00:00We will now start working on the torso rig. So instead of moving each bone one by one,
00:09the idea is to create main controllers that will allow us to move the whole torso and rotate it.
00:16Those two rotation bone will be controlled by this main torso bone that will allow the animator to move the torso in space.
00:25And we will make sure that this translation bone is aligned with the world space.
00:30And here is an example that illustrate why.
00:34Here I've created a zeppole armature with two bones without any relationship.
00:39In pose mode, I will press I to insert a keyframe and select lock rot scale to insert a keyframe on all the channels of location, rotation and scale.
00:50This will write transformation coordinates for all the bones at a point in time.
00:57I will go a little forward on the timeline and insert another keyframe, then open the curve editor.
01:04This is basically what the animators do, is that they write coordinates for each bone, whether it's their location, rotation or scale,
01:14and then modify it over time.
01:17The curve display how fast those modifications appear in time.
01:22The important thing to know now is that those curves are based on the rest pose or initial pose of the bone and in its local space.
01:34So as you can see, if the bone is aligned with the world space, if I move its curve on the X axis, it will move from left to right.
01:44If I move its Z curve, it will move up and down.
01:48This happened in its local space, but since it's aligned with the world space, we can anticipate its behavior.
01:57And the thing is that those coordinates are absolute upon the curve.
02:02So even if I rotate the bone, then when I will move it on its Z axis, it will still move up and down on the world space.
02:12Because the curve are affecting the position of the rotation of the bone based on its rest pose.
02:21So its original pose.
02:23If I now select the other one that was rotated initially, and I try to move it on its Z axis, you can see that it will follow its initial pose.
02:34Now, if I want to move it vertically in more space, it's very hard for me to achieve it.
02:41Let's say I want to snap to the 3D cursor, I will have to move two different curves to achieve it.
02:49While with our bones that is aligned with the world space initially, I just have to move its Z curve to achieve this movement.
02:57This is why when we are working on bones that are supposed to be translated in the world, you should always try to align them initially with the world space.
03:09To create this main controller, we will select the tail of the hips and we will extrude the bone on the Y axis.
03:16So that it's aligned with the world space.
03:19Then we will parent it to the root bone.
03:22I will name it CTRL for control torso.
03:26To create the controller of the hips, since a bone is rotating around its head, we need to create a second controller by duplicating the target hips.
03:38By pressing Shift D, right clicking to keep it in place and pressing Alt F to flip the bone.
03:46It will invert its tail and head position.
03:49I will then name it CTRL hip for control hips and will parent it to the control torso bone, so that whenever I move the control torso bone, it will follow.
04:01I always double check the mechanism in pause mode.
04:07Then I will go back into edit mode and I will create the controller for the torso.
04:13So I will extrude a new bone from the control torso head and extrude it vertically so that it's big enough to be obviously a controller of the chest.
04:25When working on an armature, you should always set your pivot point to individual origin, so that whenever you are scaling one or multiple bones, they will be scaled from head to tail.
04:37I will then snap the cursor to the root of the neck and then snap the tail of this newly created bone to the cursor using Shift S.
04:48As for the controller for the hip, I will parent it to the control torso with Keep Offset option.
04:56We now have our control spine and control hips parented to the control torso, so whenever I move the control torso, they will follow.
05:05Let's now get back into edit mode.
05:08Parent the hips to the control hips.
05:11Use Keep Offset and then when I rotate the controller for the hips, the whole body move.
05:17This is because the whole body is parented to the target hips.
05:23So now if I select the target hips and the target spine and parent them to the control torso, I will get rid of this problem.
05:32But the target hips won't rotate anymore whenever I'm using the control hips bone.
05:39So I just need to reparent the target hips to the control hips bone.
05:45So now I'd like to create the controller for the chest.
05:49So we've already created the bone and what I would like is that whenever I rotate this bone, the whole chest is bending.
05:58We need that the target spine and the target chest will rotate and we will use our first constraint to do so.
06:06To set a constraint we need to be in pause mode.
06:10Then I will select first my controller, then the target bone and I will press Ctrl Shift C and add a copy rotation.
06:20The target spine bone will snap a bit because it gets aligned with the controller.
06:26This is because by default a constraint is set to world space.
06:31So both bones are now perfectly aligned.
06:34If I switch both to local space, now it keep its original alignment but still follow the controller.
06:48But I can't rotate it anymore.
06:50And we've seen this before.
06:52If I check the offset option now, I can both rotate the controller and the target bone.
06:59So I will now repeat the process for the other bone.
07:03I will select first the controller, then the target chest, press Ctrl Shift C, add a copy rotation, set it to local space to local space and check the offset.
07:14Now I can move those two bones using the controller and move them separately.
07:20And I can move the whole chain using the control torso.
07:24Short reminder, to reset the position, select all the bones, press Alt R, Alt G, Alt S to reset the scale rotation and translation.
07:35I will then name properly all those bones.
07:38So I will currently name the control chest, control chest.
07:43And I will rename those two target bones with control tweak chest and control tweak spine.
07:51Since they are still controllers, it's important to give them the CTRL prefix.
07:57It's also a good time to move them to another layer and call it torso, for example.
08:05So just uncheck the hide empty in the display option to display all the available layers.
08:13Select all the bones you want to move and click the little circle icon.
08:18You can also press the M key and try to figure out which layer it is.
08:23This will be a link below.
08:39We can also are free to check them out and....
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