Add transcription for: week03 02 connecting hands to arms.wav
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transcriptions/week03 02 connecting hands to arms_transcription.json
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"text": " Okay, so for connecting everything together, the moment we still have kind of these individual pieces here, like separate leg rigs, separate feet rigs and so on. So now we want to connect those together and we'll start with some low hanging fruit. First we will connect the legs into the body that those follow. If we take the two leg groups and we just parent them under the body, then they will follow but the problem is that the feet or the end of the legs also follow so the FK so it is as if there is only kind of FK mode so for swinging right but we said that in IK mode we actually do want the end of the legs to stay where they are and not move so we can do it quite simply by just taking these two controllers here and moving them out the hierarchy out of the body hierarchy and so if we go added unparalleled now they're outside and now if i moved that we will see that uh... move the body that the legs are actually staying in place here are the end of the legs that they're not moving these two legs are moving but those are our fk legs that's what's expected because if we want to swing we want to be able to to do that now what you can see is if i'm moving or rotating this is just a little bit can already see these need pop or flip back to the side that's because our pole vectors here are still parented under the body as well, so they need to go out as well. So let's set this back to zero, take these pole vectors and also un-parent them. Un-parent. Now if we try that again, we can see that the pole vectors are now separated and the IK controls as well. And now that actually works, so they stay where they should. And the end of the legs also stay where they should in IK mode. So that's good. Then we can actually do the same thing for the arms as well, because we said that in IK mode we do want the hand to stay where it is, or the IK arms to stay where they are, the end. So we will take these two controls, and we can right away also take the pole vectors too, all the IK controls, and also move them outside of the body, just unparalleled. And now if we move down, now we can see that the hand stays, not the hand yet, because we haven't connected those yet, but we can see that the end of the arm stays where it was before. Only the elbow is moving and kind of the root of the arm. So that's good. Then we can take all those IK controls, all eight of them, and we want to parent them back into the rig the moment we are just inside in the vault. So we want to parent them into the all control because we want them still to work when we're moving the whole character around or when we're scaling it. So let's take those IK controllers and the pole controls and move them under the mall control so that they basically sit outside of the body but then under the all. We can take these two feet and move them closer together again. Okay, and so now we have that working and they're outside of the body so that works. And it was quite easy. Still just using parenting or changing the hierarchy up a little bit. So next let's look at connecting the hands to the arms. And what we want to do for that is we want the hand to always follow the blended arm, right? So that it kind of, you know, as we're blending between IK and FK, it knows which arm it should follow whether you follow the IK arm or the FK arm. And I first want to show you two ways how not to do it or that don't work. And then at the end I will show you a way or a method that I found that works quite well and stable and predictable. So the first thing that we might say or think is well, if we want this to follow then we can just parent it under under this blended arm here, under the end of the blended arm. But that doesn't work and I'll show you why. It works partially but not all the way. So let's look at that first, why that doesn't work. So if we take the hand reveal, reveal selected, we want to take not only the hand control but the whole hand rig. And we want to parent it now under the blended arm end joint. Okay, arm blend end joint. So now if we do that and we move it around and we blend, then we can actually see it kind of does work. So it does follow. And we can move the IK around and then we can move or blend back to FK. And then we can move the FK around. now it follows the FK arm. So it does kind of work, but the problem is if we're blending to IK and we translate the IK around, you can see that the hand always aligns itself with or orients itself like the lower arm. Okay, so always stays aligned with that. So that by itself might not be a bad problem. I mean, I would probably expect the hand to kind of be outside like that and then only move when we wanted to move. But okay, the bigger problem here however is if we're moving the body now, I can see that as we're moving the body the hands orientation is changing. And that's a problem because we said that we want to be or have the eye capability for arms to be able to put our hand flat on a table or on some sort of platform or holding onto something and then we want to be able to move the body around without the hand changing in terms of position or orientation. So therefore this doesn't really work so well if we use parenting. So let me reset back and the parenting doesn't really work. So we have to start using some constraints now. We'll take the hand and parent it back into the chest group where it was before. And instead, now let's try a constraint. So let's start with a position constraint that we are going to constrain the hand group to the end joint of the blended arm so that the position is going to do the right thing. Before we do that, let's go on to the arm group. And since we're working with constraints, we want to make sure that the target or what's going to be driven has the same position as the thing that we're constraining it to. Or in terms of position, I mean the pivot. So the pivot at the moment of the hand group is still down here. We use that to our advantage when we mirrored over the hand to the other side. But now it's time to actually change the pivot. So we'll take the pivot of the hand group and move it, snap it using the V key, snapping it to the end of the arm. Now we have it there and now let's create our constraint. So we will pick our arm and our arm blend and join, then we'll pick our hand group, and we'll create a point constraint. And we'll test it. So now if we move it, we can kind of see that it already follows the blended arm and then as we blend, it will follow the position of the IK and then if we blend back, now we'll follow the position of the FK. And if we're blending back to IK, and we test the same thing that we tested before, where we can now translate this and we can see that the hand doesn't line itself to the joint anymore. So that's great because now if we come in here, we actually have the hand being flat on the table or whatever, kind of fully pinned down until the animator decides, okay, now I want to move it or rotate it and then they can, okay, using the hand control. So that's already a little bit better. But what we're missing now is if we are in FK mode, so I can I feel it works pretty well. But now if we're in FK mode, and then we rotate this, now you can see now it also doesn't align itself. And here in FK mode, I would actually expect the hand to follow that. So when I'm in FK, I expect everything to kind of work as if it is parented. So we moved this and the lower arm is going to go along for the right. Then we animate that and I expect the hand to also go along for the right. So here in FK, I expect actually something like that. So how can we get that to work? We can use an Orion constraint for this. And what I'm going to do is instead of just creating an an Orion constraint between the hand group to the blended joint here. If I do that, then I end up with exactly the same problem that I had when I tried the parenting. So instead, I want to constrain it, Orion constrain in between two different things. If I'm in In FK, I wanted to follow the FK control here, or you know the whole lower arm, the joint or also the end joint. It doesn't really matter because it's kind of the same thing, or the same orientation anyways. Or then if I'm in the other mode, if I'm in the IK mode, then I don't want the orientation to follow the arm. And I want to follow something stable. So for example, the controller of the IK here works quite well because that doesn't change orientation. We're not rotating that or anything. So that will actually work just fine. So let's try to set this up. And again, this is a way that doesn't really work. And I'll show you why also. If you now select the IK control and you select the FK control here, which at the same time is that joint. remember, we just renamed it. Then we select as the third thing, we select our hand group, we go to Constraint, Orient. Then we have our orient constraint that's constrained between two things, but we also get a bunch of offsets here. And if we try to blend now our constraints, So by default, it will just be constrained 50% between the FK joint and 50% to the IK control orientation. So that is because our constraint on our hand group, which we can open up here and we can see our two constraints down there. So the orange constraint is still weighted 50-50 or the weighting we haven't changed So it's still halfway between the IK control and the FK mid control slash joint. So now depending on which mode we're in, we have to set this to 0, 1 or 1, 0. So if we set this to 0, now we're in IK mode, so we have to set the FK to 0. Now you can see that it's changing its orientation, right? And that is because we have these offsets in here. Now if we set these offsets to zero, then it does work, seemingly, when we're in IK mode, but now when we're blending to FK mode, and we're setting the constraint here differently, so we don't want any orientation of the IK anymore, but we only want orientation on the FK, then you can see what happens. The arm actually is facing down now. And the reason why that is happening is because the two things that we try to constrain are are in constraint between they have different orientations. If we go back here, I can demonstrate that. So this control or this joint has that orientation. We have already locked our translation. So let's unlock those here. We can see the orientation. So that control has the orientation like that. So red or x is facing up, and y, the green axis here is facing towards the child, our primary axis. That's the orientation that we have on our FK mid-control, or joint. And then on this control, we have the orientation completely different, right? We have the orientation, here we have y going up and x going in that direction. So if we compare those two, we can see how different they really are. And that's kind of the whole reason if you have two objects that have different orientations and you're trying to orient constraint between those two and then trying to blend it, you will always end up with that the orientation is going to change of your driven object, like what we saw here when we are kind of animating or changing these weights here, between 0 and 1. So that's why this doesn't really work. So what we need to do instead is we need to make sure that we have two objects that have exactly the same orientation and then we can constrain between those. And ideally, it should have also the same orientation as the thing that you're constraining, like the hand group here in this case, where we have x going in the direction y going up, which is already the same orientation as this control here as well. So the only thing that's different is really that joint. So then let's go ahead and let's delete that orange constraint one more time, and let's look at a way how we can actually make this work. And the trick is that I'm constraining it instead of constraining it to these two objects directly, I just create two extra objects that have the same orientation and I'll constrain between those two objects and then I will parent those objects where they need to go. So let me show you, I'll create a locator here and I'll move the locator up to snap it to the end joint and I'll scale it up a little bit or use the local scale here. The difference between scale and local scale in case you're not aware is that if we're setting this to five, for example, and now we come in here and we freeze everything, then the scale will go back to one, but also the object will become smaller again. While if you're freezing everything and you're putting your scale in local scale instead, then that works. That is going to be maintained. And therefore whenever I want to scale a locator, most of the time I'm actually using the local scale instead of the regular scale. So let's create a locator again, move it up, here snap it to the end join and scale it up with local scale a little bit. You can see it more clearly. And then let's duplicate that one more time. And so now we have two locators here. change the name of one for a two R, we can call this arm ik locator and then we can call the other one our arm fk locator. So now we can see these two things, these two objects that have exactly the same orientation. So now if we take these two, the ik and the fk and then our hand group, and we constrain orient those. Now we can see that we don't get any, oops, wrong one. We can see we don't get any offsets, and if I blend this to zero one, it's the same orientation. If it's one, zero, it's also the same orientation. So it doesn't really change, because now our two driving objects were constrained to have the same orientation, and the same orientation as the hand control as well. Therefore, this is pretty stable, pretty predictable now. Now we can take these and parent them where they need to go. So we'll parent this one under the IK control and that one under the FK control. However, before we do that, we also want to make sure that we group them into an offset group. Because if we go ahead and we directly parent those as they are now, so I'll take this locator and I parent this under here, what we will see is now this fk locator is getting rotation values. So it's now in a different space. And if we select that here, we can see that now the space has changed of the locator. So the locator has now that space, the same as its parent. And for this one, we still have the other space. So we kind of end up with the same problem as before. So instead, what I'm going to do is I'm going to undo. and I'll group these two locators into itself first and then parent the groups. So the groups are there to catch up that extra rotation, making sure that the locators orientation stay exactly the way they are right now, which is the same. So I'll group this one, I'll group that one, I'll change the names here. So this will be my, we can call this rarmik offset group or orient group or something like that. and our arm, IK, or sorry, it's FK, Orient, group. Consistent here with the name, let's change this one to Orient group as well. Or offset. Let's call it Orient. And there is the FK locator in it. So now we take these groups and parent those instead. So as I take this group and I parent it to the control, now you will see that the group is getting all the rotations, but if I find that here, reveal selected, open this up, you can see that the locator itself remains 0, 0, 0, and you can also see that it keeps its orientation and add before, while the group's orientation, well, we have to pivot down here, but the group's orientation has changed. So X is facing up. With the locator, we still have Y facing up. And then we can also take the other locators, offset group or orion group here and parent that under this control, under the IK control, parent. And then we can see with the locator, we reveal select. First of all, you can see on the Orion group, it didn't really change anything. That's just because that control already has that same orientation anyway. The only thing that was really different was that control. So here nothing really happened. We still played safe and have that orient group in there. And then the locator itself has the same orientation as that other locator, right? FK and IK locator, they still remain the same in terms of orientation because of these extra Orion groups. Now we already did create the constraint here to the arm, or to the hand group. So now what we have to do is we just have to kind of connect the weighting here that as we are blending from one mode to the other, the weights here shift also from 1, 0 to 0, 1. So if we try that, let's try to blend here and see what we need. So when we are 1, when this is 1, we want the orientation to be 1 on IK and 0 on FK. So that means since this is 1 in IK mode, we can already connect this 1 directly to the IK locator weight here. Okay, so let's do that. Let's select those two guys and go into our hyper shade and connect those, as we said. So we'll add those two in and we'll connect it from, once again from the IK or FK-IK attribute into the IK locator, because that's the orientation that we want here in this mode. So let's connect those up. FK-IK goes into, and we have to wait all the way in the bottom, goes to the IK1. Now seeing this, it's 1, 0. So that's exactly what we want to have in terms of orientation here. And then if we blend this back to zero, then it should follow the FK. At the moment it does not yet, because if we look at this, we can see, well, this is set correctly, so it just picked up the zero. So now this is turned off, but now we want to turn that one on instead. So if we turn it on, now you can see now the orientation is actually following properly the FK arm. And to be able to do that, what we have to do is we have to take this value to zero and kind of reverse it, right? Get the opposite of it. And you can reverse it. There is actually the reverse node here, Maya. So if we just type in reverse, perhaps you've used that before, then we can, that's exactly the purpose of that node. So if we plug in the FKI attribute into the input of that, one of them, here that a reverse node has three inputs, input x, y and z. So we'll just use the first channel here that's available. So if 0 is going in, then the output of the reverse node is going to be 1, and if 1 is coming in, then the reverse is going to be 0. And if 0.5 is coming in, the reverse is going to be 0.5. So it's really meant for these kind of switches that we're trying to do here. So now we can connect the output which we know input is zero so output is going to be one so we can connect that to the FK locator weight. So if we try that, output X goes into the second the FK locator weight and then we have it we have zero one and now when we're trying to blend you can see how the orientation is changing right in FK it follows the FK arm and this one as well here and then when we're blending to the other mode now you can see now it stays aligned with this locator here and therefore now we can take that and rotate it and everything whatever we want to do and it stays put. If we're blending back here now then in FK mode you can see that everything is following the way how we want it. So that's it. Okay, that's the whole setup here for connecting those two things. Now we can go ahead and lock or rather hide these two locators. We don't need to see those anymore. Also that we don't move them by accident or whatever. We'll just go ahead and zero the visibility out and we're done with connecting the hand to the arm. So now everything should work. So let's bring everything back to zero. And and let's work on the connecting the feet.",
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"text": " Okay, so for connecting everything together, the moment we still have kind of these individual pieces here, like separate leg rigs, separate feet rigs and so on. So now we want to connect those together and we'll start with some low hanging fruit. First we will connect the legs into the body that those follow. If we take the two leg groups and we just parent them under the body, then they will follow but the problem is that the feet or the end of the legs also follow so the FK so it is as if there is only kind of FK mode so for swinging right but we said that in IK mode we actually do want the end of the legs to stay where they are and not move so we can do it quite simply by just taking these two controllers here and moving them out the hierarchy out of the body hierarchy and so if we go added unparalleled now they're outside and now if i moved that we will see that uh... move the body that the legs are actually staying in place here are the end of the legs that they're not moving these two legs are moving but those are our fk legs that's what's expected because if we want to swing we want to be able to to do that now what you can see is if i'm moving or rotating this is just a little bit can already see these need pop or flip back to the side that's because our pole vectors here are still parented under the body as well, so they need to go out as well. So let's set this back to zero, take these pole vectors and also un-parent them. Un-parent. Now if we try that again, we can see that the pole vectors are now separated and the IK controls as well. And now that actually works, so they stay where they should. And the end of the legs also stay where they should in IK mode. So that's good. Then we can actually do the same thing for the arms as well, because we said that in IK mode we do want the hand to stay where it is, or the IK arms to stay where they are, the end. So we will take these two controls, and we can right away also take the pole vectors too, all the IK controls, and also move them outside of the body, just unparalleled. And now if we move down, now we can see that the hand stays, not the hand yet, because we haven't connected those yet, but we can see that the end of the arm stays where it was before. Only the elbow is moving and kind of the root of the arm. So that's good. Then we can take all those IK controls, all eight of them, and we want to parent them back into the rig the moment we are just inside in the vault. So we want to parent them into the all control because we want them still to work when we're moving the whole character around or when we're scaling it. So let's take those IK controllers and the pole controls and move them under the mall control so that they basically sit outside of the body but then under the all. We can take these two feet and move them closer together again. Okay, and so now we have that working and they're outside of the body so that works. And it was quite easy. Still just using parenting or changing the hierarchy up a little bit. So next let's look at connecting the hands to the arms. And what we want to do for that is we want the hand to always follow the blended arm, right? So that it kind of, you know, as we're blending between IK and FK, it knows which arm it should follow whether you follow the IK arm or the FK arm. And I first want to show you two ways how not to do it or that don't work. And then at the end I will show you a way or a method that I found that works quite well and stable and predictable. So the first thing that we might say or think is well, if we want this to follow then we can just parent it under under this blended arm here, under the end of the blended arm. But that doesn't work and I'll show you why. It works partially but not all the way. So let's look at that first, why that doesn't work. So if we take the hand reveal, reveal selected, we want to take not only the hand control but the whole hand rig. And we want to parent it now under the blended arm end joint. Okay, arm blend end joint. So now if we do that and we move it around and we blend, then we can actually see it kind of does work. So it does follow. And we can move the IK around and then we can move or blend back to FK. And then we can move the FK around. now it follows the FK arm. So it does kind of work, but the problem is if we're blending to IK and we translate the IK around, you can see that the hand always aligns itself with or orients itself like the lower arm. Okay, so always stays aligned with that. So that by itself might not be a bad problem. I mean, I would probably expect the hand to kind of be outside like that and then only move when we wanted to move. But okay, the bigger problem here however is if we're moving the body now, I can see that as we're moving the body the hands orientation is changing. And that's a problem because we said that we want to be or have the eye capability for arms to be able to put our hand flat on a table or on some sort of platform or holding onto something and then we want to be able to move the body around without the hand changing in terms of position or orientation. So therefore this doesn't really work so well if we use parenting. So let me reset back and the parenting doesn't really work. So we have to start using some constraints now. We'll take the hand and parent it back into the chest group where it was before. And instead, now let's try a constraint. So let's start with a position constraint that we are going to constrain the hand group to the end joint of the blended arm so that the position is going to do the right thing. Before we do that, let's go on to the arm group. And since we're working with constraints, we want to make sure that the target or what's going to be driven has the same position as the thing that we're constraining it to. Or in terms of position, I mean the pivot. So the pivot at the moment of the hand group is still down here. We use that to our advantage when we mirrored over the hand to the other side. But now it's time to actually change the pivot. So we'll take the pivot of the hand group and move it, snap it using the V key, snapping it to the end of the arm. Now we have it there and now let's create our constraint. So we will pick our arm and our arm blend and join, then we'll pick our hand group, and we'll create a point constraint. And we'll test it. So now if we move it, we can kind of see that it already follows the blended arm and then as we blend, it will follow the position of the IK and then if we blend back, now we'll follow the position of the FK. And if we're blending back to IK, and we test the same thing that we tested before, where we can now translate this and we can see that the hand doesn't line itself to the joint anymore. So that's great because now if we come in here, we actually have the hand being flat on the table or whatever, kind of fully pinned down until the animator decides, okay, now I want to move it or rotate it and then they can, okay, using the hand control. So that's already a little bit better. But what we're missing now is if we are in FK mode, so I can I feel it works pretty well. But now if we're in FK mode, and then we rotate this, now you can see now it also doesn't align itself. And here in FK mode, I would actually expect the hand to follow that. So when I'm in FK, I expect everything to kind of work as if it is parented. So we moved this and the lower arm is going to go along for the right. Then we animate that and I expect the hand to also go along for the right. So here in FK, I expect actually something like that. So how can we get that to work? We can use an Orion constraint for this. And what I'm going to do is instead of just creating an an Orion constraint between the hand group to the blended joint here. If I do that, then I end up with exactly the same problem that I had when I tried the parenting. So instead, I want to constrain it, Orion constrain in between two different things. If I'm in In FK, I wanted to follow the FK control here, or you know the whole lower arm, the joint or also the end joint. It doesn't really matter because it's kind of the same thing, or the same orientation anyways. Or then if I'm in the other mode, if I'm in the IK mode, then I don't want the orientation to follow the arm. And I want to follow something stable. So for example, the controller of the IK here works quite well because that doesn't change orientation. We're not rotating that or anything. So that will actually work just fine. So let's try to set this up. And again, this is a way that doesn't really work. And I'll show you why also. If you now select the IK control and you select the FK control here, which at the same time is that joint. remember, we just renamed it. Then we select as the third thing, we select our hand group, we go to Constraint, Orient. Then we have our orient constraint that's constrained between two things, but we also get a bunch of offsets here. And if we try to blend now our constraints, So by default, it will just be constrained 50% between the FK joint and 50% to the IK control orientation. So that is because our constraint on our hand group, which we can open up here and we can see our two constraints down there. So the orange constraint is still weighted 50-50 or the weighting we haven't changed So it's still halfway between the IK control and the FK mid control slash joint. So now depending on which mode we're in, we have to set this to 0, 1 or 1, 0. So if we set this to 0, now we're in IK mode, so we have to set the FK to 0. Now you can see that it's changing its orientation, right? And that is because we have these offsets in here. Now if we set these offsets to zero, then it does work, seemingly, when we're in IK mode, but now when we're blending to FK mode, and we're setting the constraint here differently, so we don't want any orientation of the IK anymore, but we only want orientation on the FK, then you can see what happens. The arm actually is facing down now. And the reason why that is happening is because the two things that we try to constrain are are in constraint between they have different orientations. If we go back here, I can demonstrate that. So this control or this joint has that orientation. We have already locked our translation. So let's unlock those here. We can see the orientation. So that control has the orientation like that. So red or x is facing up, and y, the green axis here is facing towards the child, our primary axis. That's the orientation that we have on our FK mid-control, or joint. And then on this control, we have the orientation completely different, right? We have the orientation, here we have y going up and x going in that direction. So if we compare those two, we can see how different they really are. And that's kind of the whole reason if you have two objects that have different orientations and you're trying to orient constraint between those two and then trying to blend it, you will always end up with that the orientation is going to change of your driven object, like what we saw here when we are kind of animating or changing these weights here, between 0 and 1. So that's why this doesn't really work. So what we need to do instead is we need to make sure that we have two objects that have exactly the same orientation and then we can constrain between those. And ideally, it should have also the same orientation as the thing that you're constraining, like the hand group here in this case, where we have x going in the direction y going up, which is already the same orientation as this control here as well. So the only thing that's different is really that joint. So then let's go ahead and let's delete that orange constraint one more time, and let's look at a way how we can actually make this work. And the trick is that I'm constraining it instead of constraining it to these two objects directly, I just create two extra objects that have the same orientation and I'll constrain between those two objects and then I will parent those objects where they need to go. So let me show you, I'll create a locator here and I'll move the locator up to snap it to the end joint and I'll scale it up a little bit or use the local scale here. The difference between scale and local scale in case you're not aware is that if we're setting this to five, for example, and now we come in here and we freeze everything, then the scale will go back to one, but also the object will become smaller again. While if you're freezing everything and you're putting your scale in local scale instead, then that works. That is going to be maintained. And therefore whenever I want to scale a locator, most of the time I'm actually using the local scale instead of the regular scale. So let's create a locator again, move it up, here snap it to the end join and scale it up with local scale a little bit. You can see it more clearly. And then let's duplicate that one more time. And so now we have two locators here. change the name of one for a two R, we can call this arm ik locator and then we can call the other one our arm fk locator. So now we can see these two things, these two objects that have exactly the same orientation. So now if we take these two, the ik and the fk and then our hand group, and we constrain orient those. Now we can see that we don't get any, oops, wrong one. We can see we don't get any offsets, and if I blend this to zero one, it's the same orientation. If it's one, zero, it's also the same orientation. So it doesn't really change, because now our two driving objects were constrained to have the same orientation, and the same orientation as the hand control as well. Therefore, this is pretty stable, pretty predictable now. Now we can take these and parent them where they need to go. So we'll parent this one under the IK control and that one under the FK control. However, before we do that, we also want to make sure that we group them into an offset group. Because if we go ahead and we directly parent those as they are now, so I'll take this locator and I parent this under here, what we will see is now this fk locator is getting rotation values. So it's now in a different space. And if we select that here, we can see that now the space has changed of the locator. So the locator has now that space, the same as its parent. And for this one, we still have the other space. So we kind of end up with the same problem as before. So instead, what I'm going to do is I'm going to undo. and I'll group these two locators into itself first and then parent the groups. So the groups are there to catch up that extra rotation, making sure that the locators orientation stay exactly the way they are right now, which is the same. So I'll group this one, I'll group that one, I'll change the names here. So this will be my, we can call this rarmik offset group or orient group or something like that. and our arm, IK, or sorry, it's FK, Orient, group. Consistent here with the name, let's change this one to Orient group as well. Or offset. Let's call it Orient. And there is the FK locator in it. So now we take these groups and parent those instead. So as I take this group and I parent it to the control, now you will see that the group is getting all the rotations, but if I find that here, reveal selected, open this up, you can see that the locator itself remains 0, 0, 0, and you can also see that it keeps its orientation and add before, while the group's orientation, well, we have to pivot down here, but the group's orientation has changed. So X is facing up. With the locator, we still have Y facing up. And then we can also take the other locators, offset group or orion group here and parent that under this control, under the IK control, parent. And then we can see with the locator, we reveal select. First of all, you can see on the Orion group, it didn't really change anything. That's just because that control already has that same orientation anyway. The only thing that was really different was that control. So here nothing really happened. We still played safe and have that orient group in there. And then the locator itself has the same orientation as that other locator, right? FK and IK locator, they still remain the same in terms of orientation because of these extra Orion groups. Now we already did create the constraint here to the arm, or to the hand group. So now what we have to do is we just have to kind of connect the weighting here that as we are blending from one mode to the other, the weights here shift also from 1, 0 to 0, 1. So if we try that, let's try to blend here and see what we need. So when we are 1, when this is 1, we want the orientation to be 1 on IK and 0 on FK. So that means since this is 1 in IK mode, we can already connect this 1 directly to the IK locator weight here. Okay, so let's do that. Let's select those two guys and go into our hyper shade and connect those, as we said. So we'll add those two in and we'll connect it from, once again from the IK or FK-IK attribute into the IK locator, because that's the orientation that we want here in this mode. So let's connect those up. FK-IK goes into, and we have to wait all the way in the bottom, goes to the IK1. Now seeing this, it's 1, 0. So that's exactly what we want to have in terms of orientation here. And then if we blend this back to zero, then it should follow the FK. At the moment it does not yet, because if we look at this, we can see, well, this is set correctly, so it just picked up the zero. So now this is turned off, but now we want to turn that one on instead. So if we turn it on, now you can see now the orientation is actually following properly the FK arm. And to be able to do that, what we have to do is we have to take this value to zero and kind of reverse it, right? Get the opposite of it. And you can reverse it. There is actually the reverse node here, Maya. So if we just type in reverse, perhaps you've used that before, then we can, that's exactly the purpose of that node. So if we plug in the FKI attribute into the input of that, one of them, here that a reverse node has three inputs, input x, y and z. So we'll just use the first channel here that's available. So if 0 is going in, then the output of the reverse node is going to be 1, and if 1 is coming in, then the reverse is going to be 0. And if 0.5 is coming in, the reverse is going to be 0.5. So it's really meant for these kind of switches that we're trying to do here. So now we can connect the output which we know input is zero so output is going to be one so we can connect that to the FK locator weight. So if we try that, output X goes into the second the FK locator weight and then we have it we have zero one and now when we're trying to blend you can see how the orientation is changing right in FK it follows the FK arm and this one as well here and then when we're blending to the other mode now you can see now it stays aligned with this locator here and therefore now we can take that and rotate it and everything whatever we want to do and it stays put. If we're blending back here now then in FK mode you can see that everything is following the way how we want it. So that's it. Okay, that's the whole setup here for connecting those two things. Now we can go ahead and lock or rather hide these two locators. We don't need to see those anymore. Also that we don't move them by accident or whatever. We'll just go ahead and zero the visibility out and we're done with connecting the hand to the arm. So now everything should work. So let's bring everything back to zero. And and let's work on the connecting the feet."
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}
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]
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| 8 |
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}
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