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Add transcription for: week03 10 ik foot rolls on off.wav

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transcriptions/week03 10 ik foot rolls on off_transcription.json ADDED
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+ "text": " Okay, one more quick video. Hopefully that's the last one for week six before we get into the more advanced rigging stuff or you know topics next week with rigging the spine in a little bit of a different way. So I want to show you or at least have it on video for those of you who are interested in it, how we can set up that auto turnoff for the roles when we're in in FK mode. It's quite simple actually. What we have to do is we have to go with these through a multiplier and multiplying it with the FK IK attribute. Let's try that. Because the problem here at the moment is if we're in FK mode, then these roles here don't work, They only work in IK mode. So usually I don't even create that part of the rig. I just tell the animators, okay, you guys have to, you're responsible. You have to make sure that you're not using them when you're in FK. But if we wanted to make the rig a little bit more bulletproof, and for completeness purpose I want to show you how we could do it, it's quite simple. So I'll bring in the control here. that. And then let's try to show all the output of that. It's probably getting pretty long by now. But we should have it going into the groups here, heel roll group, ball roll group, and there is another group, toe roll group. Here are three roll groups. So instead of going directly in there, we will now add a multiplier. We could potentially add three different multipliers for each of them one, but because here we are only using the rotate x, we can might as well also use just one multiplier and using x, y and z channels. So we call this our foot, let's say, roll on, off, m, d, i, multiply, divide or something like that. I'll create one right away for the other side as well. So I'll just duplicate that and just remove the one, set it to left underscore. Then we have it already available for the other side because I'm going to do the other side now too so that we can do it a little bit quicker. And then we'll go here and we'll set, I will connect the here roll to the first one, the bar roll to the second one, the total to the third one. And then we will connect the FK, IK to those attributes here, all of them. So that's basically our multiplier. So if we select that, then you can see at the moment, the roles are multiplied with one because we're in IK mode. But as soon as we blend it to zero, they will then get multiplied to zero, or with zero, and then they won't get through anymore the values. So now we can connect them. So we have to connect them in the correct way. Heel roll, I should go on top. Then we have what was the other one, ball roll, second, toe roll, third. Because that was the way how we connected them right into this multiply node. Heel roll, ball roll, toe roll. So therefore the outputs have to be connected the same way so that we're not connecting them wrongly. So I'll connect the output of that one, X to the heel roll, the first one, rotate X. And then I will connect the Y to the next one. So that would be the ball roll. I can just reload that, connect it to rotate X. And then the last one is set. I'll connect that to the rotate of the total, rotate X. And now we can test it. So if we are in IK, it's all working, but when we're blending, then we can see it's turning off the toe roll but it's not turning off the rotation here yet and that is because we haven't connected that through the multiplier. We only connected the groups here. So we have to find where we connected that. We connected that actually here. So it's going into this, however already we should be able to see it. Well this is toe band but there should be another one here too going in there. This multiplier, because we're multiplier with minus one. So that multiplier would have to come here not from the ball rule, but now through this multiplier. So that either it's getting a value or it's not getting a value when we're in FK. Hope that makes sense. So here we have the rotate y was for our ball roll. So then we will connect the on off into here. So output y has to go into the input 1x here as opposed to coming directly. So let's try that. Output y goes into input 1x. And now we have kind of redirected it through that on and off multiplier node. And now we should be able to see now it's flat on the ground. So now if we test that one more time, or when we try to borrow, we can see that there is no effect anymore. Or when we try here roll, no effect, because we're in FK, but the moment we go into IK, then it will have an effect again. And they all work again. And toe-bent, that will work in both modes, because we haven't multiplied that or anything. Instead it works whether we're in FK or in IK, because that's just bending the tip of the foot. Then we can set it up on the other side as well, pitting this one more time. So I will grab my left side multiplier here on off and go to a new tab and bring that in here. And then I'll select my foot as well. And maybe we can select both of them that we're not losing it because if I were to show the output connections of that one, then we would lose that one here. I'm going to bring it in again too, but I'll also like both, I'll show the output connections. Then here we have the one that we had selected earlier and here we have the control that goes to all the different things. So from the control we find our groups, total group, boar role, hero, so here they are. These are the groups and we also have to find where else the role attributes are connected to. So we connected it to the plus minus node for the mid for the counter rotating when the ball bends or when we're bending around the ball joint. So we have to kind of go for all of those through a multiply node here too. So create a new multiplier node. Or actually sorry, this is wrong. We already have our multiply node on off. That's this one here. So that's what we want to insert now. So we'll connect that. first, and we go from here roll, ball roll, total roll, that's the order. So here roll, here roll, ball roll, total roll, and that one is kind of the same, or sorry, this one is kind of the same as the ball roll. So it should be the Y channel of that one. But let's not get ahead of ourselves. Let's first connect this up here from here roll into the first one, ball roll into the y, total roll into the z. And then from fk into the input 2, so these are our multipliers that we're going to multiply with. And then from here, we can connect it to those groups first. This output x goes into the hero group rotation. And then The y goes into the ball roll. Let's make this a little bit smaller. Ball roll, reload. So y is for ball roll. Oops, and I connected this wrong. That should go here. X, that's always our roll channel. And then z goes into the total roll, reload, rotate, x. I think now we have it. Make sure I didn't mess anything up here. know that it looks okay still. And then for the ball roll, we also have to connect it through to that multiplier. We might as well, you know, all that matters is that when we're in, when we're in ball roll that, and now we're turning this off, now you can see we don't want this to go up. So what we could also do is instead of connecting it from the output y here into that multiplier, it multiplies it with minus one to go on. I'll do that real quick just so that we can see that we have it working then output Y into input 1X and then you can see now it's no longer going up, it's multiplied with zero, it's muted. Instead of going and connecting this to the ball roll group and to this multiplier that then goes on, we could also have just connected it here and then instead went from this rotate x value into this channel would be kind of doing the same thing. Okay, hope that makes sense. All right, so I think that's it. So now we should have that working two here on this side. So if we're doing anything of these, any of these roles can see that they don't have any effect until we kind of go to our FK, or the IK, and then it's multiplied with one. So now they have effect. So that might help, you know, for animators when they're animating in IK and they have like some some roles on here and they animate the legs somewhere and now they want to blend over to FK or switch it, then the role is automatically, or the roles are automatically turning off and are not having any effect anymore until they kind of blend back to the IK. All right. And again here in the middle, you know, we have a little bit of a problem of it separating, but I think that's something that we can ignore because once again in, you know, most big companies there are actually matching scripts to kind of match them closely and then they would just swap in kind of one frame or so, switching from IK to FK after the legs are matched. All right, so I think we have everything working here. We can hide those locators. I thought we did already, but apparently not. We can make sure that everything is cleaned up and that everything is kind of also reset back to zero. And then I think we're done now with this rig here anyways with the base rig that we have. So it should be pretty stable. Of course we're missing skinning and all that stuff but we will have a dedicated class just for that later on. First what I would like to do is talk about some additional concepts here for spine and for arms and legs. something to think about some tips and tricks next week, okay, or over the next two weeks before we get to the skinning part. Alright, that's it. Thank you.",
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+ "segments": [
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+ "text": " Okay, one more quick video. Hopefully that's the last one for week six before we get into the more advanced rigging stuff or you know topics next week with rigging the spine in a little bit of a different way. So I want to show you or at least have it on video for those of you who are interested in it, how we can set up that auto turnoff for the roles when we're in in FK mode. It's quite simple actually. What we have to do is we have to go with these through a multiplier and multiplying it with the FK IK attribute. Let's try that. Because the problem here at the moment is if we're in FK mode, then these roles here don't work, They only work in IK mode. So usually I don't even create that part of the rig. I just tell the animators, okay, you guys have to, you're responsible. You have to make sure that you're not using them when you're in FK. But if we wanted to make the rig a little bit more bulletproof, and for completeness purpose I want to show you how we could do it, it's quite simple. So I'll bring in the control here. that. And then let's try to show all the output of that. It's probably getting pretty long by now. But we should have it going into the groups here, heel roll group, ball roll group, and there is another group, toe roll group. Here are three roll groups. So instead of going directly in there, we will now add a multiplier. We could potentially add three different multipliers for each of them one, but because here we are only using the rotate x, we can might as well also use just one multiplier and using x, y and z channels. So we call this our foot, let's say, roll on, off, m, d, i, multiply, divide or something like that. I'll create one right away for the other side as well. So I'll just duplicate that and just remove the one, set it to left underscore. Then we have it already available for the other side because I'm going to do the other side now too so that we can do it a little bit quicker. And then we'll go here and we'll set, I will connect the here roll to the first one, the bar roll to the second one, the total to the third one. And then we will connect the FK, IK to those attributes here, all of them. So that's basically our multiplier. So if we select that, then you can see at the moment, the roles are multiplied with one because we're in IK mode. But as soon as we blend it to zero, they will then get multiplied to zero, or with zero, and then they won't get through anymore the values. So now we can connect them. So we have to connect them in the correct way. Heel roll, I should go on top. Then we have what was the other one, ball roll, second, toe roll, third. Because that was the way how we connected them right into this multiply node. Heel roll, ball roll, toe roll. So therefore the outputs have to be connected the same way so that we're not connecting them wrongly. So I'll connect the output of that one, X to the heel roll, the first one, rotate X. And then I will connect the Y to the next one. So that would be the ball roll. I can just reload that, connect it to rotate X. And then the last one is set. I'll connect that to the rotate of the total, rotate X. And now we can test it. So if we are in IK, it's all working, but when we're blending, then we can see it's turning off the toe roll but it's not turning off the rotation here yet and that is because we haven't connected that through the multiplier. We only connected the groups here. So we have to find where we connected that. We connected that actually here. So it's going into this, however already we should be able to see it. Well this is toe band but there should be another one here too going in there. This multiplier, because we're multiplier with minus one. So that multiplier would have to come here not from the ball rule, but now through this multiplier. So that either it's getting a value or it's not getting a value when we're in FK. Hope that makes sense. So here we have the rotate y was for our ball roll. So then we will connect the on off into here. So output y has to go into the input 1x here as opposed to coming directly. So let's try that. Output y goes into input 1x. And now we have kind of redirected it through that on and off multiplier node. And now we should be able to see now it's flat on the ground. So now if we test that one more time, or when we try to borrow, we can see that there is no effect anymore. Or when we try here roll, no effect, because we're in FK, but the moment we go into IK, then it will have an effect again. And they all work again. And toe-bent, that will work in both modes, because we haven't multiplied that or anything. Instead it works whether we're in FK or in IK, because that's just bending the tip of the foot. Then we can set it up on the other side as well, pitting this one more time. So I will grab my left side multiplier here on off and go to a new tab and bring that in here. And then I'll select my foot as well. And maybe we can select both of them that we're not losing it because if I were to show the output connections of that one, then we would lose that one here. I'm going to bring it in again too, but I'll also like both, I'll show the output connections. Then here we have the one that we had selected earlier and here we have the control that goes to all the different things. So from the control we find our groups, total group, boar role, hero, so here they are. These are the groups and we also have to find where else the role attributes are connected to. So we connected it to the plus minus node for the mid for the counter rotating when the ball bends or when we're bending around the ball joint. So we have to kind of go for all of those through a multiply node here too. So create a new multiplier node. Or actually sorry, this is wrong. We already have our multiply node on off. That's this one here. So that's what we want to insert now. So we'll connect that. first, and we go from here roll, ball roll, total roll, that's the order. So here roll, here roll, ball roll, total roll, and that one is kind of the same, or sorry, this one is kind of the same as the ball roll. So it should be the Y channel of that one. But let's not get ahead of ourselves. Let's first connect this up here from here roll into the first one, ball roll into the y, total roll into the z. And then from fk into the input 2, so these are our multipliers that we're going to multiply with. And then from here, we can connect it to those groups first. This output x goes into the hero group rotation. And then The y goes into the ball roll. Let's make this a little bit smaller. Ball roll, reload. So y is for ball roll. Oops, and I connected this wrong. That should go here. X, that's always our roll channel. And then z goes into the total roll, reload, rotate, x. I think now we have it. Make sure I didn't mess anything up here. know that it looks okay still. And then for the ball roll, we also have to connect it through to that multiplier. We might as well, you know, all that matters is that when we're in, when we're in ball roll that, and now we're turning this off, now you can see we don't want this to go up. So what we could also do is instead of connecting it from the output y here into that multiplier, it multiplies it with minus one to go on. I'll do that real quick just so that we can see that we have it working then output Y into input 1X and then you can see now it's no longer going up, it's multiplied with zero, it's muted. Instead of going and connecting this to the ball roll group and to this multiplier that then goes on, we could also have just connected it here and then instead went from this rotate x value into this channel would be kind of doing the same thing. Okay, hope that makes sense. All right, so I think that's it. So now we should have that working two here on this side. So if we're doing anything of these, any of these roles can see that they don't have any effect until we kind of go to our FK, or the IK, and then it's multiplied with one. So now they have effect. So that might help, you know, for animators when they're animating in IK and they have like some some roles on here and they animate the legs somewhere and now they want to blend over to FK or switch it, then the role is automatically, or the roles are automatically turning off and are not having any effect anymore until they kind of blend back to the IK. All right. And again here in the middle, you know, we have a little bit of a problem of it separating, but I think that's something that we can ignore because once again in, you know, most big companies there are actually matching scripts to kind of match them closely and then they would just swap in kind of one frame or so, switching from IK to FK after the legs are matched. All right, so I think we have everything working here. We can hide those locators. I thought we did already, but apparently not. We can make sure that everything is cleaned up and that everything is kind of also reset back to zero. And then I think we're done now with this rig here anyways with the base rig that we have. So it should be pretty stable. Of course we're missing skinning and all that stuff but we will have a dedicated class just for that later on. First what I would like to do is talk about some additional concepts here for spine and for arms and legs. something to think about some tips and tricks next week, okay, or over the next two weeks before we get to the skinning part. Alright, that's it. Thank you."
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