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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
Once you've set up a simple IK rig, you can duplicate it and create something more with it. So initially, in the previous video, you saw how the arm was set up just to be used for a lamp, or something like that. So if we go down to the locator here and click on it and I press the W command, you can see we were able to do this like a robotic arm, like a lamp, or some kind of mechanical thing. But what if you were going to build these into a character? How would it work? Well, what I have done is I have selected this entire group and duplicated it so we have two of them, and that was what we built in the previous video.
Well, what if I want to these to work together? How would that be set up? Well, up here in the Setup tab, in the top left, you can select a locator. When I click that, a locator is added to the scene. Now a locator is nothing more than just a reference point. It doesn't actually render. It's just something we parent to and we can use as a control item. And with that locator selected, if you hit the Display tab, you can actually add Draw Options, such as make it a wireframe or make it fill or give it a label. You can call it locator if you want, and that will show up right there in your viewport.
So it's just something to consider if you'd like to actually go a little bit further with these locators. And also, press the O key and make sure Show Locators is on, under Item Visibility. So now that you have this locator, I can actually just move it up, and we'll put it right in the center. Now I am going to take these IKGoals and I am going to select both of them-- I am going to hold the Ctrl key and select the second one--and when I move these together, you can see that we have both of them moving. Well, that works great, but then I can take those and parent them to this other locator. And then with that locator, I can now grab both of them, and at the same time, I can press the E key and I can actually rotate.
So now, if you had some kind of character you wanted to build, you have an entire rig for the very bottom legs that you can work with. You can press the Y key, which is our killer Transform tool that uses Rotation, everything else, and Transform, and you can just simply just make this guy walk around. You can pick up the bottom leg and move it, go back to the IKGoal here, and keep building small, little rigs, and attaching them together simply by doing the parenting in the Item list.
So I would name this locator. I'd probably click on it and say this is the hip, and I'd move it up, and then I can actually take this entire set and press Ctrl+G, and you can call this LowerLegs. So now you have an entire group to work with that you can move around and keep organized. We can select the hip, we can move it, hit Rotate and now we've got that simple rig set up. So this is as basic as it gets when it comes to inverse kinematics, and you can see how this can get exceedingly complex when you build much larger objects.
In your Layout tab, there actually is some items in here you can work with, such as this Space Arm. There is actually much more complex arm in here. If you go under, I believe it's under Vehicles, and under Miscellaneous, there is this big Mech Warrior. And you can actually load that up, change those centers like I showed you, put the IKGoals on, just like I showed you, and make that thing come to life. But instead of using a locator for the hip, you can actually use the real Hip object that is there, so when the center of that Mech turns, those legs turn, just like you are looking at right here.
With these simple introductions of inverse kinematics and the Schematic tools, you really can build just about anything you want right inside of modo.
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