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Wire the finger controls for availability when using an IK or an FK arm.
Transcript
00:03
We have all these finger controls just like we had with the FK tours.
00:08
So we need to wire these up.
00:10
Unlike with the foot though, we won't be using both an IK and FK set up with the hand.
00:15
All we need for this rig are simple FK controls.
00:19
But these will need to be available. Whether we are working with an IK or an FK arm
00:24
first, we need a group so we can eventually get the controls to follow the hand.
00:29
So create a new empty group
00:31
and call it
00:32
hand left control group.
00:35
We need this to be in the same position as the wrist. So match it to the left hand joint
00:41
there. It is
00:42
now parent it to the main root control alongside the other controls.
00:48
Actually, let's move it to the left arm group.
00:52
Now move the finger controls into that group
00:56
because we've changed the hierarchy, the positions of the controls have changed.
01:00
So we now have additional transform values here.
01:03
So we need to update the offset parent matrix values.
01:07
So select the first control of each finger.
01:10
And in the attribute editor
01:12
set the matrix to identity
01:14
which will reset the offset parent matrix values and
01:17
pass the values back to the main attributes.
01:21
Now set the values to zero. So we can see where they are.
01:25
Actually, I'll move them out of the hierarchy so we can test them properly.
01:31
So reset again
01:33
and the first control should be at the world root.
01:36
OK. Good. They are.
01:38
So they don't have an offset baked into them, which is good.
01:42
OK, parent these back to the hand group
01:46
and now match each control's position and orientation
01:49
to the first joint in each finger,
01:51
moving them back into position.
01:55
Now we can clean the values again,
01:57
moving them back down to the transform, offset parent matrix section
02:01
or just using the script,
02:04
that's better all zeroed out.
02:07
So with the toes, we also cleaned the joints too.
02:11
But remember we were working with the FK skeleton then
02:14
whereas this is the main skinned skeleton.
02:17
So we can't do that here.
02:19
We also need to maintain the values when this is animated and em baked.
02:23
So we need to use just basic constraints.
02:27
So select each control
02:29
and then the joint it will drive
02:33
and simply use a parent constraint.
02:37
Remember that you can press G to repeat the last command
02:41
rather than manually applying the constraint each time.
02:48
OK. That's the fingers rigged. Nice and easy.
00:03
We have all these finger controls just like we had with the FK tours.
00:08
So we need to wire these up.
00:10
Unlike with the foot though, we won't be using both an IK and FK set up with the hand.
00:15
All we need for this rig are simple FK controls.
00:19
But these will need to be available. Whether we are working with an IK or an FK arm
00:24
first, we need a group so we can eventually get the controls to follow the hand.
00:29
So create a new empty group
00:31
and call it
00:32
hand left control group.
00:35
We need this to be in the same position as the wrist. So match it to the left hand joint
00:41
there. It is
00:42
now parent it to the main root control alongside the other controls.
00:48
Actually, let's move it to the left arm group.
00:52
Now move the finger controls into that group
00:56
because we've changed the hierarchy, the positions of the controls have changed.
01:00
So we now have additional transform values here.
01:03
So we need to update the offset parent matrix values.
01:07
So select the first control of each finger.
01:10
And in the attribute editor
01:12
set the matrix to identity
01:14
which will reset the offset parent matrix values and
01:17
pass the values back to the main attributes.
01:21
Now set the values to zero. So we can see where they are.
01:25
Actually, I'll move them out of the hierarchy so we can test them properly.
01:31
So reset again
01:33
and the first control should be at the world root.
01:36
OK. Good. They are.
01:38
So they don't have an offset baked into them, which is good.
01:42
OK, parent these back to the hand group
01:46
and now match each control's position and orientation
01:49
to the first joint in each finger,
01:51
moving them back into position.
01:55
Now we can clean the values again,
01:57
moving them back down to the transform, offset parent matrix section
02:01
or just using the script,
02:04
that's better all zeroed out.
02:07
So with the toes, we also cleaned the joints too.
02:11
But remember we were working with the FK skeleton then
02:14
whereas this is the main skinned skeleton.
02:17
So we can't do that here.
02:19
We also need to maintain the values when this is animated and em baked.
02:23
So we need to use just basic constraints.
02:27
So select each control
02:29
and then the joint it will drive
02:33
and simply use a parent constraint.
02:37
Remember that you can press G to repeat the last command
02:41
rather than manually applying the constraint each time.
02:48
OK. That's the fingers rigged. Nice and easy.