Blender hand rig Demo 1

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Uploaded by on Jun 30, 2011

action constraints on fingers are driven by the hand bone's Y-scale. Skinning is not final.

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Film & Animation

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Standard YouTube License

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  • @rylowry The hand clench is all one action for each hand, with proximal first phalanges keyed to flex in. The distal 2 phalanges of each finger are constrained to copy the rotation of the first, so they needn't be keyed.

    When the action constraint was applied, it had to be copied to every distal phalanx, by the action "Copy Constraints to Selected." Then the relevant fields in the modifier had to be individually adjusted as necessary for each bone.

  • Did you have to set up the action constraint on each individual finger, or is there a way to easily drive all the bones at once? I love the results of the action constraint, but it is a beast to set up individually for every finger (or some other structure with numerous bones)

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