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Edit the lower arm twist to make the forearm follow as the wrist twists.
Transcript
00:04
If we rotate the wrist,
00:06
you see we get quite a harsh twist here.
00:09
If you look at your own arm as you twist your wrist,
00:12
you will see it's the forearm that twists, not the actual wrist.
00:17
So that's where this twist joint comes in.
00:19
We need to pass the twist down to this joint. Instead,
00:24
the other axes are fine. It's just the twist, we need to correct
00:28
and we can use a similar set up to how we control the shoulder
00:33
start by creating a new locator
00:36
and snap it to the wrist position
00:39
using the match transformations tool.
00:42
Let's move it back to
00:44
and rename it to hand, aim left.
00:48
This is going to be used just like the upper arm aim locator above.
00:53
But instead this will trigger the twist rather than remove it.
00:58
We don't need any follow joints this time.
00:60
Instead just parent the locator to the hand left joint.
01:05
So now it will follow as a hand rotate.
01:08
And because it's parented to the main skin joint,
01:11
this will work regardless of if we are using IK or FK to animate the arm.
01:17
What we need now is for the twist joint to be locked to the locator.
01:20
So we can use another aim constraint.
01:23
Again, we can tell it to always look at the elbow.
01:26
So it maintains the right orientation.
01:29
So select the elbow or lower arm joint.
01:34
And now we need the hand twist joint here,
01:38
open the aim constraint options again
01:41
and change the world up object to the hand aim locator this time.
01:46
Although we still need the Y axis to point to the elbow,
01:50
it needs to be looking behind the joint instead.
01:53
So change the aim vector from one to minus one
01:58
and apply that
02:00
if I move the locator, now
02:02
the twist joint follows,
02:05
you can only just see it moving,
02:08
let's show the rotational axis.
02:11
So that's a bit clearer
02:14
this time. If we rotate the wrist,
02:17
you see the twist joint isn't moving,
02:20
that is until we twist it
02:22
and then it starts to follow the locator.
02:25
So we are checking for the twist this time.
02:29
What we can do now is pass that rotation up to the forearm, twist joint.
02:34
Let's go back to the node editor.
02:37
We can use the same multiply divide node.
02:39
So open this up,
02:42
we can remove these,
02:44
bring in the hand twist joint
02:46
and the lower arm twist joint
02:49
move these up here.
02:51
Now connect the hand twist joints, Y rotation to input one Y
02:57
and then output Y to the lower arm twist joints rotate Y attribute
03:05
the forearm. Now follows as the wrist twists, but again, it's too much.
03:09
So we need to reduce it.
03:11
Let's half the amount again. So change this to 0.5.
03:17
So the lower arm now has a nice gradual twist.
03:22
The beauty of this setup is we can position the hand anywhere we like.
03:26
And the lower arm follows
03:28
if we simply use the wrist joint to drive
03:31
the lower arm joint and connect to them directly.
03:34
Without the aim constraint in the locator,
03:37
which would have been an option,
03:39
there would be poses where it wouldn't work if
03:41
the joint hit gimbal lock or the rotations clashed.
03:45
And this would result in the twist joint, flipping or rotating the wrong direction.
03:51
This way, the rotations are dictated by the locator's position.
03:55
So it makes it much more stable and more predictable.
03:59
Ok. So that's the arm twist joints rigged
04:02
and we have some much nicer and more natural defamation in the upper and lower arm.
04:06
Now,
04:08
this setup can easily be applied to the leg now too.
00:04
If we rotate the wrist,
00:06
you see we get quite a harsh twist here.
00:09
If you look at your own arm as you twist your wrist,
00:12
you will see it's the forearm that twists, not the actual wrist.
00:17
So that's where this twist joint comes in.
00:19
We need to pass the twist down to this joint. Instead,
00:24
the other axes are fine. It's just the twist, we need to correct
00:28
and we can use a similar set up to how we control the shoulder
00:33
start by creating a new locator
00:36
and snap it to the wrist position
00:39
using the match transformations tool.
00:42
Let's move it back to
00:44
and rename it to hand, aim left.
00:48
This is going to be used just like the upper arm aim locator above.
00:53
But instead this will trigger the twist rather than remove it.
00:58
We don't need any follow joints this time.
00:60
Instead just parent the locator to the hand left joint.
01:05
So now it will follow as a hand rotate.
01:08
And because it's parented to the main skin joint,
01:11
this will work regardless of if we are using IK or FK to animate the arm.
01:17
What we need now is for the twist joint to be locked to the locator.
01:20
So we can use another aim constraint.
01:23
Again, we can tell it to always look at the elbow.
01:26
So it maintains the right orientation.
01:29
So select the elbow or lower arm joint.
01:34
And now we need the hand twist joint here,
01:38
open the aim constraint options again
01:41
and change the world up object to the hand aim locator this time.
01:46
Although we still need the Y axis to point to the elbow,
01:50
it needs to be looking behind the joint instead.
01:53
So change the aim vector from one to minus one
01:58
and apply that
02:00
if I move the locator, now
02:02
the twist joint follows,
02:05
you can only just see it moving,
02:08
let's show the rotational axis.
02:11
So that's a bit clearer
02:14
this time. If we rotate the wrist,
02:17
you see the twist joint isn't moving,
02:20
that is until we twist it
02:22
and then it starts to follow the locator.
02:25
So we are checking for the twist this time.
02:29
What we can do now is pass that rotation up to the forearm, twist joint.
02:34
Let's go back to the node editor.
02:37
We can use the same multiply divide node.
02:39
So open this up,
02:42
we can remove these,
02:44
bring in the hand twist joint
02:46
and the lower arm twist joint
02:49
move these up here.
02:51
Now connect the hand twist joints, Y rotation to input one Y
02:57
and then output Y to the lower arm twist joints rotate Y attribute
03:05
the forearm. Now follows as the wrist twists, but again, it's too much.
03:09
So we need to reduce it.
03:11
Let's half the amount again. So change this to 0.5.
03:17
So the lower arm now has a nice gradual twist.
03:22
The beauty of this setup is we can position the hand anywhere we like.
03:26
And the lower arm follows
03:28
if we simply use the wrist joint to drive
03:31
the lower arm joint and connect to them directly.
03:34
Without the aim constraint in the locator,
03:37
which would have been an option,
03:39
there would be poses where it wouldn't work if
03:41
the joint hit gimbal lock or the rotations clashed.
03:45
And this would result in the twist joint, flipping or rotating the wrong direction.
03:51
This way, the rotations are dictated by the locator's position.
03:55
So it makes it much more stable and more predictable.
03:59
Ok. So that's the arm twist joints rigged
04:02
and we have some much nicer and more natural defamation in the upper and lower arm.
04:06
Now,
04:08
this setup can easily be applied to the leg now too.