Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 07 adding dynamics to our muscle_frames.zip
Browse files
transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 07 adding dynamics to our muscle_frames_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " So we're back on our character here. So now in this video I want to add the dynamics to our muscle. I can get a little bit of that in here. So let's open the Outliner and find our muscle here. Reveal selected. Outliner is getting quite deep now. extend this really far out. So what we want to do is we want to grab our path, PySeph's path, and we want to make that dynamic. So let's do the softbody again, and soft body, great soft bodies. And what I will do here is I will duplicate it and I'll probably make the copy soft, not the original one. Let's try to make the copy soft because I want to have a way later on to turn it off. So let's try this. Okay, apply and we can probably already set the global weighting to 1 because we know that we have to do that anyway but we might set it default I think is 0.5. And so if we try that, let's create a fast movement. That's what you want with the seeder jiggle. Let's keyframe the arm going down over two frames or so. So something like that, and here we can already see our dynamic curve. Jiggling. We have to un-parent it. The dynamic curve needs to be outside of everything because that's where the dynamics are coming from and they're just having the one that's inside as a goal so it always tries to aim. So let's un-parent the dynamic curve. copy and let's call this writeBisepsPathDynamicDynamicRf and the original one is the goal. So here we go and what we want to do is we want on the dynamic one with the particles underneath there we want to set the goal, weight to 1, then it should follow 100%. No dynamics and then we can come in here and select the particles. So we did with the curve example. The perspective view, let's isolate the particles that we can actually see and then better particles and then we will make the middle one for sure we will change. Let's go to Component Editor and go to Particles here and we'll set the goal per particle to 0.5 and then we should see that bouncing here. Here we go. They're quite small. I wonder if I can make the particles bigger. I think there is a way to make them bigger. I forgot now where to do that, but I hope you can see it. Otherwise, I'll probably turn them into spheres. Here we go, that's much better. So we can see that bouncing. We can maybe also take the other two here, these two, and change the particle maybe to 0.8. So we'll get a bit of bounceiness from those. And we can change the gold smoothness to maybe 1.5. See what we get from that. Okay, much stiffer now. And now what we can do is, let's say this was okay, as it is, and let's change the display back from the particles so they're not so big here. Let's change this back to points. And now at the moment our curve is moving, but the muscle is not. So and also what we want is we want to have a way to turn this off. So now we can turn this off the same way as we did before. It's a little bit different here because what we want to do is we want to keep the deforming part of that curve here that we had. So what I will do, I will look for my bicep's path, I will duplicate that and I will call this a final path. And I want this final path at a moment, it is following the arm, but it's not following when we are changing the arm when it's getting shorter, it's not following the original curve. So to be able to do that, what we can do is we can connect the output of that biceps path curve, which is getting shorter with the cluster. We can connect the output of that into the final geo and then apply the blend shape for the dynamic behavior. Actually, we need the shapes for that. So let's select this shape. and that shape and bring them both into hyper shader node editor. Actually, you know what? Let's do it in a node editor for change. I'm going to use that today. And the things that we want to connect, we want to go from the biceps curve. That's the cluster information. And we want to go from local. That's the output of the curve into, I think, It's called create. I can see that here. Here we go. So we have to expand it all the way. I think if we just hit that one, it's not enough. We have to use the four key to really expand everything. So hitting four, that will give us even more controls. And here is the create. So we want to go from local output of the biceps curve into the final shape create. Now that we have those connected, now our final curve will look exactly the same. Here we have it. So you can see now it's being compressed and driven with the clusters coming from the original shape. But now we have the ability on our final curve to apply our dynamic curve as a blend shape. So the dynamic shape here, we'll select that one, and we will select our final curve. And we create a blend shape on those two. Inspect Animation, create blend shape. And I believe we have to set it to... On the final one, we have to set the blend shape to... Let's try it first, see what we get. So it is compressing. No jiggle at the moment, let's hide our... Too much going on here at the moment. Side the dynamic curve. And show the... or select the final one. And we should be able to apply our blend shape, set it to 1. And then we should see Jiggle. Here we go. If we set it to 1, we can see Jiggle, but we also get double deformation. And that is coming from the fact that we have to change on the blend shape. We have to change it to be world. The origin should not be local, but should be world. and then it will stay with it. Let's try that one more time. OK, and now we get the final shape is dynamic now. And we can also change it back to be not dynamic by setting this to zero. Double in shape. Now it's not dynamic. We can set it to 0.5 and then it's halfway dynamic and so on and so forth. So let's add another attribute here and drive the blend shape with that. So let's select our blend shape, blend shape one here, and bring it in. We want to drive the weight with our attributes. So that's on the muscle, G itself. That's great on our attribute and call the dynamic. Dynamic. And it goes from 0 to 1. 0 is off. Dynamic one is on. Let's bring that one in here as well. Pyceps muscle transform should be on this one. dynamic. Here we go. So we connect dynamic into the weight, the blend shape, and now we should be able to control that. If it's one, then we will see the curve jiggle, but But we haven't connected it yet to our muscle. So the muscle is still not jiggling, only the final curve. So what we have to do now is we have to select the path curve and show where this is going and replace the path curve with our final curve in the graph. So let's select the biceps path shape and the biceps path final shape and bring both of them in and this is something I'm actually going to do in the hyperjade. And we'll show the outputs of both. So here are two shapes, one here coming from the blend shape. This is our final one and this is the original one. So the original one is at the moment going into the motion paths, defining where the cross sections here or the profiles are. So we have one, two, and then there is the last one here. So we want to replace those connections with our final curve, this one. Instead of coming from the original curve, we want them to now come from the dynamic curve or the final one. That's the blending on it. So those we have to replace. And then there's one more thing that we also have to replace. We also have to replace the length, the curve info, right? So we want to take the curve info from the dynamic one. So this is also something that we have to replace. So then we can just look up. Actually, let's hide all the other things here. So I'd love that graph, or I think it's this D. Graph. Remove, select it from graph. This is really what we're interested in. So we have to look up what is connected at the moment. On this one, it's easy. We have just local from the curve going into input curve. So we do the same here and replace the old one. So local goes into the input curve. So that is replaced. And then for these guys, we have the world space 0 going to geometry path. So we replace those two. World space, here we go. World space 0 goes into the geometry path. And we do that for all of them. So we did the first one, and we can select the second one and reload geometry path. And the last one, reload geometry path. And now we have those replaced. They're now going to the dynamic curve, or the blender one, and now we should be able to see our muscle here jiggle. Here we go. So that's it, and now we can come in here into our muscle, and we can turn the jiggle off. So if it's at dynamic to zero, then it should not jiggle anymore. And we can turn our jiggle dynamic to 0.5 and let's view it with the lower SGO here. Turn the muscle off and see what we get. So we get a little bit of jiggle here from the muscle. If we're not too happy with this, then we can come in and we can tweak the dynamics a little bit more. See if we can change that. For example, the gold smoothness, if we set this to 0.5, then it should be pretty stiff. That's almost not jiggling anymore, but still a little bit, so let's increase the dynamics Let's back to one. Here we go. Maybe something like that. All right. So that's kind of the idea or like the setup that we can use. And now do the other side too and maybe add it to a couple of other areas as well. Maybe you know the legs here, for example the thighs, kind of like a bigger area. Maybe the calf, you know something for the calves as well along the same lines. Maybe maybe something for the back of the arm. I don't think we really need it but perhaps why not. I think that's pretty much it. Every other muscle here is very very small. Maybe the lat area here or maybe the deltoid. I don't know if you want to add it to those parts as well, but I wouldn't use it too much. and really only where you need it or where you can see it.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " So we're back on our character here. So now in this video I want to add the dynamics to our muscle. I can get a little bit of that in here. So let's open the Outliner and find our muscle here. Reveal selected. Outliner is getting quite deep now. extend this really far out. So what we want to do is we want to grab our path, PySeph's path, and we want to make that dynamic. So let's do the softbody again, and soft body, great soft bodies. And what I will do here is I will duplicate it and I'll probably make the copy soft, not the original one. Let's try to make the copy soft because I want to have a way later on to turn it off. So let's try this. Okay, apply and we can probably already set the global weighting to 1 because we know that we have to do that anyway but we might set it default I think is 0.5. And so if we try that, let's create a fast movement. That's what you want with the seeder jiggle. Let's keyframe the arm going down over two frames or so. So something like that, and here we can already see our dynamic curve. Jiggling. We have to un-parent it. The dynamic curve needs to be outside of everything because that's where the dynamics are coming from and they're just having the one that's inside as a goal so it always tries to aim. So let's un-parent the dynamic curve. copy and let's call this writeBisepsPathDynamicDynamicRf and the original one is the goal. So here we go and what we want to do is we want on the dynamic one with the particles underneath there we want to set the goal, weight to 1, then it should follow 100%. No dynamics and then we can come in here and select the particles. So we did with the curve example. The perspective view, let's isolate the particles that we can actually see and then better particles and then we will make the middle one for sure we will change. Let's go to Component Editor and go to Particles here and we'll set the goal per particle to 0.5 and then we should see that bouncing here. Here we go. They're quite small. I wonder if I can make the particles bigger. I think there is a way to make them bigger. I forgot now where to do that, but I hope you can see it. Otherwise, I'll probably turn them into spheres. Here we go, that's much better. So we can see that bouncing. We can maybe also take the other two here, these two, and change the particle maybe to 0.8. So we'll get a bit of bounceiness from those. And we can change the gold smoothness to maybe 1.5. See what we get from that. Okay, much stiffer now. And now what we can do is, let's say this was okay, as it is, and let's change the display back from the particles so they're not so big here. Let's change this back to points. And now at the moment our curve is moving, but the muscle is not. So and also what we want is we want to have a way to turn this off. So now we can turn this off the same way as we did before. It's a little bit different here because what we want to do is we want to keep the deforming part of that curve here that we had. So what I will do, I will look for my bicep's path, I will duplicate that and I will call this a final path. And I want this final path at a moment, it is following the arm, but it's not following when we are changing the arm when it's getting shorter, it's not following the original curve. So to be able to do that, what we can do is we can connect the output of that biceps path curve, which is getting shorter with the cluster. We can connect the output of that into the final geo and then apply the blend shape for the dynamic behavior. Actually, we need the shapes for that. So let's select this shape. and that shape and bring them both into hyper shader node editor. Actually, you know what? Let's do it in a node editor for change. I'm going to use that today. And the things that we want to connect, we want to go from the biceps curve. That's the cluster information. And we want to go from local. That's the output of the curve into, I think, It's called create. I can see that here. Here we go. So we have to expand it all the way. I think if we just hit that one, it's not enough. We have to use the four key to really expand everything. So hitting four, that will give us even more controls. And here is the create. So we want to go from local output of the biceps curve into the final shape create. Now that we have those connected, now our final curve will look exactly the same. Here we have it. So you can see now it's being compressed and driven with the clusters coming from the original shape. But now we have the ability on our final curve to apply our dynamic curve as a blend shape. So the dynamic shape here, we'll select that one, and we will select our final curve. And we create a blend shape on those two. Inspect Animation, create blend shape. And I believe we have to set it to... On the final one, we have to set the blend shape to... Let's try it first, see what we get. So it is compressing. No jiggle at the moment, let's hide our... Too much going on here at the moment. Side the dynamic curve. And show the... or select the final one. And we should be able to apply our blend shape, set it to 1. And then we should see Jiggle. Here we go. If we set it to 1, we can see Jiggle, but we also get double deformation. And that is coming from the fact that we have to change on the blend shape. We have to change it to be world. The origin should not be local, but should be world. and then it will stay with it. Let's try that one more time. OK, and now we get the final shape is dynamic now. And we can also change it back to be not dynamic by setting this to zero. Double in shape. Now it's not dynamic. We can set it to 0.5 and then it's halfway dynamic and so on and so forth. So let's add another attribute here and drive the blend shape with that. So let's select our blend shape, blend shape one here, and bring it in. We want to drive the weight with our attributes. So that's on the muscle, G itself. That's great on our attribute and call the dynamic. Dynamic. And it goes from 0 to 1. 0 is off. Dynamic one is on. Let's bring that one in here as well. Pyceps muscle transform should be on this one. dynamic. Here we go. So we connect dynamic into the weight, the blend shape, and now we should be able to control that. If it's one, then we will see the curve jiggle, but But we haven't connected it yet to our muscle. So the muscle is still not jiggling, only the final curve. So what we have to do now is we have to select the path curve and show where this is going and replace the path curve with our final curve in the graph. So let's select the biceps path shape and the biceps path final shape and bring both of them in and this is something I'm actually going to do in the hyperjade. And we'll show the outputs of both. So here are two shapes, one here coming from the blend shape. This is our final one and this is the original one. So the original one is at the moment going into the motion paths, defining where the cross sections here or the profiles are. So we have one, two, and then there is the last one here. So we want to replace those connections with our final curve, this one. Instead of coming from the original curve, we want them to now come from the dynamic curve or the final one. That's the blending on it. So those we have to replace. And then there's one more thing that we also have to replace. We also have to replace the length, the curve info, right? So we want to take the curve info from the dynamic one. So this is also something that we have to replace. So then we can just look up. Actually, let's hide all the other things here. So I'd love that graph, or I think it's this D. Graph. Remove, select it from graph. This is really what we're interested in. So we have to look up what is connected at the moment. On this one, it's easy. We have just local from the curve going into input curve. So we do the same here and replace the old one. So local goes into the input curve. So that is replaced. And then for these guys, we have the world space 0 going to geometry path. So we replace those two. World space, here we go. World space 0 goes into the geometry path. And we do that for all of them. So we did the first one, and we can select the second one and reload geometry path. And the last one, reload geometry path. And now we have those replaced. They're now going to the dynamic curve, or the blender one, and now we should be able to see our muscle here jiggle. Here we go. So that's it, and now we can come in here into our muscle, and we can turn the jiggle off. So if it's at dynamic to zero, then it should not jiggle anymore. And we can turn our jiggle dynamic to 0.5 and let's view it with the lower SGO here. Turn the muscle off and see what we get. So we get a little bit of jiggle here from the muscle. If we're not too happy with this, then we can come in and we can tweak the dynamics a little bit more. See if we can change that. For example, the gold smoothness, if we set this to 0.5, then it should be pretty stiff. That's almost not jiggling anymore, but still a little bit, so let's increase the dynamics Let's back to one. Here we go. Maybe something like that. All right. So that's kind of the idea or like the setup that we can use. And now do the other side too and maybe add it to a couple of other areas as well. Maybe you know the legs here, for example the thighs, kind of like a bigger area. Maybe the calf, you know something for the calves as well along the same lines. Maybe maybe something for the back of the arm. I don't think we really need it but perhaps why not. I think that's pretty much it. Every other muscle here is very very small. Maybe the lat area here or maybe the deltoid. I don't know if you want to add it to those parts as well, but I wouldn't use it too much. and really only where you need it or where you can see it."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|