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Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 13 pose reader simple example issue and solution_frames.zip

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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 13 pose reader simple example issue and solution_frames_transcription.json ADDED
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+ "text": " I've prepared a simple example seen here, just three joints and the cylinder here skinned to it. So if we're rotating this up, we can see that it deforms with it. But I wanted to show you here the difference between using the regular rotations and using a post reader. So with this going up, we can see, okay, now the object is bending, right, or rotating next, rotating down. So that's quite simple. Although obviously we can apply twists here and we can apply side motion. Here we go. Actually let me switch this to tool settings. We're still in gimbal. Switch this to local or something like that. OK. The problem, however, occurs if we are using more than one axis or even all three axes. So now we're bending up. Now I'm going to apply some twisting here. And you can already see that it's rotating in more than just one axis here as I just applied twist. OK, so let me twist this kind of like 90 degrees. And now let me try to move it to the side, bend it down. Actually this worked, but let me try something else here. We just bend it up and then rotate it to the side. And then let's try to twist this here. So for example, in a case like this, if you look at what the object is actually doing, in a sense, it's essentially just doing a side motion. But here we have all kinds of different rotations. And I've rotated more than 90 degrees. Essentially, this is just a pose that should just say, hey, I've bent it to the side 90 degrees. Trying something else here. Let's try to twist this again and rotate it down. Actually, again, this is kind of giving us the correct result here. For example, here we can also see here we are having twists, right? We are applying twists and twists is actually why. I set the joins up so that X is bending, Y is twists, and Z is side motion. So if we're rotating this up now, and now I'm twisting the arm, so now it's bent up, and now I'm twisting the arm, you can see it's not really applying it to the twist, it's actually applying it to the side motion instead here, to the Z. And we can especially see that I think if we're displaying Gimbal again, what's going on here, So we're rotating this up and I'm twisting in Y and so we can see that there is a lot of weird stuff going on. If I try to rotate this in Y now, in the actual twist, it's actually rotating sideways. Something that seems to be a little bit fishy here with the display, I'm not sure what's going on. But I'm not sure why it's still letting us rotate it. I'd expect it to be a little bit different. Anyway, but you can kind of see the point, I guess, already with this. Why this might be a problem. Also, another issue is if we are taking this and, For example, if we're twisting this 180 degrees, and we can see we get 180 degrees here, but if we're twisting it further all the way around, then we can see we're getting 360 degrees here, when in fact this is now almost at the origin, right? So what I would rather like to see if we're thinking about our thing, our channels, rotation channels, channels that are controlling our auto-shoulder or our clavicle or something else. I would rather like to see two here because that's exactly the same post. So now we know, okay, it has twisted so much. Or same thing, obviously, with the NEXs. If we're setting this to 360, that's fine. But as I'm coming around, for auto-shoulder purposes, this is kind of just bent down 90 degrees as opposed to 270 forward, right? If I set this to minus equals 360, then I would expect 87, which is kind of exactly the same pose, but for if we want to drive something with this, this is probably a better pose than the 270 that the animators has put on. So it's really kind of like two purposes with the post reader. One is being able to get like kind of the smallest number here to achieve that result. And the second one is that we can actually really see, okay, is this bent or is this twisted or what is really going on. I had another example here before where can't really seem to replicate it right now. Let's see if we can hear something like this perhaps. So here we can see that we're just bending it to the side, but we have what Maya thinks what it did is, because we have rotated it so much, Maya thinks that it is bent 180 degrees, it is twisted 180 degrees and is moved to the side 90 degrees. So when in fact is probably only some side motion applied here. So what I also did here is I created already a post reader for us on this guy with some custom attributes and so on. And now if we're trying to apply the same thing again, we're bending it up so you can see it's bent 892 here. And now I'm applying some twists. So now you can see as I'm applying the twist. Let's put this in 90 here actually to give us better results. Now if I'm twisting, it's really only applying it to the twist. So remember this was bent twist side. Here there are things I'm bending it when in fact it's actually twisting. And same thing if we apply a little bit more of a crazy pose here. Let me switch this back to local mode. Let's grab that joint here. Let's try to twist this a little bit more. And then let's rotate this down. This is kind of correct now. We set this to zero. We're getting the side motion. But if we're applying 180 degrees here, then we're moving this up, for example. level. We're rotating this a little bit more. Now we can also see here we're getting all these crazy values, 90 degrees in bent and it actually thinks it's bent down and then 180 in twist and 180 or minus 180 in twist, 180 in side motion. When in fact this is more like it, right? It is really only bent a little more than 90 degrees up and there's a little bit of twist going on and a little bit of side motion going on but if I were to remove that and also the twist I can where you can see that we're getting closer to those 90 degrees here and now if I rotate this down we can see that this is really what it is right it's almost back at the origin now if I were to take these numbers and kind of put round numbers on them we can really see 180 This is what Maya thinks or gives us as the values, how much is it rotated when in fact from a post-10 point it's really back at the origin and that's what I get down here, right? And now if I move this a little bit more up, you can see it's really only bending. Or here it's really only twisting. While here with this we can see that more than just one axis is actually rotating. Actually all three axis up there. In fact, we're only really twisting the arm at this point. So let's see how we can set it up on a simple example first, and then we'll see how we can apply it to our character.",
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+ "segments": [
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+ {
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+ "text": " I've prepared a simple example seen here, just three joints and the cylinder here skinned to it. So if we're rotating this up, we can see that it deforms with it. But I wanted to show you here the difference between using the regular rotations and using a post reader. So with this going up, we can see, okay, now the object is bending, right, or rotating next, rotating down. So that's quite simple. Although obviously we can apply twists here and we can apply side motion. Here we go. Actually let me switch this to tool settings. We're still in gimbal. Switch this to local or something like that. OK. The problem, however, occurs if we are using more than one axis or even all three axes. So now we're bending up. Now I'm going to apply some twisting here. And you can already see that it's rotating in more than just one axis here as I just applied twist. OK, so let me twist this kind of like 90 degrees. And now let me try to move it to the side, bend it down. Actually this worked, but let me try something else here. We just bend it up and then rotate it to the side. And then let's try to twist this here. So for example, in a case like this, if you look at what the object is actually doing, in a sense, it's essentially just doing a side motion. But here we have all kinds of different rotations. And I've rotated more than 90 degrees. Essentially, this is just a pose that should just say, hey, I've bent it to the side 90 degrees. Trying something else here. Let's try to twist this again and rotate it down. Actually, again, this is kind of giving us the correct result here. For example, here we can also see here we are having twists, right? We are applying twists and twists is actually why. I set the joins up so that X is bending, Y is twists, and Z is side motion. So if we're rotating this up now, and now I'm twisting the arm, so now it's bent up, and now I'm twisting the arm, you can see it's not really applying it to the twist, it's actually applying it to the side motion instead here, to the Z. And we can especially see that I think if we're displaying Gimbal again, what's going on here, So we're rotating this up and I'm twisting in Y and so we can see that there is a lot of weird stuff going on. If I try to rotate this in Y now, in the actual twist, it's actually rotating sideways. Something that seems to be a little bit fishy here with the display, I'm not sure what's going on. But I'm not sure why it's still letting us rotate it. I'd expect it to be a little bit different. Anyway, but you can kind of see the point, I guess, already with this. Why this might be a problem. Also, another issue is if we are taking this and, For example, if we're twisting this 180 degrees, and we can see we get 180 degrees here, but if we're twisting it further all the way around, then we can see we're getting 360 degrees here, when in fact this is now almost at the origin, right? So what I would rather like to see if we're thinking about our thing, our channels, rotation channels, channels that are controlling our auto-shoulder or our clavicle or something else. I would rather like to see two here because that's exactly the same post. So now we know, okay, it has twisted so much. Or same thing, obviously, with the NEXs. If we're setting this to 360, that's fine. But as I'm coming around, for auto-shoulder purposes, this is kind of just bent down 90 degrees as opposed to 270 forward, right? If I set this to minus equals 360, then I would expect 87, which is kind of exactly the same pose, but for if we want to drive something with this, this is probably a better pose than the 270 that the animators has put on. So it's really kind of like two purposes with the post reader. One is being able to get like kind of the smallest number here to achieve that result. And the second one is that we can actually really see, okay, is this bent or is this twisted or what is really going on. I had another example here before where can't really seem to replicate it right now. Let's see if we can hear something like this perhaps. So here we can see that we're just bending it to the side, but we have what Maya thinks what it did is, because we have rotated it so much, Maya thinks that it is bent 180 degrees, it is twisted 180 degrees and is moved to the side 90 degrees. So when in fact is probably only some side motion applied here. So what I also did here is I created already a post reader for us on this guy with some custom attributes and so on. And now if we're trying to apply the same thing again, we're bending it up so you can see it's bent 892 here. And now I'm applying some twists. So now you can see as I'm applying the twist. Let's put this in 90 here actually to give us better results. Now if I'm twisting, it's really only applying it to the twist. So remember this was bent twist side. Here there are things I'm bending it when in fact it's actually twisting. And same thing if we apply a little bit more of a crazy pose here. Let me switch this back to local mode. Let's grab that joint here. Let's try to twist this a little bit more. And then let's rotate this down. This is kind of correct now. We set this to zero. We're getting the side motion. But if we're applying 180 degrees here, then we're moving this up, for example. level. We're rotating this a little bit more. Now we can also see here we're getting all these crazy values, 90 degrees in bent and it actually thinks it's bent down and then 180 in twist and 180 or minus 180 in twist, 180 in side motion. When in fact this is more like it, right? It is really only bent a little more than 90 degrees up and there's a little bit of twist going on and a little bit of side motion going on but if I were to remove that and also the twist I can where you can see that we're getting closer to those 90 degrees here and now if I rotate this down we can see that this is really what it is right it's almost back at the origin now if I were to take these numbers and kind of put round numbers on them we can really see 180 This is what Maya thinks or gives us as the values, how much is it rotated when in fact from a post-10 point it's really back at the origin and that's what I get down here, right? And now if I move this a little bit more up, you can see it's really only bending. Or here it's really only twisting. While here with this we can see that more than just one axis is actually rotating. Actually all three axis up there. In fact, we're only really twisting the arm at this point. So let's see how we can set it up on a simple example first, and then we'll see how we can apply it to our character."
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+ }