Add transcription for: week02 04 leg fkik blend and foot prep.wav
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transcriptions/week02 04 leg fkik blend and foot prep_transcription.json
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"text": " So let's continue with the feed now. Close all this down. Actually probably a good time to save too. I shouldn't forget about saving as we work. And as you can see, I always save kind of like new versions all the time so that I always kind of have, you know, ways to kind of go back to in time. And I don't always save over the same file. Also especially important, you know, if that file ever gets corrupted, I kind of have older files to go back to while if I always save over the same file. And that file then gets corrupted, then I have a problem. I kind of have to start over again. So always save as a new version and with this space so cheap these days, you know, you can just keep on saving all the time. Okay, so feet, they're hidden by default here. It's still from before, so let's show them. First, let's work on the lag. We haven't done the lag yet. Just kind of going over very quickly what we already did for the arm. I'll select those three joins. Come into the, let's do it in the node editor this time, just to see kind of a different view of the same thing. But to see that you can also do the same thing in the node editor. Here, creating nodes is a little bit different now. So you have to hit Tab and then you have to type in what you want, so Blend Color. You kind of have to know what you want, Blend Color and then Enter. And then you're getting your Blend Color node. And same thing though, I want to lay it out how I want to connect it or how I'm going to connect it. So root or IK on top, FK on bottom to color two, and then the output goes into the Blend. And then we'll take all these, we'll expand all of them here to see all their attributes. to zoom in a little bit here, and that goes into color 1, the rotations here, X into color 1, you can see we're getting these unit conversions, color 2, color 3, or rather RGB, that's what I meant. Okay, so first thing is connected up, and then we come down here, now we go from rotation into color 2. Expand it, color 2, color 2 and color 2. Okay, and then from the output you can go in that rotation, output, second one, third one to third one, and then we have kind of the same setup here that we did for the arm. Now we have to do the same thing for the mid joints as well. So let's bring those in plus getting quite crowded here now. Where are those joints? Hm, where did it go? Here we go. Mid, mid, mid. We can obviously also hide all the other stuff, but I want to keep it around for later on. So here is our IK mid, FK mid, Blend mid. Now create a new tab again. Tab key for blend color, color. And then enter. Create a new blend color node. Then we expand all of them. And we go from the rotation into the color 1. Okay. And then we go into, from the FK into color 2. And then from the result, the output, we go into the rotation of the blended joint. That's that. we have our two blend color nodes that can come up and connect those two blenders, blender attributes to the FK-IK attribute, which we don't have at the moment yet. But we can create our foot control now just the same way how we created our hand control. So let's create a foot control that's also always there whether we are in FK or in IK with our leg. So let's go with a simple circle here and snap that here to the root. It doesn't really matter. I mean we can also snap it to that one. Essentially kind of the same thing. I just want to make sure that I have it aligned here in terms of the x motion. And then I also want to make sure that even if I snapped it here up there to the end of the leg or the foot that I zero out the Y translation, zero. So that is on the ground again. And then we can scale it up a little bit, scale it maybe more in this way, translate it, look how our geometry looks like, how big we need to create it, perhaps something like that. And you can come into the vertex mode and move those points around a little bit, kind of making this more look like a foot or like a shoe. be something like that. We want to make sure that it's big enough that it's selectable from, you know, all around wherever we are looking from, we want to be able to select that control. Okay, perhaps something like that. Out of component mode and object mode, and let's call this foot control, or rather R foot control, on the right side, freeze everything here and delete the history because again we have construction history since we started from a circle. So delete by type history, get rid of those extra nodes that we don't need and then we want to take this control and parent it under the foot. So well before we do that actually let's bring it over to the other side so that we have the other side as well. So we can duplicate it and we can now move to pivot. So go into pivot mode with insert on windows or function left key on Mac or just holding down the D key. And you go into grid snapping with X, holding down X and snap it to the origin. Let go off the keys. And then we can scale this with minus one, bring it over to the other side. So in X scaling with minus one. we have these two controls and we can freeze them now, freeze everything and then we have our left side control already. Now we want to do the color coding, so attribute under shape, set this to red and this to blue. Okay, and then we can parent them to where they need to go. So the right foot needs to go on the right foot group, left foot needs to go on the left foot group. And just like before, at the moment, you know, it's not controlling anything, but that's just because it's separated. But what we can now do is we can take that root joint and just parent it under the foot control. If we now move the foot control, rotate it, we can see that it actually rotates. The moment it's still rotating around the wrong pivot because the pivot is still centered in this object where we had it originally. So now we can take the pivot and we can move it to the start of the foot here. Just using snap snapping again with the V key snapping into that joint. And now if we go out of pivot mode and we select our control and rotate now, then it's rotating around the ankle here at the correct position for having rotations in all three axes. We can do the same thing on the other side. So first we take the joints, parent them under the control, then we have a simple hierarchy here and we'll take the control and move to pivot. So pivot mode. Okay. And then we'll snap it using the V key to this joint, the root joint of the foot. And then we also have it working here properly. Same thing like with the hands, we probably don't need translation because that would just translate the foot away from the leg. What we will be using is this control to animate the leg and then we have to connect the foot still. But we don't need translation on the foot control. We also don't need scaling. We don't want visibility either. So we will lock everything except for rotations on this one. Lock and hide. And same thing on this side here. and hide. Oops, lock and hide. And then we can again create our custom separator here. So add attribute, 10 underscores, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10. Add that and then I will lock that. That they can't be keyed and I will create our FKIK attribute and we can right away now because we know we have to set our limits between 0 and 1 only. So we can set those here right away, minimum, maximum, 0, and then the attribute can only go between 0 and 1, but it's still a float so that we can have the decimal points. And I will connect that to our blenders here. We still have the node editor somewhere. Here we go. So we have the two blend color nodes and we have our control. Well, that's left control. we have to write control. So we want to connect from here, from fkik into our blender, and also from this fkik into that blender. We have to expand it one more time. Here we go to see the blender, to see all attributes, not just the connected ones. Okay, and then And we can also or should probably rename those too. So this one was I think the second one was for the mid ones. So that would be right leg mid blend color, PLC. And then up there is the other one. So that's for the root. So I can change it here in the channel box, right leg root blend color. And if we look now in the... I appreciate it one more time. When we bring that down and we go to Utilities, then we can see that here these are named properly already. Unfortunately, we have all these other junk in here right now, but if we go to the Outliner also and through the shapes, sorry, not the shapes, the TurnDec objects only off, then We can see all the blend color nodes here are actually going to be grouped together, and we can immediately see which one belongs to the right side, which one belongs to the arm, to the leg, and so on. So it's easily to spot them later on if we have to change anything on the setup. So that should be working now. Let's test it out. So here by default, it does not follow the IK, but if we now come in, then we can blend between IK and FK, depending on what we wanted to follow. So that's working. We have kind of two more things to go here. We want to create some foot controls for animating different parts of the foot, not just the rotation that we have at the moment. We also want to be able to roll around a toe here, or roll around a heel, and that kind of stuff. And then what we also are still missing here are our FK controls and then snapping all these joints back to where they need to go. So maybe let's start with that, the FK controls is the first thing to talk about. And then we'll talk about the foot as the second, the foot of extra foot controls as the second part. Okay, let's take a short break here and then we'll be right back",
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"text": " So let's continue with the feed now. Close all this down. Actually probably a good time to save too. I shouldn't forget about saving as we work. And as you can see, I always save kind of like new versions all the time so that I always kind of have, you know, ways to kind of go back to in time. And I don't always save over the same file. Also especially important, you know, if that file ever gets corrupted, I kind of have older files to go back to while if I always save over the same file. And that file then gets corrupted, then I have a problem. I kind of have to start over again. So always save as a new version and with this space so cheap these days, you know, you can just keep on saving all the time. Okay, so feet, they're hidden by default here. It's still from before, so let's show them. First, let's work on the lag. We haven't done the lag yet. Just kind of going over very quickly what we already did for the arm. I'll select those three joins. Come into the, let's do it in the node editor this time, just to see kind of a different view of the same thing. But to see that you can also do the same thing in the node editor. Here, creating nodes is a little bit different now. So you have to hit Tab and then you have to type in what you want, so Blend Color. You kind of have to know what you want, Blend Color and then Enter. And then you're getting your Blend Color node. And same thing though, I want to lay it out how I want to connect it or how I'm going to connect it. So root or IK on top, FK on bottom to color two, and then the output goes into the Blend. And then we'll take all these, we'll expand all of them here to see all their attributes. to zoom in a little bit here, and that goes into color 1, the rotations here, X into color 1, you can see we're getting these unit conversions, color 2, color 3, or rather RGB, that's what I meant. Okay, so first thing is connected up, and then we come down here, now we go from rotation into color 2. Expand it, color 2, color 2 and color 2. Okay, and then from the output you can go in that rotation, output, second one, third one to third one, and then we have kind of the same setup here that we did for the arm. Now we have to do the same thing for the mid joints as well. So let's bring those in plus getting quite crowded here now. Where are those joints? Hm, where did it go? Here we go. Mid, mid, mid. We can obviously also hide all the other stuff, but I want to keep it around for later on. So here is our IK mid, FK mid, Blend mid. Now create a new tab again. Tab key for blend color, color. And then enter. Create a new blend color node. Then we expand all of them. And we go from the rotation into the color 1. Okay. And then we go into, from the FK into color 2. And then from the result, the output, we go into the rotation of the blended joint. That's that. we have our two blend color nodes that can come up and connect those two blenders, blender attributes to the FK-IK attribute, which we don't have at the moment yet. But we can create our foot control now just the same way how we created our hand control. So let's create a foot control that's also always there whether we are in FK or in IK with our leg. So let's go with a simple circle here and snap that here to the root. It doesn't really matter. I mean we can also snap it to that one. Essentially kind of the same thing. I just want to make sure that I have it aligned here in terms of the x motion. And then I also want to make sure that even if I snapped it here up there to the end of the leg or the foot that I zero out the Y translation, zero. So that is on the ground again. And then we can scale it up a little bit, scale it maybe more in this way, translate it, look how our geometry looks like, how big we need to create it, perhaps something like that. And you can come into the vertex mode and move those points around a little bit, kind of making this more look like a foot or like a shoe. be something like that. We want to make sure that it's big enough that it's selectable from, you know, all around wherever we are looking from, we want to be able to select that control. Okay, perhaps something like that. Out of component mode and object mode, and let's call this foot control, or rather R foot control, on the right side, freeze everything here and delete the history because again we have construction history since we started from a circle. So delete by type history, get rid of those extra nodes that we don't need and then we want to take this control and parent it under the foot. So well before we do that actually let's bring it over to the other side so that we have the other side as well. So we can duplicate it and we can now move to pivot. So go into pivot mode with insert on windows or function left key on Mac or just holding down the D key. And you go into grid snapping with X, holding down X and snap it to the origin. Let go off the keys. And then we can scale this with minus one, bring it over to the other side. So in X scaling with minus one. we have these two controls and we can freeze them now, freeze everything and then we have our left side control already. Now we want to do the color coding, so attribute under shape, set this to red and this to blue. Okay, and then we can parent them to where they need to go. So the right foot needs to go on the right foot group, left foot needs to go on the left foot group. And just like before, at the moment, you know, it's not controlling anything, but that's just because it's separated. But what we can now do is we can take that root joint and just parent it under the foot control. If we now move the foot control, rotate it, we can see that it actually rotates. The moment it's still rotating around the wrong pivot because the pivot is still centered in this object where we had it originally. So now we can take the pivot and we can move it to the start of the foot here. Just using snap snapping again with the V key snapping into that joint. And now if we go out of pivot mode and we select our control and rotate now, then it's rotating around the ankle here at the correct position for having rotations in all three axes. We can do the same thing on the other side. So first we take the joints, parent them under the control, then we have a simple hierarchy here and we'll take the control and move to pivot. So pivot mode. Okay. And then we'll snap it using the V key to this joint, the root joint of the foot. And then we also have it working here properly. Same thing like with the hands, we probably don't need translation because that would just translate the foot away from the leg. What we will be using is this control to animate the leg and then we have to connect the foot still. But we don't need translation on the foot control. We also don't need scaling. We don't want visibility either. So we will lock everything except for rotations on this one. Lock and hide. And same thing on this side here. and hide. Oops, lock and hide. And then we can again create our custom separator here. So add attribute, 10 underscores, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10. Add that and then I will lock that. That they can't be keyed and I will create our FKIK attribute and we can right away now because we know we have to set our limits between 0 and 1 only. So we can set those here right away, minimum, maximum, 0, and then the attribute can only go between 0 and 1, but it's still a float so that we can have the decimal points. And I will connect that to our blenders here. We still have the node editor somewhere. Here we go. So we have the two blend color nodes and we have our control. Well, that's left control. we have to write control. So we want to connect from here, from fkik into our blender, and also from this fkik into that blender. We have to expand it one more time. Here we go to see the blender, to see all attributes, not just the connected ones. Okay, and then And we can also or should probably rename those too. So this one was I think the second one was for the mid ones. So that would be right leg mid blend color, PLC. And then up there is the other one. So that's for the root. So I can change it here in the channel box, right leg root blend color. And if we look now in the... I appreciate it one more time. When we bring that down and we go to Utilities, then we can see that here these are named properly already. Unfortunately, we have all these other junk in here right now, but if we go to the Outliner also and through the shapes, sorry, not the shapes, the TurnDec objects only off, then We can see all the blend color nodes here are actually going to be grouped together, and we can immediately see which one belongs to the right side, which one belongs to the arm, to the leg, and so on. So it's easily to spot them later on if we have to change anything on the setup. So that should be working now. Let's test it out. So here by default, it does not follow the IK, but if we now come in, then we can blend between IK and FK, depending on what we wanted to follow. So that's working. We have kind of two more things to go here. We want to create some foot controls for animating different parts of the foot, not just the rotation that we have at the moment. We also want to be able to roll around a toe here, or roll around a heel, and that kind of stuff. And then what we also are still missing here are our FK controls and then snapping all these joints back to where they need to go. So maybe let's start with that, the FK controls is the first thing to talk about. And then we'll talk about the foot as the second, the foot of extra foot controls as the second part. Okay, let's take a short break here and then we'll be right back"
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