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So we've already created a hieracrchy for our character, a hierarchy of objects, where we've linked various body parts together. >> Using a parenting structure. I've taken a bit of time just to rename, all of the elements so that it makes sense. So, we've, and I got Right Shoulder and a Left Shoulder. And we're going to start animating those. Now, when it comes to animation, and you're working with a quite complex character with lots different body parts. >> I really find it's useful to isolate elements, because it can get a bit confusing with all these objects showing up here in the Objects Manager.
And a great tool for helping with that is to use the Search Function. Now, even when the objects are closed, like this. The hierarchy is closed up. I can just type in the word right and all the right shoulder elements and the right leg elements, of course will, show up. So by naming things carefully, you can start to isolate elements. And make animation and coordination of the different objects a lot easier. Now at the moment when I animate these various different body parts, and they're animating in isolation.
So as I adjust the rotation value of the shoulder All of the other objects move with it, but they don't actually react in terms of their properties to that movement. And what I want to do here, is I want to create the effect of a kind of inverse kynematic system. So we're going to link properties together, as well as objects. And we do that by using Xpresso, which is CINEMA 4D's Expressions, if you like. Similar to Expressions, in After Effects. But the way they're implemented in CINEMA 4D is fantastic, it makes it really easy to link properties together.
So don't be worried, if you've never done any scripting before. >> We'll do some more scripting later in this workshop, but for now let's just have a first taste of Expression or Expresso in Cinema 4D. So, what I want to do is as the right shoulder rotates, and let's just move that around so you can see that a little bit better I want the right forearm, or right elbow to rotate that way so we're getting a kind of simultaneous animation of the elbow.
So this is how we do it, so we select the right shoulder so I want the right shoulder to control the movement. So I'm going to right click on the pitch value of rotation and go to. Expressions > Set Driver. So now the rotation pitch value, of the right shoulder will control the right elbow. If I select the right elbow, right click, go to Expressions > Set Driven. Now you've got an absolute or relative value. I'm going to choose Set Driven. Relative.
And now watch what happens. If I rotate the right shoulder, you'll notice that the right elbow also rotates. So we're getting a s-, a simultaneous rotation of both, which means I'm having to do half as much animation really. So as the shoulder rotates, and comes up the elbow moves towards it. Okay, so we're getting that kind of movement. Now I also want the claws to rotate with that so I could select the claw and do exactly the same, right click on it. Go to expressions, set driven, relative.
Do the right claw, exactly the same. Right click, expressions, set drive, relative. And now, if I click on the right shoulder, rotate that, you see that the claws will also be adjusting. >> So, just to note also a couple of things that happen when you add an Expression or Expresso expression. You'll notice a little indicator comes up here. Showing that you're using an expression to control that value.
Also, we get a little tag applied which is the Expressio tag. And if you click on that tag, you get access to the basic properties. Now we'll have a look at how to edit expressions a little bit later but that's how to use them to set up basic linking of properties.
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