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Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 09 auto shoulders pt3_frames.zip

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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 09 auto shoulders pt3_frames_transcription.json ADDED
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+ {
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+ "text": " I wanted to set it up here, the audit order on the other arm as well. If you guys don't need it, you can skip this video. It's just going to be the same setup just a little bit faster done now on the other arm, but at least I wanted to have the recording there in case you wanted to watch me again doing it. So let's take the IK chain here first, reveal selected. I'm going to select this, duplicate it, making sure that I'm a neutral first, that I don't have any animation applied to any of those controls. I want to always make sure that we're a neutral when we're working with the rig, improving things, adding new things. So let's duplicate that, let's call this Shoulder Auto. That's I think a benefit if you're doing both sides at the same time, then you don't have to think about what you're calling them because you will still remember what you called it on the other side. Shoulder auto, shoulder auto. Now we'll then delete the effector, we'll create a new IK handle with rotate plane from here to there and then we will put the IK handle under the same control parent. We rename the IKHandle, reveal selected, it's under here. So this one, the first one, is already there, was for L arm, IKHandle, and the other one is L arm, shoulder, auto, IKHandle. Then we create the pole vector for it too. From here to here, constrain pole vector. Then we can hide this IK handle. Setting the visibility to zero. And then we wanted to un-parent the auto-shoulder arm from the arm from the shoulder even. So going up into the chest, one up from the shoulder would be the chest group. So we parent it under the chest group instead. And then we want to create a new group above our shoulder control. So we'll group this into itself and name this rshoulderautogroup. And we'll move the pivot of that group. Let's hide the geo here for a sec. We're going to pivot mode, moving the pivot up there and snapping it to the start of the shoulder root joint. And And then we have to connect it up so we need our auto shoulder and our arm, the arm root joint for the shoulder auto. There's two things. We'll bring those in to try and note it again. So this is what we want to drive and this is the driver. So I'll lay it out that way. from here, from whatever the join is doing, we want to drive our shoulder group that has everything under it. And then we want to create a multiply divide node first. Tap here, multi divide, enter. And then we also want to remap color we used before. So let's connect those up. Here we go from rotation into our input 1. All three connected up and then we move them out of the way a little. And then we are going from the output here into our color input. And then we go from here. Now we have to be a little bit careful because we saw that those two are using two separate things. So I think for up and down it was Z and for the shoulder group. It's like the shoulder group is also set so we can connect the last one B to rotate that already. B to Z. But then there was this difference between forward backward here. It was X for the arm, but for the shoulder group it was Y. So we connect coming from X that would be the first one red going into y, so coming from R into rotated y. And then the last one, the x channel, we don't have to connect because for the shoulder that would be twisting and we don't really need that here for the shoulder to be able to twist unnecessarily. Let's leave that out. This is the setup that we have and then we want to connect into our multiply divider we want to connect this attribute. So we want to add an auto attribute here. That's what we call it. These underscores, we have forgot to lock that before, so let's lock it here now. And then let's create another separator here on this other side one. Again, 10 underscores. And then we'll call this auto from 0 to 1, and the default should be 1. And we have that, and we lock this one here. And then we bring this control in here as well. I'm going to drag it in because I noticed that if you're using the plus, it kind of re-orders everything. It might be when I'm dragging it into. Actually, that's fine. I don't want this to be re-ordered every single time. And there might be a setting here for it is somewhere, not on the sensor actually. Maybe this one. Auto size nodes. Perhaps if we turn this off the next time it won't reshuffle everything when we add to it. So now from our shoulder control we open this up from auto we go into our input 2. Auto, input 2, all 3. turning it on and off right. So this would be our left arm, shoulder, auto, on, off, MDI, multiply, divide, and that would be our left. I wonder if we called it arm before, or just shoulder, auto. Remap color. Okay, so now we have all that working and now we have to set our values on the multiply divide or on the remap color node. So we went from minus 90 minimum into positive 90 and then we set 45, minus 45 into 45 and then we have to just test it to see how much we have to play with these values. Also it might be that now it is inverse so if we're going up because it's on the other side, we have to check that. Actually, this is working fine, so it's going up and it's going down. What about forward and backwards? It's coming forward, it's going back, so that seems to be all working fine. Then we can basically use the same values that we used on the other one. So if we go to find our other remap color node, we can go here in the Outliner, show deck objects, only turning that off. That will show us all the nodes that we have. So we want to find our remap color. They should all be grouped together by type. So we have a lot of stuff in here, also additional stuff that probably for the eyebrows and all that, don't necessarily need here. But that's what I had in my character before. See if I can find those. I wonder if we can try to use the filter star, remap color. Here we go. They don't have an icon. That's what I was looking for. That's why I didn't see them before. So here we have our two remap colors and we can come to the right side where we set it up and see what we did here in the attribute editor and kind of like mimic the same thing on the other side. What we could also have done is just duplicate it, the one on the right side. Actually you know what, it might be easier now that we've already set up all these points here. Supposed to trying to replicate the same points, it might be easier to just take this right side remap color and duplicate it and connect that instead because then on the duplicate one, we already have all the points and everything said correctly. So let's do that instead. Let's delete this one and use this duplicate instead and rename this to L side, remap color. And then here we said we can go straight into the colors. Then here from the output we said The last one goes into set directly and it was... Just remember it was... Can't quite remember. It's double check here. So for forward backward it was x, so then we go from the color r into the y rotation. And x doesn't have anything right, because it's not twisting. And now by doing that, now we have basically set up the same thing on both arms, right? If we raise both arms now, set this back to zero, it should be symmetrical. And that's not. That's because here on this one we have auto turn to zero. So if we turn this to on, then you can actually see it is symmetrical. For going up and for going down and forward and backward should work too. Just testing. Okay, yep, it's working. Okay, so that's now on the other side. And I think we named everything correctly. Just double checking one last time. It seems to be all fine. I don't care about renaming those unit conversions, but all the other nodes I tried to name that I remember what they were for. Actually here we made a mistake, this is our shoulder group, should be left side, right? Double check, reveal selected. Yup, that should be the left. Let's rename this to L, have it consistent, okay? And I can turn this on, again, that objects only to show only the object that we can actually seen a viewport.",
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+ "segments": [
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+ {
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+ "text": " I wanted to set it up here, the audit order on the other arm as well. If you guys don't need it, you can skip this video. It's just going to be the same setup just a little bit faster done now on the other arm, but at least I wanted to have the recording there in case you wanted to watch me again doing it. So let's take the IK chain here first, reveal selected. I'm going to select this, duplicate it, making sure that I'm a neutral first, that I don't have any animation applied to any of those controls. I want to always make sure that we're a neutral when we're working with the rig, improving things, adding new things. So let's duplicate that, let's call this Shoulder Auto. That's I think a benefit if you're doing both sides at the same time, then you don't have to think about what you're calling them because you will still remember what you called it on the other side. Shoulder auto, shoulder auto. Now we'll then delete the effector, we'll create a new IK handle with rotate plane from here to there and then we will put the IK handle under the same control parent. We rename the IKHandle, reveal selected, it's under here. So this one, the first one, is already there, was for L arm, IKHandle, and the other one is L arm, shoulder, auto, IKHandle. Then we create the pole vector for it too. From here to here, constrain pole vector. Then we can hide this IK handle. Setting the visibility to zero. And then we wanted to un-parent the auto-shoulder arm from the arm from the shoulder even. So going up into the chest, one up from the shoulder would be the chest group. So we parent it under the chest group instead. And then we want to create a new group above our shoulder control. So we'll group this into itself and name this rshoulderautogroup. And we'll move the pivot of that group. Let's hide the geo here for a sec. We're going to pivot mode, moving the pivot up there and snapping it to the start of the shoulder root joint. And And then we have to connect it up so we need our auto shoulder and our arm, the arm root joint for the shoulder auto. There's two things. We'll bring those in to try and note it again. So this is what we want to drive and this is the driver. So I'll lay it out that way. from here, from whatever the join is doing, we want to drive our shoulder group that has everything under it. And then we want to create a multiply divide node first. Tap here, multi divide, enter. And then we also want to remap color we used before. So let's connect those up. Here we go from rotation into our input 1. All three connected up and then we move them out of the way a little. And then we are going from the output here into our color input. And then we go from here. Now we have to be a little bit careful because we saw that those two are using two separate things. So I think for up and down it was Z and for the shoulder group. It's like the shoulder group is also set so we can connect the last one B to rotate that already. B to Z. But then there was this difference between forward backward here. It was X for the arm, but for the shoulder group it was Y. So we connect coming from X that would be the first one red going into y, so coming from R into rotated y. And then the last one, the x channel, we don't have to connect because for the shoulder that would be twisting and we don't really need that here for the shoulder to be able to twist unnecessarily. Let's leave that out. This is the setup that we have and then we want to connect into our multiply divider we want to connect this attribute. So we want to add an auto attribute here. That's what we call it. These underscores, we have forgot to lock that before, so let's lock it here now. And then let's create another separator here on this other side one. Again, 10 underscores. And then we'll call this auto from 0 to 1, and the default should be 1. And we have that, and we lock this one here. And then we bring this control in here as well. I'm going to drag it in because I noticed that if you're using the plus, it kind of re-orders everything. It might be when I'm dragging it into. Actually, that's fine. I don't want this to be re-ordered every single time. And there might be a setting here for it is somewhere, not on the sensor actually. Maybe this one. Auto size nodes. Perhaps if we turn this off the next time it won't reshuffle everything when we add to it. So now from our shoulder control we open this up from auto we go into our input 2. Auto, input 2, all 3. turning it on and off right. So this would be our left arm, shoulder, auto, on, off, MDI, multiply, divide, and that would be our left. I wonder if we called it arm before, or just shoulder, auto. Remap color. Okay, so now we have all that working and now we have to set our values on the multiply divide or on the remap color node. So we went from minus 90 minimum into positive 90 and then we set 45, minus 45 into 45 and then we have to just test it to see how much we have to play with these values. Also it might be that now it is inverse so if we're going up because it's on the other side, we have to check that. Actually, this is working fine, so it's going up and it's going down. What about forward and backwards? It's coming forward, it's going back, so that seems to be all working fine. Then we can basically use the same values that we used on the other one. So if we go to find our other remap color node, we can go here in the Outliner, show deck objects, only turning that off. That will show us all the nodes that we have. So we want to find our remap color. They should all be grouped together by type. So we have a lot of stuff in here, also additional stuff that probably for the eyebrows and all that, don't necessarily need here. But that's what I had in my character before. See if I can find those. I wonder if we can try to use the filter star, remap color. Here we go. They don't have an icon. That's what I was looking for. That's why I didn't see them before. So here we have our two remap colors and we can come to the right side where we set it up and see what we did here in the attribute editor and kind of like mimic the same thing on the other side. What we could also have done is just duplicate it, the one on the right side. Actually you know what, it might be easier now that we've already set up all these points here. Supposed to trying to replicate the same points, it might be easier to just take this right side remap color and duplicate it and connect that instead because then on the duplicate one, we already have all the points and everything said correctly. So let's do that instead. Let's delete this one and use this duplicate instead and rename this to L side, remap color. And then here we said we can go straight into the colors. Then here from the output we said The last one goes into set directly and it was... Just remember it was... Can't quite remember. It's double check here. So for forward backward it was x, so then we go from the color r into the y rotation. And x doesn't have anything right, because it's not twisting. And now by doing that, now we have basically set up the same thing on both arms, right? If we raise both arms now, set this back to zero, it should be symmetrical. And that's not. That's because here on this one we have auto turn to zero. So if we turn this to on, then you can actually see it is symmetrical. For going up and for going down and forward and backward should work too. Just testing. Okay, yep, it's working. Okay, so that's now on the other side. And I think we named everything correctly. Just double checking one last time. It seems to be all fine. I don't care about renaming those unit conversions, but all the other nodes I tried to name that I remember what they were for. Actually here we made a mistake, this is our shoulder group, should be left side, right? Double check, reveal selected. Yup, that should be the left. Let's rename this to L, have it consistent, okay? And I can turn this on, again, that objects only to show only the object that we can actually seen a viewport."
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+ }
7
+ ]
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+ }