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These are the user uploaded subtitles that are being translated: 1 00:00:00,760 --> 00:00:02,750 - [Pierre] So far, using the layer method 2 00:00:02,750 --> 00:00:07,140 we have been able to create the space motion for our robot. 3 00:00:07,140 --> 00:00:09,470 But how do we get to this, 4 00:00:09,470 --> 00:00:11,670 where every part of the robot 5 00:00:11,670 --> 00:00:14,860 are moving in reaction to the body motion? 6 00:00:14,860 --> 00:00:19,580 We could use the same method and start with the main body 7 00:00:19,580 --> 00:00:22,610 working first on the Z location curve 8 00:00:22,610 --> 00:00:24,630 and then on the rotation, 9 00:00:24,630 --> 00:00:27,620 and then go ahead with the hips, the head, 10 00:00:27,620 --> 00:00:30,410 and everything that is attached to it. 11 00:00:30,410 --> 00:00:34,310 But what if we had a solution that would allow us 12 00:00:34,310 --> 00:00:37,310 to source the base motion we have created 13 00:00:37,310 --> 00:00:40,220 to generate those additional motion, 14 00:00:40,220 --> 00:00:43,910 finding method that will allow us to iterate 15 00:00:43,910 --> 00:00:47,650 or modify the animation on the fly with ease? 16 00:00:47,650 --> 00:00:50,970 We can do it by using a technique I will show you 17 00:00:50,970 --> 00:00:52,750 in the next video. 18 00:00:52,750 --> 00:00:55,430 But to do so, we need to learn a bit 19 00:00:55,430 --> 00:00:59,100 about the base constraints in Blender. 20 00:00:59,100 --> 00:01:03,010 I've created a blend file with a couple of objects, 21 00:01:03,010 --> 00:01:07,000 including arrows, that will help us identifying 22 00:01:07,000 --> 00:01:08,960 the orientation they have. 23 00:01:08,960 --> 00:01:12,110 In Blender, We can find the Object Constraint 24 00:01:12,110 --> 00:01:14,000 under the Constraint tab. 25 00:01:14,000 --> 00:01:17,900 We will find the same constraint for the rig or bones, 26 00:01:17,900 --> 00:01:20,530 but we will see that in the next video. 27 00:01:20,530 --> 00:01:22,890 The list of constraints is pretty big, 28 00:01:22,890 --> 00:01:26,680 but in the end we will just use a few of them. 29 00:01:26,680 --> 00:01:30,040 Mostly, the Copy Transform constraint 30 00:01:30,040 --> 00:01:32,260 and some tracking constraints. 31 00:01:32,260 --> 00:01:34,020 Constraints will allow us 32 00:01:34,020 --> 00:01:38,140 to modify the behavior of an object or a bone 33 00:01:38,140 --> 00:01:41,480 using another object or another bone. 34 00:01:41,480 --> 00:01:45,680 To add the constraint, we can simply select the object, 35 00:01:45,680 --> 00:01:48,690 go to the Constraint tab and select, for example, 36 00:01:48,690 --> 00:01:50,020 the Copy Location. 37 00:01:50,020 --> 00:01:54,110 As I've just added it, we can see that the icon is red. 38 00:01:54,110 --> 00:01:57,930 It means that the constraint is currently not working 39 00:01:57,930 --> 00:02:02,020 because the owner is not constraint to anything. 40 00:02:02,020 --> 00:02:04,140 So we need to choose a target, 41 00:02:04,140 --> 00:02:06,720 and I will choose the arrow number one. 42 00:02:06,720 --> 00:02:09,860 As soon as I do, we can see our small arrow 43 00:02:09,860 --> 00:02:12,510 snapping onto the large arrow. 44 00:02:12,510 --> 00:02:14,370 The small rural object 45 00:02:14,370 --> 00:02:19,270 is now copying the location or position in the world space 46 00:02:19,270 --> 00:02:20,960 of the large arrow. 47 00:02:20,960 --> 00:02:23,470 Remember, that as an object, 48 00:02:23,470 --> 00:02:26,390 the position or any transform 49 00:02:26,390 --> 00:02:30,100 are performed on the origin of the object. 50 00:02:30,100 --> 00:02:32,940 And by default, a newly created constraint 51 00:02:32,940 --> 00:02:37,170 is using world space for both the target and the owner. 52 00:02:37,170 --> 00:02:39,290 This way, whatever we do, 53 00:02:39,290 --> 00:02:43,420 the owner will be on top of the target in our scene. 54 00:02:43,420 --> 00:02:44,800 If on the single object, 55 00:02:44,800 --> 00:02:47,660 we switch to local space to local space, 56 00:02:47,660 --> 00:02:50,480 we won't see that much of a difference. 57 00:02:50,480 --> 00:02:51,720 Because by default, 58 00:02:51,720 --> 00:02:54,010 the local space of a single object 59 00:02:54,010 --> 00:02:56,670 is aligned with world space, 60 00:02:56,670 --> 00:03:00,690 as we have seen in the local space and world space video. 61 00:03:00,690 --> 00:03:02,770 So the only way to see the difference 62 00:03:02,770 --> 00:03:06,440 is currently to create a parent to this object. 63 00:03:06,440 --> 00:03:08,930 Now, if I switch back the constraint 64 00:03:08,930 --> 00:03:12,240 from local space to local space and move the parent, 65 00:03:12,240 --> 00:03:15,180 we can see that the object is moving, 66 00:03:15,180 --> 00:03:19,610 but it only follow the location of the target. 67 00:03:19,610 --> 00:03:22,920 Whenever I rotate it, nothing's happened. 68 00:03:22,920 --> 00:03:26,880 If I now switch back from world space to world space, 69 00:03:26,880 --> 00:03:29,610 it will override the parenting 70 00:03:29,610 --> 00:03:30,990 and the constraint arrow 71 00:03:30,990 --> 00:03:33,890 will be snapped onto the target arrow. 72 00:03:33,890 --> 00:03:35,400 Let's get rid of the parent, 73 00:03:35,400 --> 00:03:38,070 switch back to local space to local space, 74 00:03:38,070 --> 00:03:40,080 and use the offset. 75 00:03:40,080 --> 00:03:42,770 It will allow us to still be able to 76 00:03:42,770 --> 00:03:45,370 move the constraint object, 77 00:03:45,370 --> 00:03:48,820 and any transformation generated by the constraint 78 00:03:48,820 --> 00:03:52,800 will be added on top of the local space of the object. 79 00:03:52,800 --> 00:03:57,070 The Copy Location constraint will only affect location, 80 00:03:57,070 --> 00:04:00,540 rotating or scaling the object won't do anything. 81 00:04:00,540 --> 00:04:04,530 While if we were parenting the object to the other, 82 00:04:04,530 --> 00:04:07,410 then it will follow any transformation 83 00:04:07,410 --> 00:04:09,580 the first object does. 84 00:04:09,580 --> 00:04:12,490 The other copy constraint behave the same. 85 00:04:12,490 --> 00:04:16,247 If I add a Copy Rotation constraint and rotate the object, 86 00:04:16,247 --> 00:04:18,370 the other one will follow. 87 00:04:18,370 --> 00:04:21,910 But moving it or scaling it won't change anything. 88 00:04:21,910 --> 00:04:25,830 And if we had a Copy Scale, I think you've guessed it, 89 00:04:25,830 --> 00:04:28,250 moving it or rotate it won't change anything, 90 00:04:28,250 --> 00:04:31,540 while scaling will scale both objects. 91 00:04:31,540 --> 00:04:33,310 The Copy Transform constraint 92 00:04:33,310 --> 00:04:36,010 will currently perform a Copy Location, 93 00:04:36,010 --> 00:04:39,690 Copy Rotation, and Copy Scale at the same time. 94 00:04:39,690 --> 00:04:42,600 We can no longer move the target 95 00:04:42,600 --> 00:04:45,040 unless we switch the Mix mode 96 00:04:45,040 --> 00:04:48,790 to Before Original or After Original. 97 00:04:48,790 --> 00:04:50,860 But I won't go further into this 98 00:04:50,860 --> 00:04:54,060 because we won't need all those options. 99 00:04:54,060 --> 00:04:57,590 Some very useful constraints are the tracking constraints. 100 00:04:57,590 --> 00:04:59,260 You're already using one 101 00:04:59,260 --> 00:05:01,740 which is the Inverse Kinematic constraint, 102 00:05:01,740 --> 00:05:03,970 which is a tracking constraint too. 103 00:05:03,970 --> 00:05:06,260 But here, we will use other constraints. 104 00:05:06,260 --> 00:05:08,170 So I have my arrow object, 105 00:05:08,170 --> 00:05:10,600 I have created a target object, 106 00:05:10,600 --> 00:05:14,560 let's add a dump truck constraint to our arrow 107 00:05:14,560 --> 00:05:17,840 and choose as a target the target object. 108 00:05:17,840 --> 00:05:20,730 You can use the eyedropper in the constraint 109 00:05:20,730 --> 00:05:24,520 and then source the object directly in the 3D viewport. 110 00:05:24,520 --> 00:05:26,030 As soon as we select it, 111 00:05:26,030 --> 00:05:31,030 we can see our arrow slightly rotating to point towards it. 112 00:05:31,170 --> 00:05:33,570 And as we move the target, 113 00:05:33,570 --> 00:05:37,130 our constraint object will follow it. 114 00:05:37,130 --> 00:05:41,850 It's a super useful constraint to rig eyes, for example. 115 00:05:41,850 --> 00:05:44,650 It's a pretty easy constraint to be used. 116 00:05:44,650 --> 00:05:48,450 By default, it will track along the positive y-axis. 117 00:05:48,450 --> 00:05:50,730 If we switch to the positive z-axis, 118 00:05:50,730 --> 00:05:53,430 we can see our object rotating 119 00:05:53,430 --> 00:05:58,240 so that it's positive z-axis point toward the target. 120 00:05:58,240 --> 00:06:01,100 If we do the same with the x-axis, 121 00:06:01,100 --> 00:06:03,310 the object will shift again. 122 00:06:03,310 --> 00:06:08,310 Choosing the minus y-axis will flip our arrow orientation 123 00:06:08,340 --> 00:06:11,760 but it will still the pointing at the target 124 00:06:11,760 --> 00:06:13,850 using its y-axis. 125 00:06:13,850 --> 00:06:18,070 The locked track constraint will kind of behave the same, 126 00:06:18,070 --> 00:06:21,360 but this time the object will be all to rotate 127 00:06:21,360 --> 00:06:23,400 only on one axis. 128 00:06:23,400 --> 00:06:26,590 We still have to define the track axis 129 00:06:26,590 --> 00:06:28,790 and the locked axis will be the one 130 00:06:28,790 --> 00:06:31,810 we are allowed to rotate around. 131 00:06:31,810 --> 00:06:34,840 So in this case, I can see the green arrow 132 00:06:34,840 --> 00:06:36,850 pointing toward the target, 133 00:06:36,850 --> 00:06:41,360 but the object only rotate around the blue arrows, 134 00:06:41,360 --> 00:06:43,560 the z-axis arrows. 135 00:06:43,560 --> 00:06:47,950 If I switch the track access to use the positive x-axis, 136 00:06:47,950 --> 00:06:50,720 we will see our object shifting 137 00:06:50,720 --> 00:06:55,220 and still rotating along its z-axis. 138 00:06:55,220 --> 00:06:57,250 This is the constraint I've used 139 00:06:57,250 --> 00:06:59,430 to rig the sensor of the robot 140 00:06:59,430 --> 00:07:02,210 so that it follows the target. 141 00:07:02,210 --> 00:07:05,370 The ring with the sensor and the sphere 142 00:07:05,370 --> 00:07:09,350 each have a separated locked track constraint 143 00:07:09,350 --> 00:07:14,160 allowing us to animate the sensor by just moving the target. 144 00:07:14,160 --> 00:07:16,840 It's the same for the mini gun arm. 145 00:07:16,840 --> 00:07:20,240 To summarize, we have seen that we can use constraints 146 00:07:20,240 --> 00:07:24,770 to move or transform an object using another one. 147 00:07:24,770 --> 00:07:29,760 Constraints will override the parent-child relationship. 148 00:07:29,760 --> 00:07:34,760 We can constraint multiple objects using only one object. 11716

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