Add transcription for: week03 09 pt4 working on the left foot.wav
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transcriptions/week03 09 pt4 working on the left foot_transcription.json
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"text": " Now we're still missing the legs here though. Connecting those up. So I'll do that also real quick. So let's create some more locators. Bring them down there. Duplicate it. Now we will rename them to left leg. One to IK, one to FK. FK control. Then we'll group them. Those are the orient groups for them. Right, I left lag, fk, orient, group. So now we have that. Can scale them up a little with the local scale. They're easier to see. And then we will create our constraints for them. So we'll bring those in to locators. We'll bring the thing and then we want to constraint, which is not to control, but rather one up the group, the whole foot group. We still have to pivot down there, so we want to pivot to be in the same location as these locators. So now we'll have to make sure that we move the pivot of the group up there as well, making sure it's in the same spot as the locators, but I think it is. Looks that way. And then we'll bring the group in here as well. And now we can create our constraints. We'll select IK first, than FK, than the group, then we'll constrain point, then we'll constrain orient as well. So here this is the difference between the two, right? For the foot, because we have the foot rule and everything working, we wanna also do the orient constraint between both, the orient constraint between both locators and the point constraint also between those two locators. two locators. Actually here I made a mistake, so it should be lock obviously, not control. Lock. Okay. And then our constraints in here, let's find them in the Outliner. So I'll go reveal, select it, it gives me the foot. If I open this up here are two constraints. I'll bring those in now and then we want to connect the waiting here. So therefore we need our control with the FKIK attribute. And we'll connect that in. we should be able to again think by now we've established that here with this one means that it's in IK mode. And that's by the way also the reason why I set it like that. So that if it's zero on that side, it is FK if it's one, it's IK. So when you're using your invisible slider here with this guy, then you can slide it to FK and you can slide it to IK. Okay, so I did that on purpose actually, that's why I called it FK IK and not IK FK. It's also kind of like a, you know, maybe very, very subtle, maybe nobody will notice it, but you know, I think it does make sense thinking about those kind of things as well here. Okay. Anyway, so one is IK and therefore we can connect it directly to the IK visibility here or IK weight. So when it's one, when it's in IK mode, we want the IK waiting to be 100 percent, right? And then we'll do the same thing, connect to the same here on the other one, on the other constraint, there we go. So now both of them are there. And then we need our reverse value again for the left leg. From there, I have to find that left arm. Where is our left leg? Here's our left leg. So this is the one that where we are reversing the FK-IK attribute. So that goes now into the other waiting for the FK, right? So let's connect that up, output into here, and then for that constraint as well, output into here. I think that's it. So let's see if that worked. Not quite because we haven't parented these locators yet. So what we have to do now is we have to take the leg IK locator and parent it under the IK control, parent. Now it's working, right, because it's taking the locator with it. And now if we're blending, now in FK, we want to parent the FK or in group with the locator underneath there under the FK, the Laura leg FK control. So that if we're now rotating that it will also work. Great, so we have that working and then we have to test to make sure that the rolls and everything is still working. So even if we move that around we still want to be able to use some toe roll. So that is working but it doesn't take the foot with it yet so we have to check why this is not working yet. Probably we're missing those roll groups here as well. on the left side. Okay, so let's check, let's select the IK control, that's where our orient group locator is, or orient group with the locator is there now for the IK, but also it's where our IK handler is, so you can see we are in fact missing all these groups that we created on the other side, so if we check the other side here for comparison, here we we have those four groups, if you remember, above the IK handle, right? Our foot IK, heel roll IK, total roll IK, ball roll IK. So, and those are connected to, you know, the first one to the controls rotation, and then this, the other ones to those, well, not to the rolls directly to the roll attributes, but rather to the ones that are above the joins. So let's quickly try to replicate that same thing on the other one here too. We could potentially also change the IKHandle names. Actually, let's do that here. Let's call this right leg IKHandle. And then this would be left leg IKHandle. So we'll do the same on this one. I'll group it four times. Then we have our four groups here. and we'll kind of pretty much copy paste the names from the other side if we wanted to. So the first one was our foot IK group. Copy this to the first one and change it to left. And then we had heal role, so copy that. It's the next one and we'll change the name again to L underscore and then tow role, paste that on here, change the name, the prefix, and the ball roll. All the changes are pre-fixed here. Okay, so now we have those working. And then we have to connect them. Actually, we have to move the pivots first. So that pivot for the left foot IK should go where the control is. I had a pivot for the foot control and that is up here. So we'll move that there. Then the next one, heal roll should go to the heal. Toe roll should go to the toe. Ball roll should go to the ball. Those are easy. OK. And then we can connect those four guys. We'll bring those into the node editor or the hypershade. I'll do it in the hyper shade again. So I'll bring those in here. And then I'll find the ones where I want to connect to. These are the ones that are above the joints and under the control. Right, the control is above everything. We have first the control, then we have the three groups, and then we have the joints. So if we search for the control, reveal selected in here, and we open this up, then we should be able to find our group here as well. Let me hide the shape so we don't need to see those anymore. Right now, so here are the control and then our three groups. So we will select all of those guys and bring them in here as well. And select it. And then we can lay it out in such a way how we are intending to connect them. So the F foot control connects the foot IK group, the rotations. Then we have here the heel roll connects to heel roll IK. The toe roll connects to toe roll IK. And then finally the ball roll connects to the ball roll IK in terms of rotations. So let's connect all these rotations up. Rotate X to rotate XYZ Next one just drag it over and let go the middle mouse button now we can connect same thing here middle mouse button drag and drop connecting those up last button on the list those ones here rotate rotate That should do the trick. Let's test. Sure it does. Now if we move this up, and then we rotate, heal. We can see that's working. Rotate, ball that's working, rotate, toe is working, bent, well, it's working anyway. And we should be able to, all the tests, if we're using ball rule or toe rule or any of those, should be able to also still rotate the whole thing. Here we have a problem. Here it's rotating in the opposite direction. So what we'll have to do is we'll have to use a multiplier in between here. So that minus 24 because the foot is mirrored while this group is not mirrored. So we'll actually have to use a multiplier to negate that. Okay, so let's add a multiply node in here. Nope, that's where I wanted to filter multi-ply. So we'll add that in there and scale it with minus one. So rotate. Goes in there. And then from here, the output goes into the rotate. And then we can multiply the ones that are not working correctly. can multiply those with minus one. So for example, you know, the rotate y is probably one that we want to scale with minus one. So we set this to minus one, then you can see now it's working correctly. It's sticking together. And then we have to test the other x's as well. So what about if we rotate this direction? So that's fine. So we don't have to multiply x with minus one. But what about z? I think that's wrong too. Yep, it is. So we also want to multiply z with minus one as well. So if we do it like that, one minus one minus one, then we test it again. And now it does work. So it does work right and left and it does work out and in and up and down works anyway. Cool. So now we have that working, then we should be able to hide our locators now. Now that we have all that set up, I think that's it. Can test a little bit to make sure that everything is working now. I think F snapping on here somewhere. It feels like it. Yeah, curve snapping was on. Here we go. So that's working. The rotations are working. the roles, all roles, to band, at all roles, sorry, to band, all working, okay, cool. Let's try to blend to FK. It does here, we have some rotation on already. Let's zero that out. Seems to be all working. One thing to also mention here is that that the roles will only work in IK because obviously it has to solve the inverse kinematics for it. If you are in FK and you are applying hero, well hero kind of does work. It separates as you can see, but the other roles they won't work, okay? So this one doesn't work because obviously it can't, you know, reverse-ly figure out the FK joins. So what the animator would have to do is if they want to animate an FK they have to make sure that all the rules are set to zero. Or we can do it in the rig as well, kind of like with an automation, but I'll record a separate video for that. So I think this is probably working okay for now. Let's set this back to zero to the default and check out the arms here. If there's anything obvious that we can see, it seems to be working fine. Then we should be able to select them. Okay, we can rotate it, we can mirror behavior and everything. Okay. Oh, I guess I forgot to deselect the eyebrow drawings here again. It's a bummer. But again, we haven't waited too much, so we can easily kind of change it again. But it seems to be mostly working. So let's blend those guys back here on our foot controls to IK and then let's set those to zero. So I think now we're in a good state with this rig. I'll probably record one more video. I know it's getting a lot now, but I'll record one more video to show how we can automate that those guys, those rules only work in IK mode and not in FK mode. So basically it's just a multiplier that we can run through here. So if it's 1, then they're getting multiplied with 1. And if we're setting this to 0, then they're getting multiplied with 0s. Therefore, they don't have an effect anymore. That's as easy as it is. So that video will probably be quite short. But what we should make sure is that when we're saving it or when we're giving it to the animator for testing for feedback, We want to have the deluxe in IK and the arms probably in FK, so let's switch that back here actually. Arms are not so crucial what motor in, but I usually put them in FK. Now I'll save this and I'll stop the recording here. and I'll do another one for, you know, very quickly for setting up that auto roll turnoff.",
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"text": " Now we're still missing the legs here though. Connecting those up. So I'll do that also real quick. So let's create some more locators. Bring them down there. Duplicate it. Now we will rename them to left leg. One to IK, one to FK. FK control. Then we'll group them. Those are the orient groups for them. Right, I left lag, fk, orient, group. So now we have that. Can scale them up a little with the local scale. They're easier to see. And then we will create our constraints for them. So we'll bring those in to locators. We'll bring the thing and then we want to constraint, which is not to control, but rather one up the group, the whole foot group. We still have to pivot down there, so we want to pivot to be in the same location as these locators. So now we'll have to make sure that we move the pivot of the group up there as well, making sure it's in the same spot as the locators, but I think it is. Looks that way. And then we'll bring the group in here as well. And now we can create our constraints. We'll select IK first, than FK, than the group, then we'll constrain point, then we'll constrain orient as well. So here this is the difference between the two, right? For the foot, because we have the foot rule and everything working, we wanna also do the orient constraint between both, the orient constraint between both locators and the point constraint also between those two locators. two locators. Actually here I made a mistake, so it should be lock obviously, not control. Lock. Okay. And then our constraints in here, let's find them in the Outliner. So I'll go reveal, select it, it gives me the foot. If I open this up here are two constraints. I'll bring those in now and then we want to connect the waiting here. So therefore we need our control with the FKIK attribute. And we'll connect that in. we should be able to again think by now we've established that here with this one means that it's in IK mode. And that's by the way also the reason why I set it like that. So that if it's zero on that side, it is FK if it's one, it's IK. So when you're using your invisible slider here with this guy, then you can slide it to FK and you can slide it to IK. Okay, so I did that on purpose actually, that's why I called it FK IK and not IK FK. It's also kind of like a, you know, maybe very, very subtle, maybe nobody will notice it, but you know, I think it does make sense thinking about those kind of things as well here. Okay. Anyway, so one is IK and therefore we can connect it directly to the IK visibility here or IK weight. So when it's one, when it's in IK mode, we want the IK waiting to be 100 percent, right? And then we'll do the same thing, connect to the same here on the other one, on the other constraint, there we go. So now both of them are there. And then we need our reverse value again for the left leg. From there, I have to find that left arm. Where is our left leg? Here's our left leg. So this is the one that where we are reversing the FK-IK attribute. So that goes now into the other waiting for the FK, right? So let's connect that up, output into here, and then for that constraint as well, output into here. I think that's it. So let's see if that worked. Not quite because we haven't parented these locators yet. So what we have to do now is we have to take the leg IK locator and parent it under the IK control, parent. Now it's working, right, because it's taking the locator with it. And now if we're blending, now in FK, we want to parent the FK or in group with the locator underneath there under the FK, the Laura leg FK control. So that if we're now rotating that it will also work. Great, so we have that working and then we have to test to make sure that the rolls and everything is still working. So even if we move that around we still want to be able to use some toe roll. So that is working but it doesn't take the foot with it yet so we have to check why this is not working yet. Probably we're missing those roll groups here as well. on the left side. Okay, so let's check, let's select the IK control, that's where our orient group locator is, or orient group with the locator is there now for the IK, but also it's where our IK handler is, so you can see we are in fact missing all these groups that we created on the other side, so if we check the other side here for comparison, here we we have those four groups, if you remember, above the IK handle, right? Our foot IK, heel roll IK, total roll IK, ball roll IK. So, and those are connected to, you know, the first one to the controls rotation, and then this, the other ones to those, well, not to the rolls directly to the roll attributes, but rather to the ones that are above the joins. So let's quickly try to replicate that same thing on the other one here too. We could potentially also change the IKHandle names. Actually, let's do that here. Let's call this right leg IKHandle. And then this would be left leg IKHandle. So we'll do the same on this one. I'll group it four times. Then we have our four groups here. and we'll kind of pretty much copy paste the names from the other side if we wanted to. So the first one was our foot IK group. Copy this to the first one and change it to left. And then we had heal role, so copy that. It's the next one and we'll change the name again to L underscore and then tow role, paste that on here, change the name, the prefix, and the ball roll. All the changes are pre-fixed here. Okay, so now we have those working. And then we have to connect them. Actually, we have to move the pivots first. So that pivot for the left foot IK should go where the control is. I had a pivot for the foot control and that is up here. So we'll move that there. Then the next one, heal roll should go to the heal. Toe roll should go to the toe. Ball roll should go to the ball. Those are easy. OK. And then we can connect those four guys. We'll bring those into the node editor or the hypershade. I'll do it in the hyper shade again. So I'll bring those in here. And then I'll find the ones where I want to connect to. These are the ones that are above the joints and under the control. Right, the control is above everything. We have first the control, then we have the three groups, and then we have the joints. So if we search for the control, reveal selected in here, and we open this up, then we should be able to find our group here as well. Let me hide the shape so we don't need to see those anymore. Right now, so here are the control and then our three groups. So we will select all of those guys and bring them in here as well. And select it. And then we can lay it out in such a way how we are intending to connect them. So the F foot control connects the foot IK group, the rotations. Then we have here the heel roll connects to heel roll IK. The toe roll connects to toe roll IK. And then finally the ball roll connects to the ball roll IK in terms of rotations. So let's connect all these rotations up. Rotate X to rotate XYZ Next one just drag it over and let go the middle mouse button now we can connect same thing here middle mouse button drag and drop connecting those up last button on the list those ones here rotate rotate That should do the trick. Let's test. Sure it does. Now if we move this up, and then we rotate, heal. We can see that's working. Rotate, ball that's working, rotate, toe is working, bent, well, it's working anyway. And we should be able to, all the tests, if we're using ball rule or toe rule or any of those, should be able to also still rotate the whole thing. Here we have a problem. Here it's rotating in the opposite direction. So what we'll have to do is we'll have to use a multiplier in between here. So that minus 24 because the foot is mirrored while this group is not mirrored. So we'll actually have to use a multiplier to negate that. Okay, so let's add a multiply node in here. Nope, that's where I wanted to filter multi-ply. So we'll add that in there and scale it with minus one. So rotate. Goes in there. And then from here, the output goes into the rotate. And then we can multiply the ones that are not working correctly. can multiply those with minus one. So for example, you know, the rotate y is probably one that we want to scale with minus one. So we set this to minus one, then you can see now it's working correctly. It's sticking together. And then we have to test the other x's as well. So what about if we rotate this direction? So that's fine. So we don't have to multiply x with minus one. But what about z? I think that's wrong too. Yep, it is. So we also want to multiply z with minus one as well. So if we do it like that, one minus one minus one, then we test it again. And now it does work. So it does work right and left and it does work out and in and up and down works anyway. Cool. So now we have that working, then we should be able to hide our locators now. Now that we have all that set up, I think that's it. Can test a little bit to make sure that everything is working now. I think F snapping on here somewhere. It feels like it. Yeah, curve snapping was on. Here we go. So that's working. The rotations are working. the roles, all roles, to band, at all roles, sorry, to band, all working, okay, cool. Let's try to blend to FK. It does here, we have some rotation on already. Let's zero that out. Seems to be all working. One thing to also mention here is that that the roles will only work in IK because obviously it has to solve the inverse kinematics for it. If you are in FK and you are applying hero, well hero kind of does work. It separates as you can see, but the other roles they won't work, okay? So this one doesn't work because obviously it can't, you know, reverse-ly figure out the FK joins. So what the animator would have to do is if they want to animate an FK they have to make sure that all the rules are set to zero. Or we can do it in the rig as well, kind of like with an automation, but I'll record a separate video for that. So I think this is probably working okay for now. Let's set this back to zero to the default and check out the arms here. If there's anything obvious that we can see, it seems to be working fine. Then we should be able to select them. Okay, we can rotate it, we can mirror behavior and everything. Okay. Oh, I guess I forgot to deselect the eyebrow drawings here again. It's a bummer. But again, we haven't waited too much, so we can easily kind of change it again. But it seems to be mostly working. So let's blend those guys back here on our foot controls to IK and then let's set those to zero. So I think now we're in a good state with this rig. I'll probably record one more video. I know it's getting a lot now, but I'll record one more video to show how we can automate that those guys, those rules only work in IK mode and not in FK mode. So basically it's just a multiplier that we can run through here. So if it's 1, then they're getting multiplied with 1. And if we're setting this to 0, then they're getting multiplied with 0s. Therefore, they don't have an effect anymore. That's as easy as it is. So that video will probably be quite short. But what we should make sure is that when we're saving it or when we're giving it to the animator for testing for feedback, We want to have the deluxe in IK and the arms probably in FK, so let's switch that back here actually. Arms are not so crucial what motor in, but I usually put them in FK. Now I'll save this and I'll stop the recording here. and I'll do another one for, you know, very quickly for setting up that auto roll turnoff."
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