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Connect the blendMatrix node to the arm IK control, then test the condition nodes for the arm IK space to ensure that the hand follows the controls.
Type:
Tutorial
Length:
1 min.
Transcript
00:03
Let's test this on the control.
00:07
Ah OK.
00:09
It would help if we actually connected the blend matrix node to the arm IK control.
00:15
OK. Move this over
00:17
and connect output matrix to the arm I care controls,
00:21
offset parent matrix attribute.
00:24
Well, it's moved. So that's a good sign.
00:27
Let's close this.
00:29
So the arm should now follow the cop control.
00:32
It does great.
00:34
Let's swap to hips now
00:37
and it follows the hip control.
00:40
Let's move the root control now
00:42
which will eventually control the clavicle too
00:45
and switch follower to clavicle.
00:49
The hand now follows this control
00:53
and world just leaves it floating in world space.
00:57
So we do have all these locators. Now,
00:60
the animator can use these to control the hand's placement.
01:03
So it could be sat on the creature's hips, for example, as the hips are moving.
Video transcript
00:03
Let's test this on the control.
00:07
Ah OK.
00:09
It would help if we actually connected the blend matrix node to the arm IK control.
00:15
OK. Move this over
00:17
and connect output matrix to the arm I care controls,
00:21
offset parent matrix attribute.
00:24
Well, it's moved. So that's a good sign.
00:27
Let's close this.
00:29
So the arm should now follow the cop control.
00:32
It does great.
00:34
Let's swap to hips now
00:37
and it follows the hip control.
00:40
Let's move the root control now
00:42
which will eventually control the clavicle too
00:45
and switch follower to clavicle.
00:49
The hand now follows this control
00:53
and world just leaves it floating in world space.
00:57
So we do have all these locators. Now,
00:60
the animator can use these to control the hand's placement.
01:03
So it could be sat on the creature's hips, for example, as the hips are moving.
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