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+ "text": " Welcome to the next lesson. Earlier we stopped at the second method of separating the bubbles from the body. We will be using for now this first method where we remeshed the original quad mesh into a triangular mesh and we transferred the attributes as well as the groups that we created before. the primitive groups. So as you can see we have six primitive groups and one class attribute. So this is the mesh we're going to be working with. So the next step would be creating more point groups which will define which parts of the body are going to be controlled by forces in Vellum. So we're going to start with a simple group SOP. And I'm going to select all the tips of the legs. We'll be using the tips group for applying forces on those tips inside Vellum. This will allow us to move the legs separately. So let's do this. We're going to switch to point groups. and I'm gonna call it GRP-Tips. Yeah, so I'm gonna use, I'm gonna disable the base group, I'm going to bounding regions, bounding sphere, and I'm going to scale it down so I can just select these tips. So we have three tips, three legs. I'm doing the sphere bounding box selection because it's a procedural way of keeping selections in the setup. So we select the first one. So in case you change the topology or something changes in your setup, the model changes, you will be able to still keep the groups unless you really drastically change the model. So I'm going to duplicate this one. I'm going to keep the same name and instead of replacing existing, I'm going to be doing union existing, pressing enter pressing enter and moving the selection over to the next slide. So basically this new SOP, group SOP is going to be adding to the existing selection with the same name. So for scaling and positioning and changing parameters I use the third mouse button which is the mouse wheel. You click on it and then you move the mouse left or right depending on what you want to do. So when I move it to the right, it increases the parameters at the same time because it's a vector value of 3 axes, same with the center if I want to change it at the same time. If you want to change one, you just third mouse click in one of these fields and you can move it separately. I'm going to duplicate again this group operator and move it over to the third leg. I want to roughly position it so it just captures the tip of the leg. So this is enough. What I'm gonna do now, just so I don't want to clutter this setup a lot, so I'm gonna select all of these and navigate to this menu and I'm gonna go with the create subnet from selected. So it's gonna be one single node. I'm gonna call it groups and go inside, press L, this is going to layout everything properly. So we're going to continue doing selections inside of this subnet. So yeah, next one is going to be another tip selection, but with less vertices, because what I want to do is apply the force on each of these selections, on each leg, but I want the legs to attach with less vertices. So basically, I want to apply the force to a bigger area, but attach these legs on contact with only the tip of the selection. So we're going to recreate all of these guys. I'm going to rename this to attach, and then add a suffix at the end called attach. So I'm going to just decrease the size of the selection. So we're going to have really the tip of the leg or arm. It depends. I don't know if it's an arm or it's a leg. The only drawback of this bounding region, a bounding sphere or box, is the lack of rotation. because sometimes I really want to rotate this in space and you cannot do this because you only have size and center. But you can do the same kind of selection with an object, with a sphere that you can rotate and do whatever you want. So if you take a sphere, you have rotation axis. Like if you scale it like this and you want to rotate it. And then you can connect it to the group. And here you'll select a bounding object. So it kind of replaces that missing functionality. But I'll be using, in this case, it's not a big concern for me. So I'm going to be using the boning sphere of D4. So just decrease, make the area smaller here. And I'm going to copy this name and do this for all the three groups to the same with all of the legs. Make it smaller. So this is going to be the area that is going to attach to the ground once the arm is kind of moved in space, pushed into the front of this creature. And then once the leg falls onto the ground, we're gonna time it properly so it attaches to the ground and pulls itself towards that point. So the timing in the system is gonna be really critical because even a frame or two of, will play a big role in the movement and in the tempo of the locomotion of this creature. So yeah, we're gonna do the same with the third leg. So if sometimes you're offset in space like this, you space G or space H, space G sometimes it works properly. So it kind of centers the object in the middle of the screen. So this is all right I think. Yeah, so now I don't wanna have all these vertices to attach to the ground. So I'm gonna kind of introduce some noise in this, or some randomness in this selection. So I'll disable the bounding groups and keep by random chance and increase to 80%. And instead of union with existing, I'm gonna subtract from existing. So basically you have the selection and this group operator is gonna introduce some selection by random chance. So it's gonna select 80% of those, of all the vertices in the geo and subtract them from the selection that we have already. So this is what's gonna happen. So we're left with 20% of these vertices. This is enough for me. Next is gonna be the legs selection. It's gonna be a primitive group. I'm gonna leave it as a primitive group. So group, I'm gonna clone this just so we don't really recreate any ops. Again, I'm gonna call it group legs and disable the random chance. go into the base group and enable and it's gonna be a primitive attribute replace existing and I want to select all the legs that we've created I mean add all the leg groups into this so I'll select one of the leg groups and put a wild card here which is gonna be a nastrisk so all the groups that have this prefix will be added into this legs group it's gonna be a primitive primitive group I'm creating all of these groups you'll see why I'm doing this later on but it's mostly like a preparation for the simulation. We're gonna use a lot of groups here because we're controlling separate parts of the body with different forces. Also, yeah, I'm going to also promote my groups, some of the groups, so I'm going to promote the group legs and group bubbles to points. All right, and then what happens here, if you notice, we have two groups that are kind of blending, merging together, and we don't want this because I will apply inflating forces to the bubbles. And in case there's some shared vertices in both groups, the legs are going to, some of the vertices of the leg group are going to be inflating along with the bubbles. And this is something that I don't want. So we're gonna do a Boolean operation between the groups, which is going to help us with fixing this problem. I run into this problem when I was simulating, so I'm doing it now earlier, like earlier, before the simulation, so this is kind of a precaution before the simulation. We're gonna add a group combine, which is kind of a Boolean operation between the groups. So basically you do group legs. We're gonna use points, point groups. So group legs equals group legs. This is going to be our first group in both of these fields. And I'm going to subtract the group bubbles. And if you notice what happens here, so if you remove the group bubbles, you see there was a bunch of shared vertices between the bubbles and the leg group. And once we add the group bubbles into this Boolean operation, some of the vertices are going to disappear from the group legs. So here you go. We don't have any shared vertices, So we're not gonna have any issues later on. Okay, so now I'm gonna also create a group for the bottom of the creature. It's going to be a point, like a point group. We're gonna disable the base group, enable bounding regions, bounding sphere, initialize to bound, input bounds. This is a great button actually. I don't know why it wasn't added to the delete sub, but it's a really great button just to fit your kind of sphere or selection box to the existing geo, to the bounds of the existing geo. So I use it all the time. So this is a good starting point for our selection. And sometimes the geometry is huge and you wanna make a quick selection there. So yeah, we're gonna resize this. I wanna select here at the bottom of my creature because we're going to create some constraints. So sometimes I create groups even if I don't use them, but it depends on the scenario. So you see it has some kind of a zombie skin underneath. I was sculpting this creature with, when I was adding detail, I was using some brushes for zombies that I found on the internet. So it added a lot of realism to the body of this creature. So yeah, we created this group, something like this. I'm gonna call it group, bottom. It's going to be a point group. And let's do a group expression. Either a group expression or again a group operator, we can do it in two ways. So, let me disable this. I duplicated this node. We're gonna use the group bottom subtract from existing. And with the random chance you can do this, like subtract a bunch of points, a percentage of the points from the existing selection. Or you can do the group expression, which is also a great way to, but it requires some vex. So we're putting the name of the group one a subtract from, or we wanna make a selection too. And we're gonna use one of these presets, you see the 30% chance, and we'll change the group type to points, and let's say zero one, and instead of replace, we're gonna intersect with existing. So this is one of the methods that I used before, but now the group operator has the random chance field here, and you can really dial in a percentage of the points want to subtract or add or whatever you want to do. So let's say 90% something like this and connect it to the output. Also I want to do a selection of the tail ends because you see the tails of the joe joe's tails or like there's like six of them and I want to select this bunch here because we're gonna attach the tail to the ground and they're going to have some sliding attachment constraints attached to geometry constraint inside the realm. So let's create another one, there's gonna be groups, so I'm gonna call it the GRP tail ends, it's gonna be a point, disable the base group, bounding regions, bounding box, initialize to bounds, and we're gonna move this here, yeah, so this is gonna be a nice selection of details, yeah, and also I'm gonna do the same with the group button, I don't want all these vertices to be participating in the simulation, when I do attaching constraints because although all the new constraints you create in Valium, they're going to add simulation time because you're basically creating new primitives, new hidden primitives that are there during simulation of each frame and it's going to kind of slow down your simulation. I want just a select few vertices from this group to be attached to the ground so I'm going to duplicate this group bottom node, rename it as group tail ends, and also subtract from existing and maybe make it like 75 let's say. So if you notice this network box, the subnet, I mean contains an output node which means that whatever you have selected in this subnet, the output is going to be always what you can what you connected last to this output node so it doesn't really matter where you are like in the in this flow where you have the blue selection checked it's always going to be using the any node that is connected to this output as a final kind of output yeah so we're done with the groups now, we're going to be continuing with the splitting of our body parts and and creating the blinking attributes as I was describing earlier. So see you in the next one.",
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+ "segments": [
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+ {
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+ "text": " Welcome to the next lesson. Earlier we stopped at the second method of separating the bubbles from the body. We will be using for now this first method where we remeshed the original quad mesh into a triangular mesh and we transferred the attributes as well as the groups that we created before. the primitive groups. So as you can see we have six primitive groups and one class attribute. So this is the mesh we're going to be working with. So the next step would be creating more point groups which will define which parts of the body are going to be controlled by forces in Vellum. So we're going to start with a simple group SOP. And I'm going to select all the tips of the legs. We'll be using the tips group for applying forces on those tips inside Vellum. This will allow us to move the legs separately. So let's do this. We're going to switch to point groups. and I'm gonna call it GRP-Tips. Yeah, so I'm gonna use, I'm gonna disable the base group, I'm going to bounding regions, bounding sphere, and I'm going to scale it down so I can just select these tips. So we have three tips, three legs. I'm doing the sphere bounding box selection because it's a procedural way of keeping selections in the setup. So we select the first one. So in case you change the topology or something changes in your setup, the model changes, you will be able to still keep the groups unless you really drastically change the model. So I'm going to duplicate this one. I'm going to keep the same name and instead of replacing existing, I'm going to be doing union existing, pressing enter pressing enter and moving the selection over to the next slide. So basically this new SOP, group SOP is going to be adding to the existing selection with the same name. So for scaling and positioning and changing parameters I use the third mouse button which is the mouse wheel. You click on it and then you move the mouse left or right depending on what you want to do. So when I move it to the right, it increases the parameters at the same time because it's a vector value of 3 axes, same with the center if I want to change it at the same time. If you want to change one, you just third mouse click in one of these fields and you can move it separately. I'm going to duplicate again this group operator and move it over to the third leg. I want to roughly position it so it just captures the tip of the leg. So this is enough. What I'm gonna do now, just so I don't want to clutter this setup a lot, so I'm gonna select all of these and navigate to this menu and I'm gonna go with the create subnet from selected. So it's gonna be one single node. I'm gonna call it groups and go inside, press L, this is going to layout everything properly. So we're going to continue doing selections inside of this subnet. So yeah, next one is going to be another tip selection, but with less vertices, because what I want to do is apply the force on each of these selections, on each leg, but I want the legs to attach with less vertices. So basically, I want to apply the force to a bigger area, but attach these legs on contact with only the tip of the selection. So we're going to recreate all of these guys. I'm going to rename this to attach, and then add a suffix at the end called attach. So I'm going to just decrease the size of the selection. So we're going to have really the tip of the leg or arm. It depends. I don't know if it's an arm or it's a leg. The only drawback of this bounding region, a bounding sphere or box, is the lack of rotation. because sometimes I really want to rotate this in space and you cannot do this because you only have size and center. But you can do the same kind of selection with an object, with a sphere that you can rotate and do whatever you want. So if you take a sphere, you have rotation axis. Like if you scale it like this and you want to rotate it. And then you can connect it to the group. And here you'll select a bounding object. So it kind of replaces that missing functionality. But I'll be using, in this case, it's not a big concern for me. So I'm going to be using the boning sphere of D4. So just decrease, make the area smaller here. And I'm going to copy this name and do this for all the three groups to the same with all of the legs. Make it smaller. So this is going to be the area that is going to attach to the ground once the arm is kind of moved in space, pushed into the front of this creature. And then once the leg falls onto the ground, we're gonna time it properly so it attaches to the ground and pulls itself towards that point. So the timing in the system is gonna be really critical because even a frame or two of, will play a big role in the movement and in the tempo of the locomotion of this creature. So yeah, we're gonna do the same with the third leg. So if sometimes you're offset in space like this, you space G or space H, space G sometimes it works properly. So it kind of centers the object in the middle of the screen. So this is all right I think. Yeah, so now I don't wanna have all these vertices to attach to the ground. So I'm gonna kind of introduce some noise in this, or some randomness in this selection. So I'll disable the bounding groups and keep by random chance and increase to 80%. And instead of union with existing, I'm gonna subtract from existing. So basically you have the selection and this group operator is gonna introduce some selection by random chance. So it's gonna select 80% of those, of all the vertices in the geo and subtract them from the selection that we have already. So this is what's gonna happen. So we're left with 20% of these vertices. This is enough for me. Next is gonna be the legs selection. It's gonna be a primitive group. I'm gonna leave it as a primitive group. So group, I'm gonna clone this just so we don't really recreate any ops. Again, I'm gonna call it group legs and disable the random chance. go into the base group and enable and it's gonna be a primitive attribute replace existing and I want to select all the legs that we've created I mean add all the leg groups into this so I'll select one of the leg groups and put a wild card here which is gonna be a nastrisk so all the groups that have this prefix will be added into this legs group it's gonna be a primitive primitive group I'm creating all of these groups you'll see why I'm doing this later on but it's mostly like a preparation for the simulation. We're gonna use a lot of groups here because we're controlling separate parts of the body with different forces. Also, yeah, I'm going to also promote my groups, some of the groups, so I'm going to promote the group legs and group bubbles to points. All right, and then what happens here, if you notice, we have two groups that are kind of blending, merging together, and we don't want this because I will apply inflating forces to the bubbles. And in case there's some shared vertices in both groups, the legs are going to, some of the vertices of the leg group are going to be inflating along with the bubbles. And this is something that I don't want. So we're gonna do a Boolean operation between the groups, which is going to help us with fixing this problem. I run into this problem when I was simulating, so I'm doing it now earlier, like earlier, before the simulation, so this is kind of a precaution before the simulation. We're gonna add a group combine, which is kind of a Boolean operation between the groups. So basically you do group legs. We're gonna use points, point groups. So group legs equals group legs. This is going to be our first group in both of these fields. And I'm going to subtract the group bubbles. And if you notice what happens here, so if you remove the group bubbles, you see there was a bunch of shared vertices between the bubbles and the leg group. And once we add the group bubbles into this Boolean operation, some of the vertices are going to disappear from the group legs. So here you go. We don't have any shared vertices, So we're not gonna have any issues later on. Okay, so now I'm gonna also create a group for the bottom of the creature. It's going to be a point, like a point group. We're gonna disable the base group, enable bounding regions, bounding sphere, initialize to bound, input bounds. This is a great button actually. I don't know why it wasn't added to the delete sub, but it's a really great button just to fit your kind of sphere or selection box to the existing geo, to the bounds of the existing geo. So I use it all the time. So this is a good starting point for our selection. And sometimes the geometry is huge and you wanna make a quick selection there. So yeah, we're gonna resize this. I wanna select here at the bottom of my creature because we're going to create some constraints. So sometimes I create groups even if I don't use them, but it depends on the scenario. So you see it has some kind of a zombie skin underneath. I was sculpting this creature with, when I was adding detail, I was using some brushes for zombies that I found on the internet. So it added a lot of realism to the body of this creature. So yeah, we created this group, something like this. I'm gonna call it group, bottom. It's going to be a point group. And let's do a group expression. Either a group expression or again a group operator, we can do it in two ways. So, let me disable this. I duplicated this node. We're gonna use the group bottom subtract from existing. And with the random chance you can do this, like subtract a bunch of points, a percentage of the points from the existing selection. Or you can do the group expression, which is also a great way to, but it requires some vex. So we're putting the name of the group one a subtract from, or we wanna make a selection too. And we're gonna use one of these presets, you see the 30% chance, and we'll change the group type to points, and let's say zero one, and instead of replace, we're gonna intersect with existing. So this is one of the methods that I used before, but now the group operator has the random chance field here, and you can really dial in a percentage of the points want to subtract or add or whatever you want to do. So let's say 90% something like this and connect it to the output. Also I want to do a selection of the tail ends because you see the tails of the joe joe's tails or like there's like six of them and I want to select this bunch here because we're gonna attach the tail to the ground and they're going to have some sliding attachment constraints attached to geometry constraint inside the realm. So let's create another one, there's gonna be groups, so I'm gonna call it the GRP tail ends, it's gonna be a point, disable the base group, bounding regions, bounding box, initialize to bounds, and we're gonna move this here, yeah, so this is gonna be a nice selection of details, yeah, and also I'm gonna do the same with the group button, I don't want all these vertices to be participating in the simulation, when I do attaching constraints because although all the new constraints you create in Valium, they're going to add simulation time because you're basically creating new primitives, new hidden primitives that are there during simulation of each frame and it's going to kind of slow down your simulation. I want just a select few vertices from this group to be attached to the ground so I'm going to duplicate this group bottom node, rename it as group tail ends, and also subtract from existing and maybe make it like 75 let's say. So if you notice this network box, the subnet, I mean contains an output node which means that whatever you have selected in this subnet, the output is going to be always what you can what you connected last to this output node so it doesn't really matter where you are like in the in this flow where you have the blue selection checked it's always going to be using the any node that is connected to this output as a final kind of output yeah so we're done with the groups now, we're going to be continuing with the splitting of our body parts and and creating the blinking attributes as I was describing earlier. So see you in the next one."
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+ }
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+ ]
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+ }