














Lock and hide scale and visibility attributes for selected nodes, and add point constraints to the main arm and leg controls.
Transcript
00:03
OK, let's start locking things down. Now
00:06
select all the body controls.
00:09
So all these attributes are currently available,
00:12
but we don't want the animator to scale any of them.
00:15
For this particular rig.
00:17
We didn't add in any specific scale options on these controls.
00:21
So it's safe for us to simply lock and hide the scale and visibility attributes.
00:27
I'll do it over here. So you can see.
00:31
So all that's left are the attributes. The animator is allowed to use
00:36
with the root control. We need the scale attributes
00:40
but we only need the translate and rotate attributes on the other controls.
00:46
Let's select the finger and toe controls next.
00:50
Again, we can probably lock the scale and visibility attributes on these
00:55
just leaving the translations and rotations should be fine.
01:00
Let's switch to FK and check those controls.
01:04
One option would be to restrict how the joints rotate in these areas.
01:10
So the arm can't break like this
01:12
and it only rotates around the X axis.
01:16
Let's select the other controls
01:19
and double check.
01:21
Yep, rotate X.
01:24
So let's lock and hide, rotate Y and Z.
01:28
Now the elbow will only bend around this axis.
01:31
So the arm can't be broken or put into an unnatural pose.
01:35
Let's look at the hierarchy. Now,
01:39
as mentioned earlier,
01:40
the animator may just select the route and then
01:42
the hierarchy and set a keyframe on everything.
01:45
So we need to ensure that everything in here is locked.
01:49
So groups like this need to be locked down.
01:52
Let's work our way through and see what else we need to lock.
01:56
So the main groups
01:57
and we also want to lock down the reverse foot groups too
02:01
and also its joints.
02:02
If these have key frames added to them, the foot controls won't work.
02:08
And these
02:10
also the other reverse foot.
02:16
Ok? I think that's everything.
02:18
So just select all the attributes
02:21
and then lock and hide them
02:24
good.
02:25
Now the world space groups, we added
02:28
these can be locked too. Actually,
02:32
let's find them all.
02:35
Unlock those.
02:38
Ah we have these locators,
02:41
the space swapping ones,
02:43
let's show them all
02:46
and switch back to IK.
02:50
OK. So let's work on these next,
02:53
I'll just filter them so we can see them
02:57
ah some still have translation values on them.
02:60
So we need to clean those first.
03:02
Remember that these can be animated if needed. So they all need to be zeroed out.
03:08
We just want to move the values down
03:10
to the transform offset parent matrix section here
03:13
or use the script.
03:16
There we go. Nice and clean.
03:18
I'll just check the others.
03:22
OK? Now let's select them all
03:25
and lock and hide the scale and visibility attributes.
03:30
OK. What else?
03:33
Ah Yes, the end position locators,
03:36
let's filter those.
03:39
This is why naming is so important. So you can easily find things later.
03:44
We only have 41 for each limb.
03:47
So let's select those
03:49
and lock everything.
03:50
The animator doesn't need to touch these.
03:54
Let's go back to the IK handles.
03:57
There are some stray attributes here which we should also lock
04:01
again. Let's filter them
04:04
and then lock those.
04:07
Ok.
04:08
I think that's everything but it doesn't hurt to double check.
04:12
And even though we locked and hid the attributes, everything still works.
04:18
Ah, yes, the main leg and arm controls here need updating.
04:22
They currently have values on them,
04:24
but that's not a problem as we don't need to move them
04:27
instead, what we want is for them to follow the limb as it moves.
04:32
Let's bring back the skeleton
04:35
and all we are going to do is point constrain them to the hand joint.
04:40
We use the hand joint.
04:41
So it will follow regardless of if the animator is working in IK or FK.
04:48
And as you can see the point constraint means
04:50
it moves with the arm but doesn't rotate too.
04:54
Let's update the others
04:57
and constrain those to the foot joints.
05:01
So now those are done, we can lock off the attributes so they can't be animated.
00:03
OK, let's start locking things down. Now
00:06
select all the body controls.
00:09
So all these attributes are currently available,
00:12
but we don't want the animator to scale any of them.
00:15
For this particular rig.
00:17
We didn't add in any specific scale options on these controls.
00:21
So it's safe for us to simply lock and hide the scale and visibility attributes.
00:27
I'll do it over here. So you can see.
00:31
So all that's left are the attributes. The animator is allowed to use
00:36
with the root control. We need the scale attributes
00:40
but we only need the translate and rotate attributes on the other controls.
00:46
Let's select the finger and toe controls next.
00:50
Again, we can probably lock the scale and visibility attributes on these
00:55
just leaving the translations and rotations should be fine.
01:00
Let's switch to FK and check those controls.
01:04
One option would be to restrict how the joints rotate in these areas.
01:10
So the arm can't break like this
01:12
and it only rotates around the X axis.
01:16
Let's select the other controls
01:19
and double check.
01:21
Yep, rotate X.
01:24
So let's lock and hide, rotate Y and Z.
01:28
Now the elbow will only bend around this axis.
01:31
So the arm can't be broken or put into an unnatural pose.
01:35
Let's look at the hierarchy. Now,
01:39
as mentioned earlier,
01:40
the animator may just select the route and then
01:42
the hierarchy and set a keyframe on everything.
01:45
So we need to ensure that everything in here is locked.
01:49
So groups like this need to be locked down.
01:52
Let's work our way through and see what else we need to lock.
01:56
So the main groups
01:57
and we also want to lock down the reverse foot groups too
02:01
and also its joints.
02:02
If these have key frames added to them, the foot controls won't work.
02:08
And these
02:10
also the other reverse foot.
02:16
Ok? I think that's everything.
02:18
So just select all the attributes
02:21
and then lock and hide them
02:24
good.
02:25
Now the world space groups, we added
02:28
these can be locked too. Actually,
02:32
let's find them all.
02:35
Unlock those.
02:38
Ah we have these locators,
02:41
the space swapping ones,
02:43
let's show them all
02:46
and switch back to IK.
02:50
OK. So let's work on these next,
02:53
I'll just filter them so we can see them
02:57
ah some still have translation values on them.
02:60
So we need to clean those first.
03:02
Remember that these can be animated if needed. So they all need to be zeroed out.
03:08
We just want to move the values down
03:10
to the transform offset parent matrix section here
03:13
or use the script.
03:16
There we go. Nice and clean.
03:18
I'll just check the others.
03:22
OK? Now let's select them all
03:25
and lock and hide the scale and visibility attributes.
03:30
OK. What else?
03:33
Ah Yes, the end position locators,
03:36
let's filter those.
03:39
This is why naming is so important. So you can easily find things later.
03:44
We only have 41 for each limb.
03:47
So let's select those
03:49
and lock everything.
03:50
The animator doesn't need to touch these.
03:54
Let's go back to the IK handles.
03:57
There are some stray attributes here which we should also lock
04:01
again. Let's filter them
04:04
and then lock those.
04:07
Ok.
04:08
I think that's everything but it doesn't hurt to double check.
04:12
And even though we locked and hid the attributes, everything still works.
04:18
Ah, yes, the main leg and arm controls here need updating.
04:22
They currently have values on them,
04:24
but that's not a problem as we don't need to move them
04:27
instead, what we want is for them to follow the limb as it moves.
04:32
Let's bring back the skeleton
04:35
and all we are going to do is point constrain them to the hand joint.
04:40
We use the hand joint.
04:41
So it will follow regardless of if the animator is working in IK or FK.
04:48
And as you can see the point constraint means
04:50
it moves with the arm but doesn't rotate too.
04:54
Let's update the others
04:57
and constrain those to the foot joints.
05:01
So now those are done, we can lock off the attributes so they can't be animated.