Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week04 16 better spine length measurement_frames.zip
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"text": " I wanted to do one quick follow-up video here for the spine because there is one thing that I don't like about it at the moment, the way how we set it up. And that is if we are bending our spine here now forwards. What happens is that we're getting stretching here happening, or squash rather. And that is because Maya thinks that our spine is getting shorter when we bend forward because of those two locators that we have and we're measuring the distance if you remember. So this distance from down here to up here is getting shorter by bending the character forward. But this looks a little bit weird and creates some weird results. Like if we're bending back, we're getting the stretching effect here. When in fact, this should probably look more like this, right? This I think looks a little bit better. I also don't want to have color coding here and then we could worry about these deformations here. Once we talk about deformations, when we have the softer fall off, I'll probably look a little bit better too here. But again, with the volume preservation turned on, this always becomes a little bit thicker and it will just get worse the more we kind of bend it. And in fact, it should really be looking more like this. So what I want to look at you in this hopefully short video is an alternative instead of using a distance dimension node that we did before to measure from your chest to the spine. Instead of measuring between two points, we want to actually measure really like is the spine getting longer or not. So only in a case like that we actually want to apply stretch if it only bends those joints, then it's not really, you know, changing the length of the the spine here. So another way how we could do it instead of using a distance between node which we have here. If you remember under our outline, let's see if we can find it. I think we put it on the rig and don't move. Here's our distance dimension where we are measuring on the shape. So if we go and select the shape here. We measure the distance between two points. If we turn the visibility on here, I can do that. We are just measuring the distance between two points. And that distance is then put onto here on the distance dimension shape node. If we look in the out or in the I appreciate where this goes to, that went I think into the ratio multiplier. Here we go, spine ratio, which then takes this value and divides it by the original length, and that gives us the kind of value whether we think it got longer or shorter, right? So instead of using a distance dimension node, there is another way how you can do it, and that is with using a curve. Let's try to set this up if we can. Let's hide the geo here for a second. Let's set everything back to zero. Already have our surface in here. Let's try to find our IK joints. Body, spine, IK, under the follicles, that's where we will find our joints here, parented under for the IK. So let's isolate that. Panels perspective, I'll make a new perspective and then I'll show just that, just those joints. Let's make those joints a little bit bigger so we can actually see them. Here we go. better. Here are our IK's joints, so let's create a curve through them. Let's go to linear, although I guess it doesn't really matter, but let's use, actually not linear but cubic, through them. So we'll just use point snapping here and we'll snap to all those points. Here we go. And then let's add those, that curve in here, so we can actually see it. So we created a curve and for each joint we added a ACV. Then we're going to skin that curve now to those joints. So let's select the joints and the curve and skin it. Let's see if we can change some of these values. Maximum influence should be one, and now if we move those around, then each point should deform with one of those. That should be 100% following those. We don't have to do any skinning on those, okay? And now what we can do is, so if we are moving this up and down, for example, we should be able to see, if we move that perhaps, we should be able to see that curve deforming here. So now what we can do is we can measure the length of the curve and to do that we can create a curve info node And connect it up the easiest way would probably be let's bring this in here You can create a curve info node on itself, but I found the easiest way is probably creating an arc length The way to do that is with male scripting here again. We need a little bit of male scripting. So let's call this arc Lang.ch for keeping the history. I think that's what it was. Let's try it, command enter. Yes, we need a one here. To be honest, yeah, let's try this. Command enter. There we go. So we have our curve info. And the great thing is, I think it should already, because we had the curve selected, should already be hooked up. So let's go into a new tab, and show incoming and outcoming connections. So now we can see it's actually connected to the curve shape 3, which is this curve here in the shape of it. And if we would have created it manually, the curve info node, which we could have also done by just typing in create node, here we go, create node, curve info, info like this, we would have run this command. It would have created also curve info, but then we would have needed to hook it up the same way. Here is a world space zero would go into input curve. So that would also work exactly the same way. So if we delete that, if we can here anyways, doesn't let us... Kind of late it. My keyboard doesn't seem to work anymore. Let's try this again. I appreciate it. select our curve info here again. So we can just select it from here, select dash R, replace curve info two, bring it in here. Let's also bring in our curve info one. Bring it in here with graph, add selected to graph. And that's your the inputs to both. And that one is not connected. So let's try to delete that. Here we go, now it works. And then again, we could have done the same things world I think it was what was it world I forgot world I think it's world matrix if I'm not mistaken let's undo this one more time checking world space okay that's what we want to connect so world space into input curve world space. That's why I was saying that it's easier to just use the arc length command world space 0 into input curve and then you have basically the same thing if you would have created that curve manually as long as you remember what you need to connect to what. Now on the curve info node what we will find is there is the arc length. So that will tell us how long the curve is. And if we're now connecting this into our ratio, which we have to find first, let's try to find it under utilities because I think we've named it. It's one of the few things that we did name here, a lot of stuff that we didn't name yet, like for the spine, all that stuff. Let's see if we can find our ratio. Here we go, spine ratio. So we bring that down here as well. And now what we do is we look what the ratio is over the arc length at the moment and this is going to be our default. Okay, so we paste the default down here. You can see it's a little bit more accurate now because the spine obviously is curved, it's not a straight line what it was before so it will be a little bit longer and then we connect the arc length into that first slot where we had our distance dimension plugged into first. Let's connect those two things up. So from arc length we go into input 1x. So now at the moment what we will have is, Actually I think we created a cycle check just now. May not evaluate as expected because that is because, um, actually I think it will still work. Let's try it out and see if that works. Might not. Might have to set it up differently. And the problem is we're getting these cycle checks, so blend color. I believe it has to do with the scaling, probably. preservation stuff. That's why this is happening. So I thought we could use that then we have to find another way. I wonder if we could create different joints that will probably work. Let's reset this here and try that to avoid that cycle check. We're using this curve and deleting that skin cluster, which connects it to the... Let's see if this is the right one here. Actually, let's select the curve in the Outliner and see which skin cluster it has on. Skin cluster 13, so let's go in and say skin detached skin that removes the skin cluster. And then instead, what I'm going to do is here on my new or isolated view, I'm just going to create new joints, different joints, that don't have the scaling set up, because I think this is the reason why it's created that cycle check. In fact, there is probably no cycle check, but my thing is it is because we're using those same joints. So let's instead try to create new joins. We can probably just take the existing ones and duplicate them. So let's take all of those guys. Duplicate those. We don't need the first one and the last one, because we didn't add any scale to it. And reveal those in here. Let's take those new joins and the two old joins here, and our curve and skin it again to those, and see if we're still getting a cycle check. So skin smoothbind, we have our max influence still set to zero or to one rather. And now we have that. And I believe now we avoided that cycle check. Or that cycle here, yep. So now it is working. So as we're bending this, Now we're turning this on. Now you can see even if we turn volume preservation on, we'll still do it a little bit but not as much as it did. So it doesn't really stretch here. We're also not seeing the color coding because it's not using the length here anymore. It's now using the length of the spine which doesn't really change just by bending those joints only when you're really stretching it then it's getting thicker or thinner. in those cases is when you're actually changing the length of that curvature. But just by bending, just by taking this and bending it, you're not really changing the length too much. I mean, a little bit perhaps, but some joints are getting shorter or distance, some joints are getting longer. So that's probably a better method for doing your stretch calculation or your volume preservation calculation than just using a linear line between two points because that can be misleading here, especially what we've added now with all the extra stuff. So now we don't need that distance dimension node anymore. We can actually get rid of that. Don't even need that M, don't move group at the moment because we don't have anything to parent under. We could delete that too, but I'm going to keep it in there and set the visibility back to zero in case we need it later on. And then we should probably rename those joins to something a little bit more reasonable, not just leave them J and T1 in there. We should probably have something that will not get picked up by the skinning. Let's call them maybe ik, spineik. So the other way around here. So then they're getting deselected when we're running our script, right? the spine, IK3. Making sure it's consistent here, IK, IK. The last one here, spine, IK8. Here we go. So now that's a little bit better. We did a terrible job before with our naming and oh, we have our curve here. That's probably something that we want to parent under our don't move group. We want to give it a name, so let's call this mspine curve or stretch curve or something like that. It doesn't really matter. And then as long as it has a proper name, I want to remove it, isolate, select it here. So get rid of that. And then we did a terrible job with naming our nodes here. So let's see if we can fix that real quick. All those multiply nodes on the spine. So let's try to find those again. Actually, didn't we created a bookmark before? Where is mine? multiply divide. Probably doesn't help as much. We'll go from body, show all the outputs. There will probably be a lot of stuff showing up. It's kind of hard to see which ones we need. Remap values, trying to get a good... Maybe if we select all the remap nodes, let's see if that helps us. It's probably too many. Let's see what we get if we show the input and output connections of those. That looks actually not too bad. So we didn't donate those anymore. Those were for volume preservation stuff. And those were, here we negated the, let's see, these are our FK joins. Actually, that's probably how we could have gotten to it, selecting all the FK joins and drawing the input connections to that. And it's kind of like in this weird view here. It's maybe also not good. But I think we have it here now. one, two, three, four, five, six, seven, eight, nine. So those are the ones that we want or need. If we select those and show input and output connections, it will probably give us a good, well, also shows all this other stuff. So here we have our FK joins, then we are kind of negating those values, putting them into plus minus nodes, and then here are our RefK joins, right, reverse kinematic joins, not to confuse with inverse kinematic, but the reverse spine goes from top to bottom. And here this is the stuff that we were doing now with the variable spine. So we should probably name those to make it a little bit easier to find stuff again. So let's try to see if we can get a better view of that. Let's see if we can select all those. Or actually remove all that stuff from it. So graph, remove, select it from graph. Let's try to order them a little bit if we can. Let me turn on space here, but... So this is the end. That should be at the bottom. And here we have eight. Here we have six. Here we have root, and that would be the first one then. It goes to the null away to the top. And then we have four, seven, five, so let's move that up, seven. Then we have two that should go pretty high up. Two, then four, five, there should be a three somewhere. Here we go. Spine, FK3 joint, moving those up. I wish Maya would do a better job with automatically doing that for us, putting them in the right order base and name or something like that. But I guess because we haven't renamed to plus, minus, nodes and all that stuff, it couldn't quite figure it out. So 3, 4, 5, and we're missing 6 somewhere, 6 is down here. Move that above. And then we have 8 and the end, which is 9. Okay, I think we're getting there. Here we go. So something like that, perhaps. I'm bringing them into order so that I know how they need to be named. All these extra nodes here, the remap value nodes, the multiply nodes, and the plus minus average nodes. Okay. All right, let's quick make a double check here. So root 2, 3, 4, 5, 6, 7, 8, 9 and the end joint. Okay, so let's name those multiply nodes and remap nodes and the plus minus average nodes properly. If we name that all manually by hand, there will be a lot of typing and we can make a lot of typos and all that stuff. This will be a lot of typing and we can make a lot of typos and all that stuff. So actually I will be using a script, you know, it was kind of hesitant so far to use scripts because I want to show you the manual process of it all. But for naming stuff, actually we can use a script and I'll include that for you guys as well. So I have a script that I call nrename series UI. If we run that, it brings up this window. And now what we can do is we can based on selection, name it something with numbers. So let's select all of those guys. And let's call this m spine and then the number. Should start with one and work the way through. We have to pick them in the right order. I think we did it already anyway. So m spine number and then let's call it mdi for multiply divide node. And it's also called it maybe large spine or variable spine. OK. Rename. And now we have to all rename properly in the right order. And we can kind of step through here and name those guys as well. Same thing, just remap value. So I'll replace it with r, remap value, r on b. Now those are named properly. And then let's do the same thing for the plus minus average and I'll call those PMA. So PMA underscore PMA, rename, and now we have all those named here as well correctly and now we kind of have this correspondence in terms of the names. So that's it for this spine.",
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"text": " I wanted to do one quick follow-up video here for the spine because there is one thing that I don't like about it at the moment, the way how we set it up. And that is if we are bending our spine here now forwards. What happens is that we're getting stretching here happening, or squash rather. And that is because Maya thinks that our spine is getting shorter when we bend forward because of those two locators that we have and we're measuring the distance if you remember. So this distance from down here to up here is getting shorter by bending the character forward. But this looks a little bit weird and creates some weird results. Like if we're bending back, we're getting the stretching effect here. When in fact, this should probably look more like this, right? This I think looks a little bit better. I also don't want to have color coding here and then we could worry about these deformations here. Once we talk about deformations, when we have the softer fall off, I'll probably look a little bit better too here. But again, with the volume preservation turned on, this always becomes a little bit thicker and it will just get worse the more we kind of bend it. And in fact, it should really be looking more like this. So what I want to look at you in this hopefully short video is an alternative instead of using a distance dimension node that we did before to measure from your chest to the spine. Instead of measuring between two points, we want to actually measure really like is the spine getting longer or not. So only in a case like that we actually want to apply stretch if it only bends those joints, then it's not really, you know, changing the length of the the spine here. So another way how we could do it instead of using a distance between node which we have here. If you remember under our outline, let's see if we can find it. I think we put it on the rig and don't move. Here's our distance dimension where we are measuring on the shape. So if we go and select the shape here. We measure the distance between two points. If we turn the visibility on here, I can do that. We are just measuring the distance between two points. And that distance is then put onto here on the distance dimension shape node. If we look in the out or in the I appreciate where this goes to, that went I think into the ratio multiplier. Here we go, spine ratio, which then takes this value and divides it by the original length, and that gives us the kind of value whether we think it got longer or shorter, right? So instead of using a distance dimension node, there is another way how you can do it, and that is with using a curve. Let's try to set this up if we can. Let's hide the geo here for a second. Let's set everything back to zero. Already have our surface in here. Let's try to find our IK joints. Body, spine, IK, under the follicles, that's where we will find our joints here, parented under for the IK. So let's isolate that. Panels perspective, I'll make a new perspective and then I'll show just that, just those joints. Let's make those joints a little bit bigger so we can actually see them. Here we go. better. Here are our IK's joints, so let's create a curve through them. Let's go to linear, although I guess it doesn't really matter, but let's use, actually not linear but cubic, through them. So we'll just use point snapping here and we'll snap to all those points. Here we go. And then let's add those, that curve in here, so we can actually see it. So we created a curve and for each joint we added a ACV. Then we're going to skin that curve now to those joints. So let's select the joints and the curve and skin it. Let's see if we can change some of these values. Maximum influence should be one, and now if we move those around, then each point should deform with one of those. That should be 100% following those. We don't have to do any skinning on those, okay? And now what we can do is, so if we are moving this up and down, for example, we should be able to see, if we move that perhaps, we should be able to see that curve deforming here. So now what we can do is we can measure the length of the curve and to do that we can create a curve info node And connect it up the easiest way would probably be let's bring this in here You can create a curve info node on itself, but I found the easiest way is probably creating an arc length The way to do that is with male scripting here again. We need a little bit of male scripting. So let's call this arc Lang.ch for keeping the history. I think that's what it was. Let's try it, command enter. Yes, we need a one here. To be honest, yeah, let's try this. Command enter. There we go. So we have our curve info. And the great thing is, I think it should already, because we had the curve selected, should already be hooked up. So let's go into a new tab, and show incoming and outcoming connections. So now we can see it's actually connected to the curve shape 3, which is this curve here in the shape of it. And if we would have created it manually, the curve info node, which we could have also done by just typing in create node, here we go, create node, curve info, info like this, we would have run this command. It would have created also curve info, but then we would have needed to hook it up the same way. Here is a world space zero would go into input curve. So that would also work exactly the same way. So if we delete that, if we can here anyways, doesn't let us... Kind of late it. My keyboard doesn't seem to work anymore. Let's try this again. I appreciate it. select our curve info here again. So we can just select it from here, select dash R, replace curve info two, bring it in here. Let's also bring in our curve info one. Bring it in here with graph, add selected to graph. And that's your the inputs to both. And that one is not connected. So let's try to delete that. Here we go, now it works. And then again, we could have done the same things world I think it was what was it world I forgot world I think it's world matrix if I'm not mistaken let's undo this one more time checking world space okay that's what we want to connect so world space into input curve world space. That's why I was saying that it's easier to just use the arc length command world space 0 into input curve and then you have basically the same thing if you would have created that curve manually as long as you remember what you need to connect to what. Now on the curve info node what we will find is there is the arc length. So that will tell us how long the curve is. And if we're now connecting this into our ratio, which we have to find first, let's try to find it under utilities because I think we've named it. It's one of the few things that we did name here, a lot of stuff that we didn't name yet, like for the spine, all that stuff. Let's see if we can find our ratio. Here we go, spine ratio. So we bring that down here as well. And now what we do is we look what the ratio is over the arc length at the moment and this is going to be our default. Okay, so we paste the default down here. You can see it's a little bit more accurate now because the spine obviously is curved, it's not a straight line what it was before so it will be a little bit longer and then we connect the arc length into that first slot where we had our distance dimension plugged into first. Let's connect those two things up. So from arc length we go into input 1x. So now at the moment what we will have is, Actually I think we created a cycle check just now. May not evaluate as expected because that is because, um, actually I think it will still work. Let's try it out and see if that works. Might not. Might have to set it up differently. And the problem is we're getting these cycle checks, so blend color. I believe it has to do with the scaling, probably. preservation stuff. That's why this is happening. So I thought we could use that then we have to find another way. I wonder if we could create different joints that will probably work. Let's reset this here and try that to avoid that cycle check. We're using this curve and deleting that skin cluster, which connects it to the... Let's see if this is the right one here. Actually, let's select the curve in the Outliner and see which skin cluster it has on. Skin cluster 13, so let's go in and say skin detached skin that removes the skin cluster. And then instead, what I'm going to do is here on my new or isolated view, I'm just going to create new joints, different joints, that don't have the scaling set up, because I think this is the reason why it's created that cycle check. In fact, there is probably no cycle check, but my thing is it is because we're using those same joints. So let's instead try to create new joins. We can probably just take the existing ones and duplicate them. So let's take all of those guys. Duplicate those. We don't need the first one and the last one, because we didn't add any scale to it. And reveal those in here. Let's take those new joins and the two old joins here, and our curve and skin it again to those, and see if we're still getting a cycle check. So skin smoothbind, we have our max influence still set to zero or to one rather. And now we have that. And I believe now we avoided that cycle check. Or that cycle here, yep. So now it is working. So as we're bending this, Now we're turning this on. Now you can see even if we turn volume preservation on, we'll still do it a little bit but not as much as it did. So it doesn't really stretch here. We're also not seeing the color coding because it's not using the length here anymore. It's now using the length of the spine which doesn't really change just by bending those joints only when you're really stretching it then it's getting thicker or thinner. in those cases is when you're actually changing the length of that curvature. But just by bending, just by taking this and bending it, you're not really changing the length too much. I mean, a little bit perhaps, but some joints are getting shorter or distance, some joints are getting longer. So that's probably a better method for doing your stretch calculation or your volume preservation calculation than just using a linear line between two points because that can be misleading here, especially what we've added now with all the extra stuff. So now we don't need that distance dimension node anymore. We can actually get rid of that. Don't even need that M, don't move group at the moment because we don't have anything to parent under. We could delete that too, but I'm going to keep it in there and set the visibility back to zero in case we need it later on. And then we should probably rename those joins to something a little bit more reasonable, not just leave them J and T1 in there. We should probably have something that will not get picked up by the skinning. Let's call them maybe ik, spineik. So the other way around here. So then they're getting deselected when we're running our script, right? the spine, IK3. Making sure it's consistent here, IK, IK. The last one here, spine, IK8. Here we go. So now that's a little bit better. We did a terrible job before with our naming and oh, we have our curve here. That's probably something that we want to parent under our don't move group. We want to give it a name, so let's call this mspine curve or stretch curve or something like that. It doesn't really matter. And then as long as it has a proper name, I want to remove it, isolate, select it here. So get rid of that. And then we did a terrible job with naming our nodes here. So let's see if we can fix that real quick. All those multiply nodes on the spine. So let's try to find those again. Actually, didn't we created a bookmark before? Where is mine? multiply divide. Probably doesn't help as much. We'll go from body, show all the outputs. There will probably be a lot of stuff showing up. It's kind of hard to see which ones we need. Remap values, trying to get a good... Maybe if we select all the remap nodes, let's see if that helps us. It's probably too many. Let's see what we get if we show the input and output connections of those. That looks actually not too bad. So we didn't donate those anymore. Those were for volume preservation stuff. And those were, here we negated the, let's see, these are our FK joins. Actually, that's probably how we could have gotten to it, selecting all the FK joins and drawing the input connections to that. And it's kind of like in this weird view here. It's maybe also not good. But I think we have it here now. one, two, three, four, five, six, seven, eight, nine. So those are the ones that we want or need. If we select those and show input and output connections, it will probably give us a good, well, also shows all this other stuff. So here we have our FK joins, then we are kind of negating those values, putting them into plus minus nodes, and then here are our RefK joins, right, reverse kinematic joins, not to confuse with inverse kinematic, but the reverse spine goes from top to bottom. And here this is the stuff that we were doing now with the variable spine. So we should probably name those to make it a little bit easier to find stuff again. So let's try to see if we can get a better view of that. Let's see if we can select all those. Or actually remove all that stuff from it. So graph, remove, select it from graph. Let's try to order them a little bit if we can. Let me turn on space here, but... So this is the end. That should be at the bottom. And here we have eight. Here we have six. Here we have root, and that would be the first one then. It goes to the null away to the top. And then we have four, seven, five, so let's move that up, seven. Then we have two that should go pretty high up. Two, then four, five, there should be a three somewhere. Here we go. Spine, FK3 joint, moving those up. I wish Maya would do a better job with automatically doing that for us, putting them in the right order base and name or something like that. But I guess because we haven't renamed to plus, minus, nodes and all that stuff, it couldn't quite figure it out. So 3, 4, 5, and we're missing 6 somewhere, 6 is down here. Move that above. And then we have 8 and the end, which is 9. Okay, I think we're getting there. Here we go. So something like that, perhaps. I'm bringing them into order so that I know how they need to be named. All these extra nodes here, the remap value nodes, the multiply nodes, and the plus minus average nodes. Okay. All right, let's quick make a double check here. So root 2, 3, 4, 5, 6, 7, 8, 9 and the end joint. Okay, so let's name those multiply nodes and remap nodes and the plus minus average nodes properly. If we name that all manually by hand, there will be a lot of typing and we can make a lot of typos and all that stuff. This will be a lot of typing and we can make a lot of typos and all that stuff. So actually I will be using a script, you know, it was kind of hesitant so far to use scripts because I want to show you the manual process of it all. But for naming stuff, actually we can use a script and I'll include that for you guys as well. So I have a script that I call nrename series UI. If we run that, it brings up this window. And now what we can do is we can based on selection, name it something with numbers. So let's select all of those guys. And let's call this m spine and then the number. Should start with one and work the way through. We have to pick them in the right order. I think we did it already anyway. So m spine number and then let's call it mdi for multiply divide node. And it's also called it maybe large spine or variable spine. OK. Rename. And now we have to all rename properly in the right order. And we can kind of step through here and name those guys as well. Same thing, just remap value. So I'll replace it with r, remap value, r on b. Now those are named properly. And then let's do the same thing for the plus minus average and I'll call those PMA. So PMA underscore PMA, rename, and now we have all those named here as well correctly and now we kind of have this correspondence in terms of the names. So that's it for this spine."
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