- [Instructor] Having set the position and orientation
for all pivot points,
and also set the optimal rotation access order
for all objects in the Hierarchy,
we're now ready to create the parent-child links.
This can be done in a couple of ways,
the primary method is from the buttons on the main toolbar.
We have Select and Link and Unlink Selection.
To create a link, click on the Select and Link button,
and then click on an object that you want to be a child.
For example, I want this wrist here
to be the child of the elbow.
So click and hold the mouse button down
and drag the mouse over to some object
that you want to be a parent,
and when your mouse hovers over a legal parent object,
the cursor will turn into two boxes,
looks like an empty box,
and a filled in white box,
Release the mouse and the parent object flashed
just briefly to indicate that that link has been made.
Okay, we can test that,
grab the rotate tool,
and let's select the elbow object and rotate it,
and we see that the wrist object follows, very good.
Undo that with Ctrl + Z.
We can visualize the Hierarchy in the Scene Explorer,
open that up from its button on the main toolbar,
elbow right has something subordinate to it,
if we open that up, we'll see it has a child, wrist right.
To break links, you can select the object
that you no longer wish to be a child
such as that wrist and simply click on Unlink Selection
on the main toolbar.
Now that object is no longer a child of any other object,
it is now a child of the world,
and we see it's not subordinate to anything
in the Scene Explorer.
We can easily make or break links directly
in the Scene Explorer,
all we have to do is drag and drop.
So for example,
I can select that wrist right object once again,
maybe click on the icon which is a little circle
instead of the name,
so we don't accidentally start to rename the object,
and just drag that icon on top of some other object,
such as elbow right,
and we've recreated that link,
and we can test it of course, once again,
selecting the elbow and rotating,
we see that the wrist follows,
undo that with Ctrl + Z.
Back in the Viewport,
we can create multiple links at once,
for example, I want to link the head
and the two shoulders to the chest,
and I can do that all at once.
So I'll grab the Select and Link tool,
get in closer with Ctrl + Alt and middle mouse,
and select all three of those objects,
I can just hold down the Ctrl key
to add to my selection, with those three objects selected,
I can click and drag from any one of them
onto the parent which is going to be the chest,
and we see three-dashed lines indicating
we're creating three links.
Release the mouse, the chest flashed briefly
to indicate that the links have been made.
And we see over here in our Scene Explorer,
the chest has three children.
Okay, creating the rest of the Hierarchy
is very simple with the Select and Link tool,
all we do is just drag and drop to create links.
I've already got a link here
from this wrist right to the elbow right,
but I want to link the elbow to the shoulder,
and over here, we want to create the links
on the other side of the body.
I'm moving from the outside
or the extremities towards the inside
just as a matter of convenience.
Click and drag on these,
create all those links,
create on the other side as well.
And finally I need to link the chest to the pelvis.
And once I've done all of that,
the pelvis is the ultimate root of the entire Hierarchy,
and if I collapse that,
we'll see that all of the other objects
except for the light and this ground plane
are all subordinate to the pelvis.
And we can test this by going
into the rotate tool and rotating various body parts,
and seeing if it works the way we expect it to.
We can select the pelvis which is the root,
and rotate the entire Hierarchy at once.
I'll undo that.
Okay, so that's how to create a simple Hierarchy.