Hello guys.
In this video we're going to touch left hand to the gun of the character.
And because we have five guns, we're going to make a system that will attach hand to the different
positions on the different guns.
And to do that we actually going to use another component of animation rigging package.
We're going to go to rig and create new empty object is going to be left hand IK.
And on this game object we need to add component of two bone constraints.
So this component allows you to change position of a certain part of the body.
And it will calculate on its own how other bones connected to that part of the body should be placed.
Um, as example, let's select left hand over here.
Now we have left hand and we're going to go to left hand AK and drag left hand to the tip.
Now this component allows you automatically assign middle part and a root part of this bone.
Just going to click right button auto set up from tip transform.
Nice.
Now if we go to play mode for example, and play a bit with the left hand target, you'll see what's
going to happen.
Let's go.
Here we have a target and a hint and target is responsible for that tip.
Part of the hand and hint is responsible for middle part of the hand.
So let's try to move target a bit and you're going to see what's going to happen.
We just can move it like so like so.
And other bones can calculate on their own how they're supposed to be placed.
For example, we could place a second gun to his hand and he could run around and shoot bullets from
two guns.
Like so.
Right.
This is what we could do.
Oh, wait.
Give me a second.
So this what we could do, right?
Or we could attach his hand to the gun.
Actually, uh, like this, for example, because this is a revolver in my hands, I want to place hand
above the gun just for fun, just so it looks a bit different.
Um, maybe somewhere here I'm gonna rotate the hand.
If you cannot rotate the hand, you just need to make sure that the square gismos is smaller than circle
Gismos.
Because now I'm clicking at the square gizmos of the, uh, animation rigging package, the the visuals,
the box effector.
So you can just zoom out a bit.
Now you have the ring and you can use this to rotate the object.
So let's say we do something like so.
Right.
We place it at the top of the revolver, and for some reason he just thinks this way is better to hold
the gun and you're going to run like this with a gun.
Pew, pew.
But it's not entirely correct, because we need to make sure that this point follows gun and hand position.
Even now, you can see that he's breathing in the ideal position.
He moves a bit.
Gun moves a bit, but not his hand.
So what you're going to do, we're going to exit play mode for a second.
Find this target and hint objects, and we're going to place them under right hand of the character.
Where is the weapon holder?
Make them child of a right hand.
Like so.
Now, uh, we need to select position for this one.
And actually, as a default weapon I want to have pistol I think.
So let's go to weapon holder.
Switch off this one.
Switch on pistol and set up holding our pistol as a default.
I want him to hold pistol as John Wick does.
Have you seen a movie ever?
He kind of holds pistol close to his body with both hands for very practical purposes actually.
Let me quickly find it.
So as you can see, he holds his pistol close to the body and it allows him to secure the gun so nobody
can steal it from him in the close combat.
That's the idea in my head at least.
So that's what we're going to do.
We need to enter play mode, find the position, save the information about the position and rotation,
and then paste it to the component out of the play mode.
Because now if we move it, we actually cannot see what is changed.
All right so let's go to play mode.
And let's take this target.
Move it under the gun.
Like.
So then let's rotate it.
Place it somewhere where is like you think, appropriate.
Maybe even here, but this is going to look bad from a top down view, I guess.
Or it's fine.
I think it's fine.
Makes it a bit unique.
So a little bit up here and.
Yeah, well, it's not entirely perfect, but it's not visible from a top down view, so it should be
just fine.
And let's.
See this.
Let's see the hint as well.
Should we raise up the hint?
Does it look natural?
Wait a second.
I'll check if I can stand like that.
Well, it's kind of okay, but maybe we should bring elbow lower.
Just like this one is fine, so default one was fine.
Now we need to take the target.
Click three dots over here.
Copy component exit play mode.
Find a key target the very same one.
And paste.
Component values.
So it's somewhere here.
It's not visible right now, but it's going to be visible when we enter play mode again.
Let's go to play mode.
And now we can see he's holding a gun like we did set up before.
And he even shaken together with a gun his left hand as well.
Let me try to bring camera closer.
Remember, you can see it better.
Yeah.
So this is good, I guess.
Well, I'm not sure about the left hand.
I don't I don't know how I feel about it.
Well, nevertheless, if you want to have it a different place, just move it forward a bit.
Not really difficult to do.
Right.
You take the IK target and just bring it forward.
Place it somewhere here and you're going to run like so.
So you know what to do here.
So now we did set up left hand.
It's correctly attached to the gun.
And in the next video we're going to set up left hand for all of the guns.
We're going to make system that will allow us to change position for and according to the gun we have
in our hands like according to the gun we're holding.
All right.
I'll see in the next video.
Bye.