Add transcription for: week03 06 quick skinning.wav
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transcriptions/week03 06 quick skinning_transcription.json
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"text": " Next, we want to quickly put that into the rig, so the eyes control with the individual eye controls underneath there. We want to at least put it under the all control so that when we're scaling the whole thing, that the control follows with that. And then the next thing that we are going to do is do some basic skinning here. So we'll pick our skin view and we will now pick all of our joints that we want to skin to to make the skin follow as well. Here, now if you follow the same naming convention, what we can simply do is we can select all of our joints. Okay, we can do that here. We can select star underscore J and T that will select all of our joints wherever they are in the rig, if they're named properly, you know, if you followed along with the naming here. Otherwise, you'll have to go in and you have to kind of select all the joints manually, you know, or like I'm opening up everything here and then kind of finding all the joints in our hierarchy, which will be pretty tricky, I guess. I already have a lot of stuff in there now. For me, I always find it easier using metal for that kind of stuff. So what I want to do is I want to select all my joints, which I can do up here, but now we're kind of limited because I also want to deselect certain joins. I want to deselect all my in-joins, for example, because I don't want or have to skin to those. I also want to deselect all my IK joins and all my FK joins because those are only helper joins, right? So that's really kind of, you know, I can only select certain things in here, but if I want to do more complex selections, then you probably have to use mel. I'm not sure if you guys are all familiar with mel, but I'll show you some simple syntax here that we can use for that. What we can do is the same thing that we just did. If I'll clear this out, history here. And we'll select all the joins one more time. Select start jnt. Well, actually here it just shows us the result. But if you select anything, you basically get this name here. Or this is a command for it. Select dash r. And then the name of the control or joint or whatever. So what we can also do is we can use the same thing that we did up here with jar underscore Jnt. We can use that here in our mel as well. So we can kind of type, we have to use exclamation marks, speech marks and a new star underscore Jnt. By using this mel command, this is exactly the same as what we just typed in here. So now it replaces whatever is currently selected with all the Jnts, everything that's called Jnt. Now of course you have to be careful that you name everything correctly. If you have one join that's, for example, called something different, J and T, you know, with lowercase, and you run that code here, command enter, it won't pick up that joint. So it's case sensitive. So you want to make sure that you've named all the joints in the same name. And they can now see why naming convention is so important and sticking to it and making sure everything is consistent. Because now with one line, we can get all of our joints selected. And we can continue from there onwards with Mel. We can copy this down here. And once we have selected all of our joins, we can actually go in and we can deselect. So that's dash D, select, deselect, all of our end joins, for example. Anything that has end, J and T here. If we run that line now, command enter, you can now see it deselects all of our end joints everywhere as long as they're named properly. So we have those two lines, then we can run another line, we can also deselect anything that has IK in the name, okay, what we called it IK. And here I think I made a mistake, I can already see that here there is one that's spelled with a lower case and one that's spelled with an upper case. So if we just type in star IK star JNT, then that's probably not going to work. So let's run our first two lines. And then I run my last line here. Now you can see it only deselected the root but not the mid because I made an error here in the spelling, right? But it's easily, can be easily fixed. We can just rename it now to be correct. So we'll spell it with IK, both capital Ks. And then we can run those three lines and command enter. Now it should have deselected, it should only have selected the joints that we want to skin to because it deselected all the IK joints here. We can see they're no longer selected. So just if we run them one by line by line again, selecting all the joints, deselecting all the end joints, and then deselecting anything that has IK and joint in the name. and now all the IK joints are deselected, the FK joints, they already are deselected because those two were never selected to begin with, because those we renamed to CTL, right? Although they're still joins technically, but those are now our controls. And this one has end in the names, therefore it already got deselected anyway. But just, you know, if you want to be sure, you can also copy that last line and say any FK joints should also be deselected. If you're running that, then we can be sure that now we only have the joins that we actually want to skin to selected here. Perhaps one thing that we can also deselect, which we probably don't need here is we don't need to necessarily skin to the eye joins because the eye joins are really only for the eyes. We don't want the head to be moving around or getting influence when we're looking left and right with the eyes. So let's also put that in there. Another line for deselecting eye joins or anything that has i in the name, or I guess i root, we can even spell it out, there are only these two in there, so anything i root, joint, we run that, it should deselect our two i joints here, let's try it, and it does work, and now if we run all these five lines, that's That's basically our code that we need for just getting our skinning drawings. Now we can put that onto a new shelf here for example. Let's see if I have one new shelf. I actually already have a button under it. It's probably kind of doing the same thing. So if we delete that one here, if I can, let's see, right click, delete. And instead I put my new code on there. And then I have a shelf button, so whenever I run that, it basically runs these lines for me. If I clear this out and I click it, it runs these lines for me. If I deselect everything and I click it, it basically gives me all my skinning drawings now. So we can right click here, go to the shelf editor, and on this first, on our code here, we can give it an icon label. So skin, chain, T, it's probably too long here. I think it's a very limited amount of space, skin joints. So now when we click that, it will run that code and will select all the joints that we need for our skinning. So very, very quick way to get to that. And the great thing about that using Malescript and all that kind of procedural selection like that is now if you're adding a new joint. So for example, let's see here, animation, ScanLegend join tool, we're adding a new join and as long as we call it properly, like mTestJNT, then this join will now also get picked up. So if we make this a little bit bigger and we run our code here, you can see that this joint is now also selected, our test joint, because it follows our naming convention. If we call this, or if we have another one here, and the new one is, for example, end joint, then it will get deselected, right? Or if it has ICANN the name or whatever. So if we're running it, it will only select the test joint, but not the test end joint, because end is getting deselected here, right? And last but not least, if we're changing this to one, then our script won't work or won't pick it up anymore because it is not ending with J&T as we defined here. So you can see it's very, very dynamic and we can always keep our script as long as we're adding new joins and rename it improperly to follow our naming convention. We can reuse that script like all the time now. So we'll select that, select all of our skinning joins, then we select our skin geometry here here, we have up there, let me collapse everything here real quick. Select our skin geo and then we go to skin smooth bind and just to repeat the two things that are important to me is bind to selected joints and normalize weights interactive and then we'd apply and then we We should have a first pass of our skinning already. Doesn't look too good yet. I wonder why. Let's look into that. Why? If I detach it. It might have to do with my influence. Actually let's try this again. Let's select all the joints. Geo smoothbind. Might have to do with one of these settings like the drop off rate or something. Let's see what these are actually skinned to instead. Usually it does work quite well. skin weights. Oh, okay, I see it picked up all the eyebrow joints too. I have a lot of eyebrow joints in here too, and all for my hair stuff. So let's try detaching the skinning. And for this particular character that I have here, I also have to make sure that none of the eyebrow joints selected. If I run that, let's see where they are. And if there are any other, under here, we have a bunch of joints. So let's see if that works that we deselect all of our eyebrow joints, anything that has eyebrow in it and star. Nope. Eyebrow to spell differently. Now it deselects all of our eyebrow joints, so that's actually working. And I think now it should work better. If we run this code again and we select the skin smoothbind, let's try this. And now it works a lot better. So yeah, it was just because I had these extra joints in there for my eyebrows on this character. here. We have teeth here as well, so let's skin those as well so they go along for the right here too. So we can just take the upper teeth and skin them to the head. And we can take the lower teeth and skin them to the lower jaw probably here, smooth bind. And And now if we rotate this, that one should go on to the geo layer as well. Here we go. So now we have our head working and we have our eyes working.",
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"text": " Next, we want to quickly put that into the rig, so the eyes control with the individual eye controls underneath there. We want to at least put it under the all control so that when we're scaling the whole thing, that the control follows with that. And then the next thing that we are going to do is do some basic skinning here. So we'll pick our skin view and we will now pick all of our joints that we want to skin to to make the skin follow as well. Here, now if you follow the same naming convention, what we can simply do is we can select all of our joints. Okay, we can do that here. We can select star underscore J and T that will select all of our joints wherever they are in the rig, if they're named properly, you know, if you followed along with the naming here. Otherwise, you'll have to go in and you have to kind of select all the joints manually, you know, or like I'm opening up everything here and then kind of finding all the joints in our hierarchy, which will be pretty tricky, I guess. I already have a lot of stuff in there now. For me, I always find it easier using metal for that kind of stuff. So what I want to do is I want to select all my joints, which I can do up here, but now we're kind of limited because I also want to deselect certain joins. I want to deselect all my in-joins, for example, because I don't want or have to skin to those. I also want to deselect all my IK joins and all my FK joins because those are only helper joins, right? So that's really kind of, you know, I can only select certain things in here, but if I want to do more complex selections, then you probably have to use mel. I'm not sure if you guys are all familiar with mel, but I'll show you some simple syntax here that we can use for that. What we can do is the same thing that we just did. If I'll clear this out, history here. And we'll select all the joins one more time. Select start jnt. Well, actually here it just shows us the result. But if you select anything, you basically get this name here. Or this is a command for it. Select dash r. And then the name of the control or joint or whatever. So what we can also do is we can use the same thing that we did up here with jar underscore Jnt. We can use that here in our mel as well. So we can kind of type, we have to use exclamation marks, speech marks and a new star underscore Jnt. By using this mel command, this is exactly the same as what we just typed in here. So now it replaces whatever is currently selected with all the Jnts, everything that's called Jnt. Now of course you have to be careful that you name everything correctly. If you have one join that's, for example, called something different, J and T, you know, with lowercase, and you run that code here, command enter, it won't pick up that joint. So it's case sensitive. So you want to make sure that you've named all the joints in the same name. And they can now see why naming convention is so important and sticking to it and making sure everything is consistent. Because now with one line, we can get all of our joints selected. And we can continue from there onwards with Mel. We can copy this down here. And once we have selected all of our joins, we can actually go in and we can deselect. So that's dash D, select, deselect, all of our end joins, for example. Anything that has end, J and T here. If we run that line now, command enter, you can now see it deselects all of our end joints everywhere as long as they're named properly. So we have those two lines, then we can run another line, we can also deselect anything that has IK in the name, okay, what we called it IK. And here I think I made a mistake, I can already see that here there is one that's spelled with a lower case and one that's spelled with an upper case. So if we just type in star IK star JNT, then that's probably not going to work. So let's run our first two lines. And then I run my last line here. Now you can see it only deselected the root but not the mid because I made an error here in the spelling, right? But it's easily, can be easily fixed. We can just rename it now to be correct. So we'll spell it with IK, both capital Ks. And then we can run those three lines and command enter. Now it should have deselected, it should only have selected the joints that we want to skin to because it deselected all the IK joints here. We can see they're no longer selected. So just if we run them one by line by line again, selecting all the joints, deselecting all the end joints, and then deselecting anything that has IK and joint in the name. and now all the IK joints are deselected, the FK joints, they already are deselected because those two were never selected to begin with, because those we renamed to CTL, right? Although they're still joins technically, but those are now our controls. And this one has end in the names, therefore it already got deselected anyway. But just, you know, if you want to be sure, you can also copy that last line and say any FK joints should also be deselected. If you're running that, then we can be sure that now we only have the joins that we actually want to skin to selected here. Perhaps one thing that we can also deselect, which we probably don't need here is we don't need to necessarily skin to the eye joins because the eye joins are really only for the eyes. We don't want the head to be moving around or getting influence when we're looking left and right with the eyes. So let's also put that in there. Another line for deselecting eye joins or anything that has i in the name, or I guess i root, we can even spell it out, there are only these two in there, so anything i root, joint, we run that, it should deselect our two i joints here, let's try it, and it does work, and now if we run all these five lines, that's That's basically our code that we need for just getting our skinning drawings. Now we can put that onto a new shelf here for example. Let's see if I have one new shelf. I actually already have a button under it. It's probably kind of doing the same thing. So if we delete that one here, if I can, let's see, right click, delete. And instead I put my new code on there. And then I have a shelf button, so whenever I run that, it basically runs these lines for me. If I clear this out and I click it, it runs these lines for me. If I deselect everything and I click it, it basically gives me all my skinning drawings now. So we can right click here, go to the shelf editor, and on this first, on our code here, we can give it an icon label. So skin, chain, T, it's probably too long here. I think it's a very limited amount of space, skin joints. So now when we click that, it will run that code and will select all the joints that we need for our skinning. So very, very quick way to get to that. And the great thing about that using Malescript and all that kind of procedural selection like that is now if you're adding a new joint. So for example, let's see here, animation, ScanLegend join tool, we're adding a new join and as long as we call it properly, like mTestJNT, then this join will now also get picked up. So if we make this a little bit bigger and we run our code here, you can see that this joint is now also selected, our test joint, because it follows our naming convention. If we call this, or if we have another one here, and the new one is, for example, end joint, then it will get deselected, right? Or if it has ICANN the name or whatever. So if we're running it, it will only select the test joint, but not the test end joint, because end is getting deselected here, right? And last but not least, if we're changing this to one, then our script won't work or won't pick it up anymore because it is not ending with J&T as we defined here. So you can see it's very, very dynamic and we can always keep our script as long as we're adding new joins and rename it improperly to follow our naming convention. We can reuse that script like all the time now. So we'll select that, select all of our skinning joins, then we select our skin geometry here here, we have up there, let me collapse everything here real quick. Select our skin geo and then we go to skin smooth bind and just to repeat the two things that are important to me is bind to selected joints and normalize weights interactive and then we'd apply and then we We should have a first pass of our skinning already. Doesn't look too good yet. I wonder why. Let's look into that. Why? If I detach it. It might have to do with my influence. Actually let's try this again. Let's select all the joints. Geo smoothbind. Might have to do with one of these settings like the drop off rate or something. Let's see what these are actually skinned to instead. Usually it does work quite well. skin weights. Oh, okay, I see it picked up all the eyebrow joints too. I have a lot of eyebrow joints in here too, and all for my hair stuff. So let's try detaching the skinning. And for this particular character that I have here, I also have to make sure that none of the eyebrow joints selected. If I run that, let's see where they are. And if there are any other, under here, we have a bunch of joints. So let's see if that works that we deselect all of our eyebrow joints, anything that has eyebrow in it and star. Nope. Eyebrow to spell differently. Now it deselects all of our eyebrow joints, so that's actually working. And I think now it should work better. If we run this code again and we select the skin smoothbind, let's try this. And now it works a lot better. So yeah, it was just because I had these extra joints in there for my eyebrows on this character. here. We have teeth here as well, so let's skin those as well so they go along for the right here too. So we can just take the upper teeth and skin them to the head. And we can take the lower teeth and skin them to the lower jaw probably here, smooth bind. And And now if we rotate this, that one should go on to the geo layer as well. Here we go. So now we have our head working and we have our eyes working."
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