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Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 10 shoulders blade pt1_frames.zip

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+ "text": " Let's talk about the shoulder blade setup and preparing for next week's skinning a little bit. So we probably want to have another joint style setup here for the shoulder blades so that when the arm raises at a moment here we can see all this skin is coming out for example. It's like rotating all with the shoulder. While instead, it should probably be more straight. When the arm raises, the shoulder blade actually just goes up and down. Or up rather, when the shoulder raises and when the shoulder comes down, it's kind of coming down straight. And then when it's going back, then we want to push it back. And when it's coming forward, then it could or should kind of slide around at the rib cage here. So that's really what's happening with the shoulder blade in reality. So let's try to mimic that here in our character. So first step what I'm going to do is I want to hide these additional joints that we put in for our shoulder auto IK. So I'll move both arms into a position where I can see them. And then I can select them and hide the shoulder auto once. setting the visibility to zero. We don't need to see those, otherwise we're just getting kind of distracted from them. Okay, and then set this all back to zero, and then we'll drop in some new joins. Now I'm also going to add some new joins here for the breasts here, just so that we can use that for waiting next week, and maybe even for under the armpit here, so that it doesn't go so far up. We'll see see if we need that or not. But let's start with dropping in some new joints. So the Skeleton Joint Tool. Start on the front here. We go into Side View. And I'll start by adding a new joint here for the chest or breasts, depending if you have a male or female character. I think even for a male character, you can also probably benefit from that as well. So let's drop in two joints here, one for the root, one for the end. And then we'll move them to the side. We can also do is we can rotate it a little bit out. Only remember if we do that we have to freeze our rotations and fix our axes here again afterwards. So I'll rotate them out a little bit, something like this perhaps. and then I will freeze my rotation and check that the axes are okay so I'll joint, toggle the axes, that actually does look okay still, but I'm still going to change them to be, so that we have y for twist and up and down or bending for x, just bend twist side, thinking about that again, so I'll set this to for primary and X to X positive in secondary, hit apply, and now if we are bending it up and down, we're basically getting X for up and down. The bending sideways is the Z and twisting is our Y. Actually I should have hidden that right away, our X is here, we don't need to set that anymore, and then we can flip it over to the other side after we've renamed it. So let's name And those are breasts, maybe, or chests. We can also call it chest, root, joint. And then end, joint. As long as we haven't used that name before, then that's okay. and then we'll select the root and mirror it over. Mirror join and here we still have the correct settings. Bring it over with behavior. Okay, and then we want to parent them to the moment they're under the world here. We want to parent them under the closest spine join. But we don't want to parent them under the FK joins. we rather want to parent them under the ik joints that are under the follicles that are following the surface because the surface is following everything. So these are all final joints that we are going to skint to and that we also want to parent those things under. So what we could do is we cannot really hide our fk joints here because if we do then it's It's basically going to hide everything. We just set the FK here to zero. We can see everything is hidden. We'll want to see our arms and so on. So instead, what we can do is we have a couple of different options. We can either find our FK drawings and set the drawing style to none. That will basically not draw this bone. So up here, we can see the difference between bone where it draws it and none where it doesn't draw it. But then we have to go through and do it for every single one of those FK joints. Or what we could also try to do is keeping the visibility there, but just setting the radius pretty small. So let's see if we can do that. That helps it all. Expand it all the way and then select all those joints and setting the radius quite small. And those maybe 0.1. So then they're still there, but these are the actual joints that I want to skin to, these regular spine ruins without IK or FK. There are also still the big ones here, the IK ones, we don't want to skin anything to those, but rather to those that are under the follicles. Then we select both of these and parent it to the closest one that's under the follicles, that would be probably the spine 7 here in this case. And now if we're using Bend or something like that, we should see that those joints are following. And then we'll do something similar for back here for the shoulder blade joints. Create new joints. Maybe from up there all the way to down here, something like that. Kind of have to think and maybe look at some reference how shoulder blades are really looking like. Probably also useful to seeing how it behaves when we're raising the shoulder and stuff like that. But there would probably be something like this. Here we can see I have already attempted to model the in shoulder blade a little bit, but that's the approximate size of it and maybe also the position. We can also rotate those guys or translate this lower joint. But if we do, we have to remember that we have to freeze the rotation on the root joint and also fix the axes again. So I'm not going to bother with it, I'm just going to leave what we have by I am just creating it so the axis should be fine and everything so I'm not going to rotate it or move it. What I'm going to do is I'm going to rename it. So let's call the first one here r shoulder blade root joint and then r shoulder blade end joined. And then we can mirror them to the other side here as well. Mirror join, we should still have the same settings, so that should all be fine. And then we have both of them in here. Okay. And now we have to think where we want to connect them or where we want to have those joints go under now and kind of set it up so that it does the right thing as we're translating this up and down. So obviously we want them to follow the shoulder here a little bit, but as I said earlier, if we just take this and parent it under here, or also under here which would be kind of more realistic, what we get now is if we rotate the shoulder or raise the arm, it's still rotating out. So it's kind of like doing the same thing what the shoulder here is doing in a way, also if we raise this up. It's kind of doing something similar to what the skin is already doing. So that's probably not going to be very helpful. So let's undo that. Instead what we want, as I said, we want if this goes up, we want this joint here to go up with it. And then if it goes down, probably not a lot should happen. it should go down a little bit with it. Okay, so basically just translation based on the rotation of the shoulder joint here. And if it comes forward or backwards like that, then we want that shoulder blade either to push back or probably even better, we want it to rotate around the same point here. It should just kind of rotate around this pivot. So what we should probably start with doing is just creating a group above the shoulder blade here. We can call this our shoulder blade group. We'll do the same on the other side right away. L shoulder blade group. And then I want to move that pivot onto the root of the shoulder. So we have a point where we can rotate around and we'll take the whole shoulder blade and rotate it around at the same point. So now if I take this and I rotate it, I can basically take the group and rotate it around the same pivot so that it kind of pushes the shoulder blade back and towards each other. Like when both are coming back, when both of them kind of like to push towards each other. And same thing if this is going forward now. Just rotating forward. Then we can also take this group and rotate around the same pivot, having the appearance as if that is kind of sliding over the rib cage here and kind of coming to the front in a rotational fashion. So for four backwards, kind of like the rotation here in Y, we want rotation on the group and for up and down, we want to have translation on the group. So now we can connect those up. Let's first try the rotation. So I'll take my shoulder control and the shoulder blade group and bring them in either the node editor or the hypershade or hypergraph, whatever you prefer in terms of connections. Now I'll connect from the shoulder control onto the shoulder blade group for rotation. To see which ones we have to connect, so Y should connect to shoulder blade group Y. So that should be easy. Rotate, rotate y to rotate y. Now by doing that, if we rotate that, we can see the shoulder blade is following, at the moment it's following one to one. If we don't want that, so for example, maybe for back we wanted one to one, but for forward maybe we wanted less. So then we can again work with the remap node in between here. that, remap value. It's probably enough because we only need one value here, only the y. Then we connect this in here, so into input, rotate y into input value, and then output value or out value into rotate y. So then we've essentially inserted that here, and it creates these unit conversions again for us. And now we're going to set these values, So the incoming should maybe go all the way 90 or minus 90 to 90 and the output should also be the same 90 to minus 90. So that means it's going to work in the range, it should work in the range between minus 90 and 90. So I can take this all the way to 90 and it will still follow after that. It will of course stop, but this is pretty extreme. So I don't think that we ever need to go that far forward because it's just not realistic. So as long as we have that 90 to minus 90 range, that should probably be fine. And now having that remap value in between there, we can come into the attribute editor and add our midpoint, making sure that zero is still zero in both sides. And then we can tweak what the minimum is or what the maximum is using those two here, just like we did for the other shoulder. So now if we come forward, we can say, okay, we want to decrease that a little bit, so we have to figure out which one it is, actually this one here. can maybe say okay it should only move half going forward so we put it to 0.75 for positive and now if we move back we can see it moves 100% and going forward it only moves 50% here. It's maybe a little bit hard to see because we don't really have a relationship, I mean there is no like line or something but we can already see backwards is upon and one and forward it's not one to one. It's moving a little bit less the shoulder blade, it's kind of like staying behind. And then let's try to set up our up and down here as well. So for up and down we could maybe try to work with the with the rotate set here as well and say well if this goes up then we want to translate the group up or something like that. trying to think actually maybe let's try that. So let's go to the shoulder control and say, OK, if this is minus 50, I'm just thinking the other way how you could also do it is you could also create a locator or some helper type of object and use that point constraint to this joint here. So then you have something that you can measure if it's going up or down. You could connect the translation to the translation here, but I think in this case I'm actually going to go to use the rotation of that here and remap that into translation for the shoulder blade. Group. Okay, so let's go under the control here again and go into... So we'll create another remap value. Let's rename the one that we already have here. So that was for our shoulder blade. Maybe forward, back. Remap value. And now I'm thinking, you know, now maybe it would have made sense to create a remap color instead of two remap values. But now we have that already. Let's go with it. and we'll connect, we have to figure out which one again, up and down so that it would be set, so rotate set goes into this remap now, rotate set into input value and from here the output we'll put into the translation of the group, right? So we can move it up and down, translate y. Outvalue to translate y. And this one we're going to call the same as the other one, but now our shoulder blade up down, remap value. And here we'll put the same thing, maybe minus 90 to 90, but for the output we want to kind of remap it minus one to one. So really just a small translation. Actually now we have it exactly the opposite So then we can just come in here onto the up and down and switch those around. So if this is minus 90, then it should be 1. And if this is 90, then it should be minus 1. And then we should be seeing that now it's moving up or down a little bit anyways. If we want to increase that, we just increase those values. Maybe let's set them to 5 and minus 5. And we can see as this is approaching 90, we're like pushing or pulling the shoulder blade up. And if we are going down and we are pushing it down, for up I think it makes perfect sense. For down perhaps it shouldn't move as much. So then we can use the same trick because we have the same values for min and max and here for min and max. We can come into the attribute editor and go our 0.5 point here adding that. 0.5 and then we can play with the max value and what it means. So maybe if we set that to 0.5, then you will see that it will move up more or pull up more than pushing down. Pushing down will be a little bit weaker. We can even decrease that maybe to 0.65. Whatever we feel, you know, looks good. If we don't like the transition, then we could come in here and play with kind of the curvature here, maybe even add more points as I said before, or try to switch this to spline or something like that to make it a little bit more easing in, easing out kind of thing. And see what we get. And we'll probably have to look at this in motion later on with the skin and everything there. now I think this is working fine for me and for our backward should rotate it. I think this is good. We're missing one more thing and that is so far we've only connected it to the shoulder's rotation. But what we're still missing is what about if the other shoulder is applied, right? If this is kind of going up and down we see the shoulder blade is not doing anything. is because at the moment we've only connected it to the shoulder control here. These two guys and then they are going in there. So only the shoulder control is controlling the shoulder blade group at the moment, but what we have here for our up and down that is actually triggering the shoulder group, auto group I think we call it. So that auto group here. So we have to connect that in there as well. So what we have to do is we have to take the auto group and add that into the mix here. I'll actually drag and drop it from there. And we have to now add those two values. The values that are coming from here plus the values that are coming from here should go into these up and down and forward back. Let's see if it's the same thing. Why and set, why and set. So we have the same attributes and we can just add a plus minus node to add those two together, PM plus minus plus minus average node. And we can call this rshoulderBladePMA for plus minus average. I don't think we've used that name before. So for some that we're using a plus minus node in context with the shoulderBlade. And then we're adding those two together. So first I go from the control, perhaps, y into y, and set into set. I could also connect the x right away, but we know that we're probably not going to use the x because it's for twisting. So let's leave that empty, and then we connect into the second slot here. The value is coming from the auto shoulder. So the outputs, output, and here kind of the same thing. So we go Y and Z. So Y goes into the second slot here, Y and Z into the second slot, Z. So now we've added those two together. And then we can go from the, just lay this out a little bit nicer. So those two are getting added up here and then from here we want to go into our appropriate remap. So let's see here, up and down was Z. So then we go from output 3D set into our up and down, output 3D set into input value here for up and down. Now we don't need that unicode version anymore, we can delete it. And then the same thing here for this one. We go from, I think that was, let's see here, is it Y? Y is forward back. So we go from Y into the forward back, Y, output Y, into the input value, forward back, and we don't need that unit conversion anymore, it's just empty now. Okay, so now that we've added a plus minus average node, now it should work. Let's test it out. This is still zero. Now if we move this up and down, now you can see the shoulder blade is actually moving with it, it's going up. And when we're moving down, it's going down a little bit. And then when we are rotating it, then we can see it's rotating forward or it's rotating backwards. Right? Forward is half. That's what we set up. And backwards, 100%. 100%.",
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+ "text": " Let's talk about the shoulder blade setup and preparing for next week's skinning a little bit. So we probably want to have another joint style setup here for the shoulder blades so that when the arm raises at a moment here we can see all this skin is coming out for example. It's like rotating all with the shoulder. While instead, it should probably be more straight. When the arm raises, the shoulder blade actually just goes up and down. Or up rather, when the shoulder raises and when the shoulder comes down, it's kind of coming down straight. And then when it's going back, then we want to push it back. And when it's coming forward, then it could or should kind of slide around at the rib cage here. So that's really what's happening with the shoulder blade in reality. So let's try to mimic that here in our character. So first step what I'm going to do is I want to hide these additional joints that we put in for our shoulder auto IK. So I'll move both arms into a position where I can see them. And then I can select them and hide the shoulder auto once. setting the visibility to zero. We don't need to see those, otherwise we're just getting kind of distracted from them. Okay, and then set this all back to zero, and then we'll drop in some new joins. Now I'm also going to add some new joins here for the breasts here, just so that we can use that for waiting next week, and maybe even for under the armpit here, so that it doesn't go so far up. We'll see see if we need that or not. But let's start with dropping in some new joints. So the Skeleton Joint Tool. Start on the front here. We go into Side View. And I'll start by adding a new joint here for the chest or breasts, depending if you have a male or female character. I think even for a male character, you can also probably benefit from that as well. So let's drop in two joints here, one for the root, one for the end. And then we'll move them to the side. We can also do is we can rotate it a little bit out. Only remember if we do that we have to freeze our rotations and fix our axes here again afterwards. So I'll rotate them out a little bit, something like this perhaps. and then I will freeze my rotation and check that the axes are okay so I'll joint, toggle the axes, that actually does look okay still, but I'm still going to change them to be, so that we have y for twist and up and down or bending for x, just bend twist side, thinking about that again, so I'll set this to for primary and X to X positive in secondary, hit apply, and now if we are bending it up and down, we're basically getting X for up and down. The bending sideways is the Z and twisting is our Y. Actually I should have hidden that right away, our X is here, we don't need to set that anymore, and then we can flip it over to the other side after we've renamed it. So let's name And those are breasts, maybe, or chests. We can also call it chest, root, joint. And then end, joint. As long as we haven't used that name before, then that's okay. and then we'll select the root and mirror it over. Mirror join and here we still have the correct settings. Bring it over with behavior. Okay, and then we want to parent them to the moment they're under the world here. We want to parent them under the closest spine join. But we don't want to parent them under the FK joins. we rather want to parent them under the ik joints that are under the follicles that are following the surface because the surface is following everything. So these are all final joints that we are going to skint to and that we also want to parent those things under. So what we could do is we cannot really hide our fk joints here because if we do then it's It's basically going to hide everything. We just set the FK here to zero. We can see everything is hidden. We'll want to see our arms and so on. So instead, what we can do is we have a couple of different options. We can either find our FK drawings and set the drawing style to none. That will basically not draw this bone. So up here, we can see the difference between bone where it draws it and none where it doesn't draw it. But then we have to go through and do it for every single one of those FK joints. Or what we could also try to do is keeping the visibility there, but just setting the radius pretty small. So let's see if we can do that. That helps it all. Expand it all the way and then select all those joints and setting the radius quite small. And those maybe 0.1. So then they're still there, but these are the actual joints that I want to skin to, these regular spine ruins without IK or FK. There are also still the big ones here, the IK ones, we don't want to skin anything to those, but rather to those that are under the follicles. Then we select both of these and parent it to the closest one that's under the follicles, that would be probably the spine 7 here in this case. And now if we're using Bend or something like that, we should see that those joints are following. And then we'll do something similar for back here for the shoulder blade joints. Create new joints. Maybe from up there all the way to down here, something like that. Kind of have to think and maybe look at some reference how shoulder blades are really looking like. Probably also useful to seeing how it behaves when we're raising the shoulder and stuff like that. But there would probably be something like this. Here we can see I have already attempted to model the in shoulder blade a little bit, but that's the approximate size of it and maybe also the position. We can also rotate those guys or translate this lower joint. But if we do, we have to remember that we have to freeze the rotation on the root joint and also fix the axes again. So I'm not going to bother with it, I'm just going to leave what we have by I am just creating it so the axis should be fine and everything so I'm not going to rotate it or move it. What I'm going to do is I'm going to rename it. So let's call the first one here r shoulder blade root joint and then r shoulder blade end joined. And then we can mirror them to the other side here as well. Mirror join, we should still have the same settings, so that should all be fine. And then we have both of them in here. Okay. And now we have to think where we want to connect them or where we want to have those joints go under now and kind of set it up so that it does the right thing as we're translating this up and down. So obviously we want them to follow the shoulder here a little bit, but as I said earlier, if we just take this and parent it under here, or also under here which would be kind of more realistic, what we get now is if we rotate the shoulder or raise the arm, it's still rotating out. So it's kind of like doing the same thing what the shoulder here is doing in a way, also if we raise this up. It's kind of doing something similar to what the skin is already doing. So that's probably not going to be very helpful. So let's undo that. Instead what we want, as I said, we want if this goes up, we want this joint here to go up with it. And then if it goes down, probably not a lot should happen. it should go down a little bit with it. Okay, so basically just translation based on the rotation of the shoulder joint here. And if it comes forward or backwards like that, then we want that shoulder blade either to push back or probably even better, we want it to rotate around the same point here. It should just kind of rotate around this pivot. So what we should probably start with doing is just creating a group above the shoulder blade here. We can call this our shoulder blade group. We'll do the same on the other side right away. L shoulder blade group. And then I want to move that pivot onto the root of the shoulder. So we have a point where we can rotate around and we'll take the whole shoulder blade and rotate it around at the same point. So now if I take this and I rotate it, I can basically take the group and rotate it around the same pivot so that it kind of pushes the shoulder blade back and towards each other. Like when both are coming back, when both of them kind of like to push towards each other. And same thing if this is going forward now. Just rotating forward. Then we can also take this group and rotate around the same pivot, having the appearance as if that is kind of sliding over the rib cage here and kind of coming to the front in a rotational fashion. So for four backwards, kind of like the rotation here in Y, we want rotation on the group and for up and down, we want to have translation on the group. So now we can connect those up. Let's first try the rotation. So I'll take my shoulder control and the shoulder blade group and bring them in either the node editor or the hypershade or hypergraph, whatever you prefer in terms of connections. Now I'll connect from the shoulder control onto the shoulder blade group for rotation. To see which ones we have to connect, so Y should connect to shoulder blade group Y. So that should be easy. Rotate, rotate y to rotate y. Now by doing that, if we rotate that, we can see the shoulder blade is following, at the moment it's following one to one. If we don't want that, so for example, maybe for back we wanted one to one, but for forward maybe we wanted less. So then we can again work with the remap node in between here. that, remap value. It's probably enough because we only need one value here, only the y. Then we connect this in here, so into input, rotate y into input value, and then output value or out value into rotate y. So then we've essentially inserted that here, and it creates these unit conversions again for us. And now we're going to set these values, So the incoming should maybe go all the way 90 or minus 90 to 90 and the output should also be the same 90 to minus 90. So that means it's going to work in the range, it should work in the range between minus 90 and 90. So I can take this all the way to 90 and it will still follow after that. It will of course stop, but this is pretty extreme. So I don't think that we ever need to go that far forward because it's just not realistic. So as long as we have that 90 to minus 90 range, that should probably be fine. And now having that remap value in between there, we can come into the attribute editor and add our midpoint, making sure that zero is still zero in both sides. And then we can tweak what the minimum is or what the maximum is using those two here, just like we did for the other shoulder. So now if we come forward, we can say, okay, we want to decrease that a little bit, so we have to figure out which one it is, actually this one here. can maybe say okay it should only move half going forward so we put it to 0.75 for positive and now if we move back we can see it moves 100% and going forward it only moves 50% here. It's maybe a little bit hard to see because we don't really have a relationship, I mean there is no like line or something but we can already see backwards is upon and one and forward it's not one to one. It's moving a little bit less the shoulder blade, it's kind of like staying behind. And then let's try to set up our up and down here as well. So for up and down we could maybe try to work with the with the rotate set here as well and say well if this goes up then we want to translate the group up or something like that. trying to think actually maybe let's try that. So let's go to the shoulder control and say, OK, if this is minus 50, I'm just thinking the other way how you could also do it is you could also create a locator or some helper type of object and use that point constraint to this joint here. So then you have something that you can measure if it's going up or down. You could connect the translation to the translation here, but I think in this case I'm actually going to go to use the rotation of that here and remap that into translation for the shoulder blade. Group. Okay, so let's go under the control here again and go into... So we'll create another remap value. Let's rename the one that we already have here. So that was for our shoulder blade. Maybe forward, back. Remap value. And now I'm thinking, you know, now maybe it would have made sense to create a remap color instead of two remap values. But now we have that already. Let's go with it. and we'll connect, we have to figure out which one again, up and down so that it would be set, so rotate set goes into this remap now, rotate set into input value and from here the output we'll put into the translation of the group, right? So we can move it up and down, translate y. Outvalue to translate y. And this one we're going to call the same as the other one, but now our shoulder blade up down, remap value. And here we'll put the same thing, maybe minus 90 to 90, but for the output we want to kind of remap it minus one to one. So really just a small translation. Actually now we have it exactly the opposite So then we can just come in here onto the up and down and switch those around. So if this is minus 90, then it should be 1. And if this is 90, then it should be minus 1. And then we should be seeing that now it's moving up or down a little bit anyways. If we want to increase that, we just increase those values. Maybe let's set them to 5 and minus 5. And we can see as this is approaching 90, we're like pushing or pulling the shoulder blade up. And if we are going down and we are pushing it down, for up I think it makes perfect sense. For down perhaps it shouldn't move as much. So then we can use the same trick because we have the same values for min and max and here for min and max. We can come into the attribute editor and go our 0.5 point here adding that. 0.5 and then we can play with the max value and what it means. So maybe if we set that to 0.5, then you will see that it will move up more or pull up more than pushing down. Pushing down will be a little bit weaker. We can even decrease that maybe to 0.65. Whatever we feel, you know, looks good. If we don't like the transition, then we could come in here and play with kind of the curvature here, maybe even add more points as I said before, or try to switch this to spline or something like that to make it a little bit more easing in, easing out kind of thing. And see what we get. And we'll probably have to look at this in motion later on with the skin and everything there. now I think this is working fine for me and for our backward should rotate it. I think this is good. We're missing one more thing and that is so far we've only connected it to the shoulder's rotation. But what we're still missing is what about if the other shoulder is applied, right? If this is kind of going up and down we see the shoulder blade is not doing anything. is because at the moment we've only connected it to the shoulder control here. These two guys and then they are going in there. So only the shoulder control is controlling the shoulder blade group at the moment, but what we have here for our up and down that is actually triggering the shoulder group, auto group I think we call it. So that auto group here. So we have to connect that in there as well. So what we have to do is we have to take the auto group and add that into the mix here. I'll actually drag and drop it from there. And we have to now add those two values. The values that are coming from here plus the values that are coming from here should go into these up and down and forward back. Let's see if it's the same thing. Why and set, why and set. So we have the same attributes and we can just add a plus minus node to add those two together, PM plus minus plus minus average node. And we can call this rshoulderBladePMA for plus minus average. I don't think we've used that name before. So for some that we're using a plus minus node in context with the shoulderBlade. And then we're adding those two together. So first I go from the control, perhaps, y into y, and set into set. I could also connect the x right away, but we know that we're probably not going to use the x because it's for twisting. So let's leave that empty, and then we connect into the second slot here. The value is coming from the auto shoulder. So the outputs, output, and here kind of the same thing. So we go Y and Z. So Y goes into the second slot here, Y and Z into the second slot, Z. So now we've added those two together. And then we can go from the, just lay this out a little bit nicer. So those two are getting added up here and then from here we want to go into our appropriate remap. So let's see here, up and down was Z. So then we go from output 3D set into our up and down, output 3D set into input value here for up and down. Now we don't need that unicode version anymore, we can delete it. And then the same thing here for this one. We go from, I think that was, let's see here, is it Y? Y is forward back. So we go from Y into the forward back, Y, output Y, into the input value, forward back, and we don't need that unit conversion anymore, it's just empty now. Okay, so now that we've added a plus minus average node, now it should work. Let's test it out. This is still zero. Now if we move this up and down, now you can see the shoulder blade is actually moving with it, it's going up. And when we're moving down, it's going down a little bit. And then when we are rotating it, then we can see it's rotating forward or it's rotating backwards. Right? Forward is half. That's what we set up. And backwards, 100%. 100%."
6
+ }
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+ ]
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+ }