As with the previous shortcut, you will want to apply Translate-To, Orient-Like and Roll-Like constraints in order to position the base bone. Drag the pose onto the new shortcut, to apply the constraints.
Go into Muscle
mode on the Tilt Control. Select all the CPs of the path, and move
them up above the middle of the finger. You can also rotate them,
if you like.
Now select the
DojoBot shortcut. Go back into skeleton mode. Select the Right
Index bone, and create an Aim-At constraint. In the dialog, use the
Object drop-down box to choose the Tilt-Control, and then select the Target
1 bone. You should instantly notice better behaviour on the part
of the index finger.
Do the same thing
for the other fingers. Notice that, once you have told the IK engine
what the preferred direction of bend is for the fingers, it can generate
a much more natural curve.
This would also be a good time to constrain the base of the thumb to
Aim-At the Thumb Target in the tilt controls (after you've moved it appropriately)
but it's not explicitly part of this tutorial. You can skip it if
you want. On the next page, we will use all of these constraints we have
applied to naturally and easily manipulate the fingers.
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