Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 11 shoulders blade pt2_frames.zip
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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 11 shoulders blade pt2_frames_transcription.json
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"text": " I'll quickly do the other side here, the other shoulder blade here as well. Just so that we have it also on record. But if you are, you know, if you know if you're good to go and know how to set it up, then you don't have to watch this video. So it will probably be quick, I'll do it a little bit quicker this time. So we'll have to see that we have the appropriate shoulder blade group here. So that's there. And then we want to connect it to the control first. This clear is all out. And add just these two guys in. So shoulder control and the shoulder blade group. We also need the auto shoulder underneath there. So if we reveal that, auto shoulder will bring that in here as well. Then we want to add those two together. So we create a plus minus node, p plus minus average enter. And then we create two remaps, remap values we used for that. One for up and down and we can duplicate it actually for four back. And then we add those two in here. First input 3D, so the controls, rotation. We set no x because that's twisting, and just the y here, y to y, set to set. And then we'll also add that one in here as well. Rotation to the second one, so the one slot right, it starts with zero, that's the first one, one is the second one. So Y2Y and set to Z, adding those two together here as well. Okay, so now with that set up... And then from here we are going into the remaps. So this is, we should call this RL, shoulder, blade PMA. And that one is for up and down and the other one for four back. So L shoulder blade forward back remap value and the other one is for up and down L, shoulder, blade, up, down, read my value. And for shoulder blade group, we want to move the pivot. The moment it's still down there. So we'll move the pivot to appear where the shoulder starts. So I want to rotate around. And up and down would be set. So we can connect the output value into the rotate set, out value into rotate set. And forward backward, that would then be y. So forward backward out value into rotate y. Okay, that's what we have now. And then we can connect those appropriately. So, y, we said y is, set is up down, y is four back. So set goes to up and down, in value or input value. Set to up down, input value, and the y goes to four back, input value. And the only thing that's left to do here is setting those to 90, 90 or minus 90, 90. And forward, back, we set as the rotation. So we wanted to have that minus 90, 90 as well. And then for up and down, we remapped it to the translation. So we set minus 90 and 90. And that should equal, I think, we had it minus or five and minus five. Didn't we? Let's see what we get here. Move it up and down. things wrong here. I think we connected it wrong. rotate set is up and down. It should come in here and it should remap those to 5 and minus 5 and then from here it should go into, oh right, not into the translation but rather into the, not into the rotation but rather into the translation, right? So let's delete this Unicorn version here so that it doesn't go into the rotate set and then we reset on the shoulder blade to rotate set to 0 and instead we want to have it into the translation. what it was. So out value from up and down goes into the translate y. And now if we rotate this, now it will translate up and down, not rotate anymore. Translation and forward backward will be rotation. Now we have the opposite effect here because it's on the other side. So now we can just take this and go on to our remit value for forward and back can change these values to be 90 and minus 90. Then it moves into the right direction. But now we all said if it's going backwards, it should move 100%. If it's going forward, it should move 50%. So we go under that and set our middle point here again, 0.5, 0.5. And we say, we have to see which one it is. Is it that one? That's for backwards. So that's actually correct. So then we set this to 0.75. And now if we move back, it will move 100%. If we move forward, it will move less or rotate less. I think we had also done some, like I think we added an additional point in here, or we set this to spline here, I believe. So then what we can do is, I mean, we should probably bring in the other one too just to make it kind of exactly the same, or we could have duplicated that one on the other side, but I think that's kind of what we had here. So back 100% forward less. And then I want to kind of see what the translation was doing on the other side. I'm not sure if I think I might have remapped it as well. So that down was going less. So up, down, we also add our midpoint in here, 0.5, 0.5. And now we can play what the down really means. We had set this maybe to 0.7 or 6.5. and up is going 100%. As long as we have it symmetrical, that's really all that matters. If we're not sure about those values or what we set them to, then we should just bring in the other side here as well. the deck objects only find our remaps where they are. Maybe reveal selected. Well, we have it selected. Reveal selected. Here they are. So here we have the left ones. And down there we have the right ones. Let's bring the right ones in here as well. Then we can compare right forward back. So here we have that. left over back, so that looks almost the same. Here we have on the right side we have a straight line. Let's make this the same on here. So we set this to linear. And then we can compare the right and the left. Looks the same now. And the same thing we will do for up and down here as well. Up and down was actually where we added that. Up and down, so then I'll come in here onto the left side and I'll set this to be spline and now those should be the same. Unfortunately this doesn't seem to be updating, I just noticed, but now if we look in this model one, then we can kind of see as we switch, they're now identical. And let's check the value here, 6.5. So this one is also 0.65. Looks like left side, right side. And this is 7.5. And this one here is also 7.5. I think that should make it symmetrical now. And then forward-backwards. We also have that working. So this concludes almost the shoulder blade setup. The only thing that we are missing here I think is we haven't parented it anywhere. So we have our shoulder blade groups down here. So what we should do is we should probably parent them under, not the shoulder, because we don't want it to follow the shoulder. I mean, it already does because it's connected, but one opposite would be the chest group. So let's parent those two groups here under the chest group. Let's find the shoulder maybe and reveal, select that. And then we want to put the shoulder blade groups under the chest group here that we have to next to the shoulders. So that when we're actually rotating this, everything will follow. But then we can also take the arm and raise it up and the shoulder blade will kind of like do its thing and the other shoulder will also do its thing. And if we set this to zero, then we should see the shoulder blade also kind of coming up and down, which works.",
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"text": " I'll quickly do the other side here, the other shoulder blade here as well. Just so that we have it also on record. But if you are, you know, if you know if you're good to go and know how to set it up, then you don't have to watch this video. So it will probably be quick, I'll do it a little bit quicker this time. So we'll have to see that we have the appropriate shoulder blade group here. So that's there. And then we want to connect it to the control first. This clear is all out. And add just these two guys in. So shoulder control and the shoulder blade group. We also need the auto shoulder underneath there. So if we reveal that, auto shoulder will bring that in here as well. Then we want to add those two together. So we create a plus minus node, p plus minus average enter. And then we create two remaps, remap values we used for that. One for up and down and we can duplicate it actually for four back. And then we add those two in here. First input 3D, so the controls, rotation. We set no x because that's twisting, and just the y here, y to y, set to set. And then we'll also add that one in here as well. Rotation to the second one, so the one slot right, it starts with zero, that's the first one, one is the second one. So Y2Y and set to Z, adding those two together here as well. Okay, so now with that set up... And then from here we are going into the remaps. So this is, we should call this RL, shoulder, blade PMA. And that one is for up and down and the other one for four back. So L shoulder blade forward back remap value and the other one is for up and down L, shoulder, blade, up, down, read my value. And for shoulder blade group, we want to move the pivot. The moment it's still down there. So we'll move the pivot to appear where the shoulder starts. So I want to rotate around. And up and down would be set. So we can connect the output value into the rotate set, out value into rotate set. And forward backward, that would then be y. So forward backward out value into rotate y. Okay, that's what we have now. And then we can connect those appropriately. So, y, we said y is, set is up down, y is four back. So set goes to up and down, in value or input value. Set to up down, input value, and the y goes to four back, input value. And the only thing that's left to do here is setting those to 90, 90 or minus 90, 90. And forward, back, we set as the rotation. So we wanted to have that minus 90, 90 as well. And then for up and down, we remapped it to the translation. So we set minus 90 and 90. And that should equal, I think, we had it minus or five and minus five. Didn't we? Let's see what we get here. Move it up and down. things wrong here. I think we connected it wrong. rotate set is up and down. It should come in here and it should remap those to 5 and minus 5 and then from here it should go into, oh right, not into the translation but rather into the, not into the rotation but rather into the translation, right? So let's delete this Unicorn version here so that it doesn't go into the rotate set and then we reset on the shoulder blade to rotate set to 0 and instead we want to have it into the translation. what it was. So out value from up and down goes into the translate y. And now if we rotate this, now it will translate up and down, not rotate anymore. Translation and forward backward will be rotation. Now we have the opposite effect here because it's on the other side. So now we can just take this and go on to our remit value for forward and back can change these values to be 90 and minus 90. Then it moves into the right direction. But now we all said if it's going backwards, it should move 100%. If it's going forward, it should move 50%. So we go under that and set our middle point here again, 0.5, 0.5. And we say, we have to see which one it is. Is it that one? That's for backwards. So that's actually correct. So then we set this to 0.75. And now if we move back, it will move 100%. If we move forward, it will move less or rotate less. I think we had also done some, like I think we added an additional point in here, or we set this to spline here, I believe. So then what we can do is, I mean, we should probably bring in the other one too just to make it kind of exactly the same, or we could have duplicated that one on the other side, but I think that's kind of what we had here. So back 100% forward less. And then I want to kind of see what the translation was doing on the other side. I'm not sure if I think I might have remapped it as well. So that down was going less. So up, down, we also add our midpoint in here, 0.5, 0.5. And now we can play what the down really means. We had set this maybe to 0.7 or 6.5. and up is going 100%. As long as we have it symmetrical, that's really all that matters. If we're not sure about those values or what we set them to, then we should just bring in the other side here as well. the deck objects only find our remaps where they are. Maybe reveal selected. Well, we have it selected. Reveal selected. Here they are. So here we have the left ones. And down there we have the right ones. Let's bring the right ones in here as well. Then we can compare right forward back. So here we have that. left over back, so that looks almost the same. Here we have on the right side we have a straight line. Let's make this the same on here. So we set this to linear. And then we can compare the right and the left. Looks the same now. And the same thing we will do for up and down here as well. Up and down was actually where we added that. Up and down, so then I'll come in here onto the left side and I'll set this to be spline and now those should be the same. Unfortunately this doesn't seem to be updating, I just noticed, but now if we look in this model one, then we can kind of see as we switch, they're now identical. And let's check the value here, 6.5. So this one is also 0.65. Looks like left side, right side. And this is 7.5. And this one here is also 7.5. I think that should make it symmetrical now. And then forward-backwards. We also have that working. So this concludes almost the shoulder blade setup. The only thing that we are missing here I think is we haven't parented it anywhere. So we have our shoulder blade groups down here. So what we should do is we should probably parent them under, not the shoulder, because we don't want it to follow the shoulder. I mean, it already does because it's connected, but one opposite would be the chest group. So let's parent those two groups here under the chest group. Let's find the shoulder maybe and reveal, select that. And then we want to put the shoulder blade groups under the chest group here that we have to next to the shoulders. So that when we're actually rotating this, everything will follow. But then we can also take the arm and raise it up and the shoulder blade will kind of like do its thing and the other shoulder will also do its thing. And if we set this to zero, then we should see the shoulder blade also kind of coming up and down, which works."
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