Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part6_week08 11 space switching_frames.zip
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"text": " Hello, I wanted to do a quick video on space switching because somebody asked for it. So sometimes you want, for example, the IK goals to be in a certain space at a moment. If we move the character, we can see that the IKs are staying behind. They're just parents to the world or rather to the all controls that when we move everything they will follow, but if we move the body, for example, they stay behind, or if we move the chest or something like that. So sometimes it can be useful to have a switch to be able to control which part of the body you want these iK goals to follow. So to be able to do that, what we can do, or probably the easiest way to do it would be to come in here, find our control. And here we have our IK, ARM IK control. And if we group that, and then we call this space group, for example, ARM IK space group. What we want to do is move the pivot to the same location as the controller. Up there, where the arm ends, arm end joint, snapping it using the V key. Then the next thing that we want to do is create, for example, null groups, empty groups or locators. I'll use locators here for the different spaces. So let's say we want this one to follow either the all control what it currently does or we want to be able to say hey it should not follow the body or we want to say maybe it should follow the head or something like that. Let's create three locators and we want to parent them or move them to the same location that we already have here. So one goes here and this will be for example our arm, IK, follow all locator, I'll duplicate him three times, one for the body, follow the body, and one for the chest or the head or something like that. create another one for the head as well, just in case. I'm kind of as many as we want for those. And then the next step would be to, actually let me think about this here for a second, it might have been better to not have translations on the locator and rather have individual groups here on top so that we can make sure that they all have the same space as well. We want to group them. zero those out that they are here in the origin again and I'll create groups here on top of all of those and I will rename those groups body group head group and chest group. Now we can move those groups up instead. So we'll snap the groups to the end of the arm. And now the locators themselves, they don't have any translation values, no rotation values, and they will also all be in the same space. And they will be in the same space as the arm ik space group that we've created here on top of the controller. Now we can take the locators here, all body, chest and head and constrain it to, or rather constrain the arm IK space group to these locators. Constrain, let's use apparent constrain here. Maintain offset, everything on, and then we have these different weights, right? So now if we set all the weights to zero, leaving only one on, now the hand will follow the all and not the body for example. If we now switch this around and we say, okay, should only follow the chest for example, then it will follow the chest group. Here we go, chest, follow, and not the all anymore. So what we can now do is we can come onto the controller here and add a follow attribute. Follow and I'll make this an enum and I'll change the enum values here to the different spaces. So with all we have, sorry, follow is the attribute name and down here we want to change all body and add two more chests and head. We'll add that attribute. So here we have our follow attribute and now we can connect that follow attribute to, depending on what we set it to, have a different result here or switch the different spaces. We could do that with etc. keys for example or we can do that with nodes. It's completely up to us how we want to do it. I'll select the control, I'll select my parent constrain, bring both into the node editor or the hypershade. I'll use the hypershade here just because I'm more familiar with it or faster. So let's put it in here. Graph and select it. So the way how we can do it with nodes is with remap nodes for example, because this essentially is just a value. So this all will be zero, body will be one, chest will be two, and head will be three. So what we can do is we can create some remap value nodes, one for our arm ik, follow all Re-map value. Now we can take this, duplicate it four times. This will be the body. This will be the chest. The head. Then we go from the follow attribute into the input value for all of those. So here we can see at the moment that it is set to 2. That is because we have our follow attribute set to chest. So it's 0, 1, 2, 3. So it's set before. Now on these remaps, what we want to do is we want to remap the first one. all. If it's 0, then it should be on, and if it's 1, then it should be off. So if it's 0, it's 1, and if it's 1, the incoming value is over higher, then it should be 0. Then we can connect the first one to our parent constraint, follow all locator, the first weight here. Output, out value into the first one. So unless this is set to zero now, it will always be one. But if it's set to zero, then the value, the out value will be one. So let's test this real quick. Set this to all. Then here we can see it's setting it to one. And otherwise, if it's any of the other ones, body for example, then we should see this will be zero. Now for the next one, it gets a little bit trickier because if it's zero, we want the output to be zero, right? If this is zero, we want it to be zero. If this is one, we want it to be on, and if it's two or higher, we want it to be zero again. So what we can do with With this we can, under remap on the value part, we can add another 50% here, 0.5, and at the maximum we will set it back to the minimum again. And if we now change this to be 0 or 2, and if it's the minimum, the output will be 0, and if it's the maximum, the output will be 1. So that means at 50% between those two, we will have the maximum and at the minimum. So basically here we will have the minimum and at the maximum input we will have the minimum output. So we will have 0 here, 1 here in between the minimum and the maximum of the input. So that means here between 0 and 1, we will have a value of 1 and then it goes back down here at the maximum of 2, it will be 0 again. So we can plug that one in to our next body, hot value body weight here. I can see if that's working. So at the moment it is set to zero. If we switch this to body, then it should be one. And it's one. And then if we switch this to chest, then you can see it's 0 again. For the next one, it's quite similar. So for the next one, what we want is the chest folder. We want the minimum to be 1 and the maximum to be 3. And then it should also be mapped to 0 and 1. And we can do the same thing that we just did. We add another point here at 0.5. And there it will have the maximum. And at the actual maximum of the input, we will have the minimum output again. So same thing, same idea, only that here it goes from 1 to 3 as opposed to from 0 to 2. 1 to 3, so at 1 it's the minimum, so it will be 0. At the maximum 3, it will also be the minimum, 0. And at halfway through, so halfway of the input, that means 2 halfway, we'll have the maximum. So you can think of this as the length here, that is the input, and the height is the output. So we plug that, the chest, into our third weight, our value into the chest. So that should be working now too. So we have 0, 0, 1, 0, and then the last one, we can basically do the same thing. We could do the same thing, now we could keep on going, you know, we could, for the follow ahead we could do 3 and 4. So if it's at 3 then we want to have the maximum so we could do the same thing here that we did before. Something like that and then plug that in and that will work. Out value to the last one. Or we could do something similar that we were doing with the first one where we only have a smaller range so not go from 2 2 to 3, 4, but rather 2 to 3. So if it's 2, it should be 1. And if it's 3, it should be, actually the other way around. If it's 2 or smaller, it should be 1. And if it's 3, it should be 1. So if you don't have anything coming afterwards, where you don't have to turn it off again, then we could also do something like this, where we just remap it straight that as I said before, two, if it's two or small, we'll be zero and if it's three, it will be one. So that would also work. But to make it consistent, I'll actually go back to what I did earlier. So doing it like this and then instead of increasing the incoming range because I'm setting this to four, so now if it's between two and four, which will with three it will be the maximum and then we'll go down at four we'll go down to the minimum again. I'm doing that because first of all here it doesn't hurt but second of all then we can keep on adding more and more if we want to later on without having to think about changing that. We can actually also come in here and do the same thing so that second one the body was going from zero to two and this one here was going from zero to 1 so we could also set this to minus 1 and then we can do the same thing here where we also have a middle value, 0, 5, will be 1, will be the maximum and then we'll go down again. That means that now if the incoming value is actually getting minus 1, it will be 0, we'll turn it off and then at the middle which will be 0, it will be the maximum 1 And then at 1, I will turn it off again to 0. Actually here is a little mistake under the chest. I think we have to swap these around, that's why. We have to say 0, 1. So if it's in between the two, if it's at a minimum, it will be the minimum. If it's at a maximum, it will also use the minimum because of the way how we are going down to the minimum again. And then at the middle, so that would be 0 here, it will be the maximum output, so it will be 1. Now it should work. Check this out. Here we have 0, 1, 0, 0, 0, 1, 0. And if we copy the tab here, and now we switch this around, we should see it behave properly. So if we're on allfollow, then we can see 1, 0, 0, 0. If we are on bodyfollow, we'll be 0, 1, 0, 0. If we are on chestfollow, the chest will be activated, and if we're ahead, then the head will be activated. So that's all working. Our follow modes here, the only thing that's now left to do is parenting these groups in the appropriate places. So the all should probably go under the all control. The body should go under the body control. The head should go under the head control. And the chest should go under this chest control here, for example. So now if we switch this and say, okay, I should follow the all control, if I move the body, it won't follow. If I now go under the body and I move this, now I will follow the body. And if I set this to the chest, at the moment it does not follow the chest, as you can see. But if I set this to chest follow, follow chest, and then I move the chest, now it will follow the chest. And of course it will also follow the body because if I move the body, the chest also follows, so therefore it will also follow automatically and it will also follow the all control, everything else is apparent. So you have kind of like this hierarchical approach now where you can decide which parts you want it to follow. So at the moment you can see here we have this locator moving that is our head locator. If we select this it's our armik or armikfollowhead locator. And so if we switch this to head now, and then we move the head, now the hand will follow the head. Now the moment this is only taking translation into account, if we rotate this, actually it does rotate around it too. I was going to say for rotation we might have to do something different here, but actually this is working. I haven't tested it before. I don't, in most of the rigs that I have, I don't add follow attributes. I just parent the IK goals to the world or rather to the all control that it follows. The all control when we scale it, scale the rig for example, but apart from that, it should always be outside, I feel, because if it should move the IK goals, then I feel the animator should move them manually if they want them to to go along but sometimes you know in some rigs and some animators might ask for that to have the IK kind of move with it the only problem with that is that if you have it set up like that for example now that it follows the body or the head or something like that and now if you translate it said here is no longer said actually because set is actually here forward, back, and here in this case now you're changing the whole space. So that means that set is now side motion while looking at the body it's actually still front going forward, but looking at the feet for example, already all control it's going sideways now, which might be a little bit confusing to look at in the graph editor because you're changing the whole space of everything above including you know the orientation of that controller here if you do these space switches. But that's essentially what space switching means, right? You're switching the space that this controller here operates in. So that's just a super, super simple setup here for space switching. You can also try to do it on the other side here real quick. But it's basically the same idea. We could create additional locators, or we can use the locators that we already have created. So the only thing, actually, actually that's not true. We do need extra locators. We do need a completely new set of locators because we have to position the locators. We'll want them to go. Or actually we should. I think we can probably position them somewhere else as well, But I would recommend just creating a new set of locators and then doing the whole setup here on the other arm again. Because we need the locators, and they're going to cost us very much, the only thing that might slow it down at one point is using too many constraints. But we have to use a separate constraint for the hand, or not the hand, but rather the IK arm here anyway. So we have to group that, create our space group, just like we did with the other one here left. And we have to do the whole game again for creating our parent constraint and then setting up the remap nodes or set driven keys as I said, which would also work here to be able to change the follow mode for this arm as well. So if I would do it, I would probably create extra locators for the hand, right hand extra locators for the left hand, extra locators for the right foot, extra locators for the left foot and so on as a fourth. I hope this all makes sense, and let me know if you guys have any questions about this.",
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"text": " Hello, I wanted to do a quick video on space switching because somebody asked for it. So sometimes you want, for example, the IK goals to be in a certain space at a moment. If we move the character, we can see that the IKs are staying behind. They're just parents to the world or rather to the all controls that when we move everything they will follow, but if we move the body, for example, they stay behind, or if we move the chest or something like that. So sometimes it can be useful to have a switch to be able to control which part of the body you want these iK goals to follow. So to be able to do that, what we can do, or probably the easiest way to do it would be to come in here, find our control. And here we have our IK, ARM IK control. And if we group that, and then we call this space group, for example, ARM IK space group. What we want to do is move the pivot to the same location as the controller. Up there, where the arm ends, arm end joint, snapping it using the V key. Then the next thing that we want to do is create, for example, null groups, empty groups or locators. I'll use locators here for the different spaces. So let's say we want this one to follow either the all control what it currently does or we want to be able to say hey it should not follow the body or we want to say maybe it should follow the head or something like that. Let's create three locators and we want to parent them or move them to the same location that we already have here. So one goes here and this will be for example our arm, IK, follow all locator, I'll duplicate him three times, one for the body, follow the body, and one for the chest or the head or something like that. create another one for the head as well, just in case. I'm kind of as many as we want for those. And then the next step would be to, actually let me think about this here for a second, it might have been better to not have translations on the locator and rather have individual groups here on top so that we can make sure that they all have the same space as well. We want to group them. zero those out that they are here in the origin again and I'll create groups here on top of all of those and I will rename those groups body group head group and chest group. Now we can move those groups up instead. So we'll snap the groups to the end of the arm. And now the locators themselves, they don't have any translation values, no rotation values, and they will also all be in the same space. And they will be in the same space as the arm ik space group that we've created here on top of the controller. Now we can take the locators here, all body, chest and head and constrain it to, or rather constrain the arm IK space group to these locators. Constrain, let's use apparent constrain here. Maintain offset, everything on, and then we have these different weights, right? So now if we set all the weights to zero, leaving only one on, now the hand will follow the all and not the body for example. If we now switch this around and we say, okay, should only follow the chest for example, then it will follow the chest group. Here we go, chest, follow, and not the all anymore. So what we can now do is we can come onto the controller here and add a follow attribute. Follow and I'll make this an enum and I'll change the enum values here to the different spaces. So with all we have, sorry, follow is the attribute name and down here we want to change all body and add two more chests and head. We'll add that attribute. So here we have our follow attribute and now we can connect that follow attribute to, depending on what we set it to, have a different result here or switch the different spaces. We could do that with etc. keys for example or we can do that with nodes. It's completely up to us how we want to do it. I'll select the control, I'll select my parent constrain, bring both into the node editor or the hypershade. I'll use the hypershade here just because I'm more familiar with it or faster. So let's put it in here. Graph and select it. So the way how we can do it with nodes is with remap nodes for example, because this essentially is just a value. So this all will be zero, body will be one, chest will be two, and head will be three. So what we can do is we can create some remap value nodes, one for our arm ik, follow all Re-map value. Now we can take this, duplicate it four times. This will be the body. This will be the chest. The head. Then we go from the follow attribute into the input value for all of those. So here we can see at the moment that it is set to 2. That is because we have our follow attribute set to chest. So it's 0, 1, 2, 3. So it's set before. Now on these remaps, what we want to do is we want to remap the first one. all. If it's 0, then it should be on, and if it's 1, then it should be off. So if it's 0, it's 1, and if it's 1, the incoming value is over higher, then it should be 0. Then we can connect the first one to our parent constraint, follow all locator, the first weight here. Output, out value into the first one. So unless this is set to zero now, it will always be one. But if it's set to zero, then the value, the out value will be one. So let's test this real quick. Set this to all. Then here we can see it's setting it to one. And otherwise, if it's any of the other ones, body for example, then we should see this will be zero. Now for the next one, it gets a little bit trickier because if it's zero, we want the output to be zero, right? If this is zero, we want it to be zero. If this is one, we want it to be on, and if it's two or higher, we want it to be zero again. So what we can do with With this we can, under remap on the value part, we can add another 50% here, 0.5, and at the maximum we will set it back to the minimum again. And if we now change this to be 0 or 2, and if it's the minimum, the output will be 0, and if it's the maximum, the output will be 1. So that means at 50% between those two, we will have the maximum and at the minimum. So basically here we will have the minimum and at the maximum input we will have the minimum output. So we will have 0 here, 1 here in between the minimum and the maximum of the input. So that means here between 0 and 1, we will have a value of 1 and then it goes back down here at the maximum of 2, it will be 0 again. So we can plug that one in to our next body, hot value body weight here. I can see if that's working. So at the moment it is set to zero. If we switch this to body, then it should be one. And it's one. And then if we switch this to chest, then you can see it's 0 again. For the next one, it's quite similar. So for the next one, what we want is the chest folder. We want the minimum to be 1 and the maximum to be 3. And then it should also be mapped to 0 and 1. And we can do the same thing that we just did. We add another point here at 0.5. And there it will have the maximum. And at the actual maximum of the input, we will have the minimum output again. So same thing, same idea, only that here it goes from 1 to 3 as opposed to from 0 to 2. 1 to 3, so at 1 it's the minimum, so it will be 0. At the maximum 3, it will also be the minimum, 0. And at halfway through, so halfway of the input, that means 2 halfway, we'll have the maximum. So you can think of this as the length here, that is the input, and the height is the output. So we plug that, the chest, into our third weight, our value into the chest. So that should be working now too. So we have 0, 0, 1, 0, and then the last one, we can basically do the same thing. We could do the same thing, now we could keep on going, you know, we could, for the follow ahead we could do 3 and 4. So if it's at 3 then we want to have the maximum so we could do the same thing here that we did before. Something like that and then plug that in and that will work. Out value to the last one. Or we could do something similar that we were doing with the first one where we only have a smaller range so not go from 2 2 to 3, 4, but rather 2 to 3. So if it's 2, it should be 1. And if it's 3, it should be, actually the other way around. If it's 2 or smaller, it should be 1. And if it's 3, it should be 1. So if you don't have anything coming afterwards, where you don't have to turn it off again, then we could also do something like this, where we just remap it straight that as I said before, two, if it's two or small, we'll be zero and if it's three, it will be one. So that would also work. But to make it consistent, I'll actually go back to what I did earlier. So doing it like this and then instead of increasing the incoming range because I'm setting this to four, so now if it's between two and four, which will with three it will be the maximum and then we'll go down at four we'll go down to the minimum again. I'm doing that because first of all here it doesn't hurt but second of all then we can keep on adding more and more if we want to later on without having to think about changing that. We can actually also come in here and do the same thing so that second one the body was going from zero to two and this one here was going from zero to 1 so we could also set this to minus 1 and then we can do the same thing here where we also have a middle value, 0, 5, will be 1, will be the maximum and then we'll go down again. That means that now if the incoming value is actually getting minus 1, it will be 0, we'll turn it off and then at the middle which will be 0, it will be the maximum 1 And then at 1, I will turn it off again to 0. Actually here is a little mistake under the chest. I think we have to swap these around, that's why. We have to say 0, 1. So if it's in between the two, if it's at a minimum, it will be the minimum. If it's at a maximum, it will also use the minimum because of the way how we are going down to the minimum again. And then at the middle, so that would be 0 here, it will be the maximum output, so it will be 1. Now it should work. Check this out. Here we have 0, 1, 0, 0, 0, 1, 0. And if we copy the tab here, and now we switch this around, we should see it behave properly. So if we're on allfollow, then we can see 1, 0, 0, 0. If we are on bodyfollow, we'll be 0, 1, 0, 0. If we are on chestfollow, the chest will be activated, and if we're ahead, then the head will be activated. So that's all working. Our follow modes here, the only thing that's now left to do is parenting these groups in the appropriate places. So the all should probably go under the all control. The body should go under the body control. The head should go under the head control. And the chest should go under this chest control here, for example. So now if we switch this and say, okay, I should follow the all control, if I move the body, it won't follow. If I now go under the body and I move this, now I will follow the body. And if I set this to the chest, at the moment it does not follow the chest, as you can see. But if I set this to chest follow, follow chest, and then I move the chest, now it will follow the chest. And of course it will also follow the body because if I move the body, the chest also follows, so therefore it will also follow automatically and it will also follow the all control, everything else is apparent. So you have kind of like this hierarchical approach now where you can decide which parts you want it to follow. So at the moment you can see here we have this locator moving that is our head locator. If we select this it's our armik or armikfollowhead locator. And so if we switch this to head now, and then we move the head, now the hand will follow the head. Now the moment this is only taking translation into account, if we rotate this, actually it does rotate around it too. I was going to say for rotation we might have to do something different here, but actually this is working. I haven't tested it before. I don't, in most of the rigs that I have, I don't add follow attributes. I just parent the IK goals to the world or rather to the all control that it follows. The all control when we scale it, scale the rig for example, but apart from that, it should always be outside, I feel, because if it should move the IK goals, then I feel the animator should move them manually if they want them to to go along but sometimes you know in some rigs and some animators might ask for that to have the IK kind of move with it the only problem with that is that if you have it set up like that for example now that it follows the body or the head or something like that and now if you translate it said here is no longer said actually because set is actually here forward, back, and here in this case now you're changing the whole space. So that means that set is now side motion while looking at the body it's actually still front going forward, but looking at the feet for example, already all control it's going sideways now, which might be a little bit confusing to look at in the graph editor because you're changing the whole space of everything above including you know the orientation of that controller here if you do these space switches. But that's essentially what space switching means, right? You're switching the space that this controller here operates in. So that's just a super, super simple setup here for space switching. You can also try to do it on the other side here real quick. But it's basically the same idea. We could create additional locators, or we can use the locators that we already have created. So the only thing, actually, actually that's not true. We do need extra locators. We do need a completely new set of locators because we have to position the locators. We'll want them to go. Or actually we should. I think we can probably position them somewhere else as well, But I would recommend just creating a new set of locators and then doing the whole setup here on the other arm again. Because we need the locators, and they're going to cost us very much, the only thing that might slow it down at one point is using too many constraints. But we have to use a separate constraint for the hand, or not the hand, but rather the IK arm here anyway. So we have to group that, create our space group, just like we did with the other one here left. And we have to do the whole game again for creating our parent constraint and then setting up the remap nodes or set driven keys as I said, which would also work here to be able to change the follow mode for this arm as well. So if I would do it, I would probably create extra locators for the hand, right hand extra locators for the left hand, extra locators for the right foot, extra locators for the left foot and so on as a fourth. I hope this all makes sense, and let me know if you guys have any questions about this."
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