Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week06 02 model topology for deformation pt2_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week06 02 model topology for deformation pt2_frames_transcription.json
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"text": " So here in this model I have color coded the areas where we can expect a lot of the formation to occur. And we can see that in this model I have always kind of three loops at least, sometimes even five. But we always have one upper, one lower, and one in the middle that rotates kind of halfway. Same thing here, same thing here. And even before the finger it is kind of like the same thing. If you're rotating the finger down, you also want to have the same, because those fingers or those digits can probably rotate 90 degrees down, at least maybe even more, I would say 90 degrees for sure. So we have that on the fingers here as well, the same kind of like three loop rule. And down here, this was the area where we are getting a lot of deformations. We want to be able to rotate this quite a bit and we can see here now that we are actually losing volume in the bot and here in the thigh and everything. So I want to show you a way how we can resolve that in a moment. And then down here we have our split knee setup. So if we try to bend this now, we can see this helps quite a bit and we haven't done any weighting yet, so we can probably improve that some more. It doesn't lose volume down here. And then stepping through here, same thing for our ankle and then for our toe as well. Our three loops here. OK, so that's the topology that we have here. Again, in some areas, it's probably not so good here this model. I would probably do it a little bit differently now if it would start over, but we have a lot of triangles here, for example, in the back. Although this area is probably not going to deform so much, so I think we can get away with this. But for the most part, we can see that we have quads here, which I think should help with creating good deformations, especially here in the areas where we know a lot of movement is going to occur in the shoulder blades, for example. We have these parallel loops, and we have quads here. We have quads in the arms and in the fingers, mostly anyways. I think there are some triangles here, but we can see how well this works. But consider that when you're modeling, that ideally you want to have it as much quads as possible. Here, this is probably also not so good. It should probably be resolved a little bit differently. I mean, what we could do here is we could kind of continue these loops all the way to the fingers here because we just stopped. I did that so that I can have the arm fairly low rest. But then also you have to consider that in this area here there is not a lot of deformation going on, right? There is not a lot of bending going on because this is just all palm that's going to kind of stay as one more or less solid piece. And similar to up here I think we get a lot of deformation in this area but maybe not so much in that area here. So not a lot of bending here, so we could potentially maybe just, you know, come here and maybe go in there. As I said, I don't think this is like a perfect apology. So I think there are a lot, there is a lot of room for improvement, but I think it is a good starting point and to, you know, to show some deformation things here.",
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"text": " So here in this model I have color coded the areas where we can expect a lot of the formation to occur. And we can see that in this model I have always kind of three loops at least, sometimes even five. But we always have one upper, one lower, and one in the middle that rotates kind of halfway. Same thing here, same thing here. And even before the finger it is kind of like the same thing. If you're rotating the finger down, you also want to have the same, because those fingers or those digits can probably rotate 90 degrees down, at least maybe even more, I would say 90 degrees for sure. So we have that on the fingers here as well, the same kind of like three loop rule. And down here, this was the area where we are getting a lot of deformations. We want to be able to rotate this quite a bit and we can see here now that we are actually losing volume in the bot and here in the thigh and everything. So I want to show you a way how we can resolve that in a moment. And then down here we have our split knee setup. So if we try to bend this now, we can see this helps quite a bit and we haven't done any weighting yet, so we can probably improve that some more. It doesn't lose volume down here. And then stepping through here, same thing for our ankle and then for our toe as well. Our three loops here. OK, so that's the topology that we have here. Again, in some areas, it's probably not so good here this model. I would probably do it a little bit differently now if it would start over, but we have a lot of triangles here, for example, in the back. Although this area is probably not going to deform so much, so I think we can get away with this. But for the most part, we can see that we have quads here, which I think should help with creating good deformations, especially here in the areas where we know a lot of movement is going to occur in the shoulder blades, for example. We have these parallel loops, and we have quads here. We have quads in the arms and in the fingers, mostly anyways. I think there are some triangles here, but we can see how well this works. But consider that when you're modeling, that ideally you want to have it as much quads as possible. Here, this is probably also not so good. It should probably be resolved a little bit differently. I mean, what we could do here is we could kind of continue these loops all the way to the fingers here because we just stopped. I did that so that I can have the arm fairly low rest. But then also you have to consider that in this area here there is not a lot of deformation going on, right? There is not a lot of bending going on because this is just all palm that's going to kind of stay as one more or less solid piece. And similar to up here I think we get a lot of deformation in this area but maybe not so much in that area here. So not a lot of bending here, so we could potentially maybe just, you know, come here and maybe go in there. As I said, I don't think this is like a perfect apology. So I think there are a lot, there is a lot of room for improvement, but I think it is a good starting point and to, you know, to show some deformation things here."
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