& Construction

Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing

Professional CAD/CAM tools built on Inventor and AutoCAD
Refine the second twist joint using a multiply divide node, and add a constraint to the upper arm follower joints.
Transcript
00:03
Now we need to update the second twist joint here.
00:07
We want this to be rotated halfway between the upper arm joint and the elbow.
00:13
So we get a more gradual blend
00:15
open the node editor
00:18
bring in the main upper arm joint, not the twist joint
00:23
and now bring in the second twist joint
00:27
open these up.
00:31
So we want to affect the rotate Y axis.
00:35
If we connect the rotate wire attribute on the upper arm
00:38
directly to the rotate wire attribute on the twist joint,
00:43
we are getting the rotation back but it's far too much.
00:46
So we need a way to reduce that value.
00:49
Let's create a multiply divide node
00:52
and call this arm twist multi.
00:55
Although you should add the left in here too.
00:58
So it won't clash when you do the right arm,
01:01
connect the upper arms Y rotation to input on X
01:06
and then output X to the twist joints, rotate Y attribute.
01:11
So as we have seen before, we can use this to adjust the main rotation value
01:17
at the moment. Input one X is being multiplied by input two X. So by one,
01:23
which means we will get the same value
01:26
if we change input two X to 0.5
01:29
we will be getting half the value.
01:32
So if we rotate the control, now
01:35
the twist joint is moving half the amount
01:38
giving us that nicer more gradual blend down the arm,
01:42
we can rotate the upper arm now
01:44
and the shoulder stays level.
01:46
And the bicep area is following
01:50
one quick tip would be to create a custom bicep twist attribute
01:54
and connect that to the input two X attribute on the multiply divide node.
01:60
This will then give the animator complete control over how this area twists.
02:04
So they can correct it if they need to on more extreme poses.
02:10
OK. Let's reset this.
02:12
All we need to do now is make the follow joint move with the torso.
02:16
Otherwise the locator will be left behind
02:19
and then the shoulder won't deform as expected.
02:23
Let's move the torso.
02:25
OK. So we probably want to follow the spine three joint here. This is the closest
02:31
we aren't going to parent the follower joints to
02:33
it as that would change the main skeletal structure
02:36
and they would ultimately end up being exported to the engine.
02:41
So let's just constrain them
02:42
and we can just use a parent constraint with maintain offset enabled.
02:50
OK. Good that now follows.
02:55
Now move the follower joints to the main arm group under the rig systems group.
03:01
So we've done the upper arm and the shoulder now deforms in a more natural way.
00:03
Now we need to update the second twist joint here.
00:07
We want this to be rotated halfway between the upper arm joint and the elbow.
00:13
So we get a more gradual blend
00:15
open the node editor
00:18
bring in the main upper arm joint, not the twist joint
00:23
and now bring in the second twist joint
00:27
open these up.
00:31
So we want to affect the rotate Y axis.
00:35
If we connect the rotate wire attribute on the upper arm
00:38
directly to the rotate wire attribute on the twist joint,
00:43
we are getting the rotation back but it's far too much.
00:46
So we need a way to reduce that value.
00:49
Let's create a multiply divide node
00:52
and call this arm twist multi.
00:55
Although you should add the left in here too.
00:58
So it won't clash when you do the right arm,
01:01
connect the upper arms Y rotation to input on X
01:06
and then output X to the twist joints, rotate Y attribute.
01:11
So as we have seen before, we can use this to adjust the main rotation value
01:17
at the moment. Input one X is being multiplied by input two X. So by one,
01:23
which means we will get the same value
01:26
if we change input two X to 0.5
01:29
we will be getting half the value.
01:32
So if we rotate the control, now
01:35
the twist joint is moving half the amount
01:38
giving us that nicer more gradual blend down the arm,
01:42
we can rotate the upper arm now
01:44
and the shoulder stays level.
01:46
And the bicep area is following
01:50
one quick tip would be to create a custom bicep twist attribute
01:54
and connect that to the input two X attribute on the multiply divide node.
01:60
This will then give the animator complete control over how this area twists.
02:04
So they can correct it if they need to on more extreme poses.
02:10
OK. Let's reset this.
02:12
All we need to do now is make the follow joint move with the torso.
02:16
Otherwise the locator will be left behind
02:19
and then the shoulder won't deform as expected.
02:23
Let's move the torso.
02:25
OK. So we probably want to follow the spine three joint here. This is the closest
02:31
we aren't going to parent the follower joints to
02:33
it as that would change the main skeletal structure
02:36
and they would ultimately end up being exported to the engine.
02:41
So let's just constrain them
02:42
and we can just use a parent constraint with maintain offset enabled.
02:50
OK. Good that now follows.
02:55
Now move the follower joints to the main arm group under the rig systems group.
03:01
So we've done the upper arm and the shoulder now deforms in a more natural way.