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Add transcription for: week04 03 spine interactive joint placement.wav

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transcriptions/week04 03 spine interactive joint placement_transcription.json ADDED
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+ "text": " I want to do another video here real quick to show you guys how we can make those joints still being adjustable after you know that we can kind of modify the curve which at the moment we can't, they don't attach to the curve, but I want to show you that too. So I'll take all these joints, I'll un-parent them from each other, so just un-parent, then they're separated again and we'll also hide these axes, we don't need to see those any more in the moment. Toggle those off. And so now what we will do is we will kind of create all these joints. I'll attach all these joints to the curve with a motion path. I think you have to do it one by one. I'm not 100% positive, but let's try what happens if we select all of them and then the forces spine and then all the joints, I guess. I don't know if the order matters. And then we'll create a motion path again, try that if that works. to motion path. Now it will work, but it might have only created one motion path we have to check. Yeah, it only created one motion path so they're all on the same one, so we actually have to do it one by one. So that's undo. And then stat, that's connect them one by one. So we'll create a motion path for that. Nm motion path, attach to motion path, and now we should be able to just use g for the next one, and then it creates a new motion path so we can adjust that separately. And I will go step through them here, select the join, select the curve, press G for repeating the last action, G, G, G, G. And that one here as well, G. And so now they all have their own motion paths, goes up to nine, then Then we can select them all. The one we can show them here in the hyperjade, just to see. So we will select the joints and show the incoming connections, which should be the motion path here somewhere. So here we have all the motion paths. Then we can select all the motion paths, nodes, and break the connection off the animation basically. And then we should be able to set them individually. now we'll set them from kind of one going up. We can just come to the joints here, I guess, joint root. So that motion path should have a value of zero. The next one should have, motion path two, should have a value of 0.125. So then it's already up there. The next one, 0.25, and so on and so forth. We'll set our values here, 0.375. Then that one should be 0.5. the middle, then the next one should be 0.625, then it should be 0.75, then the next one, I think 0.875, and then the last one here should be 1. Now that we have all these motion paths, Now this is basically live. So now we can select the curve and we can change the curve points around. And we can see even if we do that, those joints maintain their distribution. So even if we go down here, at least they should, even if we deselect joint selection from up here for a second. and I will select just these two down here. And we move them, we can see that they always stay even, right? Even as you adjust the distance between those along the curve, they always stay the same, or even out towards each other. So now we can come in here, we can show our geometry again, or our dan set the visibility back to on, and then we can kind of take this curve and place the curve the way how we want to get our joints attached properly. So perhaps we'll come here. Perhaps we want them more in the front here, a little bit more curvature, or maybe just more in the back. So you can see that we can adjust that very, very easily. And that also works not only if you have nine joints, but of course, if you have five joints, or if you have 17 joints, which otherwise would a lot harder to do. And then once we're happy with our joint placement or how this vines is placed in here and our joints are laid out, then we can kind of do the same thing as before. We basically delete all the motion paths and then we parent all these together again and then we have our hierarchy once again. So Let's see what I actually want to do here. Perhaps that. And this might be OK. We probably should make sure that we don't move them in or to decide or anything, although we could do that too. But then we're probably messing with the orientations, so we want them all to be straight from the front. So even if we modified one of those points going to the side, We should probably select all these and make sure that we go to here absolute values. And in x, we want to type in zero so that they're all kind of in the center axis looking from the front that they're not moved to the side. Okay. But here from the side, we can actually change the curvature. And when we're happy with that, then it might be as easy as just deleting the curve here. I think that already gets rid of all the motion paths as well. Let's see if that's true. all the motion paths in here, if I delete the curve now, delete, then it's true. These are all the motion paths that were kind of going with that or connected to it, so now we're only left with the joins with the correct placement that we want. And then we can come in and hide it once again, that it's easier to see. Then we can redo the parenting to our axes. And we're done. Kind of the same as we did before. That is here, here, here, and here. And then let's check the axes for those. We probably don't even have to check it, but they're wrong here now, and then we just kind of freeze all the rotations again. And then we'll select the first joint, and we still have the same settings as before, so that should work, and they're all fine. We come to the last one. We zero out in attribute editor, joint-oriented, and we also make sure that we don't have anything under rotate-axis. the dose should both be zero and then there will be all aligned the same way. And we can take all of those and turn these axes off again and then we can and curl them all in the same direction.",
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+ "segments": [
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+ {
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+ "text": " I want to do another video here real quick to show you guys how we can make those joints still being adjustable after you know that we can kind of modify the curve which at the moment we can't, they don't attach to the curve, but I want to show you that too. So I'll take all these joints, I'll un-parent them from each other, so just un-parent, then they're separated again and we'll also hide these axes, we don't need to see those any more in the moment. Toggle those off. And so now what we will do is we will kind of create all these joints. I'll attach all these joints to the curve with a motion path. I think you have to do it one by one. I'm not 100% positive, but let's try what happens if we select all of them and then the forces spine and then all the joints, I guess. I don't know if the order matters. And then we'll create a motion path again, try that if that works. to motion path. Now it will work, but it might have only created one motion path we have to check. Yeah, it only created one motion path so they're all on the same one, so we actually have to do it one by one. So that's undo. And then stat, that's connect them one by one. So we'll create a motion path for that. Nm motion path, attach to motion path, and now we should be able to just use g for the next one, and then it creates a new motion path so we can adjust that separately. And I will go step through them here, select the join, select the curve, press G for repeating the last action, G, G, G, G. And that one here as well, G. And so now they all have their own motion paths, goes up to nine, then Then we can select them all. The one we can show them here in the hyperjade, just to see. So we will select the joints and show the incoming connections, which should be the motion path here somewhere. So here we have all the motion paths. Then we can select all the motion paths, nodes, and break the connection off the animation basically. And then we should be able to set them individually. now we'll set them from kind of one going up. We can just come to the joints here, I guess, joint root. So that motion path should have a value of zero. The next one should have, motion path two, should have a value of 0.125. So then it's already up there. The next one, 0.25, and so on and so forth. We'll set our values here, 0.375. Then that one should be 0.5. the middle, then the next one should be 0.625, then it should be 0.75, then the next one, I think 0.875, and then the last one here should be 1. Now that we have all these motion paths, Now this is basically live. So now we can select the curve and we can change the curve points around. And we can see even if we do that, those joints maintain their distribution. So even if we go down here, at least they should, even if we deselect joint selection from up here for a second. and I will select just these two down here. And we move them, we can see that they always stay even, right? Even as you adjust the distance between those along the curve, they always stay the same, or even out towards each other. So now we can come in here, we can show our geometry again, or our dan set the visibility back to on, and then we can kind of take this curve and place the curve the way how we want to get our joints attached properly. So perhaps we'll come here. Perhaps we want them more in the front here, a little bit more curvature, or maybe just more in the back. So you can see that we can adjust that very, very easily. And that also works not only if you have nine joints, but of course, if you have five joints, or if you have 17 joints, which otherwise would a lot harder to do. And then once we're happy with our joint placement or how this vines is placed in here and our joints are laid out, then we can kind of do the same thing as before. We basically delete all the motion paths and then we parent all these together again and then we have our hierarchy once again. So Let's see what I actually want to do here. Perhaps that. And this might be OK. We probably should make sure that we don't move them in or to decide or anything, although we could do that too. But then we're probably messing with the orientations, so we want them all to be straight from the front. So even if we modified one of those points going to the side, We should probably select all these and make sure that we go to here absolute values. And in x, we want to type in zero so that they're all kind of in the center axis looking from the front that they're not moved to the side. Okay. But here from the side, we can actually change the curvature. And when we're happy with that, then it might be as easy as just deleting the curve here. I think that already gets rid of all the motion paths as well. Let's see if that's true. all the motion paths in here, if I delete the curve now, delete, then it's true. These are all the motion paths that were kind of going with that or connected to it, so now we're only left with the joins with the correct placement that we want. And then we can come in and hide it once again, that it's easier to see. Then we can redo the parenting to our axes. And we're done. Kind of the same as we did before. That is here, here, here, and here. And then let's check the axes for those. We probably don't even have to check it, but they're wrong here now, and then we just kind of freeze all the rotations again. And then we'll select the first joint, and we still have the same settings as before, so that should work, and they're all fine. We come to the last one. We zero out in attribute editor, joint-oriented, and we also make sure that we don't have anything under rotate-axis. the dose should both be zero and then there will be all aligned the same way. And we can take all of those and turn these axes off again and then we can and curl them all in the same direction."
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+ }
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+ ]
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+ }