Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 7 - 3 LegRig_frames.zip
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"text": " Hey everyone, so now we've covered the basics of setting up our armature and our bones and we've bound some of the different objects to the bones. We're going to set up our leg rig. So for the leg what I actually did was I set up the bones and then I just mostly used an IK rig for the legs because in this case I didn't want super precision about where I'm posing the actual things but if I wanted to add that support later on I can always add a switch for the FK and the IK bones but in this case I mostly just use the IK solution so but we can cover that so the first thing that we want to do as far as setting up our leg is we're going to select our armature and then we're going to come into edit mode we're going to duplicate our bone and we want that most likely to be parented to say the body. So we have, depending on the leg, right, this one here is going to be parented to the body because it's connected to the body and then this one here is going to be connected to the head. So in this case we're going to want to just duplicate our head bone that's going to create our first bone here. So we expand everything. We've got these different sections so we have the femur, the tibia and then these foot pieces. So the first bone we're going to create here is the femur and we're just going to call that femur underscore left and then we want to move this into place. So we select the bone, this is set up so that it rotates around from the point where we actually want this to orientate here. So to do that I'll just move this guy, we'll select this and we'll just do a cursor to selected and and then we'll just move our bone cursor to selected there. The next one is also in the right place for us here. So again, we can just move our cursor to selected and then we can select this guy and move the bone there. So you can see that we've got this set up pretty nicely already. Next up, we can extrude out a bone here. So we'll extrude a bone here and then we need to select this part which is gonna be where our next bone is connected. So we'll select this guy and then we're gonna select the end of the bone and just do selection to cursor. So now we have this guy here and now we can start to rename our bones as well. So this one is the tibia. So we'll just rename that tibia. And then we have these foot pieces. So for the foot pieces, I want to basically extrude the bones into each one of these individual areas here. So we'll do that. It's relatively easy. The first thing you wanna do is just select this end piece and just press E to extrude. And we'll extrude it roughly to where we know we want the individual pieces there. So I'll select that there. And then come into these and just rename them all. So the first one, I'm just gonna call these feet or foot underscore left here. And then we'll do foot O2, left. And then we'll just duplicate that and call this one O3. So we've got the different feet pieces there, which is all looking pretty good. And then next we wanna have bones for these individual areas here. So for these ones, I'm gonna actually duplicate these and have them separated, because I don't need them, I don't want them to be connected. So for this one, and you can see that at the moment, these bones are twisting as well, right? So we can come and fix the twisting in a second for these bits, but to fix the twist on this bone, you're just gonna set your roll to zero. So that's gonna reset this to be flat. And then I can just move this first bone roughly into this position, which is gonna be for this section here. So you can see we have this piece. We wanna be able to kind of rotate that section. So we need a bone for that. And then we also need a bone for the claw. So you can just extrude out your bone and then just move that roughly into position for the claw. So we have our bones, we can move it down if we want it to line up with the claw bit better as well or we can just leave it there. So that's the basics of these and then what we'll do is we'll set names for these ones as well so we're gonna call this one claw base.l and then this final one will just call claw.l So that gives us our naming structure and everything here. We do want this to be parented to this but we'll do that in a second. I want to also just duplicate our bones for this guy and we'll just move these roughly into position for now. We can line these up a bit better in a second. So cool, so that's got our claw sections there and then we can just take our claws that we have and then parent them to the foot with keep offset. So now you can see that we have our basic bone structure for our legs set up. Now to fix the rolls on these we're just going to alt click and set this one back to zero so those rotate and then I roughly want these to line up in its orientation to the bone so maybe minus 15 feels like that's pretty good for this one and then for this guy here we're just going to set our roll let's set him actually let's send him back to zero to begin with and then we can rotate from there so maybe again like 30 33 is pretty good or 30, let's try 30. Yeah, so that was pretty good for the orientation of the bones and the rolling and everything set up there. So we're just trying to align these perpendicular to the different pieces. So now we have this kind of set up. What we can do is actually, we'll just set the bones here a little bit better. So I'm just going to come into here and we'll just do a cursor to selected for that one. So we can just go into top view. Then here we can move that to the cursor and then for this one we'll do the same with this guy and then we'll just make sure that There's no roll set on these bones. That should be good And we can do the same come out of edit mode here. Just do the same for these guys. So Move that there So positioning bones is usually a very similar process. Once you kind of get into the flow of things, it's just about finding the place where you want to rotate the object and then actually coming in with the bones there. So, so that set everything up. Now I can actually come in and parent these different objects to these bones. So we'll start kind of from the bottom going upwards. So the first thing to do is come into pose mode and then jump into the claw and parent the claw and then for this guy we'll do the same here and then you can easily just really quickly test that as well by just rotating the bone quickly and check that everything is working so we can just come through that same process with these guys so there's a little bit of repetition with this it's like so I'm not going to cover how to do every other leg because it's basically the same Process but just duplicated so we'll do this first one and then we can show that process So yeah, so now we have these guys we can just test that's all looking pretty good Yeah, and then we can just do a whole art to reset those and then we'll come into this guy and we're gonna Just come into object mode oops and just do the bone for that one and then here and then here as well select that one okay and then finally we should be able to do the tibia so select this one, come out of pose mode select the bone do this and then for this guy same thing So come out of that and then parent. Okay, so now we should have a working leg rig. This is just an FK rig. So you can see that we can move these different areas around and everything is gonna rotate, right? You can see that we can do these individual ones here. Okay, so now we've set this up. What we wanna do next is set up the IK rig. Okay, for the IK rig, it's gonna be pretty straightforward. So what I wanna do here is I want to have a bone which is allowing me to move the foot location here and actually mean that I can rotate the leg and move the leg all in one go without having to individually rotate these bones. So when I refer to FK, what I mean is that FK is basically stands for forward kinematics, which means that if I want to orientate everything, I have to basically rotate each one of these bones individually to get the position that I want. Whereas with IK, I can move one bone and it will move subsequent bones at the same time. So that's the process I wanna set up now. And so to do that, the first thing I'm gonna do here is, I want to basically extrude a bone out from roughly where the foot is. So we'll select that bone and then we're just gonna unparent this. So we'll do a clear parent and we can just move this bone up. So this is gonna be our foot IK. And so if I just select the foot, and we just change that to foot IK, we can also give this a dot L for left foot as well. So that's our foot IK. And so we wanna be able to move this guy around and actually orientate the rest of the leg, right? So now we set up the IK bone for the foot. We're also gonna set up a control for our knee joint here as well. So we're just gonna extrude out a bone from this socket here and then we'll just do the same thing. We're just gonna clear parent and disconnect these. So that's these guys set up. And then what we wanna do is add some control to be able to actually use this as an IK, right? So the first thing we wanna do is we wanna come over into pose mode and we're gonna select this foot bone that we have here and under bone constraint, which is the blue icon here, we're gonna select inverse kinematic. From this, it's gonna change the bone color to be orange. From this, we're gonna click the eyedropper and pick our armature. And then this bone here, we have renamed that to foot IK. So we're gonna select the foot IK bone. And so what you'll see now is that as you move this around, the rest of the rig is moving with it, right? But you can notice that it also is moving the body in other parts, right? So that's because the chain length is set to zero and we want to set our chain length to the amount of bones In the leg that it's being influenced by so if we count those it's one two three four five So in this case we would set this to five and now as we move this guy you can see that it's moving the rest of the leg We want to set up control for the knee. It's really straightforward as well We'll click the eyedropper and then you'll click the bone here for the knee. This is actually not named very well so I'm gonna just rename this knee underscore IK dot L. Okay and then for this we'll come back into our bone and now we'll select our knee here. This is probably gonna jump to a weird orientation so you just need to change the pole angle until it comes back around so we'll set that to 180 and And now what we can do is we can move our knee and see that this guy is going to rotate. I actually think for my version of the legs, I didn't even use a knee in the end because I found that sometimes it would rotate it to kind of odd orientations. So I actually left the knee out because I just had a little bit more control over that. But that is how you set up the knee if you want to have that control there. pretty useful to be able to to do that so we can just set this up and then just make sure that you set your orientation or rotation to think in this case lining that back up with it's with the bone it seems to be maybe 170 or 169 that it seems to be giving me a pretty good kind of orientation there so now the knee is gonna definitely work how it should be so that might just be the the trick there getting that knee to work. So I want these guys to basically parent to maybe the body. So we'll just do that. So what would happen is when I move the body bone this will also move everything else with it right. So that's one way to go that will allow you to move the legs at the same time. The other option is to just un-parent these completely. So if we do that here then what will happen now is when we move the body bone you'll see that the leg will kind of naturally move around with it which is quite cool so sometimes that's something that you could also do and then move these guys we could parent these to the root for example. So you have a couple of different options depending on the behavior that you want when it comes to moving stuff around. So here we can move all of this stuff and then when we move the body and I think this is the result that I went for but it just means that you then need to individually kind of animate or keyframe these bones as you're working. So if you're moving the legs around you need to keyframe the legs. If you move the body kind of upwards you would also need to move these guys with it right. So just something to keep in mind like as you're working with the with this stuff. Another thing that can also be pretty nice is that ideally we would want to turn off some of these bones that we're not going to be using so that we can just have a couple of controls and so a couple of these bones can be pretty useful like these claw bones for example we can move our individual claws and things like that and everything we can rotate these guys so what we would want to do now is just kind of tidy up some of the rotations and things on these so for this guy we only want him to select just make sure we select all of these and we will just come in here and set this to XYZ and then for these I'm going to just tidy this up so we want to just have rotation in the Z so you can see that it's just going to do this and this one is going to be the X so we're just going to do this and we also don't want orientation scale for any of these as well we're going to just lock all of that. Let's do that. Okay so now we should just be able to rotate this and everything is working well and then for this one we're most likely going to hide a lot of these bones that we can see here because we just really want to be able to move the IK and maybe the knee and then the rest of it should just work together without that. But there are some options that can be handy. So having this bone kind of exposed means you can orientate from here and you can get quite an interesting result depending on the orientation that you give this. So it allows you to kind of twist around the joints and things there. But we do want to set up a couple of constraints here so that, for example, at the moment this guy is able to rotate kind of and twist on itself, which we definitely don't want because it's a knee. So we only want it to orientate in the x direction there. So you won't be able to do that by locking these guys. You'll see that as we kind of move this around with the IK, this is still going the kind of twist on itself and things like that and that's because the IK is what sets are locking in this case. So for this particular bone we need to come into inverse kinematics and lock the orientation of the bones that we don't want. So we would only set Y and Z in that case. These ones are going to be mostly moving just in the X location again so we'll do the same thing on these bones. So now what we should see is as we move that this one actually we want to freely move but you can see that this will basically lock its orientation for that particular bone. So I just come in here and set those up so you can sort of see that there. So now this will only move in the correct orientations and then yeah so now we can kind of come in and hide these different bones that we don't want. So to do that we're going to set up bone collections and so in this case we have just one called bones at the moment which is all of our bones. So I will set one up for legs and I'm going to call this leg underscore hide and then I'm also going to have leg underscore IK. So now we have those we can actually move some of these bones into the right location so for the leg IK I'm going to assign that one there and then we also just want to remove so all of these guys we're going to want to assign just to the leg and then remove from the bone collection so if we hide that you can see it's just going to hide all of our legs right and then we can actually bring in these different bones into the other option here so we can come into IK and then if we hide this guy we now have our control for our leg and our knee that we can move around. One thing that is not great is that we don't really have much orientation over the foot so we can move him around but we can't really orientate him very well so one thing we could do is unhide this bone so and remove it from there. So now we have some control over we can sort of twist things around Which is pretty cool So that just gives us a little bit extra control to orientate how the leg and the foot is actually located there for the claws if you want to you can also Have those separated out so you could maybe make another collection for claws or We can just do leg underscore claw and Then we can assign these guys there So if we wanted to show the claws at any point, we can do that and then we can orientate our claws Individually if needed. So I didn't really feel like I needed to do that very often So but if I did I could unhide the claw collection and you can kind of see how that's looking so So yeah, that's the basics of setting up our rig for our leg and our IK and you can see we have some control over the different areas. We can move things around and orientate the leg and this is gonna work pretty nicely. So the process for the other legs is basically to just copy and paste the leg you've already created. So this is why getting the name and all of the different elements set up correctly first is important. And then once we have that, we can actually come over into our edit mode and just select all of those particular bones. We could hide everything else here while we work on that. And then you would just duplicate out the bones. And then you'll have your second set of legs, and then you can come over and pair in all of those individually. I'm not gonna set that up for the tutorial, but I just wanted to show how this process works. You've obviously got multiple legs to deal with, so it would just be tedious kind of going through the same process for every leg. but it's exactly the same, just move the bones into the right places and parent them. And then once the hierarchy is all set up like this, all of the IK and everything will work for these other bones. So you just need to set this stuff up first on one leg and then duplicate it out. And that's how you get it to work. And you can see we have our control for our leg there.",
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"text": " Hey everyone, so now we've covered the basics of setting up our armature and our bones and we've bound some of the different objects to the bones. We're going to set up our leg rig. So for the leg what I actually did was I set up the bones and then I just mostly used an IK rig for the legs because in this case I didn't want super precision about where I'm posing the actual things but if I wanted to add that support later on I can always add a switch for the FK and the IK bones but in this case I mostly just use the IK solution so but we can cover that so the first thing that we want to do as far as setting up our leg is we're going to select our armature and then we're going to come into edit mode we're going to duplicate our bone and we want that most likely to be parented to say the body. So we have, depending on the leg, right, this one here is going to be parented to the body because it's connected to the body and then this one here is going to be connected to the head. So in this case we're going to want to just duplicate our head bone that's going to create our first bone here. So we expand everything. We've got these different sections so we have the femur, the tibia and then these foot pieces. So the first bone we're going to create here is the femur and we're just going to call that femur underscore left and then we want to move this into place. So we select the bone, this is set up so that it rotates around from the point where we actually want this to orientate here. So to do that I'll just move this guy, we'll select this and we'll just do a cursor to selected and and then we'll just move our bone cursor to selected there. The next one is also in the right place for us here. So again, we can just move our cursor to selected and then we can select this guy and move the bone there. So you can see that we've got this set up pretty nicely already. Next up, we can extrude out a bone here. So we'll extrude a bone here and then we need to select this part which is gonna be where our next bone is connected. So we'll select this guy and then we're gonna select the end of the bone and just do selection to cursor. So now we have this guy here and now we can start to rename our bones as well. So this one is the tibia. So we'll just rename that tibia. And then we have these foot pieces. So for the foot pieces, I want to basically extrude the bones into each one of these individual areas here. So we'll do that. It's relatively easy. The first thing you wanna do is just select this end piece and just press E to extrude. And we'll extrude it roughly to where we know we want the individual pieces there. So I'll select that there. And then come into these and just rename them all. So the first one, I'm just gonna call these feet or foot underscore left here. And then we'll do foot O2, left. And then we'll just duplicate that and call this one O3. So we've got the different feet pieces there, which is all looking pretty good. And then next we wanna have bones for these individual areas here. So for these ones, I'm gonna actually duplicate these and have them separated, because I don't need them, I don't want them to be connected. So for this one, and you can see that at the moment, these bones are twisting as well, right? So we can come and fix the twisting in a second for these bits, but to fix the twist on this bone, you're just gonna set your roll to zero. So that's gonna reset this to be flat. And then I can just move this first bone roughly into this position, which is gonna be for this section here. So you can see we have this piece. We wanna be able to kind of rotate that section. So we need a bone for that. And then we also need a bone for the claw. So you can just extrude out your bone and then just move that roughly into position for the claw. So we have our bones, we can move it down if we want it to line up with the claw bit better as well or we can just leave it there. So that's the basics of these and then what we'll do is we'll set names for these ones as well so we're gonna call this one claw base.l and then this final one will just call claw.l So that gives us our naming structure and everything here. We do want this to be parented to this but we'll do that in a second. I want to also just duplicate our bones for this guy and we'll just move these roughly into position for now. We can line these up a bit better in a second. So cool, so that's got our claw sections there and then we can just take our claws that we have and then parent them to the foot with keep offset. So now you can see that we have our basic bone structure for our legs set up. Now to fix the rolls on these we're just going to alt click and set this one back to zero so those rotate and then I roughly want these to line up in its orientation to the bone so maybe minus 15 feels like that's pretty good for this one and then for this guy here we're just going to set our roll let's set him actually let's send him back to zero to begin with and then we can rotate from there so maybe again like 30 33 is pretty good or 30, let's try 30. Yeah, so that was pretty good for the orientation of the bones and the rolling and everything set up there. So we're just trying to align these perpendicular to the different pieces. So now we have this kind of set up. What we can do is actually, we'll just set the bones here a little bit better. So I'm just going to come into here and we'll just do a cursor to selected for that one. So we can just go into top view. Then here we can move that to the cursor and then for this one we'll do the same with this guy and then we'll just make sure that There's no roll set on these bones. That should be good And we can do the same come out of edit mode here. Just do the same for these guys. So Move that there So positioning bones is usually a very similar process. Once you kind of get into the flow of things, it's just about finding the place where you want to rotate the object and then actually coming in with the bones there. So, so that set everything up. Now I can actually come in and parent these different objects to these bones. So we'll start kind of from the bottom going upwards. So the first thing to do is come into pose mode and then jump into the claw and parent the claw and then for this guy we'll do the same here and then you can easily just really quickly test that as well by just rotating the bone quickly and check that everything is working so we can just come through that same process with these guys so there's a little bit of repetition with this it's like so I'm not going to cover how to do every other leg because it's basically the same Process but just duplicated so we'll do this first one and then we can show that process So yeah, so now we have these guys we can just test that's all looking pretty good Yeah, and then we can just do a whole art to reset those and then we'll come into this guy and we're gonna Just come into object mode oops and just do the bone for that one and then here and then here as well select that one okay and then finally we should be able to do the tibia so select this one, come out of pose mode select the bone do this and then for this guy same thing So come out of that and then parent. Okay, so now we should have a working leg rig. This is just an FK rig. So you can see that we can move these different areas around and everything is gonna rotate, right? You can see that we can do these individual ones here. Okay, so now we've set this up. What we wanna do next is set up the IK rig. Okay, for the IK rig, it's gonna be pretty straightforward. So what I wanna do here is I want to have a bone which is allowing me to move the foot location here and actually mean that I can rotate the leg and move the leg all in one go without having to individually rotate these bones. So when I refer to FK, what I mean is that FK is basically stands for forward kinematics, which means that if I want to orientate everything, I have to basically rotate each one of these bones individually to get the position that I want. Whereas with IK, I can move one bone and it will move subsequent bones at the same time. So that's the process I wanna set up now. And so to do that, the first thing I'm gonna do here is, I want to basically extrude a bone out from roughly where the foot is. So we'll select that bone and then we're just gonna unparent this. So we'll do a clear parent and we can just move this bone up. So this is gonna be our foot IK. And so if I just select the foot, and we just change that to foot IK, we can also give this a dot L for left foot as well. So that's our foot IK. And so we wanna be able to move this guy around and actually orientate the rest of the leg, right? So now we set up the IK bone for the foot. We're also gonna set up a control for our knee joint here as well. So we're just gonna extrude out a bone from this socket here and then we'll just do the same thing. We're just gonna clear parent and disconnect these. So that's these guys set up. And then what we wanna do is add some control to be able to actually use this as an IK, right? So the first thing we wanna do is we wanna come over into pose mode and we're gonna select this foot bone that we have here and under bone constraint, which is the blue icon here, we're gonna select inverse kinematic. From this, it's gonna change the bone color to be orange. From this, we're gonna click the eyedropper and pick our armature. And then this bone here, we have renamed that to foot IK. So we're gonna select the foot IK bone. And so what you'll see now is that as you move this around, the rest of the rig is moving with it, right? But you can notice that it also is moving the body in other parts, right? So that's because the chain length is set to zero and we want to set our chain length to the amount of bones In the leg that it's being influenced by so if we count those it's one two three four five So in this case we would set this to five and now as we move this guy you can see that it's moving the rest of the leg We want to set up control for the knee. It's really straightforward as well We'll click the eyedropper and then you'll click the bone here for the knee. This is actually not named very well so I'm gonna just rename this knee underscore IK dot L. Okay and then for this we'll come back into our bone and now we'll select our knee here. This is probably gonna jump to a weird orientation so you just need to change the pole angle until it comes back around so we'll set that to 180 and And now what we can do is we can move our knee and see that this guy is going to rotate. I actually think for my version of the legs, I didn't even use a knee in the end because I found that sometimes it would rotate it to kind of odd orientations. So I actually left the knee out because I just had a little bit more control over that. But that is how you set up the knee if you want to have that control there. pretty useful to be able to to do that so we can just set this up and then just make sure that you set your orientation or rotation to think in this case lining that back up with it's with the bone it seems to be maybe 170 or 169 that it seems to be giving me a pretty good kind of orientation there so now the knee is gonna definitely work how it should be so that might just be the the trick there getting that knee to work. So I want these guys to basically parent to maybe the body. So we'll just do that. So what would happen is when I move the body bone this will also move everything else with it right. So that's one way to go that will allow you to move the legs at the same time. The other option is to just un-parent these completely. So if we do that here then what will happen now is when we move the body bone you'll see that the leg will kind of naturally move around with it which is quite cool so sometimes that's something that you could also do and then move these guys we could parent these to the root for example. So you have a couple of different options depending on the behavior that you want when it comes to moving stuff around. So here we can move all of this stuff and then when we move the body and I think this is the result that I went for but it just means that you then need to individually kind of animate or keyframe these bones as you're working. So if you're moving the legs around you need to keyframe the legs. If you move the body kind of upwards you would also need to move these guys with it right. So just something to keep in mind like as you're working with the with this stuff. Another thing that can also be pretty nice is that ideally we would want to turn off some of these bones that we're not going to be using so that we can just have a couple of controls and so a couple of these bones can be pretty useful like these claw bones for example we can move our individual claws and things like that and everything we can rotate these guys so what we would want to do now is just kind of tidy up some of the rotations and things on these so for this guy we only want him to select just make sure we select all of these and we will just come in here and set this to XYZ and then for these I'm going to just tidy this up so we want to just have rotation in the Z so you can see that it's just going to do this and this one is going to be the X so we're just going to do this and we also don't want orientation scale for any of these as well we're going to just lock all of that. Let's do that. Okay so now we should just be able to rotate this and everything is working well and then for this one we're most likely going to hide a lot of these bones that we can see here because we just really want to be able to move the IK and maybe the knee and then the rest of it should just work together without that. But there are some options that can be handy. So having this bone kind of exposed means you can orientate from here and you can get quite an interesting result depending on the orientation that you give this. So it allows you to kind of twist around the joints and things there. But we do want to set up a couple of constraints here so that, for example, at the moment this guy is able to rotate kind of and twist on itself, which we definitely don't want because it's a knee. So we only want it to orientate in the x direction there. So you won't be able to do that by locking these guys. You'll see that as we kind of move this around with the IK, this is still going the kind of twist on itself and things like that and that's because the IK is what sets are locking in this case. So for this particular bone we need to come into inverse kinematics and lock the orientation of the bones that we don't want. So we would only set Y and Z in that case. These ones are going to be mostly moving just in the X location again so we'll do the same thing on these bones. So now what we should see is as we move that this one actually we want to freely move but you can see that this will basically lock its orientation for that particular bone. So I just come in here and set those up so you can sort of see that there. So now this will only move in the correct orientations and then yeah so now we can kind of come in and hide these different bones that we don't want. So to do that we're going to set up bone collections and so in this case we have just one called bones at the moment which is all of our bones. So I will set one up for legs and I'm going to call this leg underscore hide and then I'm also going to have leg underscore IK. So now we have those we can actually move some of these bones into the right location so for the leg IK I'm going to assign that one there and then we also just want to remove so all of these guys we're going to want to assign just to the leg and then remove from the bone collection so if we hide that you can see it's just going to hide all of our legs right and then we can actually bring in these different bones into the other option here so we can come into IK and then if we hide this guy we now have our control for our leg and our knee that we can move around. One thing that is not great is that we don't really have much orientation over the foot so we can move him around but we can't really orientate him very well so one thing we could do is unhide this bone so and remove it from there. So now we have some control over we can sort of twist things around Which is pretty cool So that just gives us a little bit extra control to orientate how the leg and the foot is actually located there for the claws if you want to you can also Have those separated out so you could maybe make another collection for claws or We can just do leg underscore claw and Then we can assign these guys there So if we wanted to show the claws at any point, we can do that and then we can orientate our claws Individually if needed. So I didn't really feel like I needed to do that very often So but if I did I could unhide the claw collection and you can kind of see how that's looking so So yeah, that's the basics of setting up our rig for our leg and our IK and you can see we have some control over the different areas. We can move things around and orientate the leg and this is gonna work pretty nicely. So the process for the other legs is basically to just copy and paste the leg you've already created. So this is why getting the name and all of the different elements set up correctly first is important. And then once we have that, we can actually come over into our edit mode and just select all of those particular bones. We could hide everything else here while we work on that. And then you would just duplicate out the bones. And then you'll have your second set of legs, and then you can come over and pair in all of those individually. I'm not gonna set that up for the tutorial, but I just wanted to show how this process works. You've obviously got multiple legs to deal with, so it would just be tedious kind of going through the same process for every leg. but it's exactly the same, just move the bones into the right places and parent them. And then once the hierarchy is all set up like this, all of the IK and everything will work for these other bones. So you just need to set this stuff up first on one leg and then duplicate it out. And that's how you get it to work. And you can see we have our control for our leg there."
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}
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]
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}
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