Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 05 split knee pt1_frames.zip
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"text": " Okay, so let's take a look how we can set up a split knee here on our knees there we can get a little bit of a better deformation or motion in general for our knees. We could also think about setting it up for our elbows as well although on elbows is actually not that important because the elbow is actually getting pretty sharp when we bend and also with elbows I don't think you can can really, you know, move it in that much. With knees, especially when the character is sitting in a kneeling position, then you do want to have kind of like an extreme motion here. So I think it's more important for knees really than for arms, but it is possible to put it into the elbow as well using kind of the same technique. So let's see how we can do that. So first I'm going to create a joint. And I will parent it under the blend joint for the knee here. Let's find this. Reveal selected. Here's our blend root. BlendMid. So let's put it under this one. Under here. zero everything out. Zero those translations out so that will bring it into the same space. Let's make it a little bit bigger so that we can see which one it is. Okay, then the next thing what we're going to do is we're going to parent it one up so we're going to not have it under the mid but under the blend root instead. Then what we're going to do is we we can now translate this up. Actually, let's keep it here. Let's keep it in the middle, and let's create another one. And parent is set up, duplicate it, and parent is one under that. And now this one we can actually translate up. Here we go. That's what I wanted to do. So let's put this to five. Let's create another one, and parent the third one under the second one. And this one we're going to translate down minus 10 units maybe. Here for my character. So now when we raise the leg, or bend the knee, we can see that it's kind of like sticking out. But now what we can do is we can essentially, whatever this joint here is rotating, can put half of the rotation, so something like 50, onto the joint one. 50, okay. The kind of always is 50% rotated. So let's try this. So we need a multiply divide node and we need our mid rotation and the first joint here. Let's bring both of them into our node editor and then add a multiply divide node in between those two. Here we really only need to connect the rotation x for bending, but we might as well connect all of them just in case we want to do side motion or anything like that and have that same effect. But in theory it would probably be enough if we just did x. And then the output from here goes into the rotation of this partial joint. And then we set this to 0.5 as the multiplier. And now we basically have to, whatever we're doing here with this joint, or with bending the knee, then we're getting 50% rotation on both of them. Or rather 50% rotation on the joint one. So we should probably also do some naming now, otherwise we'll have to rename too much stuff later on. So this is right leg. We can maybe call that mid-partial joint. Let's call this mid-partial B joint and C joint. Perhaps. Okay. And let's reset this back to zero. So now what we want to do is we want to create new joins from here to there, because if we bend this, what we need is we need one join that's going from here to there, and one join that's going from there to there, right? So that will get kind of like the split knee setup here. So what I'm going to do is I'm probably going to create locators temporarily so that we can have something to snap to. Otherwise we have too many joints sitting on top of each other and it's going to try to parent them in. So let's create some temporary locators. Make this a little bit bigger so that we can see. So when the first one goes to the top, the second one goes to the top partial joint and then one to the bottom partial joint and one to the end. and we want to get the right ones. I'll make sure to have to the end of the leg not to the beginning or root of the foot. Now we can take those joints. First of all we have to think about, okay, how big do we want our knee to be? So I wonder if this might actually be too too thick here too long what we saw earlier. So perhaps we should make this a little bit smaller. So let's try to make this maybe 2.5. and this one here minus 5 instead. Because now if we bend this, it will be less severe, right? It will be a smaller knee, but we can still kind of bend this and we get our three joints here, our two split joints. Okay, and then let's adjust these locators here too, so snap them back. And then let's maybe... actually we have the joints now in the world here, so what we can maybe do is hide the whole rig for a moment. And now create new joints. join tool, so I'll create one from here to here, and then I'll create another one from there to there. And then what I'm going to do is I'm going to create IK handles, so a skeleton IK handle tool, and here it's okay to use single chain because we're not going to use any twist or anything like that. So let's try single chain first, see if that works. What we're trying to do. First one from the top to the bottom and then the second one from here to here. And now what we're going to do is we're going to take these eye candles, they're pretty small right now, so let's make them a little bit bigger. Animation, eye candle size, maybe let's put them to four or maybe even bigger, six. Here we go, now they're showing up. parent this I can handle here to the top partial joint. Okay, so if we show everything here. So let's parent the, at the moment it's not going to do, well anything really for the matter. If we take this and move it up, you can see those two joints here are not really following. But what we can now do is we can take this IK handle and parent it to the top partial joint and we will take the bottom IK handle and parent it to the end of the blended leg. Okay, so let's see if we can find that one. Reveal selected. Leg blend end. So that's where our second eye candle should go. And we can see that we're getting a really long hierarchy viewer now. So it might sometimes be tricky to just move this up here. I mean, we can always select them without using the middle mouse button drag to parent. But what you can also do is you can actually open up the outliner. If there is a little line down here, the gray line, if you hover over it, you can bring this up. and that opens up a second outliner here in a way where you can scroll independently. So we can go to our icon here, we can go to our leg end here, and then we can kind of drag and drop it between those two outliners or outliner views. So we have our leg blend end, and we move this up here, and then it's parented under this one. So let's see what we get now. Okay, almost. This first one is kind of working okay, the second one not, because what we have to do is we have to parent this to the end here, or the partial joint. So let's take this one and parent it to the partial joint. Let's try again. And now we kind of get what we were looking for. So we have one joint that goes from here to here and because of the eye candle it will always try to aim towards this. And then we have a second partial joint which goes from here because it's parented under this knee joint here or you know the setup and goes down to this eye candle which is parented under the end of the blend. So this is working now. If we could try to go into an extreme position, we can kind of see that we are getting this knee thickness here, though we didn't get before. So now we only have to do a couple of things. Probably our stretch is not going to react to that or like that here. And second of all, we have to kind of skin it, and we have to do a bunch of naming cleanup here too. So we don't need to see these locators anymore. We can take this first joint and that can probably go under the hips or maybe even under the blend. I guess. Blend joint, Let's try this. Just so I have it cleaned up. I'm going to try to parent this joint under my blend root. If that doesn't work, then one up from there. The joint goes under leg blend root, then parent is. Let's see if it's still working. Still working. Okay, so now let's do some naming cleanup here. Let's spend this perhaps so we can select it a little bit easier. So this join we can call our leg, let's see what we call it, running out of names now, root, JNT. Let's see what we call it. Running out of names now. Root, Jnt, perhaps. Didn't use that name before because the blended one is called blend, right, where that is in the name. And let's call this one here, maybe R, Leg, Mid, A, Jnt here. And then, actually this one we probably don't even have to skin to. So let's call this maybe, let's see, to find a good way. We only have to skin our geometry to this joint, then to this joint, and then to that joint. That's the three joints that we want, okay? So this one here would be our partial b, that's what I want to skin to. And we could also skin to our partial, but I'm just trying to find good names here that we can easily select, or selecting scheme so it works. Perhaps it's not that important. Let's just call this leg root. Let's call this R-leg mid-chain T, or mid-A maybe. Let me call this B and then that one would be the end joint here. Our leg, end, J&T. End, J&T. Okay, to know if those named the IK handles perhaps also. Okay, maybe call this R-Lag root IK handle. And this one could be R-Lag mid IK handle, or we can also call this lower leg, upper leg, or something like that. These IK handles are not that important, what they are. Perhaps actually this might be easier. Let's call this leg lower and the other one leg upper. And here for those joints we could probably do it the same way. We could probably call this leg upper root and leg upper end or something like that. And then leg upper, leg lower, root, and then end. Perhaps that might actually make more sense. Let's make this... Because then, if we're not selecting the end joints, right, that's what we don't want to skint to. So, lower root. And then that lower end. Okay, that should work. Now we can hide our AK handles. We don't need to see those anymore. And I think that's it. We can try to skin it and see what we get. So here we still have the old skinning. Okay, that's how it looks like currently. Now what I'm going to do is I'm going to try to detach my skin. Skin detach. Skin detach. One more time. And then I'm going to try to select all my joints here. Skinning joints. But now I don't want the blend joints to be selected either. So let me deselect the blend joints here too. Blend, just blend in the name, also deselect them, and now I should only pick our partial joints. Okay, only this one, and then the other two. Here we can actually also do some naming cleanups to make sure that it doesn't select everything. So for example, it shouldn't really select the, like mid partial C joint, the lower partial joints, I remember with three with one partial joint, one partial joint B, one partial joint C. So let's maybe call this end. So leg, mid, partial, end, joint. And then if we go up here, it's partial b. So let's call this maybe mid. We don't necessarily have to. Actually, that's where we want to skint to. So let's call this partial root. Although technically it's not the root. Let's call this mid, shall we? And then the partial, let's call this partial root. Sorry that I'm changing those names so often here, but just trying to find something that makes sense. So let's try this. Command, Enter. And select the geo and skin to it and see what we get. See if it's working. So it's still taking the outer geometry with it, but we can already see it's working a little bit better, right? We haven't done any skinning yet, but we can already see that we're getting more of a knee here as opposed to this sharp angle that we got before. So I think we're on the right track here with this. And we can make quite extreme poses with that. I think that should be okay and it should be good. And we have to see what happens to our stretch. It still kind of seems to work. We have to see, maybe we have to add scaling to that as well later on. But for now it kind of seems to be working. Okay. It seems to be okay. Let's take this and then we kind of have to set this up on the other side too. Again, I'm going to do probably do it in a separate video so that you guys can just skip that because it's just going to be the same steps just on the other side. So I'll leave it up to you if you want to watch me do that on the other side as well or not. For the elbows, as I said before, we can probably do the same thing, but I'm not sure if we even need it here. We just have to find a good way, you know, if we're not doing it, we probably have to renamed the blend joints to something else or we have to be a little bit smarter here with our join selection script that we, for example, say, okay, only if there's leg and blend in there, then it should be selected so that we get to keep our armed blend joints in there where it needs to skintour, then otherwise we get this weird behavior. So let's do another video here and then I'll do the other leg and we'll probably skip the arms and don't do it on the arms.",
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"text": " Okay, so let's take a look how we can set up a split knee here on our knees there we can get a little bit of a better deformation or motion in general for our knees. We could also think about setting it up for our elbows as well although on elbows is actually not that important because the elbow is actually getting pretty sharp when we bend and also with elbows I don't think you can can really, you know, move it in that much. With knees, especially when the character is sitting in a kneeling position, then you do want to have kind of like an extreme motion here. So I think it's more important for knees really than for arms, but it is possible to put it into the elbow as well using kind of the same technique. So let's see how we can do that. So first I'm going to create a joint. And I will parent it under the blend joint for the knee here. Let's find this. Reveal selected. Here's our blend root. BlendMid. So let's put it under this one. Under here. zero everything out. Zero those translations out so that will bring it into the same space. Let's make it a little bit bigger so that we can see which one it is. Okay, then the next thing what we're going to do is we're going to parent it one up so we're going to not have it under the mid but under the blend root instead. Then what we're going to do is we we can now translate this up. Actually, let's keep it here. Let's keep it in the middle, and let's create another one. And parent is set up, duplicate it, and parent is one under that. And now this one we can actually translate up. Here we go. That's what I wanted to do. So let's put this to five. Let's create another one, and parent the third one under the second one. And this one we're going to translate down minus 10 units maybe. Here for my character. So now when we raise the leg, or bend the knee, we can see that it's kind of like sticking out. But now what we can do is we can essentially, whatever this joint here is rotating, can put half of the rotation, so something like 50, onto the joint one. 50, okay. The kind of always is 50% rotated. So let's try this. So we need a multiply divide node and we need our mid rotation and the first joint here. Let's bring both of them into our node editor and then add a multiply divide node in between those two. Here we really only need to connect the rotation x for bending, but we might as well connect all of them just in case we want to do side motion or anything like that and have that same effect. But in theory it would probably be enough if we just did x. And then the output from here goes into the rotation of this partial joint. And then we set this to 0.5 as the multiplier. And now we basically have to, whatever we're doing here with this joint, or with bending the knee, then we're getting 50% rotation on both of them. Or rather 50% rotation on the joint one. So we should probably also do some naming now, otherwise we'll have to rename too much stuff later on. So this is right leg. We can maybe call that mid-partial joint. Let's call this mid-partial B joint and C joint. Perhaps. Okay. And let's reset this back to zero. So now what we want to do is we want to create new joins from here to there, because if we bend this, what we need is we need one join that's going from here to there, and one join that's going from there to there, right? So that will get kind of like the split knee setup here. So what I'm going to do is I'm probably going to create locators temporarily so that we can have something to snap to. Otherwise we have too many joints sitting on top of each other and it's going to try to parent them in. So let's create some temporary locators. Make this a little bit bigger so that we can see. So when the first one goes to the top, the second one goes to the top partial joint and then one to the bottom partial joint and one to the end. and we want to get the right ones. I'll make sure to have to the end of the leg not to the beginning or root of the foot. Now we can take those joints. First of all we have to think about, okay, how big do we want our knee to be? So I wonder if this might actually be too too thick here too long what we saw earlier. So perhaps we should make this a little bit smaller. So let's try to make this maybe 2.5. and this one here minus 5 instead. Because now if we bend this, it will be less severe, right? It will be a smaller knee, but we can still kind of bend this and we get our three joints here, our two split joints. Okay, and then let's adjust these locators here too, so snap them back. And then let's maybe... actually we have the joints now in the world here, so what we can maybe do is hide the whole rig for a moment. And now create new joints. join tool, so I'll create one from here to here, and then I'll create another one from there to there. And then what I'm going to do is I'm going to create IK handles, so a skeleton IK handle tool, and here it's okay to use single chain because we're not going to use any twist or anything like that. So let's try single chain first, see if that works. What we're trying to do. First one from the top to the bottom and then the second one from here to here. And now what we're going to do is we're going to take these eye candles, they're pretty small right now, so let's make them a little bit bigger. Animation, eye candle size, maybe let's put them to four or maybe even bigger, six. Here we go, now they're showing up. parent this I can handle here to the top partial joint. Okay, so if we show everything here. So let's parent the, at the moment it's not going to do, well anything really for the matter. If we take this and move it up, you can see those two joints here are not really following. But what we can now do is we can take this IK handle and parent it to the top partial joint and we will take the bottom IK handle and parent it to the end of the blended leg. Okay, so let's see if we can find that one. Reveal selected. Leg blend end. So that's where our second eye candle should go. And we can see that we're getting a really long hierarchy viewer now. So it might sometimes be tricky to just move this up here. I mean, we can always select them without using the middle mouse button drag to parent. But what you can also do is you can actually open up the outliner. If there is a little line down here, the gray line, if you hover over it, you can bring this up. and that opens up a second outliner here in a way where you can scroll independently. So we can go to our icon here, we can go to our leg end here, and then we can kind of drag and drop it between those two outliners or outliner views. So we have our leg blend end, and we move this up here, and then it's parented under this one. So let's see what we get now. Okay, almost. This first one is kind of working okay, the second one not, because what we have to do is we have to parent this to the end here, or the partial joint. So let's take this one and parent it to the partial joint. Let's try again. And now we kind of get what we were looking for. So we have one joint that goes from here to here and because of the eye candle it will always try to aim towards this. And then we have a second partial joint which goes from here because it's parented under this knee joint here or you know the setup and goes down to this eye candle which is parented under the end of the blend. So this is working now. If we could try to go into an extreme position, we can kind of see that we are getting this knee thickness here, though we didn't get before. So now we only have to do a couple of things. Probably our stretch is not going to react to that or like that here. And second of all, we have to kind of skin it, and we have to do a bunch of naming cleanup here too. So we don't need to see these locators anymore. We can take this first joint and that can probably go under the hips or maybe even under the blend. I guess. Blend joint, Let's try this. Just so I have it cleaned up. I'm going to try to parent this joint under my blend root. If that doesn't work, then one up from there. The joint goes under leg blend root, then parent is. Let's see if it's still working. Still working. Okay, so now let's do some naming cleanup here. Let's spend this perhaps so we can select it a little bit easier. So this join we can call our leg, let's see what we call it, running out of names now, root, JNT. Let's see what we call it. Running out of names now. Root, Jnt, perhaps. Didn't use that name before because the blended one is called blend, right, where that is in the name. And let's call this one here, maybe R, Leg, Mid, A, Jnt here. And then, actually this one we probably don't even have to skin to. So let's call this maybe, let's see, to find a good way. We only have to skin our geometry to this joint, then to this joint, and then to that joint. That's the three joints that we want, okay? So this one here would be our partial b, that's what I want to skin to. And we could also skin to our partial, but I'm just trying to find good names here that we can easily select, or selecting scheme so it works. Perhaps it's not that important. Let's just call this leg root. Let's call this R-leg mid-chain T, or mid-A maybe. Let me call this B and then that one would be the end joint here. Our leg, end, J&T. End, J&T. Okay, to know if those named the IK handles perhaps also. Okay, maybe call this R-Lag root IK handle. And this one could be R-Lag mid IK handle, or we can also call this lower leg, upper leg, or something like that. These IK handles are not that important, what they are. Perhaps actually this might be easier. Let's call this leg lower and the other one leg upper. And here for those joints we could probably do it the same way. We could probably call this leg upper root and leg upper end or something like that. And then leg upper, leg lower, root, and then end. Perhaps that might actually make more sense. Let's make this... Because then, if we're not selecting the end joints, right, that's what we don't want to skint to. So, lower root. And then that lower end. Okay, that should work. Now we can hide our AK handles. We don't need to see those anymore. And I think that's it. We can try to skin it and see what we get. So here we still have the old skinning. Okay, that's how it looks like currently. Now what I'm going to do is I'm going to try to detach my skin. Skin detach. Skin detach. One more time. And then I'm going to try to select all my joints here. Skinning joints. But now I don't want the blend joints to be selected either. So let me deselect the blend joints here too. Blend, just blend in the name, also deselect them, and now I should only pick our partial joints. Okay, only this one, and then the other two. Here we can actually also do some naming cleanups to make sure that it doesn't select everything. So for example, it shouldn't really select the, like mid partial C joint, the lower partial joints, I remember with three with one partial joint, one partial joint B, one partial joint C. So let's maybe call this end. So leg, mid, partial, end, joint. And then if we go up here, it's partial b. So let's call this maybe mid. We don't necessarily have to. Actually, that's where we want to skint to. So let's call this partial root. Although technically it's not the root. Let's call this mid, shall we? And then the partial, let's call this partial root. Sorry that I'm changing those names so often here, but just trying to find something that makes sense. So let's try this. Command, Enter. And select the geo and skin to it and see what we get. See if it's working. So it's still taking the outer geometry with it, but we can already see it's working a little bit better, right? We haven't done any skinning yet, but we can already see that we're getting more of a knee here as opposed to this sharp angle that we got before. So I think we're on the right track here with this. And we can make quite extreme poses with that. I think that should be okay and it should be good. And we have to see what happens to our stretch. It still kind of seems to work. We have to see, maybe we have to add scaling to that as well later on. But for now it kind of seems to be working. Okay. It seems to be okay. Let's take this and then we kind of have to set this up on the other side too. Again, I'm going to do probably do it in a separate video so that you guys can just skip that because it's just going to be the same steps just on the other side. So I'll leave it up to you if you want to watch me do that on the other side as well or not. For the elbows, as I said before, we can probably do the same thing, but I'm not sure if we even need it here. We just have to find a good way, you know, if we're not doing it, we probably have to renamed the blend joints to something else or we have to be a little bit smarter here with our join selection script that we, for example, say, okay, only if there's leg and blend in there, then it should be selected so that we get to keep our armed blend joints in there where it needs to skintour, then otherwise we get this weird behavior. So let's do another video here and then I'll do the other leg and we'll probably skip the arms and don't do it on the arms."
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