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- [Pierre] So far, using the layer method
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we have been able to create
the space motion for our robot.
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But how do we get to this,
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where every part of the robot
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are moving in reaction to the body motion?
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We could use the same method
and start with the main body
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working first on the Z location curve
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and then on the rotation,
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and then go ahead with the hips, the head,
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and everything that is attached to it.
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But what if we had a
solution that would allow us
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to source the base motion we have created
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to generate those additional motion,
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finding method that
will allow us to iterate
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or modify the animation
on the fly with ease?
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We can do it by using a
technique I will show you
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in the next video.
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But to do so, we need to learn a bit
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about the base constraints in Blender.
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I've created a blend file
with a couple of objects,
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including arrows, that
will help us identifying
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the orientation they have.
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In Blender, We can find
the Object Constraint
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under the Constraint tab.
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We will find the same
constraint for the rig or bones,
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but we will see that in the next video.
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The list of constraints is pretty big,
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but in the end we will
just use a few of them.
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Mostly, the Copy Transform constraint
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and some tracking constraints.
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Constraints will allow us
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to modify the behavior
of an object or a bone
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using another object or another bone.
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To add the constraint, we
can simply select the object,
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go to the Constraint tab
and select, for example,
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the Copy Location.
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As I've just added it, we
can see that the icon is red.
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It means that the constraint
is currently not working
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because the owner is not
constraint to anything.
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So we need to choose a target,
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and I will choose the arrow number one.
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As soon as I do, we
can see our small arrow
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snapping onto the large arrow.
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The small rural object
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is now copying the location
or position in the world space
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of the large arrow.
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Remember, that as an object,
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the position or any transform
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are performed on the origin of the object.
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And by default, a newly created constraint
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is using world space for both
the target and the owner.
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This way, whatever we do,
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the owner will be on top
of the target in our scene.
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If on the single object,
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we switch to local space to local space,
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we won't see that much of a difference.
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Because by default,
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the local space of a single object
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is aligned with world space,
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as we have seen in the local
space and world space video.
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So the only way to see the difference
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is currently to create
a parent to this object.
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Now, if I switch back the constraint
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from local space to local
space and move the parent,
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we can see that the object is moving,
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but it only follow the
location of the target.
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Whenever I rotate it, nothing's happened.
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If I now switch back from
world space to world space,
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it will override the parenting
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and the constraint arrow
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will be snapped onto the target arrow.
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Let's get rid of the parent,
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switch back to local space to local space,
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and use the offset.
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It will allow us to still be able to
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move the constraint object,
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and any transformation
generated by the constraint
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will be added on top of the
local space of the object.
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The Copy Location constraint
will only affect location,
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rotating or scaling the
object won't do anything.
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While if we were parenting
the object to the other,
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then it will follow any transformation
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the first object does.
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The other copy constraint behave the same.
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If I add a Copy Rotation
constraint and rotate the object,
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the other one will follow.
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But moving it or scaling
it won't change anything.
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And if we had a Copy Scale,
I think you've guessed it,
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moving it or rotate it
won't change anything,
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while scaling will scale both objects.
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The Copy Transform constraint
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will currently perform a Copy Location,
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Copy Rotation, and Copy
Scale at the same time.
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We can no longer move the target
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unless we switch the Mix mode
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to Before Original or After Original.
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But I won't go further into this
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because we won't need all those options.
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Some very useful constraints
are the tracking constraints.
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You're already using one
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which is the Inverse Kinematic constraint,
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which is a tracking constraint too.
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But here, we will use other constraints.
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So I have my arrow object,
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I have created a target object,
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let's add a dump truck
constraint to our arrow
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and choose as a target the target object.
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You can use the eyedropper
in the constraint
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and then source the object
directly in the 3D viewport.
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As soon as we select it,
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we can see our arrow slightly
rotating to point towards it.
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And as we move the target,
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our constraint object will follow it.
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It's a super useful constraint
to rig eyes, for example.
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It's a pretty easy constraint to be used.
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By default, it will track
along the positive y-axis.
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If we switch to the positive z-axis,
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we can see our object rotating
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so that it's positive z-axis
point toward the target.
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If we do the same with the x-axis,
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the object will shift again.
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Choosing the minus y-axis will
flip our arrow orientation
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but it will still the
pointing at the target
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using its y-axis.
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The locked track constraint
will kind of behave the same,
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but this time the object
will be all to rotate
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only on one axis.
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We still have to define the track axis
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and the locked axis will be the one
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we are allowed to rotate around.
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So in this case, I can see the green arrow
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pointing toward the target,
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but the object only rotate
around the blue arrows,
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the z-axis arrows.
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If I switch the track access
to use the positive x-axis,
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we will see our object shifting
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and still rotating along its z-axis.
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This is the constraint I've used
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to rig the sensor of the robot
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so that it follows the target.
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The ring with the sensor and the sphere
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each have a separated
locked track constraint
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allowing us to animate the
sensor by just moving the target.
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It's the same for the mini gun arm.
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To summarize, we have seen
that we can use constraints
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to move or transform an
object using another one.
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Constraints will override the
parent-child relationship.
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We can constraint multiple
objects using only one object.
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