all right so let's take a look at the
rig um a lot of it's going to be pretty
uh familiar to you uh it's in line with
a lot of um normal biped rigs by default
uh the limbs and the spine are in ik so
um the leg is actually a no flip ik
setup whereas the arm is a normal pull
Vector setup so if we do that and move
the pull vector
uh the behavior is what we'd expect for
the leg you actually do not have a pull
vector control and it's set up to be a
no flip leg so you get a very huge range
of motion without having to manage
another control um if you do want to
deal with the leg twist It's actually an
attribute on this foot control so if I
select the full control in the uh
Channel box I can see knee twist I can
also control metal Mouse drag in the
Picker and drive it that
way um while we're on the legs I'll talk
about the hips so if you select the
inner hip control this is the body
control on the outside that moves the
entire upper body the hip control will
just move the hips now because we have
squash and stretch turned off on the
spine it is bringing the spine down but
you'll notice the controls are staying
up on the hip control we can turn on
auto hiips now if we turn on auto hiips
what that's going to do is as we move
our legs the hips are going to orient
themselves to be balanced between the
leg
positions so as I move this you can see
that our uh Auto hiips are
behaving in a way that our normal hips
would in real
life we also have an auto spine setting
on the spine control so we can turn auto
spine on and we can set a value on the
rotation influence uh I usually default
to something about 0.25 it's a 0 to one
and what this means is it's going to
automate our middle spine control so as
we move this the middle spine is moving
as well as we rotate
this that 0.25 rotation influence is
calculating into that middle spine
controls translation
so I know the animators at work tend to
like this because it just speeds up
their workflow and it gets them pretty
close to the pose that they're wanting
to achieve
anyway used in conjunction with auto
hiips you can have a pretty powerful
automated system uh while we're talking
about automation the last part that we
have is the auto
shoulders so with auto shoulders on as I
move
my my wrist you can see that my
clavicles are aiming towards my elbow
and raising automatically um I've always
found that shoulders seem to be
something that get neglected a lot um in
animation and so this is there to kind
of help you uh make sure that you can
get some nice natural shoulder
animation um
automatically now I will say that there
are a lot of settings on this rig there
are a lot of options and in some of the
future videos uh I'll go over some of
the more advanced stuff but definitely
click around on some of these controls
and look at the attributes that are
there and you'll see things like on the
head we've got orientation settings so
if we set that to world and we were to
select the
spine we get what you would
expect the limbs also have squash and
stretch as does the spine so let me
select the spine and set stretch to one
now if I just do stretch um the way this
is uh rigidly weighted clearly doesn't
uh work as well for this character but
you get the
idea if I just do stretch what it gives
me is just a translational stretching of
the joints if I actually add squash I'll
also get nonlinear scale which means
that as I Collapse I'm thickening and
thinning that spine um same with the
arms and the legs so if I turn on squash
and stretch and I stretch you can see
what's happening there there so we're
actually getting some scale as well um
the ik hand control has a few unique uh
attributes and to properly use them we
want to turn on some attributes on our
fingers so on our fingers down here in
the Picker um these green buttons will
select a row or a column so I can select
this row of Bas knuckle joints and turn
sticky to one and what this will do is
when I do side to side it will keep my
fingers oriented towards their initial
position as you can see there
and the thumb sticky is not on one so
what you could see what it was doing is
it was rotating with the hand control so
now that it's set to one you can see
what we get um Mid Bend so for this to
best work you want to have room for your
arm to extend so mid Bend gives you that
ability now if you had sticky off these
fingers will go straight
down so this allows you to push up and
off of things uh swivel both from the
tip or the mid um and so like I said
there's lots of attributes on all the
controls so definitely just click
through and and check them
out in terms of getting to our FK
controls there's a few ways to do it uh
you can go over to the rig settings tab
and go to the specified body part that
you're looking for and click on F K mode
all the settings for everything in the
rig is located in this tab but a much
faster way to work is just to actually
go into the Picker and write click on
any of the arm buttons for example and
choose arm FK mode now we're in FK mode
and that works exactly like you'd expect
Now by default FK and ik when you match
through the UI will match uh poses so if
I were to switch back to ik now it's
already matched my pose if you do not
want that Behavior you can actually go
up to settings and turn off match on
switch if I turn match on switch off and
I were to move my
ik and I go back to FK you'll see I I'm
not matching anymore so by default that
setting is turned on and you can feel
free to turn it off to get the behavior
you
want uh this goes for switching on all
of the body parts so and if you want to
switch the spine just click on any spine
bone in the Picker and you can switch
to the fkr ik mode and same for the legs
any leg bone in the Picker will switch
you
as let's talk about the master and the
offset controls so down here on the
bottom we have our Master this is our
entire rig master and then we have the
offset now the offset is essentially the
same thing as the master except it's
just a child and what it allows us to do
especially for game animation that's
really important is if an animator wants
to animate a walk cycle and they animate
this guy walking in Space um usually
what we need to do is have him walking
in place so what they can do is as this
guy is walking in Space they then take
the translation data from his body and
counter that on the offset so that he'll
end up walking directly in the center
and then we also have a root animation
bone um this is for you know if you're
doing a root motion type animations for
your game or anything like that
sometimes you have to animate the root
which the physics capsule attaches to um
to go over cover do whatever you need to
do so that's what that's there for and
that's pretty much the the quick uh
rundown of the rig oh I did forget the
fingers actually also have FK and ik um
not just the limbs so in fingers we can
go here um and then we can also so
that's just basic FK control we can also
just right click on any of the finger
bones to go to ik that was on the right
hand so let
me and now with
ik you get uh what you'd expect and on
the ik control there's an attribute for
the pole Vector visibility you can turn
that on and now you can actually animate
that if you need it to as well although
the default motion that you're going to
get is pretty accurate to what you'd
want um but I just thought I'd mentioned
that and then this Square control here
is specifically for the ik controls so
this is kind of like the ik ground plane
if you went ahead and you turned
on ik for all of your fingers and you
were to grab this control you'll see
that it will just grab them all this is
really useful if you need to do a push
on the ground or something like
that in the next video we'll go over the
UI in more detail and then we'll start
digging into the tools
thanks