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Add transcription for: frames/MDA_TheSymbioteCreature_DownloadPirate.com_SYMBIOTE_CH002_PREP_1080p_mp4_frames.zip

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transcriptions/frames/MDA_TheSymbioteCreature_DownloadPirate.com_SYMBIOTE_CH002_PREP_1080p_mp4_frames_transcription.json ADDED
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+ {
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+ "text": " So the first thing that we'll be doing is importing our model. I already created this geo node, like as a geometry node, inside without creating a file node. And we'll be importing the obj file that I exported from ZBrush. It's called juicembot.scalTVs. As you can see, it's kind of flipped around. It's not the correct orientation scale, and that's normal. But it has some UVs. You can see the UVs here. You can see the groups. groups. I have five groups in the model and we have UVs. So the first thing we'll be fixing the transforms of this model. So we'll be centering it to Centroid. So we align it to the zero zero of the world. I'll be flipping also the model 90 degrees on the x-axis and the 180 in the z-axis. This is how I've done it before. So, yeah. We'll be also scaling it 100 times. So it's really small. As you know, in Houdini the grid is... the big squares are 1 meter and smaller one are 20 centimeters because the spacing is 20. You can see and change that here when you right-click on the display reference plane grid. You see reference plane parameters and you see spacing here it's 0.2 which means 0.2 meters 20 centimeters you can change it if you want. So yeah we'll be working with the scale it's around 40 centimeters in length. Now we'll be cleaning up because if you check the model you have some some useless parameters color coming from zbrush which I don't really have a mask that you can paint with the brush in zbrush and can be exported with the obj file and the shop material path which is a standard the primitive attribute that assigns materials to the objects. Also have the UVs that I showed you earlier and the five groups. As you can see the groups are coming from ZBrush always kind of messed up. You have group prefix and a bunch of random numbers that are assigned internally by ZBrush to each model. These are called polygroups in ZBrush. They're made manually when you kind of split your model into different pieces. And yeah, this is what I usually do when I export ZBrush. I always do polygroups just so I could I have a model that is split into different pieces that are easier to handle here in Houdini. It's more difficult to kind of split it in Houdini. So what we'll be doing is renaming these groups because we need to have a regular, like a correct name for each group. We're going to be dropping a group rename. And then in the group rename, I'm going to be doing five renames because I have five groups. So basically you input the names of the groups in each of these fields. and then we're gonna be renaming it specifically in this order. So GRP, I usually use this prefix GRP, meaning group, like 001. I'm gonna copy this 002, 003, group tail, and GRP body. So now we have five primitive groups that are properly named. And I'll be cleaning also So the useless parameters with an attribute delete, you can do the cleaning with in two ways. So either attribute delete and you remove the material, material shop material path and these parameters color and mask that we don't need. You either do this or if you want to clean up the, some useless attributes and at the same time, you want to delete some groups, you can use the clean, which is a really cool SOP that I like a lot, but you have to be careful and uncheck some of these checkboxes. Remove the generate primitives and unused points. This checkbox usually creates a lot of problems in models. Sometimes when you don't have proper connectivity, it's going to be trying to delete some primitives and you'll end up with a lot of holes in the model. So you uncheck both of these, especially the unused points. what it does is it just removes any points that are floating in space and don't have any connectivity to other points. So you have a particle system, you apply the clean node, and it's going to just remove all the points from your simulation. So I check these ones, I remove attributes and groups at the same time, so it's a completely clean model, but this is not the goal. The goal is just to remove the useless parameters. So we remove these ones, and we're going to be calculating some normals that we're going to be using a lot in the flip silver. silver. So I usually do vertices, sometimes I do points, so I'm gonna leave it at points because I want to have a point normal attribute. Also I'm gonna be naming, like outputting a null, which will be pointing to this clean model. Out-nash-clean-quads. So as you can see, it's a clean model. Everything's good. Looks good. And if you You can see the wireframe, it's kind of like this. It's quads generated by the remeshers. I mean, it's not the clean remeshers from ZBrush. It's another tool that generates just quads, not all quads, but still it's a usable model. At the time I was using this one, but today I would have remeshed this with Z remeshers and it would have been a little cleaner. But I wanted to preserve some details. Sometimes you either do like a very dense remesh or you can decimate the tools from ZBrush. Basically triangulate your model and preserve all the folds and creases and all the details that are on the model. You can do this if you don't want to apply any displacement maps, but I have a displacement map already generated for the shading part. So it comes from ZBrush. I generated it in ZBrush. Alright, so yeah, so this is the prep stage and I'm going to be switching now to the grouping stage of these bubbles. This is, I think, the most time-consuming task in the prep stage. So yeah, let's see what we can do with this in the next lesson.",
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+ "segments": [
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+ {
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+ "text": " So the first thing that we'll be doing is importing our model. I already created this geo node, like as a geometry node, inside without creating a file node. And we'll be importing the obj file that I exported from ZBrush. It's called juicembot.scalTVs. As you can see, it's kind of flipped around. It's not the correct orientation scale, and that's normal. But it has some UVs. You can see the UVs here. You can see the groups. groups. I have five groups in the model and we have UVs. So the first thing we'll be fixing the transforms of this model. So we'll be centering it to Centroid. So we align it to the zero zero of the world. I'll be flipping also the model 90 degrees on the x-axis and the 180 in the z-axis. This is how I've done it before. So, yeah. We'll be also scaling it 100 times. So it's really small. As you know, in Houdini the grid is... the big squares are 1 meter and smaller one are 20 centimeters because the spacing is 20. You can see and change that here when you right-click on the display reference plane grid. You see reference plane parameters and you see spacing here it's 0.2 which means 0.2 meters 20 centimeters you can change it if you want. So yeah we'll be working with the scale it's around 40 centimeters in length. Now we'll be cleaning up because if you check the model you have some some useless parameters color coming from zbrush which I don't really have a mask that you can paint with the brush in zbrush and can be exported with the obj file and the shop material path which is a standard the primitive attribute that assigns materials to the objects. Also have the UVs that I showed you earlier and the five groups. As you can see the groups are coming from ZBrush always kind of messed up. You have group prefix and a bunch of random numbers that are assigned internally by ZBrush to each model. These are called polygroups in ZBrush. They're made manually when you kind of split your model into different pieces. And yeah, this is what I usually do when I export ZBrush. I always do polygroups just so I could I have a model that is split into different pieces that are easier to handle here in Houdini. It's more difficult to kind of split it in Houdini. So what we'll be doing is renaming these groups because we need to have a regular, like a correct name for each group. We're going to be dropping a group rename. And then in the group rename, I'm going to be doing five renames because I have five groups. So basically you input the names of the groups in each of these fields. and then we're gonna be renaming it specifically in this order. So GRP, I usually use this prefix GRP, meaning group, like 001. I'm gonna copy this 002, 003, group tail, and GRP body. So now we have five primitive groups that are properly named. And I'll be cleaning also So the useless parameters with an attribute delete, you can do the cleaning with in two ways. So either attribute delete and you remove the material, material shop material path and these parameters color and mask that we don't need. You either do this or if you want to clean up the, some useless attributes and at the same time, you want to delete some groups, you can use the clean, which is a really cool SOP that I like a lot, but you have to be careful and uncheck some of these checkboxes. Remove the generate primitives and unused points. This checkbox usually creates a lot of problems in models. Sometimes when you don't have proper connectivity, it's going to be trying to delete some primitives and you'll end up with a lot of holes in the model. So you uncheck both of these, especially the unused points. what it does is it just removes any points that are floating in space and don't have any connectivity to other points. So you have a particle system, you apply the clean node, and it's going to just remove all the points from your simulation. So I check these ones, I remove attributes and groups at the same time, so it's a completely clean model, but this is not the goal. The goal is just to remove the useless parameters. So we remove these ones, and we're going to be calculating some normals that we're going to be using a lot in the flip silver. silver. So I usually do vertices, sometimes I do points, so I'm gonna leave it at points because I want to have a point normal attribute. Also I'm gonna be naming, like outputting a null, which will be pointing to this clean model. Out-nash-clean-quads. So as you can see, it's a clean model. Everything's good. Looks good. And if you You can see the wireframe, it's kind of like this. It's quads generated by the remeshers. I mean, it's not the clean remeshers from ZBrush. It's another tool that generates just quads, not all quads, but still it's a usable model. At the time I was using this one, but today I would have remeshed this with Z remeshers and it would have been a little cleaner. But I wanted to preserve some details. Sometimes you either do like a very dense remesh or you can decimate the tools from ZBrush. Basically triangulate your model and preserve all the folds and creases and all the details that are on the model. You can do this if you don't want to apply any displacement maps, but I have a displacement map already generated for the shading part. So it comes from ZBrush. I generated it in ZBrush. Alright, so yeah, so this is the prep stage and I'm going to be switching now to the grouping stage of these bubbles. This is, I think, the most time-consuming task in the prep stage. So yeah, let's see what we can do with this in the next lesson."
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+ }
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+ }