Add transcription for: week03 09 pt3 reconnecting hand to arm and left side.wav
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transcriptions/week03 09 pt3 reconnecting hand to arm and left side_transcription.json
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"text": " And now we will kind of connect the constraints here that we had to delete to be able to mirror it over again. So we'll bring those back. For that we will find our two locators here again. So one was under this control and the other one was under the FK control. So first let me get to that. So here we have the orange group. This is that first locator, and let's restore that, or redo it. So I'll bring that locator in, grab, add, select it here. It's kind of like a placeholder for keeping that selection. Then we'll blend this over to the other one. Then we can select that, and the other locator was under that, so we reveal select that. open it up and there is our orient for the FK and I will select that locator and bring it in here as well. Graph, add selected so if I can FK locators, then we will select our hand control and go step one up. So up arrow key for getting to the group, that's what we want to constrain. We want to make sure that we have to constrain or sorry the hand group's pivot still at the end of the arm and it is. So that's what we need. Now we'll get that one in, and select it. And then we will connect our constrain it rather. So I'll select my IK, my FK, and my hand group, and constrain orient. And then for point constrain, if you remember on the arms, we did something different than on the feet we connect it or point constrain it to the blending arm end because we don't have any foot rules or anything on that hand. So let's do that same here now. I'll select my blend end joint for the right arm and then I'll also select my, let's bring it in here too. Okay, we have it here. It's easier to select that way. You can select this one and that one and create our point constraint. So we have that restored, then we have to do the blending on our orion constrain here. So let's bring the orion constrain in here as well. So that will be under the hand group in the outliner. So if we select the hand group, reveal selected here are our two constraints. Here is our orange constraint, we'll add that one here to the graph as well. And then we will add our control, the FKIK attribute. So that control now we want to connect it, I believe it's directly to the first one, to the IK1. If not, then it's just 50-50 chance. If we get it wrong, then we'll just connect it the other way around. fkik goes into the weight zero, into the ik, and then through the reverse node, so now we have to find the reverse node again, so we'll have to see if we named it properly. So it should be right arm fkik in reverse, so that's the one. And now we'll go from here, from the output x into the second weight or weight one, four of the FK. Okay, here we go. Now we have that working. Now we try to blend, then it should hopefully work. Let's see, let's test. So now we have IK working, and then if we blend it, then we have FK working. So it seems to be working all fine. Cool. It's undo. And then we can now finally look at the other side, connecting that up. So kind of the same what we just did. I'll go to a new tab here. I'll select my two locators, add them here, and I'll do the same thing. I'll put IK on top so that I can select IK and then FK that we kind of the same order like on the other side. Then I'll need my hand group. I'll select the hand control, go one step up to the group, to the whole rig, to Uber group, the hand, add that in here for the mix. And we also want our left side blend arm or end joint, that's what we want a point constraint to. So we can select one of these joints, doesn't really matter which one, reveal select, adjust it, we can kind of get to where where they are here in the hierarchy. Here they are, but this is the IK arm, this is the blended arm, so we want this end joint. We'll also bring that in. So now we want a point constrain from the arm blend end joint to the hand group, constraint point. Oops, Oops, I made a mistake. I forgot to move the pivot beforehand of the group. The group's pivot is still down here, that's why that didn't work. So we'll have to make sure that after we mirrored it over and the pivot is down there, we have to make sure that the hand group pivot is at the end of the arm. So let's bring that up there. And now we should be able to point constraint. So let's try this again, selecting the joint, selecting the group, constraint point, and now it does work. It doesn't jump off anymore. So we have the point constraint, then we'll select our IK locator, FK locator of the left arm, then we'll select our hand group and create an orient constraint now, and then we have to do the blending here again. And you can see, like on the other hand, we did it the other way around. We first created the orient constraint, then the point constraint. Here we did it first point, then orient. It doesn't really matter the order in which you do it. So then we'll select, we'll create the blending here. So we need also our hand control now. So we'll add that in here. We'll find our two locators. They should be under the left hand group in the outliner. So somewhere underneath there, I'll collapse everything with shift, clicking the minus, and then I'll just click without shift. Then I just get my two constraints here. Actually, I only need the orange constraint, really. I'll add that to the mix, graph, add selected, and now I should be able to connect it directly from the FKIK to the first one to the IK weight. That should be the right order. So FKIK goes directly to the IK weight. And then for FK weight, we again have to go through the reverse node for the second part of the weighting here. You'll get the reverse value. I'm not sure if we've created one already for this side. Let's see if we can find it under utilities. Left leg, right arm. Right leg. Seems like we don't have one yet. Probably because we deleted all unused nodes, and that was an unused node, I guess. So what we could do is we could either duplicate that one and rename it, or just create a new one, reverse. but we do want to have an extra one for just this arm. So left arm, FKIK ref, I think that's how we called it. Then we will connect this in and reverse the value. So FKIK goes into input X. And the output X of that one, we can now plug into our constraint to second weighting. Here, output X goes into the second weighting. So now we have that working. Let's test it. Actually, first will not work because we have our constraint or our orient groups here for the locators. Still, they're not parent to anything. So we have to parent them in now. We have to take this one and that should go under the... Oh, and we also lost in the process. We also lost, I guess, our switching ability here for our arm controls. So we have to fix that in a second. But first parent these ORANY groups in their appropriate places. So we have to find the, let's see here if we collapse all that stuff. Here is our left arm IK group. So that's where the locator or the ORANY group for the IK should go. So IK goes under left arm IK control. which sits here, it's invisible at the moment. Actually, we can perhaps try to turn this on. I wonder if that will work now. Here we go. And that one here too. OK, there we go. And the FK1 should go under the FK controller. OK, so I'll do that. Now we move that. Oh, missing quite a lot here. We're also missing the blending, it seems, or at least, because we deleted that left hand again, so we have to also connect that again to the blend color notes. So a little bit extra work that we put on our onto ourselves. And you can also see that, you know, at one point it might not make sense anymore to kind of keep deleting that, especially if it's already connected in and kind of mirroring it over from the other side. At some point it might make more sense to kind of just rig that hand separately. So it's kind of like a balancing act, but yeah, So let's connect the blending here in. Bring the control in so that and then our left arm blender. So as we can see, we're missing that when we deleted the left hand earlier. So add those two in. And we'll connect those up to the blender again. So FKIK goes to the blender of this one. And it goes to the blender of the other one. Blender. Here we go. Now it's working. Then we can blend it. OK, so that's actually already working now. You can see these two locators in the different places. So one is parented under the FK control, and the other one will follow the IK control for our orientation. Alright, so that's working and we can hide these locators. We don't need to see those anymore. We're done with them. We can set this to one mode. We'll reset that. And then we have to connect the visibility here again. So we set on the other arm, we set that we can connect directly from the attribute to to the visibility of the IK controls. We're unsure, we just double check, say okay if it's one, then it is IK mode, so then we wanna see them, so they should be visible. So therefore, the visibility should be one, like this attribute, so therefore we can connect it directly. Right, so FK IK connecting it to the visibility of the IK controllers. visibility, that's the locked, I guess. Okay, here we go, now to work visibility. And then to that visibility as well, FKI to visibility, we can lock. We don't have to, but I'll play it safe. Even if that means I have to un-lock them later on again if I need them. So now this is working. We can test that step. At this point, you know, we should probably test more often to make sure that stuff is working the way how we want. Okay, so the IK controls are hiding properly. We're in FK mode. Now we have to do the same here for the FK controller. So we bring that in, head selected, and then we will find our reverse node again. Left arm, FK, here it is. So we can just drag that down here or select it and then add it to the graph. OK. And we connect it from the reverse of that value into the FK visibility. So let's make sure that this is unlocked before we do. Display visibility unlock. Connect that. Now we'll put x to visibility. Let's see if that worked. And it does seem that it worked. Yep. OK, so we have that working. And then let's set this to zero again. and that's, I think we're done with that, with the arms.",
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"text": " And now we will kind of connect the constraints here that we had to delete to be able to mirror it over again. So we'll bring those back. For that we will find our two locators here again. So one was under this control and the other one was under the FK control. So first let me get to that. So here we have the orange group. This is that first locator, and let's restore that, or redo it. So I'll bring that locator in, grab, add, select it here. It's kind of like a placeholder for keeping that selection. Then we'll blend this over to the other one. Then we can select that, and the other locator was under that, so we reveal select that. open it up and there is our orient for the FK and I will select that locator and bring it in here as well. Graph, add selected so if I can FK locators, then we will select our hand control and go step one up. So up arrow key for getting to the group, that's what we want to constrain. We want to make sure that we have to constrain or sorry the hand group's pivot still at the end of the arm and it is. So that's what we need. Now we'll get that one in, and select it. And then we will connect our constrain it rather. So I'll select my IK, my FK, and my hand group, and constrain orient. And then for point constrain, if you remember on the arms, we did something different than on the feet we connect it or point constrain it to the blending arm end because we don't have any foot rules or anything on that hand. So let's do that same here now. I'll select my blend end joint for the right arm and then I'll also select my, let's bring it in here too. Okay, we have it here. It's easier to select that way. You can select this one and that one and create our point constraint. So we have that restored, then we have to do the blending on our orion constrain here. So let's bring the orion constrain in here as well. So that will be under the hand group in the outliner. So if we select the hand group, reveal selected here are our two constraints. Here is our orange constraint, we'll add that one here to the graph as well. And then we will add our control, the FKIK attribute. So that control now we want to connect it, I believe it's directly to the first one, to the IK1. If not, then it's just 50-50 chance. If we get it wrong, then we'll just connect it the other way around. fkik goes into the weight zero, into the ik, and then through the reverse node, so now we have to find the reverse node again, so we'll have to see if we named it properly. So it should be right arm fkik in reverse, so that's the one. And now we'll go from here, from the output x into the second weight or weight one, four of the FK. Okay, here we go. Now we have that working. Now we try to blend, then it should hopefully work. Let's see, let's test. So now we have IK working, and then if we blend it, then we have FK working. So it seems to be working all fine. Cool. It's undo. And then we can now finally look at the other side, connecting that up. So kind of the same what we just did. I'll go to a new tab here. I'll select my two locators, add them here, and I'll do the same thing. I'll put IK on top so that I can select IK and then FK that we kind of the same order like on the other side. Then I'll need my hand group. I'll select the hand control, go one step up to the group, to the whole rig, to Uber group, the hand, add that in here for the mix. And we also want our left side blend arm or end joint, that's what we want a point constraint to. So we can select one of these joints, doesn't really matter which one, reveal select, adjust it, we can kind of get to where where they are here in the hierarchy. Here they are, but this is the IK arm, this is the blended arm, so we want this end joint. We'll also bring that in. So now we want a point constrain from the arm blend end joint to the hand group, constraint point. Oops, Oops, I made a mistake. I forgot to move the pivot beforehand of the group. The group's pivot is still down here, that's why that didn't work. So we'll have to make sure that after we mirrored it over and the pivot is down there, we have to make sure that the hand group pivot is at the end of the arm. So let's bring that up there. And now we should be able to point constraint. So let's try this again, selecting the joint, selecting the group, constraint point, and now it does work. It doesn't jump off anymore. So we have the point constraint, then we'll select our IK locator, FK locator of the left arm, then we'll select our hand group and create an orient constraint now, and then we have to do the blending here again. And you can see, like on the other hand, we did it the other way around. We first created the orient constraint, then the point constraint. Here we did it first point, then orient. It doesn't really matter the order in which you do it. So then we'll select, we'll create the blending here. So we need also our hand control now. So we'll add that in here. We'll find our two locators. They should be under the left hand group in the outliner. So somewhere underneath there, I'll collapse everything with shift, clicking the minus, and then I'll just click without shift. Then I just get my two constraints here. Actually, I only need the orange constraint, really. I'll add that to the mix, graph, add selected, and now I should be able to connect it directly from the FKIK to the first one to the IK weight. That should be the right order. So FKIK goes directly to the IK weight. And then for FK weight, we again have to go through the reverse node for the second part of the weighting here. You'll get the reverse value. I'm not sure if we've created one already for this side. Let's see if we can find it under utilities. Left leg, right arm. Right leg. Seems like we don't have one yet. Probably because we deleted all unused nodes, and that was an unused node, I guess. So what we could do is we could either duplicate that one and rename it, or just create a new one, reverse. but we do want to have an extra one for just this arm. So left arm, FKIK ref, I think that's how we called it. Then we will connect this in and reverse the value. So FKIK goes into input X. And the output X of that one, we can now plug into our constraint to second weighting. Here, output X goes into the second weighting. So now we have that working. Let's test it. Actually, first will not work because we have our constraint or our orient groups here for the locators. Still, they're not parent to anything. So we have to parent them in now. We have to take this one and that should go under the... Oh, and we also lost in the process. We also lost, I guess, our switching ability here for our arm controls. So we have to fix that in a second. But first parent these ORANY groups in their appropriate places. So we have to find the, let's see here if we collapse all that stuff. Here is our left arm IK group. So that's where the locator or the ORANY group for the IK should go. So IK goes under left arm IK control. which sits here, it's invisible at the moment. Actually, we can perhaps try to turn this on. I wonder if that will work now. Here we go. And that one here too. OK, there we go. And the FK1 should go under the FK controller. OK, so I'll do that. Now we move that. Oh, missing quite a lot here. We're also missing the blending, it seems, or at least, because we deleted that left hand again, so we have to also connect that again to the blend color notes. So a little bit extra work that we put on our onto ourselves. And you can also see that, you know, at one point it might not make sense anymore to kind of keep deleting that, especially if it's already connected in and kind of mirroring it over from the other side. At some point it might make more sense to kind of just rig that hand separately. So it's kind of like a balancing act, but yeah, So let's connect the blending here in. Bring the control in so that and then our left arm blender. So as we can see, we're missing that when we deleted the left hand earlier. So add those two in. And we'll connect those up to the blender again. So FKIK goes to the blender of this one. And it goes to the blender of the other one. Blender. Here we go. Now it's working. Then we can blend it. OK, so that's actually already working now. You can see these two locators in the different places. So one is parented under the FK control, and the other one will follow the IK control for our orientation. Alright, so that's working and we can hide these locators. We don't need to see those anymore. We're done with them. We can set this to one mode. We'll reset that. And then we have to connect the visibility here again. So we set on the other arm, we set that we can connect directly from the attribute to to the visibility of the IK controls. We're unsure, we just double check, say okay if it's one, then it is IK mode, so then we wanna see them, so they should be visible. So therefore, the visibility should be one, like this attribute, so therefore we can connect it directly. Right, so FK IK connecting it to the visibility of the IK controllers. visibility, that's the locked, I guess. Okay, here we go, now to work visibility. And then to that visibility as well, FKI to visibility, we can lock. We don't have to, but I'll play it safe. Even if that means I have to un-lock them later on again if I need them. So now this is working. We can test that step. At this point, you know, we should probably test more often to make sure that stuff is working the way how we want. Okay, so the IK controls are hiding properly. We're in FK mode. Now we have to do the same here for the FK controller. So we bring that in, head selected, and then we will find our reverse node again. Left arm, FK, here it is. So we can just drag that down here or select it and then add it to the graph. OK. And we connect it from the reverse of that value into the FK visibility. So let's make sure that this is unlocked before we do. Display visibility unlock. Connect that. Now we'll put x to visibility. Let's see if that worked. And it does seem that it worked. Yep. OK, so we have that working. And then let's set this to zero again. and that's, I think we're done with that, with the arms."
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