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Update the clavicle to always points towards the shoulder with aim constraints, and use a locator to stabilize the constraints.
Transcript
00:03
Now let's look at the orientations.
00:06
First, let's display the rotational axes.
00:09
So we can see how these are being affected.
00:12
So you can clearly see as I move the control,
00:15
the rotations on the clavicle joints aren't being updated.
00:20
What we can do is use aim constraints again to
00:23
make sure the clavicle always points towards the shoulder.
00:27
But to ensure we don't get any rotational issues or the joints flipping,
00:32
we will use a locator to stabilize the constraint.
00:36
So create a new locator
00:38
and match it to the upper spine or spine three's position.
00:43
So it's up here. Now,
00:45
let's move it back behind the torso
00:47
and scale it a little. So we can see it.
00:51
I'm also going to move it up a little. So it's more in line with the clavicles, Z axis
00:58
around here should be fine.
01:01
And let's rename this to clavicle aim.
01:05
We want it to move with a torso. So parent it to the spine three joint.
01:12
OK. That follows good.
01:15
Now, select the left arm, root control
01:18
and then the left clavicle joint
01:21
and go to constrain
01:23
aim and open the options.
01:27
I'll reset this.
01:29
So we want the aim vector to be set to Y. So the Y axis points to the root control
01:35
world up type should be changed to object up. So we can use the locator's position.
01:40
And now add the locator's name
01:42
clavicle aim
01:45
the up vector also needs to match the axis which will be pointing at the locator.
01:50
So this is minus Z
01:54
let's apply that.
01:56
All right, I put the wrong a vector in,
01:58
I set it to X.
02:00
Let's undo and change this to why?
02:04
So we need a one here
02:06
and apply that again.
02:08
OK. That's better.
02:09
Why is pointing at the control? Now,
02:13
it's important to mention that you can
02:14
edit a name constraint after you've created it
02:17
just in the attribute editor.
02:20
So you don't always need to delete them and
02:21
recreate them if you added in the wrong values.
02:25
So what I want to do now is undo it
02:28
and reset the root control
02:29
because I don't want there to be too much movement when created.
02:33
So I want to double check this when it's applied in a neutral pose.
02:37
Let's apply this again.
02:39
So you see we have some small rotation values here. Now,
02:43
if we wanted, we could adjust the locators position to just try and remove these.
02:50
But this is OK for this rig.
02:52
OK. Now, as we move the root control, the clavicle joint rotates to follow it.
02:57
Perfect.
02:59
Let's add the constraints to the opposite side. Now.
03:02
So on this joint, the Y axis is pointing the opposite way.
03:05
So we need to change the aim vector to minus one instead.
03:10
And the Z axis is pointing towards the locator.
03:14
So we can remove the minus from the up vector
03:18
and apply that
03:21
that works now too.
03:23
And both are locked to the locator,
03:26
meaning we compose the spine
03:29
and the constraints are more stable with less risk of them flipping.
00:03
Now let's look at the orientations.
00:06
First, let's display the rotational axes.
00:09
So we can see how these are being affected.
00:12
So you can clearly see as I move the control,
00:15
the rotations on the clavicle joints aren't being updated.
00:20
What we can do is use aim constraints again to
00:23
make sure the clavicle always points towards the shoulder.
00:27
But to ensure we don't get any rotational issues or the joints flipping,
00:32
we will use a locator to stabilize the constraint.
00:36
So create a new locator
00:38
and match it to the upper spine or spine three's position.
00:43
So it's up here. Now,
00:45
let's move it back behind the torso
00:47
and scale it a little. So we can see it.
00:51
I'm also going to move it up a little. So it's more in line with the clavicles, Z axis
00:58
around here should be fine.
01:01
And let's rename this to clavicle aim.
01:05
We want it to move with a torso. So parent it to the spine three joint.
01:12
OK. That follows good.
01:15
Now, select the left arm, root control
01:18
and then the left clavicle joint
01:21
and go to constrain
01:23
aim and open the options.
01:27
I'll reset this.
01:29
So we want the aim vector to be set to Y. So the Y axis points to the root control
01:35
world up type should be changed to object up. So we can use the locator's position.
01:40
And now add the locator's name
01:42
clavicle aim
01:45
the up vector also needs to match the axis which will be pointing at the locator.
01:50
So this is minus Z
01:54
let's apply that.
01:56
All right, I put the wrong a vector in,
01:58
I set it to X.
02:00
Let's undo and change this to why?
02:04
So we need a one here
02:06
and apply that again.
02:08
OK. That's better.
02:09
Why is pointing at the control? Now,
02:13
it's important to mention that you can
02:14
edit a name constraint after you've created it
02:17
just in the attribute editor.
02:20
So you don't always need to delete them and
02:21
recreate them if you added in the wrong values.
02:25
So what I want to do now is undo it
02:28
and reset the root control
02:29
because I don't want there to be too much movement when created.
02:33
So I want to double check this when it's applied in a neutral pose.
02:37
Let's apply this again.
02:39
So you see we have some small rotation values here. Now,
02:43
if we wanted, we could adjust the locators position to just try and remove these.
02:50
But this is OK for this rig.
02:52
OK. Now, as we move the root control, the clavicle joint rotates to follow it.
02:57
Perfect.
02:59
Let's add the constraints to the opposite side. Now.
03:02
So on this joint, the Y axis is pointing the opposite way.
03:05
So we need to change the aim vector to minus one instead.
03:10
And the Z axis is pointing towards the locator.
03:14
So we can remove the minus from the up vector
03:18
and apply that
03:21
that works now too.
03:23
And both are locked to the locator,
03:26
meaning we compose the spine
03:29
and the constraints are more stable with less risk of them flipping.