Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 01 stretchy arms_frames.zip
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"text": " So now that we have talked quite extensively about the spine and how we can improve that and make it a little bit better, I want to take a look at the next bigger parts here which are arms and legs and see what we can do to improve those as well. So one thing that you will see here on our basic rig is that we don't have any squash and stretch here or stretchier arms rather. That's usually something that's good to have. Also same thing here, if we are moving the hips up, I mean, we get some stretch in a way because of the skinning what we were doing here. But you can see that the legs here or the end of the legs don't really connect to the feet anymore if I show the wireframe. You can see all the stretching is just happening because of the skinning. The weight's painting here, the default one, and not because those joints are getting longer. So let's look at a way how we can make our limbs be stretchable. So what we can do is we can do something similar that we were starting out the spine, you know, starting out with the spine here and measuring the distance. So we can also create a distance dimension node between the start of the arm and the end of the arm and then use that to either scale those joints, these IK joints, that scaling is mainly here really for IK, right, if we're moving away, if we're stretching that IK handle too long. So let's create, actually let's hide the geo here first, and then let's create a distance dimension from here to there. So I'll go into my measure tools, create measure tools, distance tool, And then I'll snap my locators, first one here, this joint and the second one to that joint. And we get our distance dimension and that is kind of the length of the arm at the moment. Now what I can do is I can take these locators and I can parent, actually we already have that, it seems like, already did it for us. Maybe let's do it again here, clean. You can see what's going on. So I'll create the distance dimension somewhere And then I'll take these locators, scale them up a little. 10 units. This one here as well. So the moment they're not parented under anything. So what we wanna do is we wanna take this now and snap it up here to this joint. And then we wanna snap this locator up to that joint. So now that is the distance of the arm at the moment. We're now taking this and moving it. The distance does not follow, but what we do now is we take this locator and parent it under the hand here under the arm IK control parent. Now when we take that, it will follow and we can see that is now the new length of the arm. And this locator here, we want to parent under the shoulder. We don't want them to go under the joints because otherwise we get a cycle again as we're stretching it. instead we want to parent it up from there. So the next one would be the shoulder here. So now if we move the shoulder, you can see that it will also follow and it will also update that distance here between those two points. So now that we have that, let's take these locators and make them a little bit smaller again. And now what we wanna do is we want to go into our IK arm. Reveal selected. Find our IK arm. Here we go. So here we have the IKs. And now we have kind of two ways of making the IK arm longer. One way would be to scale. Like that. Increasing the scale. And the other way would be to take the child joins, in this case the mid one, and translate it along x, or along y, along that primary axis, right? So if we translate it, you can see that it's also getting longer. It seems to be a little bit funky here happening. But these are the two options. The scale, you know, increasing the scale is probably the easier way to go. So we'll start with that. And sometimes it's an advantage of using the translation instead of the scale for stretchy arms and legs. But let's start with the easier solution here, doing that. So then we have to kind of calculate the ratio also, like how much longer does the arm get so that we know which value to apply to the joint. So by default, it should be one. And then if it's getting twice as long, we want it to be two and so on and so forth. So now what we will do is we will create a ratio multiplier for the right arm here. So we'll go into our stride and a node editor again. We have our distance dimension. Let's actually rename that to be right arm stretch distance dimension. And then we will create a multiply node, a tab, mole, t, multiply, divide, enter. And this is going to be our right arm, right arm, stretch, ratio, mdi. And now into the second value, into the input 2x, we want to plug in the length of that distance dimension. To open this up, here's our distance and we want to plug it in to the second value here into the x distance into input 2x. And into the first value we want to plug in our actual distance at the moment. How long are these joints at the moment? And we cannot just simply take this value and plug it in here because that is just measuring the distance from here to here in a straight line. What we actually should do is we should actually take the distance from this joint to this joint plus the distance from that joint, which will be a little bit longer because it's in a kink, right, but in using the straight distance here. That is quite easy now the way how we have it set up because if we go here we can see this 24 is the distance that this has traveled from the parent joint, right? we did our axis correctly, now we only have one value on transit y and that is exactly the distance between this joint up till here translated in y. So we can take the 24 here, copy this into our plus minus node, that however is only the distance from the first joint to the second joint. So now we need to add the second distance here as well from this joint to that joint, so if we go to this joint, we can kind of see the same thing, 7, 5, 4. So that is now the distance from its parent, so the middle joint to this end joint again in translate y. So we can copy this value here, copy it. And now we want to add it to this value that we already have here. We can calculate it either with a calculator, you know, in your operating system or we can actually use math within here as well. If we have that value, what we can do is we can say I think it is plus equal and then the new number, so we paste that in that we have and press enter and then we'll add those two numbers together. So here you can see now the first number that we had plus the second number that I just pasted in using plus equal that will add those two together and this is the distance of both of these joint lengths added together and that was going to divide it by 44.6 here which is the distance of the, you know, from this point to this point. So you can see they're pretty similar, but the length going through the joints here is a little bit longer, which is what we would expect, than the distance from the just straight going linear from the root to the end joint. So now we have that set up and now we can take that. So we have our ratio here coming out from there and we can take that and plug it into our scale. Let's try that. Actually, I think that might not just work yet. Let's do another multiply divide node here just to see what the value is because I think the value will not be one. Actually, let's do it without it. Let's just take this output here and connect it into our scale for those two joints, the IK root and the IK mid. Let's bring those in here. open them up, scale, scale. Now we have to remember which one we want to connect it to. I think it was scale Y. Yep, scale Y. Let's take the ratio output, X and plug it into scale Y. Actually, we have to plug it into the input of scale, not the output. Here we go. Input scale. output x into scale y, output x into scale y. Now we come here. First of all, we can see this is way too big of a number and the reason for that is because on our multiply divide node, I forgot to set it to divide as opposed to, it's still set to multiply. If we go to the attribute editor, obviously have to divide those two numbers. So set it to divide and now we should get something more reasonable. So now we get 1.004. So now the arms will be stretched 1.004. And if we now take this, it actually goes the opposite way. So if it's getting shorter, it's getting longer. So I think I did a mistake here. We have to do it the other way around. So instead, I'll copy this number. This is my default. this has to go in the bottom, my bad. So we will instead connect the distance into the first one. Here, break this connection, the other connection, and paste our other value in here. Now this should work better. Now when we scale it, you can see that our IK joins here are actually scaling now with it. The problem, however, is also when we're getting shorter. And this is maybe hard to see. So let's see if I can isolate those IK guys in my other view here. So isolate view selected. Let's also bring the control in here as well. Isolate add. Here we go. So now you can see it's kind of like following that. but also when it's getting shorter, it's also, the joints are also scaling down, which is not really what we want, because if we wanna, if our arm gets shorter, we want actually the elbow to bend as opposed to the arm just getting shorter. And what we can do for this is we can actually use a condition node, so let's set this back to zero here, the default, you can also see that we lost our kink here by default, which we have, which we don't have anymore here. So the reason for that is because those two numbers here on the ratio are not the same. You can see this is a little bit smaller than this one. So the default, as I said, there are already going to be scaled down, okay, made shorter. So again, if it's getting shorter, if it's getting below, if the ratio is getting below one, we just want to use one for the scale so that it does not shrink down. only if it's getting bigger, if the ratio is getting bigger than one, then we want the scale to happen. So again, we can use a multiple condition node between those two things. Let's create that. So I'll type here condition and the condition node, I don't know if I talked about this yet, but basically you have two terms, you have one value and another value. And then you can say if it's greater, less than, equal than, or equal or whatever, between those two terms. And then if it's true, if the statement is true, then we'll use these colors or values. And if it's false, then we'll use the other colors. So now with that, what we can do is we can say our ratio is going to go into the first term. Okay. Okay, first term, the ratio output goes into the first term. So that's what we have now. Then we say if the ratio is smaller than one, right, if this is smaller than, so we say less or equal, less or equal than one, if it's true, then it should use 111 for our scales. it's false, so that means if it's getting longer, then it should use those values. At the moment, they're all the 111, but now we can use our ratio to go into that. So we use the color if false and plug our ratio into that as well. To all three of them, we probably only need one, but set it up that way. So you can see if this is smaller than one, it we'll use one because it's true and if it's bigger than one then it will just use the ratio instead. And we have to take this output now, the output color, out color here and we can use one of them. We have set up all three but we really only need one channel here. So let's use just the output R for example and we plug that into the scale instead of going directly through the ratio. So we're rerouting it through the condition node. So The out color R goes into scale Y, and out color R goes into scale Y of that one here as well. So we inserted that condition node in between. And now we can see, now we have our bend back, and if we go to the scale here, we can see that the scale is now one, because it's shorter, or distance is shorter than the full arm length. If we go smaller, you can see if we get our arm bending as we want, as we expect, it's not one to scale, but if we go bigger, then we can see it's now stretching and we're now getting the ratio applied. Okay, the setup here. So we can rename our condition node as well. Let's name this our arm stretch condition node. Here we go. We could probably apply IK in here as well if we wanted to. Arm IK stretch, just to make it a little bit more clear what we are stretching here. Arm IK stretch, Arm IK stretch. And that connects to the IK guys, IK joins here, scale. Okay, so that's pretty much how we can get our stretching to work. And if we now come in here, one thing that we're missing at the moment, nothing is here following if we stretch. That is because we haven't connected the scale to our blend joins yet. Those are still one. So we can kind of do the same setup that we did for the rotation now, also for the scaling and use blend color nodes to blend the scaling here in addition to the rotation. So let's set those back to zero and do that. So what I'm going to do here is let's clear the graph. And let's bring in all three joints here. Probably only get the two because the FK ones are hidden. So we have to get them from the menu. Because we only want them to scale or stretch when we're actually in IK, right, when we're in FK, then we want to scale to follow the FK, which probably will be one by default. So FK control, that's the one that we want. And we set it up the same way, like as I said, with the blending, with the rotation. So we go from IK, FK into the blend, and then we create a blend color node. Not here, sorry, tab, Blend, Color, Enter. And then this is going to be our right arm. Blend. I forgot what we call the other one. Let's call it scale, arm scale, PLC. Connect those up. So I'm not rotation our scale, scale output. Scale output is going into color one. And the FK scale output is going into color 2. Set to the third one. So now we have those two working. And then from here, the output is now going into the scale input of our blend joint. Okay, so now we have that working. Then we have to do the same thing, however, for the mid one. So that was just for the root. Let's rename that actually root, arm root scale blend color. And we have to do the same setup for the scale of the mid joints. Let's see if we can grab them from here to at least probably add those two in here. blend mid IK, then we need our mid FK. This one, the control, that is a joint under the hood. And we create another blend color node to blend the scales between those. So this one we can now call our arm, mid scale, blend color. And we set it up the same way. We go from the Output Scale of the IK into our color one. Scale Output into color one, all three. And then we can collapse that here again. Then we can expand that. And we go from Output Scale, or Scale Output into color two from our FK. And then we connect the output of that into our input of the scale for the blend arm. So, output goes into scale, scale, scale. Here we go. It's not attribute working. The only thing that we're missing is we haven't connected our blender yet, right? The blend slider. So, that's still missing. So let's just connect that up to from our hand FKIK into the blender. So let's bring that control in there. Plus, here's our hand control. I want to connect from FK into our blender and from FKI, I can switch into our blender down here as well. Okay, so now that's all set up, and now we should see the arm hopefully stretching, if we did everything correct, and it does work, okay. So now the hand follows, and if it's getting shorter, then we get the elbow bent. So if we're showing the geometry here, then we can kind of see that now we have to stretch working. And we can also see maybe the problem already when we're using scale on those joints as opposed to translation that I was talking about before, which is if you have points weighted to this joint here, so for example those points that are before the joint, so everything here, those joints will work fine with the scaling, but anything that you've weighted just a little bit to those joints, they will scale in the opposite direction, right? when you're using scale here, not everything will go in this direction, but some of those points on that side will actually scale in this direction. So you can see here on the chest or breasts in particular, that it's kind of going in or out. Well, out probably is because it's rotating. And it might be that we can fix it with skinning later on. Actually, probably we can because we're going to create new drawings here just for the chest area. But you can kind of see what the problem might be when you're using scale instead of translation. But it's just a lot easier to set up. So that's why we will leave it for now. And if we want, we can always change it to translation later on. So let's go and put a little bit of cleanup here, or do a little bit of cleanup. So let's put the arm stretch into our don't move group so that it's also hidden at the same time. We can also hide our two locators here, this one and that one. Let's hide them, center visibility to zero. We know that one is going to be under this control and the other one is going to be under that control. So now also if we move this up, we can see that the stretching is also working, which on the other side I guess it's not. We try it here. And we can see the arm will pull. Right? Or also if I use the chest here, I guess same thing. It will pull. While on the other side, it will kind of, you know, bend properly if it's getting shorter and if it's getting longer, it will just stay there. So that's kind of like the benefit of having stretchy arms. Then you know, only if the animator decides, okay, hey, I want to actually move that, then can move it and kind of make it shorter. Now in this case it will probably be a good idea to also have some form of color coding like the same way like we did on the spine. And you can also see by the way why it's a good idea here to have that volume preservation because this is quite strong now, but the animators can always kind of turn it off and keep in mind that all this is waiting issues that we can probably improve once we talk about skinning. But here with this they can kind of like turn it to zero or have less stretch. I mean this is quite extreme, you know, quite cartoony here too. So if you just wanted a little bit, you know, a little bit of squash and stretch would probably be kind of in this range, which would be more reasonable, you know, depending on how cartoony you're planning on animating. This is a more realistic character. Depends on the design of, you know, the style of what you're working on. So this is the stretch and we can basically set it up the same way on the other limbs as well. I'll record a second video or a second part for doing it on the other side a little bit faster and then you can skip that if you are clear on how it works.",
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"text": " So now that we have talked quite extensively about the spine and how we can improve that and make it a little bit better, I want to take a look at the next bigger parts here which are arms and legs and see what we can do to improve those as well. So one thing that you will see here on our basic rig is that we don't have any squash and stretch here or stretchier arms rather. That's usually something that's good to have. Also same thing here, if we are moving the hips up, I mean, we get some stretch in a way because of the skinning what we were doing here. But you can see that the legs here or the end of the legs don't really connect to the feet anymore if I show the wireframe. You can see all the stretching is just happening because of the skinning. The weight's painting here, the default one, and not because those joints are getting longer. So let's look at a way how we can make our limbs be stretchable. So what we can do is we can do something similar that we were starting out the spine, you know, starting out with the spine here and measuring the distance. So we can also create a distance dimension node between the start of the arm and the end of the arm and then use that to either scale those joints, these IK joints, that scaling is mainly here really for IK, right, if we're moving away, if we're stretching that IK handle too long. So let's create, actually let's hide the geo here first, and then let's create a distance dimension from here to there. So I'll go into my measure tools, create measure tools, distance tool, And then I'll snap my locators, first one here, this joint and the second one to that joint. And we get our distance dimension and that is kind of the length of the arm at the moment. Now what I can do is I can take these locators and I can parent, actually we already have that, it seems like, already did it for us. Maybe let's do it again here, clean. You can see what's going on. So I'll create the distance dimension somewhere And then I'll take these locators, scale them up a little. 10 units. This one here as well. So the moment they're not parented under anything. So what we wanna do is we wanna take this now and snap it up here to this joint. And then we wanna snap this locator up to that joint. So now that is the distance of the arm at the moment. We're now taking this and moving it. The distance does not follow, but what we do now is we take this locator and parent it under the hand here under the arm IK control parent. Now when we take that, it will follow and we can see that is now the new length of the arm. And this locator here, we want to parent under the shoulder. We don't want them to go under the joints because otherwise we get a cycle again as we're stretching it. instead we want to parent it up from there. So the next one would be the shoulder here. So now if we move the shoulder, you can see that it will also follow and it will also update that distance here between those two points. So now that we have that, let's take these locators and make them a little bit smaller again. And now what we wanna do is we want to go into our IK arm. Reveal selected. Find our IK arm. Here we go. So here we have the IKs. And now we have kind of two ways of making the IK arm longer. One way would be to scale. Like that. Increasing the scale. And the other way would be to take the child joins, in this case the mid one, and translate it along x, or along y, along that primary axis, right? So if we translate it, you can see that it's also getting longer. It seems to be a little bit funky here happening. But these are the two options. The scale, you know, increasing the scale is probably the easier way to go. So we'll start with that. And sometimes it's an advantage of using the translation instead of the scale for stretchy arms and legs. But let's start with the easier solution here, doing that. So then we have to kind of calculate the ratio also, like how much longer does the arm get so that we know which value to apply to the joint. So by default, it should be one. And then if it's getting twice as long, we want it to be two and so on and so forth. So now what we will do is we will create a ratio multiplier for the right arm here. So we'll go into our stride and a node editor again. We have our distance dimension. Let's actually rename that to be right arm stretch distance dimension. And then we will create a multiply node, a tab, mole, t, multiply, divide, enter. And this is going to be our right arm, right arm, stretch, ratio, mdi. And now into the second value, into the input 2x, we want to plug in the length of that distance dimension. To open this up, here's our distance and we want to plug it in to the second value here into the x distance into input 2x. And into the first value we want to plug in our actual distance at the moment. How long are these joints at the moment? And we cannot just simply take this value and plug it in here because that is just measuring the distance from here to here in a straight line. What we actually should do is we should actually take the distance from this joint to this joint plus the distance from that joint, which will be a little bit longer because it's in a kink, right, but in using the straight distance here. That is quite easy now the way how we have it set up because if we go here we can see this 24 is the distance that this has traveled from the parent joint, right? we did our axis correctly, now we only have one value on transit y and that is exactly the distance between this joint up till here translated in y. So we can take the 24 here, copy this into our plus minus node, that however is only the distance from the first joint to the second joint. So now we need to add the second distance here as well from this joint to that joint, so if we go to this joint, we can kind of see the same thing, 7, 5, 4. So that is now the distance from its parent, so the middle joint to this end joint again in translate y. So we can copy this value here, copy it. And now we want to add it to this value that we already have here. We can calculate it either with a calculator, you know, in your operating system or we can actually use math within here as well. If we have that value, what we can do is we can say I think it is plus equal and then the new number, so we paste that in that we have and press enter and then we'll add those two numbers together. So here you can see now the first number that we had plus the second number that I just pasted in using plus equal that will add those two together and this is the distance of both of these joint lengths added together and that was going to divide it by 44.6 here which is the distance of the, you know, from this point to this point. So you can see they're pretty similar, but the length going through the joints here is a little bit longer, which is what we would expect, than the distance from the just straight going linear from the root to the end joint. So now we have that set up and now we can take that. So we have our ratio here coming out from there and we can take that and plug it into our scale. Let's try that. Actually, I think that might not just work yet. Let's do another multiply divide node here just to see what the value is because I think the value will not be one. Actually, let's do it without it. Let's just take this output here and connect it into our scale for those two joints, the IK root and the IK mid. Let's bring those in here. open them up, scale, scale. Now we have to remember which one we want to connect it to. I think it was scale Y. Yep, scale Y. Let's take the ratio output, X and plug it into scale Y. Actually, we have to plug it into the input of scale, not the output. Here we go. Input scale. output x into scale y, output x into scale y. Now we come here. First of all, we can see this is way too big of a number and the reason for that is because on our multiply divide node, I forgot to set it to divide as opposed to, it's still set to multiply. If we go to the attribute editor, obviously have to divide those two numbers. So set it to divide and now we should get something more reasonable. So now we get 1.004. So now the arms will be stretched 1.004. And if we now take this, it actually goes the opposite way. So if it's getting shorter, it's getting longer. So I think I did a mistake here. We have to do it the other way around. So instead, I'll copy this number. This is my default. this has to go in the bottom, my bad. So we will instead connect the distance into the first one. Here, break this connection, the other connection, and paste our other value in here. Now this should work better. Now when we scale it, you can see that our IK joins here are actually scaling now with it. The problem, however, is also when we're getting shorter. And this is maybe hard to see. So let's see if I can isolate those IK guys in my other view here. So isolate view selected. Let's also bring the control in here as well. Isolate add. Here we go. So now you can see it's kind of like following that. but also when it's getting shorter, it's also, the joints are also scaling down, which is not really what we want, because if we wanna, if our arm gets shorter, we want actually the elbow to bend as opposed to the arm just getting shorter. And what we can do for this is we can actually use a condition node, so let's set this back to zero here, the default, you can also see that we lost our kink here by default, which we have, which we don't have anymore here. So the reason for that is because those two numbers here on the ratio are not the same. You can see this is a little bit smaller than this one. So the default, as I said, there are already going to be scaled down, okay, made shorter. So again, if it's getting shorter, if it's getting below, if the ratio is getting below one, we just want to use one for the scale so that it does not shrink down. only if it's getting bigger, if the ratio is getting bigger than one, then we want the scale to happen. So again, we can use a multiple condition node between those two things. Let's create that. So I'll type here condition and the condition node, I don't know if I talked about this yet, but basically you have two terms, you have one value and another value. And then you can say if it's greater, less than, equal than, or equal or whatever, between those two terms. And then if it's true, if the statement is true, then we'll use these colors or values. And if it's false, then we'll use the other colors. So now with that, what we can do is we can say our ratio is going to go into the first term. Okay. Okay, first term, the ratio output goes into the first term. So that's what we have now. Then we say if the ratio is smaller than one, right, if this is smaller than, so we say less or equal, less or equal than one, if it's true, then it should use 111 for our scales. it's false, so that means if it's getting longer, then it should use those values. At the moment, they're all the 111, but now we can use our ratio to go into that. So we use the color if false and plug our ratio into that as well. To all three of them, we probably only need one, but set it up that way. So you can see if this is smaller than one, it we'll use one because it's true and if it's bigger than one then it will just use the ratio instead. And we have to take this output now, the output color, out color here and we can use one of them. We have set up all three but we really only need one channel here. So let's use just the output R for example and we plug that into the scale instead of going directly through the ratio. So we're rerouting it through the condition node. So The out color R goes into scale Y, and out color R goes into scale Y of that one here as well. So we inserted that condition node in between. And now we can see, now we have our bend back, and if we go to the scale here, we can see that the scale is now one, because it's shorter, or distance is shorter than the full arm length. If we go smaller, you can see if we get our arm bending as we want, as we expect, it's not one to scale, but if we go bigger, then we can see it's now stretching and we're now getting the ratio applied. Okay, the setup here. So we can rename our condition node as well. Let's name this our arm stretch condition node. Here we go. We could probably apply IK in here as well if we wanted to. Arm IK stretch, just to make it a little bit more clear what we are stretching here. Arm IK stretch, Arm IK stretch. And that connects to the IK guys, IK joins here, scale. Okay, so that's pretty much how we can get our stretching to work. And if we now come in here, one thing that we're missing at the moment, nothing is here following if we stretch. That is because we haven't connected the scale to our blend joins yet. Those are still one. So we can kind of do the same setup that we did for the rotation now, also for the scaling and use blend color nodes to blend the scaling here in addition to the rotation. So let's set those back to zero and do that. So what I'm going to do here is let's clear the graph. And let's bring in all three joints here. Probably only get the two because the FK ones are hidden. So we have to get them from the menu. Because we only want them to scale or stretch when we're actually in IK, right, when we're in FK, then we want to scale to follow the FK, which probably will be one by default. So FK control, that's the one that we want. And we set it up the same way, like as I said, with the blending, with the rotation. So we go from IK, FK into the blend, and then we create a blend color node. Not here, sorry, tab, Blend, Color, Enter. And then this is going to be our right arm. Blend. I forgot what we call the other one. Let's call it scale, arm scale, PLC. Connect those up. So I'm not rotation our scale, scale output. Scale output is going into color one. And the FK scale output is going into color 2. Set to the third one. So now we have those two working. And then from here, the output is now going into the scale input of our blend joint. Okay, so now we have that working. Then we have to do the same thing, however, for the mid one. So that was just for the root. Let's rename that actually root, arm root scale blend color. And we have to do the same setup for the scale of the mid joints. Let's see if we can grab them from here to at least probably add those two in here. blend mid IK, then we need our mid FK. This one, the control, that is a joint under the hood. And we create another blend color node to blend the scales between those. So this one we can now call our arm, mid scale, blend color. And we set it up the same way. We go from the Output Scale of the IK into our color one. Scale Output into color one, all three. And then we can collapse that here again. Then we can expand that. And we go from Output Scale, or Scale Output into color two from our FK. And then we connect the output of that into our input of the scale for the blend arm. So, output goes into scale, scale, scale. Here we go. It's not attribute working. The only thing that we're missing is we haven't connected our blender yet, right? The blend slider. So, that's still missing. So let's just connect that up to from our hand FKIK into the blender. So let's bring that control in there. Plus, here's our hand control. I want to connect from FK into our blender and from FKI, I can switch into our blender down here as well. Okay, so now that's all set up, and now we should see the arm hopefully stretching, if we did everything correct, and it does work, okay. So now the hand follows, and if it's getting shorter, then we get the elbow bent. So if we're showing the geometry here, then we can kind of see that now we have to stretch working. And we can also see maybe the problem already when we're using scale on those joints as opposed to translation that I was talking about before, which is if you have points weighted to this joint here, so for example those points that are before the joint, so everything here, those joints will work fine with the scaling, but anything that you've weighted just a little bit to those joints, they will scale in the opposite direction, right? when you're using scale here, not everything will go in this direction, but some of those points on that side will actually scale in this direction. So you can see here on the chest or breasts in particular, that it's kind of going in or out. Well, out probably is because it's rotating. And it might be that we can fix it with skinning later on. Actually, probably we can because we're going to create new drawings here just for the chest area. But you can kind of see what the problem might be when you're using scale instead of translation. But it's just a lot easier to set up. So that's why we will leave it for now. And if we want, we can always change it to translation later on. So let's go and put a little bit of cleanup here, or do a little bit of cleanup. So let's put the arm stretch into our don't move group so that it's also hidden at the same time. We can also hide our two locators here, this one and that one. Let's hide them, center visibility to zero. We know that one is going to be under this control and the other one is going to be under that control. So now also if we move this up, we can see that the stretching is also working, which on the other side I guess it's not. We try it here. And we can see the arm will pull. Right? Or also if I use the chest here, I guess same thing. It will pull. While on the other side, it will kind of, you know, bend properly if it's getting shorter and if it's getting longer, it will just stay there. So that's kind of like the benefit of having stretchy arms. Then you know, only if the animator decides, okay, hey, I want to actually move that, then can move it and kind of make it shorter. Now in this case it will probably be a good idea to also have some form of color coding like the same way like we did on the spine. And you can also see by the way why it's a good idea here to have that volume preservation because this is quite strong now, but the animators can always kind of turn it off and keep in mind that all this is waiting issues that we can probably improve once we talk about skinning. But here with this they can kind of like turn it to zero or have less stretch. I mean this is quite extreme, you know, quite cartoony here too. So if you just wanted a little bit, you know, a little bit of squash and stretch would probably be kind of in this range, which would be more reasonable, you know, depending on how cartoony you're planning on animating. This is a more realistic character. Depends on the design of, you know, the style of what you're working on. So this is the stretch and we can basically set it up the same way on the other limbs as well. I'll record a second video or a second part for doing it on the other side a little bit faster and then you can skip that if you are clear on how it works."
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}
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}
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