Hi again @Anonymous !
Thanks for your file! 🙂
Ha yes I see! A few small differences in the hand/wrist part.
As you saw, the wrist and hand bones can be considered as similar. In the tutorial video the hierarchy is a little more complex indeed.
The principals are the same.
One thing that is not mentioned is the roll bone hierarchy, yes hierarchy again! Hierarchy is very important in animation and rigging! 🙂
I this case, the roll bones comes from a biped rig, and again, these have the biped hierarchy. Usable but requires a little more work.
What to do:
All the forearm roll bones to be child of the forearm directly, so one does not influence another.
The roll bone close the hand, has a Look At constraint to the hand (the wrist in the video) and uses the Hand as an up node. It is the up node feature that makes the roll bone follow the hand rotation on a single axis.
The middle roll bone has the Orientation constraint, in the tutorial video it is constraint to the wrist bone, in your rig that would the Hand bone. But as the roll bone near the hand already follows the Hand, we can use that one instead of the hand (wrist bone). The middle roll bone is also Orientation constraint to the forearm bone (half and half between Hand and Forearm).
Now, when rotating the Hand controller (Circle006), both roll bones will follow the Hand.
See in your file in Max: https://autode.sk/35ZStIM
I hope I explained clear enough to get you going!
Let me know how