In this lesson video, we will fix the pose of the robot. So it looks more interesting when we render it. This is what we have so far, we are going to change a lot of things in this robot. First, we will fix the arm, then we will make the leg straighter, and then make the torso to be less bending forward. Last but not least, we will make the legs open a bit to make them look more natural. So let's focus on the arm and the hand first, if we look at the robot, from the side view, we can see that the hand looks too massive at the front side, making the robot looks like going to fall forward.
Basically, I want to make the hand move backwards a bit. Try to make the end of the hand to be roughly aligned with the bottom part of the eye. Like so. Now because we move this backward, we also need to fix the arms curvature because the arms curved object is located here. Inside the arm smash, let's select it from the outline or instead, then press tab to go to the edit mode. Click this vertex to select it, then hold CTRL and click on this one.
So we have three vertices selected, and just move this backward so that the end of the arm matches the hand location. press tab again to go back to the object mode. Now we have something like this. Next, we want to fix the pose of the leg which basically the thigh, the calf, and the foot orientations, we can see how they are to crouching. To handle this issue, we are going to learn a new concept called kinematic or also known as the parent child hierarchy. This is the foundation of rigging and character animation.
We are not going into the details on this topic yet, just to give you an idea of what this kinematic concept can do, and then use it now to fix the like post. Notice in the default condition. Without any kinematic applied, if we select this calf object and then move it, the foot will not follow. In this case, we actually want the foot to follow the calf. Also, if we move the tie object, we want the calf and the foot to follow as well. To do this we need to make the food object a child of the coffee object, and then the cost object but child of the object to create a kinematic or child parent relationship in blender, First, you need to select the child object and then hold shift and select the parent object.
Okay, so the parent object should be the active object, then press Ctrl P. This will open up the parent to menu, then select object here. Now that the calf object is the parent of the food object, if we select only the calf and move it like this, the food will follow automatically. Next, hold SHIFT and click on a tie object. We will To make the toy object as the parent of the calf object, so press Control p again and choose object. Now that this object is the parent of this object, and this object is the parent of this object, if we move the tie object, all of its descendants will follow, including when we rotate it or scale it, especially with the setup, we can now easily post the leg, go to the side view. Let's rotate these 10 degrees, press R, type in minus 10.
Then enter, then select the coffee object, press R, type in 10, then enter because now the lights are penetrating the ground plane. Let's move everything up a bit. First, let's change our transformation orientation mode to global. So we can constrain to global Z axis easily Press A to select all and then move all of them on a global Z axis direction. So we have the foot roughly on floor. Next, we want to make the spine or the lower torso a bit straighter, we don't want the upper torso to rotate, I kind of like how it is still currently and how the arms are oriented.
Just like before, without any kinematic if we rotate this like so the upper part will not follow. So we need to assign the parent child relationship first, in order to post them easily. Basically, we need to select all of the arm and hand objects, then parent them to the upper torso, then parent the upper torso to the lower torso. Let's select via the Outliner click here, then hold CTRL and then click here and then click on the hand item. So we now have three objects selected. Next, hold shift and then click on the upper torso.
So now this is the active object. Then Ctrl P and choose object. Now the upper torso object is the parent of the Arms, no hidden objects. Next, we're on the upper torso to the lower torso. Okay, now we can select the lower torso only, and then press R to rotate, type in minus 10. Sorry, press minus again to get a positive value, then enter.
Now we have a straighter spine, but we also rotated the upper torso, we want to rotate this back forward in 10 degrees, so press R, and then type in minus 10. Now we have something like this. I think this is better than the previous pose. The last thing we are going to do is to open the legs a little so they don't look too stiff. With the current legs, parent child hierarchy, we should be able to do this easily. Just select the tie object, we want to rotate these 10 degrees on the global Z axis.
So press R, then z, type 10. Then enter. Now the robots has a nicer looking pose. Feel free to create your own robots pose using the techniques I show you in this lesson video. In the next lesson video, we will move on to adding the materials