Now this bit may get a little confusing.  Drag the Right Hand Control object into the choreography again.  This will create a second shortcut of the same object.  Name that shortcut "Tilt Control", or something that will make it distinctive.  We're going to use the same control structure for controlling the bend of the finger, because it's well suited for it.

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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