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Configure upper arm twist controls for more stable and natural shoulder movement during arm movements.
Transcript
00:04
First, let's duplicate these twist joints
00:08
and we also need to move them out of the hierarchy.
00:12
There we go.
00:13
Let's rename these to follow instead of twist
00:17
because the twist joints are going to follow these joints,
00:20
we will call this one follow tip as it's the end joint.
00:25
OK. Let's move these back now behind the arm.
00:29
Next, we need a locator,
00:31
call it
00:32
upper arm aim left
00:36
and match its position to the follow joint using the match transformations tool.
00:42
Now move this back to so we can see it,
00:46
we need the locator to move with the follow joint. So parent it to it
00:52
there, we can see it in the hierarchy.
00:55
So as this joint rotates, the locator follows with its offset distance.
01:01
What this set it will do is let us force the twist joint to always point at the locator
01:06
which will keep it steady, meaning the shoulder won't twist
01:10
even though the arm is,
01:12
but it will allow us to still raise and lower the arm too.
01:16
So we will get a more stable and natural shoulder movement.
01:20
OK? So we need the Z axis to aim at the locator.
01:24
But we also need the Y axis to stay fixed onto the elbow.
01:28
So how do we do this?
01:30
Well, we can use an aim constraint which will keep the axis aligned for us,
01:36
select the elbow joint
01:38
and then the twist joint
01:41
and go to constrain.
01:43
A
01:44
let's reset this.
01:47
Now, if you prefer, you could experiment with the aim matrix node. Instead
01:52
if you're wanting a more economical setup,
01:55
we're using a constraint because we need the
01:57
translation values available on the actual joint.
02:01
So any animation can be baked and exported later.
02:06
So first we need the aim vector.
02:08
So looking at the joint, we want the Y axis to point at the elbow.
02:12
So set the second column which represents Y to one
02:17
and zero out the X column
02:20
with the up vector. We want to use the axis which is going to point at the aim locator.
02:25
This is the Z axis.
02:27
But because the Z axis is pointing forwards, we need to use a negative value.
02:31
So it looks behind the joints instead.
02:34
So set the third column, which is the Z column to minus one
02:39
set world up type to object up because we want to use an object to help drive the Z axis.
02:46
And now we input the name of the locator.
02:50
So upper arm aim left
02:53
and apply that
02:56
ideally, you don't want any rotation values appearing here.
03:01
Let's test this. Now
03:03
actually let's show the rotational axes. So we can see how the joints are rotating
03:10
and this one
03:13
so I can raise and lower the arm
03:16
and also move it forwards and backwards.
03:20
But if I twist it, the shoulder stays steady
03:24
because the Z axis is staying locked onto the locator.
03:28
If I move the locator,
03:30
you can see it's following. Now,
03:32
that's the first part done.
00:04
First, let's duplicate these twist joints
00:08
and we also need to move them out of the hierarchy.
00:12
There we go.
00:13
Let's rename these to follow instead of twist
00:17
because the twist joints are going to follow these joints,
00:20
we will call this one follow tip as it's the end joint.
00:25
OK. Let's move these back now behind the arm.
00:29
Next, we need a locator,
00:31
call it
00:32
upper arm aim left
00:36
and match its position to the follow joint using the match transformations tool.
00:42
Now move this back to so we can see it,
00:46
we need the locator to move with the follow joint. So parent it to it
00:52
there, we can see it in the hierarchy.
00:55
So as this joint rotates, the locator follows with its offset distance.
01:01
What this set it will do is let us force the twist joint to always point at the locator
01:06
which will keep it steady, meaning the shoulder won't twist
01:10
even though the arm is,
01:12
but it will allow us to still raise and lower the arm too.
01:16
So we will get a more stable and natural shoulder movement.
01:20
OK? So we need the Z axis to aim at the locator.
01:24
But we also need the Y axis to stay fixed onto the elbow.
01:28
So how do we do this?
01:30
Well, we can use an aim constraint which will keep the axis aligned for us,
01:36
select the elbow joint
01:38
and then the twist joint
01:41
and go to constrain.
01:43
A
01:44
let's reset this.
01:47
Now, if you prefer, you could experiment with the aim matrix node. Instead
01:52
if you're wanting a more economical setup,
01:55
we're using a constraint because we need the
01:57
translation values available on the actual joint.
02:01
So any animation can be baked and exported later.
02:06
So first we need the aim vector.
02:08
So looking at the joint, we want the Y axis to point at the elbow.
02:12
So set the second column which represents Y to one
02:17
and zero out the X column
02:20
with the up vector. We want to use the axis which is going to point at the aim locator.
02:25
This is the Z axis.
02:27
But because the Z axis is pointing forwards, we need to use a negative value.
02:31
So it looks behind the joints instead.
02:34
So set the third column, which is the Z column to minus one
02:39
set world up type to object up because we want to use an object to help drive the Z axis.
02:46
And now we input the name of the locator.
02:50
So upper arm aim left
02:53
and apply that
02:56
ideally, you don't want any rotation values appearing here.
03:01
Let's test this. Now
03:03
actually let's show the rotational axes. So we can see how the joints are rotating
03:10
and this one
03:13
so I can raise and lower the arm
03:16
and also move it forwards and backwards.
03:20
But if I twist it, the shoulder stays steady
03:24
because the Z axis is staying locked onto the locator.
03:28
If I move the locator,
03:30
you can see it's following. Now,
03:32
that's the first part done.