Add transcription for: week04 13 variable fk spine pt1.wav
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"text": " So we talked about the spine having, you know, three different bend sections here, the FK spine Bend up and mid bend low But these are kind of hard-coded So what it means is that you always kind of bend the same three joints for the lower part, the same three joints for the middle part And the same three joints for the upper part I want to show you a way how we can make this a little bit more dynamic or variable that basically we have one band attribute and the animators can decide where it bends from along the spine and then also maybe we can look into creating a fall of four for the bent So I want to try to keep that simple So what I'm going to do is I'm going to make it on a simple case first and then see if we can kind of bring it back Into the rig but I want to kind of you know work on it separately without being distracted with all the other stuff That's already going on with the spine or with the rig which is already kind of complex now. So let's pick the FK spine here. I'm going to break that out. So what I'm going to do first, I want to make a duplicate of the FK spine. So I'll take the refK spine, parent it out. That leaves me only with the FK spine, then I'll duplicate the FK spine. Now parent this outside of the whole rig, sitting outside here. You don't have to do that, but I'll just do it for demo purposes so that we can really only focus on that chain here. And then I'll parent the refcase bind back into the rig where it belongs to. So basically, I did all that just so that we can have our own FK spine without anything else going on without a chest and all that stuff. Then I'll hide the rig, setting this to zero. And now I will have my new spine here. We can probably rename those to something else, but first I want to create a new control here. Just so it can work on that as I said in isolation. Not get distracted with all the other stuff, so let's create a new NURB circle. Let's move this up here, scale it up. In the end what I'm probably going to do is I'm going to transfer all the attributes or you know find a way how to get them back onto the rig. So this is just a temporary control for me to show you guys what I want to show. Test control, do the same stuff, freeze everything, delete the history. Okay, and then take this new spine, parent it under the control so it kind of moves like with the body before. Then I said I want to change those names so let's change those to be spine1. Let's call this test actually shall we? 2, spine 2 test, spine 3 test and so on. So I have my new spine and now what I'm going to do is create a bend attribute. So I'll just show it on the bend but it's kind of the same way, it works the same way with twist inside as well. So I'll just add new attributes here, add a bend and then let's connect all these joins here to the band. Okay, I'll select all of them into control, bring them into the hypershade or node editor, whatever you prefer. Shall we do it in a node editor? Switch it up here. Okay, so FTO is in here. Here's my control. Here test. Then let's connect it to all of them. Let's open those up. From band to rotate X. Great CUNY conversion again for us but now we can potentially tag the Unicon version output and connect it to all the other rotations here. So we have those three going. One, two, three. Connect this rotate X. Okay, then we've those three hooked up now. Then to those three as well. There we go. Okay, all that is hooked up. So now if we use our band attribute, a shirt, curl, or bend all these joints, right? Okay. But now as I said before, we don't want it to bend all the spines all the time or just three or whatever. We want to say where actually it is. Okay, so we want to have a position where we can bend along our spine. So let's create a new attribute here, call this position. And what I want to do now is if this bends and position is for example zero, then I don't want to bend all of those attributes. So what I want is I want to have a way to turn some of these bends off, right, that they shouldn't bend. So what I want to do is I want to basically say it should either work or it should not work or it should work half or somewhere in between. So basically I want to have a way to blend it off. And a good way to do that is with a multiplier. So we can multiply it with zero or with one and depending on that or our value in between and depending on that, we can basically blend the effect on or off that this has. So whether we're multiplying with 0, then nothing comes through. When we're multiplying it with 1, all the bent attribute comes through. So I'll go into the... I could do it in a node editor as well, but I'll actually do it in the... I appreciate here instead. Oops, not mental ray. I appreciate instead just because again, I feel, you know, I'm more used to it and I'm quicker here. So for demo purposes I'll show it here. I'll grab my test control, show all the upcoming connections and we can see okay it is connected to those joints as expected and we have those unit conversion in between. So now what I'm going to do is as I said before I want to have a way to turn these rotations for some of those joints on and off individually. So basically what I'm going to do is I'm going to add a bunch of multiply divide nodes in between the bend and the rotate X series that we have away with the second input to multiply it with zero if we want to turn them off. So let's create a multiply node. Let's add them in between here. We need nine of them if we have nine drawings. So I'll connect it from the bend into the input 1X of that multiplier and then from there I connected onto the rotate now. Output X goes into rotate X. I'm not sure if that worked, I think it did. Let's try to multiply this with zero and that means nothing should come through anymore and then we can see this is actually zero, right? So we actually did connect it now. So if I go into new tab and try that again through all the output connections then we see we have this one guy that is now connected through the multiply node. The other ones are so missing, so we have to set all those up as well. Actually one thing that I noticed here is for some reason Maya always kind of re-orders those or doesn't put them in the right order, so let's create our own order here. So let's order these real quick. So we have spine 8, 6, 4, that's 9, 7 goes there. Makes it easier to work with, I feel. They're all in order. So with those guys, then we have 5, comes above 6, and 3, comes above 4, and I'm missing 2 somewhere down there. So with 1, 2, 3, 4, 5, set that to all we ordered now. Okay, what we can do if we want to is we can try to make a bookmark for it if we want to keep it for later on. So let's create a bookmark. Variable or bar spine maybe. Here we go. Let's see if that works. I usually don't use bookmarks but here it actually might be handy to be able to go back to it in case we lose it. All right, so now we need these multipliers for all of them. So what we can try to do is we can try to duplicate them, multiply them, the multiply nodes multiple times. So nine times. I already have one, so I only needed eight more times. I can just kind of duplicate this and then kind of connect it up again. But an easier way I found was if you're selecting this node, you go to Edit, duplicate special. And then if we reset that, what we can now do is we can say not input, not the input graph that we used for the hands and the feet that duplicates everything, but just the input connection if you're hitting that, then you can see that this one guy is already connected up to the new one, from the band to the input one X of that one. Okay, so we have one less connection that we have to make. And what we can also do is now we need seven more so we can just define the number of copies here. So we just put in seven here, apply and then you should create it seven times for us. OK, so then we can line them up how we want to connect them. OK, and then let's connect them up. So here we already connected the first one. Let's connect the other ones. So from output X into a rotated X. Try to bring them over here so that it can work a little bit faster. So the first two are done. Let's move those up a little. X, VOTED X. Okay, I think they are still not connected. Rotate and now we have two more and then the last two. I'll put x to rotate x. So now we have all those connected up. Let's now re-bend it. I can actually see all of them because the The second input, input 2x is already zero, so all of those are turned off except for the first one where we turned it back on. So because we duplicated it, if I go in here and I try to select all of them, set them all to one, then we can see all of them bent. And now we have this multiplier on all of these multiply nodes where we can basically set them all to zero and then the bend won't have any effect anymore. So we have a way to turn the bend on and off using this multiplier. So now what we want to say is if the position is, for example, 1 or 0, it doesn't matter. If it's 1, then we want only the first joint here to bend, but none of the other ones. So how we can do that is with reverse node, or remap nodes actually. If we get remap nodes here, remap value nodes, and we connect a position attribute into our input, okay, position into input value. Now we can say, okay, if the input value is 1, if we put the, if we put it between, you know, input value is 0 or 1, that's kind of the input, right? And then we want the output to be 0 or 1. So basically when we say, okay, input is 0, then the output is 0, and if the input is 1, then the output is 1. So now that could be our multiplier. So if we connect that now, the output of that, out value, into our multiplier here, into the second one, 2x. So at the moment, our multiplier is 1. is because our precision is set to one. So our position goes into the input. So it's going to remap one to one. We don't even need a remap value for that, but we'll come to that later. So one to one. So that means it goes through. If we're now setting this to zero, then you can see now it's remaping zero to zero. So that means it doesn't come through. So that means when we're bending nothing happens. Only when we are on position one, then the the first one here will actually do something. Okay. This was maybe not such a good example because I think we should have done that for the first joint. That's the first position. But depending on how we look at it, if this is the first position and this might be the second one, then we can do the second one differently here. But now what I want to do is I want to duplicate that remap node also seven or rather eight times. So I'll try to use that duplicate special again because it was handy before because and we at least get already our first connection in here correctly. So let's multiply that eight times. Here we go and line those up as well. We know which one belongs to which. Let's try to move this down a little. There's a little bit more space here. OK. For me, I feel it makes it easier lining them up like this because then I exactly know what I want to connect. So the first one we already did. Okay, so that's nothing special here. And let's connect the second one and we connected it to the input 2x after it multiplies. So let's do the same thing with these guys here. So we connect the out value into the input 2x. Here at the moment, we still have the same values, but what we can now do is, If this becomes two, let's try that, the position becomes two. Now for the second joint, this goes in here, okay, position two. So here we want to say if the input is one, then it should be zero, it should not rotate. And if the input is, sorry, the other way around, if the input is one, then the output should be zero. So that means if it's 1 or below, because it's also at the same time the rim is also clamping it, so if it's 1 or below, then we will have an output of 0. If it's 2 or above, then we will have an output of 1. So that goes into the multiplier, so at the moment you can see because it is set to 2, both joins now, the first one and the second one will rotate, but if we set this to 1, now you can see only the first joint will rotate. So you can see this one comes through, the second one does not. Okay, just because of the way how we set it up here. So let's go through and connect these all and then it will hopefully make a little bit more sense what we're doing here. Output value into input 2x. I'll connect them all up. So we're in the third one. Output value to 2x. Out value to 2x. I'm losing track here a little bit. You can see that the more nodes you have, the more complex it will get. But that's why I would typically do it with scripts as opposed to doing it manually. I just don't want to use scripts here and I want you guys to really understand what we're doing here and how we're setting it up, which is why I'm doing it manually, which is why it takes a little bit longer. Okay, I think I have them all. Just double check. Yep, I think they're all connected. Okay, cool. So now at the moment all of them curl, but the reason for that is because we haven't changed any of these input settings. So the first one we put 0 to 1 as the input. The second one we said 1 to 2. The next one we said 2 to 3 and so on and so forth. We step all the way through here, 3 to 4. So 2, 3, 3, 4, 4, 5, 5, 6, 7, 8, and 9. Here we go. So now coming back to this position, that a moment is set to 1. So that means on the first one, because the incoming value is 1, if it's 1, if it's the max or above, it will be turned on. If it's 0 or below, it will be turned off. The second one is kind of one step higher. So if the value is 1, it will be on the input min, so it will be mapped to 0. So it won't come through. If it's two or higher, then it will be on and so on and so forth. So here the range that's coming in is between two and three. Everything below two, two or below will be zero. Everything three and above will be one and so on and so forth. Okay. So you can kind of step through and see that this side kind of I'm building up. So that means because this is position one, only the first joint will have values. All the other ones will be zero, but yet they will still be connected. if we set this to 2, then the first 2 will come through, but not the third one or above, and so on. If we set this to 3, then the first 3 will have values, but not the fourth one, and so on and so forth. So that means now with the position what we can do now is we can kind of curl it in gradually. The higher we put this number is position number, the more joints will get rotation. However, this is not really the end of it or what we kind of want. What we rather want is that only the rotation kind of moves up. So at the moment, we either have no rotation or we have rotation. What we want is if we set this to 1, only the first joint should rotate. We set this to 2, only the second joint should rotate, the first one should no longer rotate. So instead of gradually curling in, which is almost like a bend, I mean, it's a little bit different in terms of with the bend, all the joints are curling at the same time. While what we now did with the position, we essentially created a way how we can curl the first joint first, then the second, then the third, and the fourth, and so on, as we increase the number. So this could also be useful, and I've used that in a couple of places in Riggs before. But this is not what we wanted to hear. What we wanted to hear is really if we set this to 1, as I said, the first joint should only rotate to only the second joint, 3 only the third joint, and so on and so forth. How can we accomplish that? Going back to the remap value node, what we can now do is we can change that range instead of going from 0 to 1. we can make it go from 0 to 2. 0 to 2. And then what we can also do is, so now the range coming in is a little bit higher. If it's 0, it's 0. If it's 2, it's 1. And if it's 1, it will be 0.5 in between as it is set up currently. But what we can now do is we can come into the remap value and we can change how it's remapping. And at the moment, it's a linear remap. What we can do is we can come into the middle here, set this to 0.5. So that means if the incoming value here is, um, is something, you know, like the minimum, and then it will reach the maximum after only half of the incoming values. Okay. And then at the end, we can say, okay, should go down again. So that means it will start with the minimum, then at half time of the incoming values it will reach the maximum output and then it will go back to the minimum. So if we look at these numbers here, what that means is it will start with when it's zero it will be zero, when it's two it will also be the minimum, it will also be zero, when it's one in between then it will be the maximum. That's how we set it up here. We'll go to the maximum and then we'll come down to the minimum again for the output. If we set this up the same way, you can even already see now that we have set this to that way, set it up that way, only the second one gets values. First one no longer gets values. So if we set this to one, now only the first one gets values, but not the second one. If we set this to two, then this first one doesn't get values. The second one does and the third one does not. It's kind of we're on the right track here. Now we just have to do it for all of them the same way. Because otherwise we cannot, like if we set this higher now, it will still be the same, right? So we have to do the same thing for all of them. So come in here. So the trick is we have to increase the max with one. So we set this to three, this one to four, so that there are two steps in between. Always just a 5, 6. Oops, not that one. 7. That one should be 8, 9. And the last one here should be 10. And we also have to change that interpolation on the node itself in the attribute editor for all of them. So there should be one here at 0.5. Should have the maximum. And then at the end here it should come down again. This. It doesn't matter which way we do it. We can bring this down first and then bring this up. Make sure this is set to 0.5. Might be quicker actually that way. 05 should be 1. And for now it also does not matter so much, you could also take this one and move it over and then create a new one here and move that down as long as this one is at 0.5. There are some slight differences here but can ignore them for now. Okay. So now you can maybe also see why we're only using nine joints here. Imagine you had to do that for 17 joints, 17 times manually. Again, that's where scripts are coming in handy. Okay, so we've done it for all of them. Let's see what we get now when we're using our position attribute. So the spine has already a band of 50 degrees on, But the position is set to 2 now. We set it to 1. Set it to 2. Set it to 3. Set it to 4. So you can see always only one joint is bending. And we can now basically shift the position through the spine. Now if we scroll that here, we can say where the spine should be bending from. At the moment, there are a couple of caveats. First one is that actually here it goes back. So we should probably make sure that we don't ever set it to zero, because then nothing will happen here with the band, because it will kind of be below it, below the first one even. So maybe we should have the starting position be at one. So let's set here, edit the attribute, and set the position as a minimum of one. That's the first thing. Apart from that, you can also see that if I'm doing it very, very slowly, it's kind of like polygonal in a way. It feels like a little bit. Well actually it doesn't look too bad here. And sorry why did I just change? I thought I added at the attribute here. It has a minimum of one. Hmm, some reason I can't change that. Here we go. Okay because the maximum was set to zero I guess. Weird. Doesn't matter. So one. Let's try this again. So now we can only go to one and not below it. So that makes more sense. Also up here, perhaps also doesn't make too much sense to be able to go much higher than, let's say, eight, I guess, here. Let's put the maximum at eight for precision. So now we can go to eight or one. So what you can see is, again, it's kind of like rotating a little bit, maybe hacky. It's not too bad actually, but if you had more joints in there, then it would obviously be a lot smoother. So if you had 17 joints, that would be the benefit. Negative side would be you would have a lot more setup stuff here to do. But for example, if you're scripting it up, it's kind of like you can loop over it and it will be pretty quick. But it will be smoother. That would be the benefit here because we have kind of like larger trunks here on our spine. But it's not too bad, especially if you're doing it kind of like slowly or faster rather than super slow, then you don't even notice it that much. What we can also see is that here as we're bending we're always kind of only bending one joint or the band is happening at one joint only, especially if the numbers are kind of round or even numbers here, or not even rather full numbers. If we're setting it between 2, 4.5 for example, then what we'll see is the two joints are rotating, but they're splitting, they are their rotations, so we're split rotating this a little bit and that a little bit. I think that's it. So if we have that set to 90 for example, we can see the total is going to be 90, but it's going to split up among two joints. One is 45, the other one is 45 or minus 45 in this case. And then if we're setting it to full number, then we can see it's getting the full rotation just on this one joint.",
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"text": " So we talked about the spine having, you know, three different bend sections here, the FK spine Bend up and mid bend low But these are kind of hard-coded So what it means is that you always kind of bend the same three joints for the lower part, the same three joints for the middle part And the same three joints for the upper part I want to show you a way how we can make this a little bit more dynamic or variable that basically we have one band attribute and the animators can decide where it bends from along the spine and then also maybe we can look into creating a fall of four for the bent So I want to try to keep that simple So what I'm going to do is I'm going to make it on a simple case first and then see if we can kind of bring it back Into the rig but I want to kind of you know work on it separately without being distracted with all the other stuff That's already going on with the spine or with the rig which is already kind of complex now. So let's pick the FK spine here. I'm going to break that out. So what I'm going to do first, I want to make a duplicate of the FK spine. So I'll take the refK spine, parent it out. That leaves me only with the FK spine, then I'll duplicate the FK spine. Now parent this outside of the whole rig, sitting outside here. You don't have to do that, but I'll just do it for demo purposes so that we can really only focus on that chain here. And then I'll parent the refcase bind back into the rig where it belongs to. So basically, I did all that just so that we can have our own FK spine without anything else going on without a chest and all that stuff. Then I'll hide the rig, setting this to zero. And now I will have my new spine here. We can probably rename those to something else, but first I want to create a new control here. Just so it can work on that as I said in isolation. Not get distracted with all the other stuff, so let's create a new NURB circle. Let's move this up here, scale it up. In the end what I'm probably going to do is I'm going to transfer all the attributes or you know find a way how to get them back onto the rig. So this is just a temporary control for me to show you guys what I want to show. Test control, do the same stuff, freeze everything, delete the history. Okay, and then take this new spine, parent it under the control so it kind of moves like with the body before. Then I said I want to change those names so let's change those to be spine1. Let's call this test actually shall we? 2, spine 2 test, spine 3 test and so on. So I have my new spine and now what I'm going to do is create a bend attribute. So I'll just show it on the bend but it's kind of the same way, it works the same way with twist inside as well. So I'll just add new attributes here, add a bend and then let's connect all these joins here to the band. Okay, I'll select all of them into control, bring them into the hypershade or node editor, whatever you prefer. Shall we do it in a node editor? Switch it up here. Okay, so FTO is in here. Here's my control. Here test. Then let's connect it to all of them. Let's open those up. From band to rotate X. Great CUNY conversion again for us but now we can potentially tag the Unicon version output and connect it to all the other rotations here. So we have those three going. One, two, three. Connect this rotate X. Okay, then we've those three hooked up now. Then to those three as well. There we go. Okay, all that is hooked up. So now if we use our band attribute, a shirt, curl, or bend all these joints, right? Okay. But now as I said before, we don't want it to bend all the spines all the time or just three or whatever. We want to say where actually it is. Okay, so we want to have a position where we can bend along our spine. So let's create a new attribute here, call this position. And what I want to do now is if this bends and position is for example zero, then I don't want to bend all of those attributes. So what I want is I want to have a way to turn some of these bends off, right, that they shouldn't bend. So what I want to do is I want to basically say it should either work or it should not work or it should work half or somewhere in between. So basically I want to have a way to blend it off. And a good way to do that is with a multiplier. So we can multiply it with zero or with one and depending on that or our value in between and depending on that, we can basically blend the effect on or off that this has. So whether we're multiplying with 0, then nothing comes through. When we're multiplying it with 1, all the bent attribute comes through. So I'll go into the... I could do it in a node editor as well, but I'll actually do it in the... I appreciate here instead. Oops, not mental ray. I appreciate instead just because again, I feel, you know, I'm more used to it and I'm quicker here. So for demo purposes I'll show it here. I'll grab my test control, show all the upcoming connections and we can see okay it is connected to those joints as expected and we have those unit conversion in between. So now what I'm going to do is as I said before I want to have a way to turn these rotations for some of those joints on and off individually. So basically what I'm going to do is I'm going to add a bunch of multiply divide nodes in between the bend and the rotate X series that we have away with the second input to multiply it with zero if we want to turn them off. So let's create a multiply node. Let's add them in between here. We need nine of them if we have nine drawings. So I'll connect it from the bend into the input 1X of that multiplier and then from there I connected onto the rotate now. Output X goes into rotate X. I'm not sure if that worked, I think it did. Let's try to multiply this with zero and that means nothing should come through anymore and then we can see this is actually zero, right? So we actually did connect it now. So if I go into new tab and try that again through all the output connections then we see we have this one guy that is now connected through the multiply node. The other ones are so missing, so we have to set all those up as well. Actually one thing that I noticed here is for some reason Maya always kind of re-orders those or doesn't put them in the right order, so let's create our own order here. So let's order these real quick. So we have spine 8, 6, 4, that's 9, 7 goes there. Makes it easier to work with, I feel. They're all in order. So with those guys, then we have 5, comes above 6, and 3, comes above 4, and I'm missing 2 somewhere down there. So with 1, 2, 3, 4, 5, set that to all we ordered now. Okay, what we can do if we want to is we can try to make a bookmark for it if we want to keep it for later on. So let's create a bookmark. Variable or bar spine maybe. Here we go. Let's see if that works. I usually don't use bookmarks but here it actually might be handy to be able to go back to it in case we lose it. All right, so now we need these multipliers for all of them. So what we can try to do is we can try to duplicate them, multiply them, the multiply nodes multiple times. So nine times. I already have one, so I only needed eight more times. I can just kind of duplicate this and then kind of connect it up again. But an easier way I found was if you're selecting this node, you go to Edit, duplicate special. And then if we reset that, what we can now do is we can say not input, not the input graph that we used for the hands and the feet that duplicates everything, but just the input connection if you're hitting that, then you can see that this one guy is already connected up to the new one, from the band to the input one X of that one. Okay, so we have one less connection that we have to make. And what we can also do is now we need seven more so we can just define the number of copies here. So we just put in seven here, apply and then you should create it seven times for us. OK, so then we can line them up how we want to connect them. OK, and then let's connect them up. So here we already connected the first one. Let's connect the other ones. So from output X into a rotated X. Try to bring them over here so that it can work a little bit faster. So the first two are done. Let's move those up a little. X, VOTED X. Okay, I think they are still not connected. Rotate and now we have two more and then the last two. I'll put x to rotate x. So now we have all those connected up. Let's now re-bend it. I can actually see all of them because the The second input, input 2x is already zero, so all of those are turned off except for the first one where we turned it back on. So because we duplicated it, if I go in here and I try to select all of them, set them all to one, then we can see all of them bent. And now we have this multiplier on all of these multiply nodes where we can basically set them all to zero and then the bend won't have any effect anymore. So we have a way to turn the bend on and off using this multiplier. So now what we want to say is if the position is, for example, 1 or 0, it doesn't matter. If it's 1, then we want only the first joint here to bend, but none of the other ones. So how we can do that is with reverse node, or remap nodes actually. If we get remap nodes here, remap value nodes, and we connect a position attribute into our input, okay, position into input value. Now we can say, okay, if the input value is 1, if we put the, if we put it between, you know, input value is 0 or 1, that's kind of the input, right? And then we want the output to be 0 or 1. So basically when we say, okay, input is 0, then the output is 0, and if the input is 1, then the output is 1. So now that could be our multiplier. So if we connect that now, the output of that, out value, into our multiplier here, into the second one, 2x. So at the moment, our multiplier is 1. is because our precision is set to one. So our position goes into the input. So it's going to remap one to one. We don't even need a remap value for that, but we'll come to that later. So one to one. So that means it goes through. If we're now setting this to zero, then you can see now it's remaping zero to zero. So that means it doesn't come through. So that means when we're bending nothing happens. Only when we are on position one, then the the first one here will actually do something. Okay. This was maybe not such a good example because I think we should have done that for the first joint. That's the first position. But depending on how we look at it, if this is the first position and this might be the second one, then we can do the second one differently here. But now what I want to do is I want to duplicate that remap node also seven or rather eight times. So I'll try to use that duplicate special again because it was handy before because and we at least get already our first connection in here correctly. So let's multiply that eight times. Here we go and line those up as well. We know which one belongs to which. Let's try to move this down a little. There's a little bit more space here. OK. For me, I feel it makes it easier lining them up like this because then I exactly know what I want to connect. So the first one we already did. Okay, so that's nothing special here. And let's connect the second one and we connected it to the input 2x after it multiplies. So let's do the same thing with these guys here. So we connect the out value into the input 2x. Here at the moment, we still have the same values, but what we can now do is, If this becomes two, let's try that, the position becomes two. Now for the second joint, this goes in here, okay, position two. So here we want to say if the input is one, then it should be zero, it should not rotate. And if the input is, sorry, the other way around, if the input is one, then the output should be zero. So that means if it's 1 or below, because it's also at the same time the rim is also clamping it, so if it's 1 or below, then we will have an output of 0. If it's 2 or above, then we will have an output of 1. So that goes into the multiplier, so at the moment you can see because it is set to 2, both joins now, the first one and the second one will rotate, but if we set this to 1, now you can see only the first joint will rotate. So you can see this one comes through, the second one does not. Okay, just because of the way how we set it up here. So let's go through and connect these all and then it will hopefully make a little bit more sense what we're doing here. Output value into input 2x. I'll connect them all up. So we're in the third one. Output value to 2x. Out value to 2x. I'm losing track here a little bit. You can see that the more nodes you have, the more complex it will get. But that's why I would typically do it with scripts as opposed to doing it manually. I just don't want to use scripts here and I want you guys to really understand what we're doing here and how we're setting it up, which is why I'm doing it manually, which is why it takes a little bit longer. Okay, I think I have them all. Just double check. Yep, I think they're all connected. Okay, cool. So now at the moment all of them curl, but the reason for that is because we haven't changed any of these input settings. So the first one we put 0 to 1 as the input. The second one we said 1 to 2. The next one we said 2 to 3 and so on and so forth. We step all the way through here, 3 to 4. So 2, 3, 3, 4, 4, 5, 5, 6, 7, 8, and 9. Here we go. So now coming back to this position, that a moment is set to 1. So that means on the first one, because the incoming value is 1, if it's 1, if it's the max or above, it will be turned on. If it's 0 or below, it will be turned off. The second one is kind of one step higher. So if the value is 1, it will be on the input min, so it will be mapped to 0. So it won't come through. If it's two or higher, then it will be on and so on and so forth. So here the range that's coming in is between two and three. Everything below two, two or below will be zero. Everything three and above will be one and so on and so forth. Okay. So you can kind of step through and see that this side kind of I'm building up. So that means because this is position one, only the first joint will have values. All the other ones will be zero, but yet they will still be connected. if we set this to 2, then the first 2 will come through, but not the third one or above, and so on. If we set this to 3, then the first 3 will have values, but not the fourth one, and so on and so forth. So that means now with the position what we can do now is we can kind of curl it in gradually. The higher we put this number is position number, the more joints will get rotation. However, this is not really the end of it or what we kind of want. What we rather want is that only the rotation kind of moves up. So at the moment, we either have no rotation or we have rotation. What we want is if we set this to 1, only the first joint should rotate. We set this to 2, only the second joint should rotate, the first one should no longer rotate. So instead of gradually curling in, which is almost like a bend, I mean, it's a little bit different in terms of with the bend, all the joints are curling at the same time. While what we now did with the position, we essentially created a way how we can curl the first joint first, then the second, then the third, and the fourth, and so on, as we increase the number. So this could also be useful, and I've used that in a couple of places in Riggs before. But this is not what we wanted to hear. What we wanted to hear is really if we set this to 1, as I said, the first joint should only rotate to only the second joint, 3 only the third joint, and so on and so forth. How can we accomplish that? Going back to the remap value node, what we can now do is we can change that range instead of going from 0 to 1. we can make it go from 0 to 2. 0 to 2. And then what we can also do is, so now the range coming in is a little bit higher. If it's 0, it's 0. If it's 2, it's 1. And if it's 1, it will be 0.5 in between as it is set up currently. But what we can now do is we can come into the remap value and we can change how it's remapping. And at the moment, it's a linear remap. What we can do is we can come into the middle here, set this to 0.5. So that means if the incoming value here is, um, is something, you know, like the minimum, and then it will reach the maximum after only half of the incoming values. Okay. And then at the end, we can say, okay, should go down again. So that means it will start with the minimum, then at half time of the incoming values it will reach the maximum output and then it will go back to the minimum. So if we look at these numbers here, what that means is it will start with when it's zero it will be zero, when it's two it will also be the minimum, it will also be zero, when it's one in between then it will be the maximum. That's how we set it up here. We'll go to the maximum and then we'll come down to the minimum again for the output. If we set this up the same way, you can even already see now that we have set this to that way, set it up that way, only the second one gets values. First one no longer gets values. So if we set this to one, now only the first one gets values, but not the second one. If we set this to two, then this first one doesn't get values. The second one does and the third one does not. It's kind of we're on the right track here. Now we just have to do it for all of them the same way. Because otherwise we cannot, like if we set this higher now, it will still be the same, right? So we have to do the same thing for all of them. So come in here. So the trick is we have to increase the max with one. So we set this to three, this one to four, so that there are two steps in between. Always just a 5, 6. Oops, not that one. 7. That one should be 8, 9. And the last one here should be 10. And we also have to change that interpolation on the node itself in the attribute editor for all of them. So there should be one here at 0.5. Should have the maximum. And then at the end here it should come down again. This. It doesn't matter which way we do it. We can bring this down first and then bring this up. Make sure this is set to 0.5. Might be quicker actually that way. 05 should be 1. And for now it also does not matter so much, you could also take this one and move it over and then create a new one here and move that down as long as this one is at 0.5. There are some slight differences here but can ignore them for now. Okay. So now you can maybe also see why we're only using nine joints here. Imagine you had to do that for 17 joints, 17 times manually. Again, that's where scripts are coming in handy. Okay, so we've done it for all of them. Let's see what we get now when we're using our position attribute. So the spine has already a band of 50 degrees on, But the position is set to 2 now. We set it to 1. Set it to 2. Set it to 3. Set it to 4. So you can see always only one joint is bending. And we can now basically shift the position through the spine. Now if we scroll that here, we can say where the spine should be bending from. At the moment, there are a couple of caveats. First one is that actually here it goes back. So we should probably make sure that we don't ever set it to zero, because then nothing will happen here with the band, because it will kind of be below it, below the first one even. So maybe we should have the starting position be at one. So let's set here, edit the attribute, and set the position as a minimum of one. That's the first thing. Apart from that, you can also see that if I'm doing it very, very slowly, it's kind of like polygonal in a way. It feels like a little bit. Well actually it doesn't look too bad here. And sorry why did I just change? I thought I added at the attribute here. It has a minimum of one. Hmm, some reason I can't change that. Here we go. Okay because the maximum was set to zero I guess. Weird. Doesn't matter. So one. Let's try this again. So now we can only go to one and not below it. So that makes more sense. Also up here, perhaps also doesn't make too much sense to be able to go much higher than, let's say, eight, I guess, here. Let's put the maximum at eight for precision. So now we can go to eight or one. So what you can see is, again, it's kind of like rotating a little bit, maybe hacky. It's not too bad actually, but if you had more joints in there, then it would obviously be a lot smoother. So if you had 17 joints, that would be the benefit. Negative side would be you would have a lot more setup stuff here to do. But for example, if you're scripting it up, it's kind of like you can loop over it and it will be pretty quick. But it will be smoother. That would be the benefit here because we have kind of like larger trunks here on our spine. But it's not too bad, especially if you're doing it kind of like slowly or faster rather than super slow, then you don't even notice it that much. What we can also see is that here as we're bending we're always kind of only bending one joint or the band is happening at one joint only, especially if the numbers are kind of round or even numbers here, or not even rather full numbers. If we're setting it between 2, 4.5 for example, then what we'll see is the two joints are rotating, but they're splitting, they are their rotations, so we're split rotating this a little bit and that a little bit. I think that's it. So if we have that set to 90 for example, we can see the total is going to be 90, but it's going to split up among two joints. One is 45, the other one is 45 or minus 45 in this case. And then if we're setting it to full number, then we can see it's getting the full rotation just on this one joint."
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| 6 |
+
}
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| 7 |
+
]
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| 8 |
+
}
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