as well 227 00:14:31.000 --> 00:14:33.832 First, select and while you're pressing on Ctrl 228 00:14:33.832 --> 00:14:37.000 You can choose the LegIK handle 229 00:14:37.000 --> 00:14:39.030 And then Apply again 230 00:14:41.693 --> 00:14:43.317 It will move like this again 231 00:14:47.416 --> 00:14:49.782 It will move like so 232 00:14:49.782 --> 00:14:52.277 It will move in any way it desires 233 00:14:52.277 --> 00:14:55.020 If you press 0 in the channel box 234 00:14:55.020 --> 00:14:56.079 You can see that it has been re-set 235 00:14:58.327 --> 00:15:04.535 In this condition, it is able to lift its leg up 236 00:15:04.535 --> 00:15:10.119 I am trying to covert this to a rotate tool 237 00:15:10.119 --> 00:15:11.851 But the foot is staying still 238 00:15:11.851 --> 00:15:14.485 When rotating, this foot joint 239 00:15:14.485 --> 00:15:16.980 It would be better if it moved along 240 00:15:16.980 --> 00:15:18.119 So this time 241 00:15:18.119 --> 00:15:20.386 I will do the Orient Constrain 242 00:15:20.386 --> 00:15:22.119 The orient constrain is 243 00:15:22.119 --> 00:15:25.069 from the parent constrain previously 244 00:15:25.069 --> 00:15:26.584 Exclude Translate 245 00:15:26.584 --> 00:15:29.446 and it only constrains the rotation 246 00:15:31.861 --> 00:15:37.277 Select FootLeftIKCtrl 247 00:15:37.277 --> 00:15:40.198 And then I will choose this bone at the bottom 248 00:15:40.198 --> 00:15:43.000 That bone is the FootLeft bone 249 00:15:45.000 --> 00:15:47.158 Constrain Orient 250 00:15:47.158 --> 00:15:49.891 Open up the option box again 251 00:15:49.891 --> 00:15:51.396 Maintain offset 252 00:15:51.396 --> 00:15:53.347 Make sure that it is checked, and Apply 253 00:15:55.158 --> 00:15:56.733 If you see this joint over here 254 00:15:59.782 --> 00:16:02.059 it is subordinated 255 00:16:02.059 --> 00:16:05.307 Now the rotate gets it 256 00:16:05.307 --> 00:16:07.277 So it can lift the legs up 257 00:16:09.337 --> 00:16:12.307 and then bend down like so 258 00:16:16.267 --> 00:16:20.119 This bone is enough to 259 00:16:20.119 --> 00:16:22.624 show some sort of movement 260 00:16:22.624 --> 00:16:25.089 But if it was more simple like this 261 00:16:25.089 --> 00:16:26.891 Wouldn't it be better if a controller was attached? 262 00:16:29.129 --> 00:16:32.693 From now on, the bone gets complicated more and more 263 00:16:32.693 --> 00:16:36.515 So this controller will always play an important role 264 00:16:36.515 --> 00:16:37.743 I will try with the other side 265 00:16:40.693 --> 00:16:43.772 Select FootRightIKCtrl 266 00:16:45.000 --> 00:16:48.752 and then select FootRight bone 267 00:16:48.752 --> 00:16:53.416 I use both bone and joint skeleton 268 00:16:53.416 --> 00:16:54.436 They mean the same thing 269 00:16:56.861 --> 00:16:59.416 Select joint and Constrain 270 00:16:59.416 --> 00:17:03.673 Orient, Maintain offset 271 00:17:03.673 --> 00:17:05.723 Turned on and Apply 272 00:17:13.317 --> 00:17:16.149 We can see the legs are completed to a certain level 273 00:17:16.149 --> 00:17:18.693 There is one more thing to add 274 00:17:18.693 --> 00:17:20.673 We have accomplished lifting the leg up 275 00:17:24.317 --> 00:17:27.109 But the knees are straight, right? 276 00:17:27.109 --> 00:17:30.059 I wish that the knees could move left and right 277 00:17:30.059 --> 00:17:33.426 So this part of the knee 278 00:17:33.426 --> 00:17:36.990 We will create a controller that will take charge of it 279 00:17:39.198 --> 00:17:41.257 It is called pole vector 280 00:17:43.040 --> 00:17:46.050 First, from Create 281 00:17:46.050 --> 00:17:48.347 I will take out one Locator 282 00:17:48.347 --> 00:17:52.426 This Locator checks the location 283 00:17:52.426 --> 00:17:56.079 It is an object that is used often for that purpose 284 00:17:59.109 --> 00:18:01.287 When rendering 285 00:18:01.287 --> 00:18:03.277 if this locator is turned on 286 00:18:03.277 --> 00:18:05.109 There is no impact 287 00:18:05.109 --> 00:18:06.842 and it does not show up on the screen 288 00:18:06.842 --> 00:18:10.396 Same for this curve 289 00:18:10.396 --> 00:18:13.267 Along with this joint 290 00:18:13.267 --> 00:18:15.198 Anyways, this locator 291 00:18:15.198 --> 00:18:17.743 press Ctrl+G 292 00:18:17.743 --> 00:18:20.000 and overlay the group again 293 00:18:20.000 --> 00:18:21.960 First, in this locator 294 00:18:24.257 --> 00:18:26.921 legLeft 295 00:18:28.911 --> 00:18:30.683 It is called pole vector so 296 00:18:30.683 --> 00:18:32.376 I will type in PV 297 00:18:36.594 --> 00:18:38.465 I will write the same thing for this group 298 00:18:38.465 --> 00:18:41.812 I will insert Grp on the top 299 00:18:41.812 --> 00:18:45.248 Press the V key in this situation 300 00:18:45.248 --> 00:18:48.198 Send the joint to this part of the knee 301 00:18:48.198 --> 00:18:50.069 Put the mouse on it 302 00:18:50.069 --> 00:18:53.644 It you click the wheel key, you can see it attaching 303 00:18:53.644 --> 00:18:57.347 Press Ctrl+D and copy one 304 00:18:57.347 --> 00:19:03.000 It would be nice to make one for both sides of the V wheel 305 00:19:03.000 --> 00:19:07.099 I will change the name Left to Right 306 00:19:15.218 --> 00:19:17.218 In this condition 307 00:19:17.218 --> 00:19:21.525 This pole vector locator is just 308 00:19:21.525 --> 00:19:24.129 don't grab it but grab the group on top 309 00:19:24.129 --> 00:19:26.119 I will pull it to the front 310 00:19:28.881 --> 00:19:31.584 About 5 to the Z-axis 311 00:19:31.584 --> 00:19:33.000 It would be nice to move about that much 312 00:19:34.644 --> 00:19:41.505 Select the pole vector first 313 00:19:41.505 --> 00:19:46.960 We have typed in IKGrp previously 314 00:19:49.673 --> 00:19:52.129 Select pole vector 315 00:19:52.129 --> 00:19:55.495 after selecting LegLeftIK 316 00:19:55.495 --> 00:20:01.059 Press on constrain pole vector 317 00:20:01.059 --> 00:20:05.267 A line has appeared over here 318 00:20:05.267 --> 00:20:08.347 I will do the same for the opposite side 319 00:20:10.307 --> 00:20:12.059 Constrain pole vector 320 00:20:13.119 --> 00:20:16.733 and then while the leg is lifted up 321 00:20:16.733 --> 00:20:20.723 I will try to move the pole vector left and right 322 00:20:20.723 --> 00:20:22.604 You can see that the knee is rotating, right? 323 00:20:25.941 --> 00:20:30.396 IK setting needs these two 324 00:20:30.396 --> 00:20:32.337 The controller of IK Handle and 325 00:20:32.337 --> 00:20:34.772 these two pole vector are what control the legs 326 00:20:36.356 --> 00:20:38.535 What we have done until now 327 00:20:38.535 --> 00:20:40.703 might seem a little complicated 328 00:20:40.703 --> 00:20:43.089 But it actually isn't 329 00:20:43.089 --> 00:20:45.802 First, everything 330 00:20:45.802 --> 00:20:49.079 needs to be put inside the bearGrp 331 00:20:49.079 --> 00:20:52.743 And from the bearGrp, these modeling datas 332 00:20:52.743 --> 00:20:55.851 should be selected first, and press Ctrl+G 333 00:20:55.851 --> 00:20:58.089 in order to overlay a group 334 00:20:58.089 --> 00:21:00.149 We often call modeling data like this 335 00:21:00.149 --> 00:21:02.000 Geometry or 336 00:21:02.000 --> 00:21:03.257 Modeling or 337 00:21:03.257 --> 00:21:04.446 It can be called in various ways 338 00:21:06.871 --> 00:21:09.337 I tend to call it geometry 339 00:21:09.337 --> 00:21:13.347 I will name it as geoGrp 340 00:21:15.030 --> 00:21:19.168 Inside a huge group called general bear 341 00:21:19.168 --> 00:21:21.698 In this huge folder 342 00:21:21.698 --> 00:21:23.574 it needs to be seperated into different characteristics 343 00:21:23.574 --> 00:21:26.446 These modeling datas are geoGrp 344 00:21:28.129 --> 00:21:31.703 Pole vector and these controllers 345 00:21:31.703 --> 00:21:35.079 the foot controller should press on Ctrl+G 346 00:21:37.040 --> 00:21:40.465 We call the controller as Ctrl for short 347 00:21:40.465 --> 00:21:41.980 We often call it that way 348 00:21:41.980 --> 00:21:46.535 According to foreign tutorials 349 00:21:46.535 --> 00:21:48.535 they also tend to call it as Ctrl 350 00:21:48.535 --> 00:21:50.178 It would be more convenient to match it 351 00:21:50.178 --> 00:21:52.307 CrtlGrp 352 00:21:52.307 --> 00:21:54.921 Leave the IK out 353 00:21:54.921 --> 00:21:57.465 This joint that I have seen 354 00:21:57.465 --> 00:22:00.367 It is called root but, we will make one 355 00:22:02.951 --> 00:22:07.119 and name it BoneGrp 356 00:22:09.871 --> 00:22:11.931 Like this, organize it as you move along 357 00:22:11.931 --> 00:22:14.139 It is a better way of working 358 00:22:14.139 --> 00:22:16.990 For modeling or animating 359 00:22:16.990 --> 00:22:19.079 It would be okay to be less organized but 360 00:22:19.079 --> 00:22:21.248 For rigging, if it isn't organized 361 00:22:21.248 --> 00:22:24.059 you could be in big trouble when working 362 00:22:24.059 --> 00:22:29.059 Of course, for modeling and animation as well 363 00:22:29.059 --> 00:22:31.257 It would be better if you organize it as you move along 364 00:22:33.832 --> 00:22:35.673 First, the leg controller 365 00:22:35.673 --> 00:22:37.030 We have finished it 366 00:22:37.030 --> 00:22:38.119 through IK 367 00:22:39.347 --> 00:22:41.762 And then now 368 00:22:41.762 --> 00:22:44.772 We will create the arm 369 00:22:44.772 --> 00:22:47.822 I have mentioned previously that FK is used to make the arm 370 00:22:47.822 --> 00:22:51.188 Actually, FK and the joint movement 371 00:22:51.188 --> 00:22:53.436 is not very far from each other 372 00:22:53.436 --> 00:22:55.822 But instead of 373 00:22:55.822 --> 00:22:58.317 directly working with the keys on to the joint 374 00:22:58.317 --> 00:23:00.535 It would be better to use the controller 375 00:23:00.535 --> 00:23:04.948 Later, the change of IK and FK 376 00:23:04.948 --> 00:23:08.000 which is a detail rigging setting 377 00:23:08.000 --> 00:23:09.653 can be inserted over here 378 00:23:09.653 --> 00:23:10.465 For now 379 00:23:16.267 --> 00:23:18.267 We will overlay the controller 380 00:23:20.792 --> 00:23:23.455 Like we did with the foot 381 00:23:23.455 --> 00:23:27.634 Open up Create, NURBS, Circle 382 00:23:27.634 --> 00:23:30.000 Press on Ctrl+G and overlay the group 383 00:23:32.564 --> 00:23:34.158 In this condition 384 00:23:34.158 --> 00:23:36.277 Previously, we used the V key 385 00:23:36.277 --> 00:23:37.822 to move it along 386 00:23:39.594 --> 00:23:46.376 But you can move this object into the direct position with this bone 387 00:23:46.376 --> 00:23:48.950 There is a tool for it 388 00:23:48.950 --> 00:23:49.950 There is a tool for it 389 00:23:51.494 --> 00:23:54.752 First, these object's 390 00:23:54.752 --> 00:23:57.752 name should be modified 391 00:23:57.752 --> 00:24:05.267 ArmLetCtrlGrp 392 00:24:12.495 --> 00:24:13.901 I will set it like so 393 00:24:13.901 --> 00:24:18.802 In this condition, set this group first 394 00:24:18.802 --> 00:24:20.347 After setting this bone 395 00:24:20.347 --> 00:24:21.832 Modify 396 00:24:21.832 --> 00:24:24.248 Match Transformations 397 00:24:24.248 --> 00:24:26.743 Press on Match All Transforms 398 00:24:29.574 --> 00:24:33.030 The object that was just here 399 00:24:33.030 --> 00:24:35.089 will be attached like so 400 00:24:35.089 --> 00:24:37.585 It is not like actually attaching something 401 00:24:37.585 --> 00:24:40.455 It is more like setting it in the same location 402 00:24:40.455 --> 00:24:45.921 In this state, the ArmLeftCtrl 403 00:24:45.921 --> 00:24:51.168 should be rotated in 90 degrees to be set 404 00:24:51.168 --> 00:24:56.703 Click on the right and Freeze, All 405 00:25:00.931 --> 00:25:02.911 If we move this 406 00:25:02.911 --> 00:25:07.921 I will make sure the arm moves this way 407 00:25:07.921 --> 00:25:10.416 I cannot see it clearly 408 00:25:10.416 --> 00:25:12.000 So for this 409 00:25:12.000 --> 00:25:13.495 I will expand the size a bit 410 00:25:15.267 --> 00:25:18.287 Even though, the size has gotten bigger 411 00:25:18.287 --> 00:25:19.663 I still cannot see it with my eyes 412 00:25:19.663 --> 00:25:24.465 In this situation, use Isolate Select 413 00:25:24.465 --> 00:25:26.475 so that only this object can be seen 414 00:25:26.475 --> 00:25:28.178 Click on the right, Contral Vertex 415 00:25:29.950 --> 00:25:32.119 And then move it down slightly 416 00:25:32.119 --> 00:25:33.822 in order to see it clearly with our own eyes 417 00:25:35.554 --> 00:25:37.703 It would be better if you set it like this 418 00:25:45.040 --> 00:25:49.337 In this condition, ArmLeftCtrl and 419 00:25:51.743 --> 00:25:54.257 the upper joint of the right arm 420 00:25:54.257 --> 00:25:57.703 Select Arm1 Left 421 00:26:00.297 --> 00:26:04.871 Constrain, Orient, Apply 422 00:26:08.396 --> 00:26:10.267 It will move like this 423 00:26:10.267 --> 00:26:11.683 I will work on the other side 424 00:26:11.683 --> 00:26:14.505 Now, press Ctrl+D 425 00:26:14.505 --> 00:26:15.950 and modify the name again 426 00:26:17.921 --> 00:26:20.287 We just need to change the Left to light 427 00:26:26.327 --> 00:26:29.554 And select the group again 428 00:26:29.554 --> 00:26:31.020 Select the joint 429 00:26:31.020 --> 00:26:34.147 Modify, Match Transformations 430 00:26:34.147 --> 00:26:35.020 Match All Transforms 431 00:26:38.376 --> 00:26:45.267 In this condition, select the controller 432 00:26:45.267 --> 00:26:48.161 Select joint and Constrain 433 00:26:48.161 --> 00:26:51.901 But, like we have mentioned once before 434 00:26:51.901 --> 00:26:55.782 Every tool can be found in the view port 435 00:26:55.782 --> 00:26:58.525 by pressing on the space bar 436 00:26:58.525 --> 00:27:00.713 Constrain, over here 437 00:27:00.713 --> 00:27:04.000 Orient Apply 438 00:27:06.950 --> 00:27:08.119 We're good, right? 439 00:27:08.119 --> 00:27:09.230 But now we 440 00:27:09.230 --> 00:27:12.644 What we have missed out during the process 441 00:27:12.644 --> 00:27:17.149 We didn't freeze in the part of the Scale 442 00:27:17.149 --> 00:27:20.653 Click right on the channel box 443 00:27:20.653 --> 00:27:22.594 Freeze, Scale 444 00:27:22.594 --> 00:27:24.178 We will only work on the part of the scale 445 00:27:24.178 --> 00:27:27.178 Over here as well, Freeze and Scale 446 00:27:27.178 --> 00:27:29.436 The history has been accumulated from the process 447 00:27:29.436 --> 00:27:33.782 In this case, Delete by Type and History 448 00:27:40.802 --> 00:27:43.802 Now that we have finished the upper part of this arm 449 00:27:43.802 --> 00:27:46.851 Now for the elbows 450 00:27:46.851 --> 00:27:49.584 I will attach the FK controller 451 00:27:49.584 --> 00:27:53.574 Now, this ArmLeftCtrlGrp 452 00:27:53.574 --> 00:27:58.436 Press Ctrl+D and insert as parent 453 00:28:00.574 --> 00:28:05.931 The shortcut key is child, parent, P 454 00:28:05.931 --> 00:28:07.980 It is not Parent Constrain but 455 00:28:07.980 --> 00:28:09.366 it is Parent 456 00:28:09.366 --> 00:28:12.119 You can put it in through the mouse 457 00:28:12.119 --> 00:28:14.564 Select the one that will be the child 458 00:28:14.564 --> 00:28:16.317 Select the one that will be the parent 459 00:28:16.317 --> 00:28:17.921 If you press P like so 460 00:28:17.921 --> 00:28:19.772 it automatically moves in 461 00:28:19.772 --> 00:28:21.119 I will change the name 462 00:28:22.317 --> 00:28:24.000 It says Arm but 463 00:28:24.000 --> 00:28:26.079 I will simply modify it to Elbow 464 00:28:30.000 --> 00:28:31.901 ElbowleftGrp 465 00:28:36.683 --> 00:28:40.287 Select it as we did before 466 00:28:40.287 --> 00:28:41.525 Select the group 467 00:28:45.228 --> 00:28:47.772 Select the joint 468 00:28:47.772 --> 00:28:49.980 Modify, Match Transformations 469 00:28:52.218 --> 00:28:55.416 But this moved down a little 470 00:28:58.099 --> 00:29:00.139 This controller 471 00:29:00.139 --> 00:29:01.663 Even if it moves to the exact location 472 00:29:01.663 --> 00:29:03.782 you might think that we will be able to see it with our eyes 473 00:29:03.782 --> 00:29:06.772 So at this moment 474 00:29:06.772 --> 00:29:10.366 press the V key 475 00:29:10.366 --> 00:29:12.396 and if you move it upwards, it can be set 476 00:29:12.396 --> 00:29:15.079 V is either vertex snap or 477 00:29:15.079 --> 00:29:17.723 point snap like so 478 00:29:17.723 --> 00:29:20.584 If I move the mouse after pressing on the V key 479 00:29:20.584 --> 00:29:23.425 there are times when it is attached 480 00:29:23.425 --> 00:29:25.416 Please utilize this snap key as often as possible 481 00:29:28.723 --> 00:29:34.030 In this condition, select the controller 482 00:29:34.030 --> 00:29:36.297 Select the joint 483 00:29:36.297 --> 00:29:38.406 Constrian, Orient 484 00:29:41.347 --> 00:29:43.218 You can see that the arm moves, right? 485 00:29:43.218 --> 00:29:44.673 Press on Ctrl+D 486 00:29:46.000 --> 00:29:50.109 Like so, child and parent 487 00:29:52.812 --> 00:29:59.119 And select this group 488 00:29:59.119 --> 00:30:01.178 After selecting the joint 489 00:30:01.178 --> 00:30:05.822 Modify, Match Transformations 490 00:30:05.822 --> 00:30:07.069 We should change the name 491 00:30:16.228 --> 00:30:19.455 Select controller, select joint 492 00:30:21.485 --> 00:30:24.901 The orient constrain has been done 493 00:30:27.238 --> 00:30:30.782 Now, the arms and legs are almost finished 494 00:30:30.782 --> 00:30:33.050 We should move on to the body part 495 00:30:33.050 --> 00:30:37.931 For the body, Constrain of the arm and 496 00:30:37.931 --> 00:30:40.149 the creation of the FK controller of the arm 497 00:30:40.149 --> 00:30:42.505 are almost identical 498 00:30:42.505 --> 00:30:45.634 Before moving on, I will organize it once again 499 00:30:45.634 --> 00:30:47.861 This arm was the controller 500 00:30:47.861 --> 00:30:50.218 So choose these two 501 00:30:50.218 --> 00:30:53.465 Click while pressing on Ctrl 502 00:30:53.465 --> 00:30:54.937 In this condition, lastly 503 00:30:54.937 --> 00:30:57.406 while keep pressing on Ctrl 504 00:30:57.406 --> 00:31:00.842 Ctrl group select key 505 00:31:00.842 --> 00:31:01.604 It has moved in, right? 506 00:31:03.386 --> 00:31:06.515 You could also simply use the mouse 507 00:31:07.901 --> 00:31:12.079 In this condition, create 508 00:31:12.079 --> 00:31:14.881 Generate another Circle 509 00:31:14.881 --> 00:31:18.238 Create a Circle and again group 510 00:31:18.238 --> 00:31:22.465 This Circle is for the hip area 511 00:31:22.465 --> 00:31:25.406 In the area of the bear's hip 512 00:31:25.406 --> 00:31:27.673 I will create a controller 513 00:31:27.673 --> 00:31:29.218 HipCtrl 514 00:31:32.416 --> 00:31:34.010 HipCtrlGrp 515 00:31:36.614 --> 00:31:38.950 Select HipCtrlGrp 516 00:31:38.950 --> 00:31:42.366 Select the root, which is the bone of the hip area 517 00:31:42.366 --> 00:31:44.347 Press on space 518 00:31:44.347 --> 00:31:47.297 Modify, Match Transformations 519 00:31:47.297 --> 00:31:49.040 Match All Transforms 520 00:31:51.623 --> 00:31:54.168 This Circle is a bit small 521 00:31:54.168 --> 00:31:55.634 You cannot see it with your eyes 522 00:31:55.634 --> 00:31:57.386 We need to make it bigger 523 00:31:58.366 --> 00:32:00.099 So that you can see it all at once 524 00:32:00.099 --> 00:32:04.277 And click right, Freeze and Scale 525 00:32:05.693 --> 00:32:08.238 Please erase the history as well 526 00:32:10.554 --> 00:32:14.683 In this condition, select HipCtrlGrp 527 00:32:14.683 --> 00:32:21.950 Select root, the bone of the hip area 528 00:32:21.950 --> 00:32:25.327 Constrain, Parent 529 00:32:25.327 --> 00:32:27.059 Why is this the Parent 530 00:32:27.059 --> 00:32:31.713 when all the others were Orient 531 00:32:31.713 --> 00:32:35.188 This needs Orient as well, but 532 00:32:35.188 --> 00:32:40.218 It needs Translate from top to bottom 533 00:32:40.218 --> 00:32:42.139 However, if I move the hip 534 00:32:42.139 --> 00:32:43.545 Its legs do follow along 535 00:32:43.545 --> 00:32:48.376 But the arms, their controllers do not seem to follow 536 00:32:48.376 --> 00:32:52.614 So first, this 537 00:32:52.614 --> 00:32:56.881 HipCtrlGrp should be put into the controller group 538 00:32:58.337 --> 00:33:02.713 The controller for the arm area 539 00:33:02.713 --> 00:33:06.079 It should be put inside HipDtrl 540 00:33:07.436 --> 00:33:10.238 Then it would move along well, right? 541 00:33:11.851 --> 00:33:14.842 Since it is all subordinated 542 00:33:14.842 --> 00:33:16.673 We do not include the leg separately 543 00:33:18.277 --> 00:33:21.743 If the legs are put into the ihp area 544 00:33:21.743 --> 00:33:24.495 It would be distrubing when sitting down and standing up 545 00:33:27.743 --> 00:33:31.436 In this condition, to bend the waist over 546 00:33:31.436 --> 00:33:33.436 We will create another controller 547 00:33:35.554 --> 00:33:38.881 It is bothersome to repeat the same steps but 548 00:33:41.366 --> 00:33:46.000 Make a curve and overlay the group using Ctrl+G 549 00:33:46.000 --> 00:33:49.198 This is SpineCtrl 550 00:33:51.198 --> 00:33:53.802 And then overlay the group, Grp 551 00:33:56.020 --> 00:33:59.228 Then click on SpineCtrl 552 00:33:59.228 --> 00:34:01.129 Click the joint of the waist 553 00:34:04.337 --> 00:34:08.545 Modify, Match Transformations 554 00:34:08.545 --> 00:34:10.168 Match All Transforms 555 00:34:11.485 --> 00:34:14.327 Then make this bigger as well 556 00:34:14.327 --> 00:34:16.386 so that we can see it clearly 557 00:34:16.386 --> 00:34:17.624 Set the size 558 00:34:19.594 --> 00:34:20.257 Freeze 559 00:34:22.158 --> 00:34:25.050 The history always needs to be erased 560 00:34:25.050 --> 00:34:26.188 And while we are at it 561 00:34:26.188 --> 00:34:28.317 Press Ctrl+D at once 562 00:34:29.911 --> 00:34:31.980 On the neck area 563 00:34:31.980 --> 00:34:34.822 We say neck, but for the entire face 564 00:34:34.822 --> 00:34:37.584 We will create another controller to move it 565 00:34:37.584 --> 00:34:40.178 Set the size 566 00:34:40.178 --> 00:34:42.604 In this case 567 00:34:42.604 --> 00:34:44.337 If the controller is placed on top 568 00:34:44.337 --> 00:34:45.465 It would be better 569 00:34:45.465 --> 00:34:48.257 So with the Isolate function 570 00:34:48.257 --> 00:34:49.921 We will only allow this to be seen 571 00:34:49.921 --> 00:34:53.139 Press on Contral Vertex with the right click 572 00:34:53.139 --> 00:34:55.752 And lift it upwards 573 00:34:55.752 --> 00:34:56.416 About this much 574 00:35:01.436 --> 00:35:02.485 After you have lifted it 575 00:35:05.010 --> 00:35:07.129 This is the head so 576 00:35:09.218 --> 00:35:10.545 HeadCtrl 577 00:35:12.208 --> 00:35:14.772 HeadCtrlGrp 578 00:35:14.772 --> 00:35:16.317 This HeadCtrlGrp has been 579 00:35:16.317 --> 00:35:19.030 put as parent in SpineCtrl 580 00:35:21.238 --> 00:35:24.069 And the scale value 581 00:35:24.069 --> 00:35:26.762 should be all set to default value 582 00:35:28.485 --> 00:35:32.871 Check if the input node history has been accumulated 583 00:35:32.871 --> 00:35:35.099 If it has not 584 00:35:35.099 --> 00:35:37.950 There is no need to erase the history 585 00:35:39.327 --> 00:35:42.485 Right now, from the head 586 00:35:42.485 --> 00:35:46.129 Select controller, select joint 587 00:35:46.129 --> 00:35:49.545 Constrain, Orient, Apply 588 00:35:52.188 --> 00:35:55.426 It is done with joint constrain 589 00:35:55.426 --> 00:35:58.149 There is always this blue bar for the constrain 590 00:35:58.149 --> 00:35:59.891 Last time we worked on it 591 00:35:59.891 --> 00:36:00.921 When we worked on the animation 592 00:36:00.921 --> 00:36:03.426 Remember seeing the red bar? 593 00:36:03.426 --> 00:36:05.634 When something is created in the channel box 594 00:36:05.634 --> 00:36:07.792 There are unique traits for everything 595 00:36:07.792 --> 00:36:10.950 There is a trait for every color 596 00:36:10.950 --> 00:36:12.376 We will learn more about that as we move on 597 00:36:14.455 --> 00:36:17.851 If we do this, the face is moving 598 00:36:17.851 --> 00:36:18.683 with the controller 599 00:36:19.960 --> 00:36:22.535 And SpineCtrl 600 00:36:24.475 --> 00:36:27.960 Select joint and Apply 601 00:36:27.960 --> 00:36:31.168 Then it moves like this again 602 00:36:31.168 --> 00:36:34.000 In this conditino, now for hierarchy 603 00:36:34.000 --> 00:36:36.337 hierarchical structure is important 604 00:36:36.337 --> 00:36:38.000 First, SpineCtrl 605 00:36:38.000 --> 00:36:41.802 It needs to be put as parent in the HipCtrl 606 00:36:41.802 --> 00:36:45.228 And previously the arm controllers 607 00:36:45.228 --> 00:36:47.802 The ArmLeft, ArmRight controller 608 00:36:47.802 --> 00:36:50.901 should be put inside SpineCtrl 609 00:36:50.901 --> 00:36:53.277 Then, like so 610 00:36:55.891 --> 00:37:01.158 The hierarchical structure has been created 611 00:37:09.257 --> 00:37:13.218 Now this part 612 00:37:13.218 --> 00:37:16.495 The tail area 613 00:37:16.495 --> 00:37:20.554 We will add a controller as well 614 00:38:07.495 --> 00:38:11.020 Lastly, I will do an overview 615 00:38:11.020 --> 00:38:14.604 This HipCtrl is moving but 616 00:38:17.841 --> 00:38:20.436 the foot controller is able to move separately 617 00:38:20.436 --> 00:38:21.763 However, you might want to work with it as a whole 618 00:38:21.763 --> 00:38:24.159 You could want to move it at once 619 00:38:24.164 --> 00:38:25.931 So, in order to control every controller 620 00:38:25.931 --> 00:38:28.000 all at once 621 00:38:28.000 --> 00:38:31.485 I will create a root controller 622 00:38:31.485 --> 00:38:34.099 Also create the same circle 623 00:38:34.099 --> 00:38:36.535 Make the circle slightly bigger 624 00:38:36.535 --> 00:38:38.436 About this much 625 00:38:42.832 --> 00:38:44.020 The name of this controller 626 00:38:46.554 --> 00:38:52.188 I will name it as RootCtrl 627 00:38:54.238 --> 00:38:58.495 And insert it to this controller group 628 00:38:58.495 --> 00:39:04.515 Every groups in this controller group 629 00:39:04.515 --> 00:39:06.376 should be inserted here 630 00:39:06.376 --> 00:39:09.891 Then it would be able to move overall 631 00:39:11.703 --> 00:39:15.010 The one on the top is the root controller 632 00:39:15.010 --> 00:39:19.564 Next, it will be HipCtrl and 633 00:39:19.564 --> 00:39:22.079 LegCtrl 634 00:39:24.208 --> 00:39:27.040 Lastly, I will save it once 635 00:39:28.798 --> 00:39:31.759 File, Save Scene As 636 00:39:34.485 --> 00:39:36.723 Before, it was skeleton 637 00:39:36.723 --> 00:39:39.851 but now it will be modified to rig 638 00:39:41.208 --> 00:39:43.545 We have installed the IK of character asset 639 00:39:43.545 --> 00:39:45.881 as well as FK controller 640 00:39:45.881 --> 00:39:47.842 During the process, we looked over Constrain 641 00:39:47.842 --> 00:39:50.287 and pole vector 642 00:39:50.287 --> 00:39:52.901 What we've worked on, skeleton creation 643 00:39:52.901 --> 00:39:56.238 Binding, controller installment and every process of them 644 00:39:56.238 --> 00:39:58.564 It is called rigging 645 00:39:58.564 --> 00:40:00.911 Today, we worked on the most simple way 646 00:40:00.911 --> 00:40:02.337 to proceed the rigging 647 00:40:02.337 --> 00:40:04.178 Starting with this, later on 648 00:40:04.178 --> 00:40:06.861 You will be able to work on rigging process 649 00:40:06.861 --> 00:40:09.465 that includes more complicated and diverse functions 650 00:40:09.465 --> 00:40:12.406 Thank you for your effort during the class 651 00:40:12.917 --> 00:40:15.199 Overview IK and FK to initiate rigging LIK Inverse Kinematics FK Forward Kinematics IK and FK are the methods to move arms and legs 652 00:40:15.199 --> 00:40:17.652 Normally, rigging is proceeded so thta IK and FK can be switched together IK groups through Ctrl+G, one controller each for the IK handle 653 00:40:17.652 --> 00:40:19.907 Create a circle by clicking on Create NURBS Primitives Circle Group through Ctrl+G Shape mending is necessary so that controller can be grabbed easily 654 00:40:19.917 --> 00:40:21.417 Constrain Create leg controller by IK Parent constrain: Function that subordinates the object 655 00:40:21.417 --> 00:40:23.236 Orient constrain: Constraining the rotation excluding Translate from the parent constrain 656 00:40:23.236 --> 00:40:25.168 Select the particular part and joint, Check on Constrain Orient option box Maintain offset and apply it Select on Locator and group by Ctrl+G 657 00:40:25.168 --> 00:40:26.917 Copy by Ctrl+D to create identical ones on both sides If pole vector is moved left and right while lifting the legs, the knees will move along 658 00:40:26.917 --> 00:40:28.541 Create arms, elbow, body, face, tail controller by FK Create circle after clicking on Create NURBS Primitives Cirlce, group by Ctrl + G 659 00:40:28.541 --> 00:40:30.239 Modify Match Transformations Match All Transforms Constrain Orient option box Check on Maintain offset before applying 660 00:40:30.239 --> 00:40:31.543 After selecting group and joint, click on Modify Match Transformations Match All Transforms to set it 661 00:40:31.543 --> 00:40:32.885 After selecting controller and joint, the arms will move after clikcing on Constrain Orient option box