Add transcription for: week04 11 reverse fk spine finish.wav
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"text": " Okay, in this video I'm going to complete connecting all the spine joints. That might be a little bit boring, but I want to have it at least documented here. If you guys want to watch it, you can. It's there. So let's continue here. We're left off. So now this is not yet connected, so we have to connect it the same way. So we have to connect from this joint onto this joint that it kind of bends in the opposite direction. So let's select those two joints and what I'm going to do here is we saw how to do it in the node editor. I'm going to go back to the hyper shape because I feel that I'm faster in there. Don't have to think so much and expand them and all that stuff. Just because I'm more used to it. Okay, we'll bring those in here. And so I'll go from here to here, from fk to refk, and then I'll need a multiplier, some multi, and I need a plus minus. Here I have to type it with a plus. It's also something that's different in the other one. It was like we have to type PLUS, and here we just hit the value or the symbol. Okay, then we have to connect from the refk, we have to inverse it first. So we'll go from the rotation into the inputs one by one. Then we'll scale them all or multiply them all with minus one in here. And then the output of that goes into the plus minus node into the first one. one. Here it's a little bit different. Here we actually have to come into the new plus minus node that we just created and we have to add those inputs first. So we have to add two items before we can connect to it. It's a little bit weird, but so then we go from output of the multiplier node into input 3D. The first slot is zero and we'll connect them one by one. And then from there we go on and connect it into the refk rotation. So we'll take the output 3D and put it into the rotation to 3. And that kind of fixes but now we lost the ability to use the reverse attribute. So we have to connect that into the second slot here. I'll do it in a second. I'll first do the next two joins here as well. So this one is rotated, and that one, those two need to be connected. So let's add those in. Add selected to graph. So we want to go from fk to refk and we'll do the same to nodes. We need a plus minus and we need a m multiply divide. We'll connect those in here. So from one more time from the rotation, rotate into input one by one. And we'll set all the scales here or all the multiplier second attributes with minus one. So that we can get that properly rotating in the right direction. And I will take the outputs from the multiply now into this one, into the plus minus. And now you can see because I didn't add them first, these two slots, they're empty, so there's nothing in here. So we actually have to go in here into the attribute editor and add them first. Again, I don't understand why Maya doesn't just, you know, by default has two items, because you will never have a case where you have zero items. On the other hand, you know, maybe you decide to only use the 2D, so then I guess it might make sense, but I always use the 3D part, so I first have to add those two. Actually, that could probably also be automated, you know, by a button or something, so that you create a node and maybe add these two or something per script. I guess that would probably work. So then we go from here to here, from the multiply to the plus minus, drag and drop, and then just connect the output into the first slot, all three, just so that we're prepared for x, y, and z, you know, for bent twist and side. Obviously here, what we really only need is the x for now for the bending. But if we do the same for, you know, bent twist side, or twist and side as well, then we're already covered because we already connected all three channels already. and we go from the output here to there to the ref joint rotation okay let's see if we had three joints here actually that's already working so that's I think all we need the next one would then be the bottom part so then now we can put in our control here as well so the transform has the attributes on it so we will add graph adds selected to graph. And you can see it doesn't rearrange anything and I have my tabs so I really prefer that over denoted it personally. So then we connect those up into the plus minus node from the bend mid now into the second slot so input 3d1 and now we're using the X because that's the bending or bend reverse in this case. So bend mid reverse into the second one x. Here we go. Did I connect them correctly? Here I made a mistake on the first one. I thought I did. The first one is actually connected mbody control bend mid. So it should really be the bend mid reverse, right? So I'll fix that. Just override it. So bend mid reverse into input x of the first one. Or one, the second one essentially. Now if we hover over it, we see the connection here. The bend mid reverse goes into the plus minus node and here bend mid reverse also, so this is the correct one, the correct way. Now if we try this, we should be able to now use the reverse here from there too in the middle part and the top part will still work. Okay, the top part still works. So now we have to set it up for the bottom part as well, so we just have to keep on going. So zero out the bend mid and I will apply some bent low rotation just so that I can see which ones I have to connect. So those two I have to connect, probably those two, and probably those two I guess. So let's try that. This one not because this is a zero, so this is the first one to that one. So we'll put it in the same way, we'll add those two to the graph. Just keep on going here. Those two we have to connect. can already connect or bring the other ones here into. So those two need to be connected. Okay, and again from the fk to the refk. And then those two here I think as well, because here we have or here rather we have the degrees also and then we need this one here. I need to bring those two in and here I think I made a mistake. Then it's a good error. This to here, so we knit this one really in there as well. Here we go. I was wondering why there wasn't a line, and then we need to one lower than that, so this one, this joint here, connects to this joint. So we'll bring that one in. Okay, then we'll add our multiply nodes and our plus minus nodes, connect everything up, and then connect to your body control in here two. Okay, one, we can just duplicate those guys now, and then the plus minus node. What I'll do here is I will add those two guys in right away, one, two, and then I'll duplicate that. So then I think I don't have to do it under duplicates anymore because they already have that now. So we save a little bit of time, even if it's just microseconds, but So you can see how quick it can become once you know what you have to do. So fk goes into multiply. Actually we could have, you know what? Now that I'm thinking about it, let's delete those two and let's set these to minus one first because we know that we have to multiply them with minus one. Now we duplicate them and then here we go and then the duplicates have to minus one and they're already also. So again one less step, especially if you have to connect a lot. So then we bring those in, so rotation. And I think I mentioned this before. You will see me here all the time connecting x to x, y to y, z to z. In theory, you could already connect the rotation to input 1. Just one connection as opposed to 3. And in theory, it should do the same thing. But I, at one point, encountered an issue where I was connecting them in a wrong way. and you have no real good way of knowing until you test it. So if you're just taking rotation connected into input, you don't really know which ones it's connected to, which one in theory it should connect x to x, y to y, z to z. But again, I ran into issues where it did x to y and z to x and x to the other one. So it was kind of weird. That was a while ago, a long time ago. So perhaps it was a Maya bug back then in the Maya version and I fixed it in the meantime, but I don't really trust that too much. So instead, I'm going to not do that. And instead, I'm going to connect it really one by one, because then I know exactly, and I can see what is connected here, right? These individual channels. So it just gives me a little bit of peace of mind, just in case if you're wondering. Okay. So rotations here into that input. And what I'm doing here is I'm just stepping through, because then I'm doing the same action over and over, so then it becomes a lot quicker to kind of connect, kind of iterating over it. So let's go find the rotation here, connect them into input one. Okay, so now all these are connected and have inputs. Then we go from here into the first slot of the plus minus node, output into the first slot. Oops, x, y, y, z to z. Here we go. I'll connect it up. Then we'll connect those. Same thing, output to the first one. And those. Output to the first one. And then we'll connect the outputs to the joint here, the ref joint, output to rotation. Output to rotation. And the last one here too. Okay, and although we've connected them now, you cannot see the connections right away. And the reason for that is exactly because this is where Maya creates these unit conversions, and you won't be able to see them until you refresh that graph, and then you only see the gray lines, and you cannot really hover over it, and you only see unit conversions in between them. So it creates unit conversions here, and it creates unit conversions here. It doesn't need them in between there. Here we can always see it's connecting them directly because those are just values. So there's no unit conversion needed. But here, because we're connecting from rotation to something else, and here from something else into rotation, therefore we need these. Or Maya thinks anyways it needs those unit conversions. So that's what this is. If we were to select those plus minus nodes, go into different tab and show input and output connections, then we can actually see here what I said. These are connected. There are unit conversions here in between them. All those gray lines are unicorn versions, essentially. And those ones are just direct connections. And now this is also what I was saying about the tabs here. If you have multiple tabs, then you can always go back and you have your old view here back that didn't change. And you have a new view. So you can have different kinds of views here and different kinds of layouts and stuff. I believe tabs are also coming to the node editor in 2016. I saw something about that. Okay, so now this is all connected. So now the only thing that's missing is We need into the second slot of our plus minus nodes here, we need to connect the lower bend ref, or however we call it. So we need to go from bend low ref into input to x, to all of those guys. So we can just reload, second one x, reload, second one x. So now with all those connected and then you can see it is working. And now I think we have everything. Let's test to make sure. So we can bend the lower part. And again, what I'm going to do here is I'm going to hide the joints that we don't get confused. So we can bend the spine from the lower part, can bend it from the mid part. We can bend it from the upper part. and then we can also, from wherever we are now, we can also bend it reverse, okay? Mid and low. So if we set all these to the same values, 25, 25, then we will end up with a straight spine again, in a way, which is now, of course, rotated away from the body, right? But what we can also do is we can, for example, bend the top part forward and then the bottom part backwards or something like that. So we can create really nice shapes with this. And we can kind of curl the lower part up. So for example, if the character is hanging somewhere, those are really useful, right? The character is standing, then maybe those are more useful, bending it like that. But if the character is hanging, then perhaps these are more useful to have that swinging motion here. Reverse. Okay, so this is kind of how to set up the reverse spine. Thank you.",
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"text": " Okay, in this video I'm going to complete connecting all the spine joints. That might be a little bit boring, but I want to have it at least documented here. If you guys want to watch it, you can. It's there. So let's continue here. We're left off. So now this is not yet connected, so we have to connect it the same way. So we have to connect from this joint onto this joint that it kind of bends in the opposite direction. So let's select those two joints and what I'm going to do here is we saw how to do it in the node editor. I'm going to go back to the hyper shape because I feel that I'm faster in there. Don't have to think so much and expand them and all that stuff. Just because I'm more used to it. Okay, we'll bring those in here. And so I'll go from here to here, from fk to refk, and then I'll need a multiplier, some multi, and I need a plus minus. Here I have to type it with a plus. It's also something that's different in the other one. It was like we have to type PLUS, and here we just hit the value or the symbol. Okay, then we have to connect from the refk, we have to inverse it first. So we'll go from the rotation into the inputs one by one. Then we'll scale them all or multiply them all with minus one in here. And then the output of that goes into the plus minus node into the first one. one. Here it's a little bit different. Here we actually have to come into the new plus minus node that we just created and we have to add those inputs first. So we have to add two items before we can connect to it. It's a little bit weird, but so then we go from output of the multiplier node into input 3D. The first slot is zero and we'll connect them one by one. And then from there we go on and connect it into the refk rotation. So we'll take the output 3D and put it into the rotation to 3. And that kind of fixes but now we lost the ability to use the reverse attribute. So we have to connect that into the second slot here. I'll do it in a second. I'll first do the next two joins here as well. So this one is rotated, and that one, those two need to be connected. So let's add those in. Add selected to graph. So we want to go from fk to refk and we'll do the same to nodes. We need a plus minus and we need a m multiply divide. We'll connect those in here. So from one more time from the rotation, rotate into input one by one. And we'll set all the scales here or all the multiplier second attributes with minus one. So that we can get that properly rotating in the right direction. And I will take the outputs from the multiply now into this one, into the plus minus. And now you can see because I didn't add them first, these two slots, they're empty, so there's nothing in here. So we actually have to go in here into the attribute editor and add them first. Again, I don't understand why Maya doesn't just, you know, by default has two items, because you will never have a case where you have zero items. On the other hand, you know, maybe you decide to only use the 2D, so then I guess it might make sense, but I always use the 3D part, so I first have to add those two. Actually, that could probably also be automated, you know, by a button or something, so that you create a node and maybe add these two or something per script. I guess that would probably work. So then we go from here to here, from the multiply to the plus minus, drag and drop, and then just connect the output into the first slot, all three, just so that we're prepared for x, y, and z, you know, for bent twist and side. Obviously here, what we really only need is the x for now for the bending. But if we do the same for, you know, bent twist side, or twist and side as well, then we're already covered because we already connected all three channels already. and we go from the output here to there to the ref joint rotation okay let's see if we had three joints here actually that's already working so that's I think all we need the next one would then be the bottom part so then now we can put in our control here as well so the transform has the attributes on it so we will add graph adds selected to graph. And you can see it doesn't rearrange anything and I have my tabs so I really prefer that over denoted it personally. So then we connect those up into the plus minus node from the bend mid now into the second slot so input 3d1 and now we're using the X because that's the bending or bend reverse in this case. So bend mid reverse into the second one x. Here we go. Did I connect them correctly? Here I made a mistake on the first one. I thought I did. The first one is actually connected mbody control bend mid. So it should really be the bend mid reverse, right? So I'll fix that. Just override it. So bend mid reverse into input x of the first one. Or one, the second one essentially. Now if we hover over it, we see the connection here. The bend mid reverse goes into the plus minus node and here bend mid reverse also, so this is the correct one, the correct way. Now if we try this, we should be able to now use the reverse here from there too in the middle part and the top part will still work. Okay, the top part still works. So now we have to set it up for the bottom part as well, so we just have to keep on going. So zero out the bend mid and I will apply some bent low rotation just so that I can see which ones I have to connect. So those two I have to connect, probably those two, and probably those two I guess. So let's try that. This one not because this is a zero, so this is the first one to that one. So we'll put it in the same way, we'll add those two to the graph. Just keep on going here. Those two we have to connect. can already connect or bring the other ones here into. So those two need to be connected. Okay, and again from the fk to the refk. And then those two here I think as well, because here we have or here rather we have the degrees also and then we need this one here. I need to bring those two in and here I think I made a mistake. Then it's a good error. This to here, so we knit this one really in there as well. Here we go. I was wondering why there wasn't a line, and then we need to one lower than that, so this one, this joint here, connects to this joint. So we'll bring that one in. Okay, then we'll add our multiply nodes and our plus minus nodes, connect everything up, and then connect to your body control in here two. Okay, one, we can just duplicate those guys now, and then the plus minus node. What I'll do here is I will add those two guys in right away, one, two, and then I'll duplicate that. So then I think I don't have to do it under duplicates anymore because they already have that now. So we save a little bit of time, even if it's just microseconds, but So you can see how quick it can become once you know what you have to do. So fk goes into multiply. Actually we could have, you know what? Now that I'm thinking about it, let's delete those two and let's set these to minus one first because we know that we have to multiply them with minus one. Now we duplicate them and then here we go and then the duplicates have to minus one and they're already also. So again one less step, especially if you have to connect a lot. So then we bring those in, so rotation. And I think I mentioned this before. You will see me here all the time connecting x to x, y to y, z to z. In theory, you could already connect the rotation to input 1. Just one connection as opposed to 3. And in theory, it should do the same thing. But I, at one point, encountered an issue where I was connecting them in a wrong way. and you have no real good way of knowing until you test it. So if you're just taking rotation connected into input, you don't really know which ones it's connected to, which one in theory it should connect x to x, y to y, z to z. But again, I ran into issues where it did x to y and z to x and x to the other one. So it was kind of weird. That was a while ago, a long time ago. So perhaps it was a Maya bug back then in the Maya version and I fixed it in the meantime, but I don't really trust that too much. So instead, I'm going to not do that. And instead, I'm going to connect it really one by one, because then I know exactly, and I can see what is connected here, right? These individual channels. So it just gives me a little bit of peace of mind, just in case if you're wondering. Okay. So rotations here into that input. And what I'm doing here is I'm just stepping through, because then I'm doing the same action over and over, so then it becomes a lot quicker to kind of connect, kind of iterating over it. So let's go find the rotation here, connect them into input one. Okay, so now all these are connected and have inputs. Then we go from here into the first slot of the plus minus node, output into the first slot. Oops, x, y, y, z to z. Here we go. I'll connect it up. Then we'll connect those. Same thing, output to the first one. And those. Output to the first one. And then we'll connect the outputs to the joint here, the ref joint, output to rotation. Output to rotation. And the last one here too. Okay, and although we've connected them now, you cannot see the connections right away. And the reason for that is exactly because this is where Maya creates these unit conversions, and you won't be able to see them until you refresh that graph, and then you only see the gray lines, and you cannot really hover over it, and you only see unit conversions in between them. So it creates unit conversions here, and it creates unit conversions here. It doesn't need them in between there. Here we can always see it's connecting them directly because those are just values. So there's no unit conversion needed. But here, because we're connecting from rotation to something else, and here from something else into rotation, therefore we need these. Or Maya thinks anyways it needs those unit conversions. So that's what this is. If we were to select those plus minus nodes, go into different tab and show input and output connections, then we can actually see here what I said. These are connected. There are unit conversions here in between them. All those gray lines are unicorn versions, essentially. And those ones are just direct connections. And now this is also what I was saying about the tabs here. If you have multiple tabs, then you can always go back and you have your old view here back that didn't change. And you have a new view. So you can have different kinds of views here and different kinds of layouts and stuff. I believe tabs are also coming to the node editor in 2016. I saw something about that. Okay, so now this is all connected. So now the only thing that's missing is We need into the second slot of our plus minus nodes here, we need to connect the lower bend ref, or however we call it. So we need to go from bend low ref into input to x, to all of those guys. So we can just reload, second one x, reload, second one x. So now with all those connected and then you can see it is working. And now I think we have everything. Let's test to make sure. So we can bend the lower part. And again, what I'm going to do here is I'm going to hide the joints that we don't get confused. So we can bend the spine from the lower part, can bend it from the mid part. We can bend it from the upper part. and then we can also, from wherever we are now, we can also bend it reverse, okay? Mid and low. So if we set all these to the same values, 25, 25, then we will end up with a straight spine again, in a way, which is now, of course, rotated away from the body, right? But what we can also do is we can, for example, bend the top part forward and then the bottom part backwards or something like that. So we can create really nice shapes with this. And we can kind of curl the lower part up. So for example, if the character is hanging somewhere, those are really useful, right? The character is standing, then maybe those are more useful, bending it like that. But if the character is hanging, then perhaps these are more useful to have that swinging motion here. Reverse. Okay, so this is kind of how to set up the reverse spine. Thank you."
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