Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 08 auto shoulders pt2_frames.zip
Browse files
transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 08 auto shoulders pt2_frames_transcription.json
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"text": " I wanted to do a little add-on here for the shoulder setup or auto shoulder setup that we have. First of all, it's working quite nicely and you know, we can animate this up and down. We can see the shoulder is raising with it now. The animators still have control on top of it with the shoulder control. You can still take this and modify it from wherever the auto shoulder is taking it and translating it and all that stuff. However, it's usually good whenever you have something that automatically moves to give the animator the ability to turn it on and off because sometimes they might not want it or sometimes they might want to dial it down a little bit. Maybe it's a little bit too strong for them. So it's good to have the ability for animators to turn any automated behavior on and off. It would be quite simple. All what we have to do is we just have to add a multiply divide node in here before it goes into the remap color and let's rename that actually also. We remember what it was for. R, let's call this shoulder auto. I think that's what we said. So that we have kind of to name what it is in the front always, right? Shoulder, that's kind of the part and then it's auto automatic remap color, okay? And I decided to also change the names here just to have it consistent. So we can set this to shoulder auto root instead. Shoulder. Actually, here I made a mistake. That should be capital S. It says add is not that important, but it kind of bugs me if things are not named consistently. shoulder auto, root shoulder auto, mid shoulder auto, and and um, actually where I don't quite remember what this locator here was for. Should have probably named it also. Actually it might have been for um, I think it was probably for the spine measurement that we did earlier on. which you probably named that exactly for that reason because then you're seeing things like that and you're not remembering anymore what it was used for. But let's talk about the shoulder though. So let's add the multiply divide node in between here, type tab and then multiply divide. call this rshoulderAutoOnOffMultiplyDivide. So that's what's going to turn it on and off, and then we go through the, or from the rotation into the input, and then from the output into our colors here. So let's try that. Rotation goes into those rotations here, x to x, y to y is set to z, we're getting these multiply by nodes and then we're going from those here into our color, so we can connect the output x to r, y to g and z to b and when we don't need those unit converters anymore, so we'll delete those and now we have our on and off, so whenever this arm is raising, you can see it's going through the multiply divide node. So now if we turn this to zero, then basically we're turning the order shoulder behavior off or on, or if we set it to 0.5, we can also dial it down and say how much should actually come through. So now we need an attribute for it, and we have kind of two options where we could put that attribute. I guess we have more, but two that kind of makes sense to me. would be to put it onto the shoulder itself, because it's a shoulder control, so we can put auto-shoulder on here and then drive the input two attributes here, if it's zero it's off, if it's one it's on, or what we could also put it onto our IK because this is really only a control that is going to be used when the arm is in IK, when it's in FK, we're not going to have to auto-shoulder. So we could also put it here because then us, the animator is lifting the arm up and down. Then I have the attribute right away. While if we put it on the shoulder, then they kind of always have to switch. They kind of have to go here, adjust it, and then test it again, see how it works, and then maybe go back and adjust it again. So it's really up to you guys where you put it. I think I'm still going to put it on the shoulder just because it's a shoulder-related control. I supposed to putting it onto the arm, but make the decision yourself, I guess. These are kind of the two options that I feel would make sense. And I told you what the benefit would be of putting it onto the arm IK control. Going to put it here though. So that's, and maybe I'll move it later on if I see that it doesn't work. I can always, as I said before, always change things around. Let's add an attribute here. And let's, I think I mentioned this before, But whenever I have my main transform attributes, like translation, rotation, set, whatever comes with these transform nodes, and I add custom attributes, I always start with the separator just to separate it visually a little bit. So I'll use my 10 underscore here again. One, two, three, four. And then add that. And then I'll add my actual auto shoulder attribute. and this should go from 0 to 1. And we can even set the default here to be 1. OK, so let's undo this, that the default is 1. And perhaps we just call it auto, keeping the names short nice. So 0 to 1, and then the default would be 1. That is on by default, right? and then we connect from this control here. So we'll find it, and then we'll drag it in here, and then we connect from our auto attribute, which should be at the bottom here, output into the color two's, or into the input two's. Here, one, two, three, from this attribute into all three, and then that will allow us to turn the auto shoulder behavior on and off. So now it's on, then we go into the shoulder and we can say, okay, how much do we want? Do we want it to be zero or do we want it to be one or somewhere in between? then the animators can really adjust how much auto-shoulder movement they want to have.",
|
| 3 |
+
"segments": [
|
| 4 |
+
{
|
| 5 |
+
"text": " I wanted to do a little add-on here for the shoulder setup or auto shoulder setup that we have. First of all, it's working quite nicely and you know, we can animate this up and down. We can see the shoulder is raising with it now. The animators still have control on top of it with the shoulder control. You can still take this and modify it from wherever the auto shoulder is taking it and translating it and all that stuff. However, it's usually good whenever you have something that automatically moves to give the animator the ability to turn it on and off because sometimes they might not want it or sometimes they might want to dial it down a little bit. Maybe it's a little bit too strong for them. So it's good to have the ability for animators to turn any automated behavior on and off. It would be quite simple. All what we have to do is we just have to add a multiply divide node in here before it goes into the remap color and let's rename that actually also. We remember what it was for. R, let's call this shoulder auto. I think that's what we said. So that we have kind of to name what it is in the front always, right? Shoulder, that's kind of the part and then it's auto automatic remap color, okay? And I decided to also change the names here just to have it consistent. So we can set this to shoulder auto root instead. Shoulder. Actually, here I made a mistake. That should be capital S. It says add is not that important, but it kind of bugs me if things are not named consistently. shoulder auto, root shoulder auto, mid shoulder auto, and and um, actually where I don't quite remember what this locator here was for. Should have probably named it also. Actually it might have been for um, I think it was probably for the spine measurement that we did earlier on. which you probably named that exactly for that reason because then you're seeing things like that and you're not remembering anymore what it was used for. But let's talk about the shoulder though. So let's add the multiply divide node in between here, type tab and then multiply divide. call this rshoulderAutoOnOffMultiplyDivide. So that's what's going to turn it on and off, and then we go through the, or from the rotation into the input, and then from the output into our colors here. So let's try that. Rotation goes into those rotations here, x to x, y to y is set to z, we're getting these multiply by nodes and then we're going from those here into our color, so we can connect the output x to r, y to g and z to b and when we don't need those unit converters anymore, so we'll delete those and now we have our on and off, so whenever this arm is raising, you can see it's going through the multiply divide node. So now if we turn this to zero, then basically we're turning the order shoulder behavior off or on, or if we set it to 0.5, we can also dial it down and say how much should actually come through. So now we need an attribute for it, and we have kind of two options where we could put that attribute. I guess we have more, but two that kind of makes sense to me. would be to put it onto the shoulder itself, because it's a shoulder control, so we can put auto-shoulder on here and then drive the input two attributes here, if it's zero it's off, if it's one it's on, or what we could also put it onto our IK because this is really only a control that is going to be used when the arm is in IK, when it's in FK, we're not going to have to auto-shoulder. So we could also put it here because then us, the animator is lifting the arm up and down. Then I have the attribute right away. While if we put it on the shoulder, then they kind of always have to switch. They kind of have to go here, adjust it, and then test it again, see how it works, and then maybe go back and adjust it again. So it's really up to you guys where you put it. I think I'm still going to put it on the shoulder just because it's a shoulder-related control. I supposed to putting it onto the arm, but make the decision yourself, I guess. These are kind of the two options that I feel would make sense. And I told you what the benefit would be of putting it onto the arm IK control. Going to put it here though. So that's, and maybe I'll move it later on if I see that it doesn't work. I can always, as I said before, always change things around. Let's add an attribute here. And let's, I think I mentioned this before, But whenever I have my main transform attributes, like translation, rotation, set, whatever comes with these transform nodes, and I add custom attributes, I always start with the separator just to separate it visually a little bit. So I'll use my 10 underscore here again. One, two, three, four. And then add that. And then I'll add my actual auto shoulder attribute. and this should go from 0 to 1. And we can even set the default here to be 1. OK, so let's undo this, that the default is 1. And perhaps we just call it auto, keeping the names short nice. So 0 to 1, and then the default would be 1. That is on by default, right? and then we connect from this control here. So we'll find it, and then we'll drag it in here, and then we connect from our auto attribute, which should be at the bottom here, output into the color two's, or into the input two's. Here, one, two, three, from this attribute into all three, and then that will allow us to turn the auto shoulder behavior on and off. So now it's on, then we go into the shoulder and we can say, okay, how much do we want? Do we want it to be zero or do we want it to be one or somewhere in between? then the animators can really adjust how much auto-shoulder movement they want to have."
|
| 6 |
+
}
|
| 7 |
+
]
|
| 8 |
+
}
|