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"text": "I wanted to create a little add-on video to the post-based deformations. First, I want to actually complete here, modeling this... I think we had 160, 130 degrees corrective shape for that. And then I also want to add another corrective shape for the toes here, which we saw didn't look 100% good with just joints. So let's add those, and then I also want to show you how we can bring it over to the other side so that we don't have to model it twice. We can actually mirror it over. So we have our skin 2 here, and that's what we want to model now. So if this is 130, then we want maybe the biceps to come out a little bit more. Don't want to make it too masculine here. And then perhaps we want these points here to come out. So we're not getting such a sharp elbow. So let's see if we can hold that a little bit differently. Maybe these two points could be backwards. Something like that. And perhaps this could push in a little bit more. This one maybe also. And then here that point also pushing a bit. Okay, maybe something like that. Very subtle changes, but I think it will help sell that pose. Okay. And we use our shape inverter again, so we select the skin first that has the skin cluster. Then we select our pose that we sculpted or our model. Then we run these two lines here, as described in Chad Vernon's documentation for the CV shape inverter. Command-Enter. And we're getting an error, but it seems like we can just ignore that. So then we have our inverted shape and then we can call this our elbow 130 corrective B.S. And we apply that into the same blend shape that we already have on our skin. So we select our elbow and then we select our skin view. We already have our corrective shapes blend shape with one currently in there. So then we apply the second one also. So we go edit blend shape add. We don't want to create a new one, we want to use the existing one. So we specify the node and here we can just pick which one we want to add it to. So we want to add it to the corrective shapes B.S.H. Hit apply. Actually, from here to here, hit apply. Now it worked. And then here we have our second one. So now we can kind of use the same technique if we go into the hyper shade. And we bring in the blend shape. So we have to select that first. We can either select it here and paste that name into the select by name field up there. And then it selects it and then we can say graph add selector to graph. Either here or you use the same thing in the node editor. Or what we can also do is we can show turn at that objects only off that shows all the nodes here that we have. And then we can see our corrective shapes or blend shapes are here in this area altogether at the moment. We only have one. But then we can, if this was for example, removed clear graph, we're going to just select it from here and drag it in there. So then we have our blend shape and we want to connect from our joints rotation. So we select our joint, the blend one. Bring that in here. And then we have to probably go through a remap node. So let's create another one. And here what we want to do is we want to connect the rotate X into the input value. And then the output value into the weight for the 130 out value into the weight of the 130 corrective. And then we want to remap it a little bit differently. So we want to say, okay, if this is 90, then the corrective shape should be zero. And if this is 130, then the corrective shape should be one. So that really only fires on between 90 and 130. Because before we have the other corrective firing on. So let's hide that one here. See how it looks like. So we have the first shape coming on in the range from zero to 90. And then after that we have the next shape coming on from 90 to 130. And then it just stays on. Actually, I'm a little bit surprised that my elbow is still kind of pointy here. Maybe I made a mistake somewhere. Let's double check. So that's what we sculpted. It does look a little bit rounder. Let's try this again. So we select the skin, then we select... I might have picked the wrong one. So let's select the skin, let's select the skin 2. And run that shape inverter again. Hit the play button here to run it. So this is my second one here. Let's try to delete this one. And let's go on to our blend shape. Actually, before we delete it, we should probably remove it. So let's select this one, select our skin. And let's go edit blend shape, remove. Let's try this again, blend shape, remove. That should have removed the second one to 130 once. So now let's delete it now. Actually, we'll copy the name, delete it, and then paste the name on here. So this should be the correct one now. And then we can apply that as a blend shape to this one. So edit the form blend shape, add. Now we want to specify the node and hit apply. Let's see if this works better now. Actually, it looks weird. I don't think that does the right thing here. It might have to do because we have to correct if you're already on. I wonder if that's the case. So let's undo this. If we have enough undoes. Let's delete it one more time. Let's try to set the blend shape to zero and see if that actually helps. So I'll select the skin now, select the skin to run the shape inverter. I think that looks different now, so I think that might work now. So then we copy the name from here to there. Change this to 130. And then we apply that as a blend shape to the skin. Add blend shape and specify the node to apply. Now we can turn this on and now if we turn that on, now it's actually doing the right thing. Here we go. So that was a problem that apparently that shape inverter doesn't turn off the existing blend shape. So now we can hide that one. And then we can connect through our remap again. High for shade. I think we still have it in here. So this is a 90 to 130 and then we connect that in output, out value into the weight, 130 corrective. And now it should automatically come on, so let's see what we get now. So this looks more what I've modeled. We can hide that one, which is the one that I modeled. Here we go. We rotate this out. So here the first blend shape fires on and then the second blend shape fires on. So we're getting a little bit more roundness here in the elbow. Here it's quite sharp and then it's rounding off a little bit more. It's pushing in. And what we should probably do is delete the history on that 130 blend shape as well. Because once more we have that CV shape inverter unless we're planning on still making changes to the skin 2G. For example, if we want to push it out a little bit more or do any type of other changes, which I don't think I'll do here. So I'll just delete the history on that 130 corrective blend shape. Okay. Then two more things that I wanted to show here is let's try to create a corrective for our foot, our toe roll here. Here we have our partial joints and we try to sculpt it as good as we could. It's kind of not looking bad, but I think we can probably improve that a little bit more. So I'll go into my pose. Let's set this one back to zero. Break the connection here. And then let's see if we can actually work with this. I'm not 100% sure just because we have kind of two things rotating. But let's see if that works. So I'll duplicate that out. Then I model it in the pose. I'll bring it in here. Isolate head selected objects. And now I sculpted the way how I want it to look like. And here just once again we can use any type of modeling technique that we like. For the action we can sculpt that a little bit if we wanted to. So we could actually come in and try to sculpt it. Here we don't have a lot of resolution. That probably doesn't make too much sense. But if we want to we can come into polygon, smash, sculpt geometry tool. And then try to smooth that out. Maybe pull it out a little bit. Actually here I think I'm modeling the other side too. So that's probably not a good idea. I think I have symmetry on. So let's turn it off. I think it's under stroke reflection. So let's turn it off that should work better now. So pulling it out. Smoothing it. Pulling it out some more. Smoothing it a bit. The smooth is probably way too strong here. Let's say something like that here. This is my corrective. And once again we select our skin. We select our sculpted mesh. And we run the CV shape inverter here. We have to be careful now. So I'll go in and on the skin turn off my blend shape envelope to zero. Just in case. Select those two things. And then run shape inverter. And we should have gotten our inverted shape. So we can hide the one that we sculpted. And we can see what we got here. So this should basically be the offset that we need to apply as a blend shape. So then we apply that as the blend shape. Before we do we rename this to be our foot mid, I think 70 degrees corrective BS. And we apply that into the first blend shape here on the skin. I'll go back to the animation menu. Edit the former blend shape add. Specified in all corrective shapes. Should go in there. Select those again. Apply. And then we have our corrective shape here. And we have to turn the envelope on of course. So now we can see kind of the difference without the corrective blend shape. Just with the joins and with the corrective shape. This is the difference that it does, that it makes. So let's try to hook that up to... Let's delete the history on that. And let's try to hook that up to the rotation of that joint. Joint mid, rotate. So let's bring those into the hyper shade. Graph add selected. I'll create a remap node. So from the rotation X we'll go into the input value. And then from the output value we go into the blend shape here. Out value into weight. Our foot mid 70 corrective. And then we remap that from zero. Actually minus 70 is the minimum. And then zero is the neutral. And then we say it should be one when it's minus 70. And it should be zero when it's zero. So let's see if that works. So if we go to zero or towards zero. We should see the blend shape being zero. And if we turn it up towards 70. Then the blend shape should be one here. And we have it. And if we're halfway through, if we're at 35. Then we should see half of the blend shape on zero point five. That all works. And we can also test to see if it works. If we are just rotating the toe, toe bend should also fire on. I think we can already see that it does. If we rotate these up to minus 70. We're essentially getting the same thing, right? Because this joint mid is now 70. And we should see our blend shape also at one. And we do. So that works as well. Now the only thing that's left to do is bring it over to the other side. So we can have kind of the same thing on that toe as well. And here we have to be a little bit careful also, because obviously we have done a different technique here. Here we didn't use our partial joints. Here we used the influence objects, if you remember. But we can see, at least if we can try to bring those over. So what I'm going to do is I'm going to duplicate the skin one more time. But before I do is I turn all my deformer's envelopes to 0. So the blend shape and the skin cluster to 0. So that nothing is deforming it. That basically is the neutral model. I'll duplicate it and call this neutral. GU, that has nothing on. And then what I'm going to do is I'm going to use apps and mesh to flip these shapes over to the other side. So first I'm going to duplicate them all. Then I'm going to rename them to the left side. And remove the one from it. So here we have our left side at the moment. They look exactly like the right. So we have everything on the right side. But now what we want to do is we want to flip them over to the other side. So if I go to the elbow and elbow 90 and show just that, show you select it. So here we have the offset on the right side. But we want to bring it over to the left side instead. So what I'll use is I'll use a script called apps and mesh, a, b, s, y, m, mesh. And you can also just download that if we come in here and type in apps and mesh, or apps and mesh Maya. You should be able to find that real quick. So here you can download it probably from anywhere. It's been around for quite a while. And there's also tutorial here on Vimeo, it seems like. But if you download it as just a script, not a plugin, and it's pretty handy. I'll open this here. I have it installed here already. So that allows us to mirror shapes, either mirror them or flip them without changing the topology or the point order. So the way how this works is we need a neutral model that we've created here. We selected as our base model. That needs to be symmetrical. And it checks if everything is correct and then should print us a symmetrical. So it's probably a good idea to even, you know, run that and check that your model is symmetrical before you even start rigging, because a symmetrical model will make your life so much easier. So now we have loaded our base mesh in here on neutral. And then we can come and select our elbow 90 corrective and basically flip it over to the other side. So what we should be able to see is that it removes the offsets from here and applies it to that side. So let's try that flipping model. It takes a while to calculate. And we can see now we have it here and we removed it from here. And now we can go through all these shapes and kind of flip them over one by one. So I'll flip this one, flip selected. And then last but not least, I'll do it also for this one here. I'll show this side toes. So here we can see it might not work so well, but here you can see that we can also bring it over to the other side with flip selected. So it should remove it here and add it to the left side. And it did work. So now we have all the shapes mirrored and now we can apply those shapes into our blend shape on the skin. So skeleton, or edit the form or rather blend shape add, specified a node, we added to this one. And now we have our left side blend shapes in here as well. And then we can just connect in the same way and see what we get. Let's hide this one here. Also remove the isolate selected from there and see at the moment. Actually, I had the skin cluster turned off, so therefore nothing is moving. So let's turn the envelope back on. Let's hide the neutral. And here what we can see is there is no blend shape firing on. Also we have the blend shape still turned off, so let's turn the envelope back on. But also this is not really firing, but if we fire this on, then we can see our biceps bulging happening. So let's connect those. That's the last thing here in this video. So I'll select my blend mid joint, bring it into the hyper shade, add this one. And then I want to connect it to the corrective shapes here. I had two more remap values and I'll connect this in. Rotate X into the input value. The first one into the input value of the second one. And then the first one is going to be the one for 90. So let's connect that in. Out value into weight 90. And then the second one is the one for 130. So we connect the out value from here into the weight 130. And then we remap this to be 0 to 90. It's 0 if it's 90, it's 1. And then the second blend shape here should be from 90 to 130. And then also it fires from 0 to 1. And let's see what we get. Here some things seems to be not working right. This one works okay. Here something is a little bit funky. Not 100% sure why. Everything seems to be correct here. Oh, I think I know why. The reason is because here we had added all the setup already. While here on this side we did not. So even without any corrective shapes, we should see a difference here between right and left side. We turn the envelope of the blend shapes off. We can see that those lines here are not really parallel. So we haven't added our partial joints on that side yet. Therefore it doesn't really work. What we could do instead is we could take our skin 2, which I think was the 131 that we modeled, and flip that instead and then apply that as a blend shape. Let's try that real quick. Then it should look the same even without the partial joints. Not that we should necessarily do it. I think we should add the partial joints on the other side too, but I think we'll take too long here to do it in the video now. So I might do that offline. Let's mirror this one over. We had added and called this right, actually left elbow 130 sculpt G. The other one would be right 130 elbow sculpt G. That one here was right elbow 90 sculpt. So we can bring all of our sculpts together up there. We can take this duplicated and change this to left. I think that was wrong. I need my 90 sculpt. The right elbow 90 sculpt duplicated. Let's change this to left. Here we go. So here we have the 90 sculpt and the 130 sculpt, and now we have to bring them over with the Epsom mesh. So we select them. I'm not sure if we can select both actually at the same time. Let's try and then flip select it. It doesn't seem to work. So we have to do one by one. It sounds like... Let's bring that over. And let's bring that over. Flip. So now we have those two in here. Now we can use those to create our inverse shapes. Let's select the skin and then the left 90 and invert that. Command-Enter. Here we have it. And then same thing, skin and then the 130 one. And we have the inverted version of the dose. And now we can rename that to BS. Our corrective BS. We still have the old ones here. Let's delete them. And actually let's remove them from the blend shape first. So I'll select those two. Actually those two here are elbows. On the left side, select the skin and go remove. I actually added a former blend shape, remove. It should have worked. Okay. And then we can rename those. Actually delete those first. Copy the name for reuse. And then I'll paste in the name that was 90 corrective. That was 130 corrective. And then we'll add those two into the skin as a new blend shape. Or add them to the existing blend shape. Apply. Let's hide all these shapes. And now if we apply the shapes now, it should look correct even without those additional ones. So here you can see that is what we are looking for. Let's try to apply those and see if it works. Something still seems a little off. Actually rendering hypershade. Those should still be connected. So we can connect this in here. Out value into weight 90. And the other one goes into the 131. Out value. Weight left 130. Let's see if this works now. 90. And then 130. I think it is working. It looks a little bit funky here in between. On the other side I think it looks maybe a little bit better. And it does. And the reason for that is because here most of the deformation is actually coming from the joints. The corrective shape is actually just doing a very very small portion while here. It has to do more with the corrective shapes. And we have linear motion as opposed to with partial joints. We would have rotation based deformation. So therefore it doesn't look so good. So you can already see maybe here with this I think that illustrates quite well the advantage of using partial joints and with a corrective on top as opposed to just using correctives without any joint deformation here. Although the result like here for 90 and 130 should look exactly the same now on both sides. Put that to 130. Actually I think this looks a little bit off. I'm not sure why that does now. Let's see how it looks like for the leg first. So I'll remove that and have our left foot mid 70 corrective. I think we already applied it as a blend shape. Here we go. So that's the difference. Apply it to the rotation of that joint. Graph. Now we need another remap value. Node. Connect the rotation X to the input value. Go from the output into the weight left mid 70 corrective shape. And we remap that from I think it was minus 70 on the other one. Minus 70, then it should be one. And if it's zero, then it should be zero. Let's see how this looks. It doesn't look too good because probably that is exactly the difference that we were seeing between those two deformation techniques, partial joints versus influence objects. But we can see that this is kind of like the difference right now that is being applied. So here's the same thing. We should have probably rather taken the shape and duplicated that than taking the offsets or the deltas off the blend shape and flipping that over. This is obviously not an ideal setup. So we should really at the end make both sides the same. Not having one side use one technique and the other side using another technique. I just wanted to use that to show you two different ways of doing more or less one the same thing. So I think I'll stop the recording here and I have one more topic for deformations. And that's probably the one that I would use, which is building a low-risk cage. But let's talk about that in the next video.",
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"text": " I wanted to create a little add-on video to the post-base deformations. First I want to actually complete here, modeling this... I think we had 160, 130 degrees corrective shape for that. And then I also want to add another corrective shape for the toes here, which we saw didn't look 100% good with just joints. So that's add-os. And then I also want to show you how we can bring it over to the other side so that we don't have to model it twice. We can actually mirror it over. So we have our skin 2 here and that's what we want to model now. So if this is 130 then we want maybe the biceps to come out a little bit more. Don't want to make it too masculine here. And then perhaps we want these points here to come out. out, so we're not getting such a sharp elbow. So let's see if we can... hold that a little bit differently. Maybe these two points could, um, backwards be something like that. And perhaps this could push in a little bit more. This one maybe also, and then here at that point, also pushing a bit. Okay, maybe something like that. little changes but I think it will help sell that pose. Okay. And we use our shape invert again so we select the skin first that has the skin cluster then we select our pose that we sculpted or our model then we run these two lines here as described in chatvernon's documentation for the CV shape inverter. Command-Enter. And we're getting an error, but it seems like we can just ignore that. So then we have our inverted shape, and then we can call this our elbow 130 corrective BS. Bs. Now we apply that into the same blend shape that we already have on our skin. So we select our elbow and then we select our skin geo. We already have our corrective blend shape with one currently in there. So then we apply the second one also. So we go Edit, Blend Shape, Add. We don't want to create a new one, we want to use the existing one, so we specify the node, and here we can just pick which one we want to add it to, so we want to add it to the corrective shapes, BSH. Hit Apply. Actually, from here to here. and apply now it worked. And then here we have our second one. So now we can kind of use the same technique if we go into the hyper shade. And we'll bring in the blend shape, so we have to select that first. We can either select it here and paste that name into the select by name field up there, and then it selects it and then we can say graph, add select to graph. either here or you use the same thing in the node editor. Or what we can also do is we can show turn that object only off that shows all the nodes here that we have and then we can see our corrective shapes or blend shapes are here in this area altogether. At the moment we only have one, but then we can, if this was for example, removed, clear graph, we're gonna just select it from here and drag it in there. So then we have our blend shape Now we want to connect from our joints rotation. So we select our joint, the blend one. Bring that in here. And then we have to probably go through a remap node. So let's create another one. And here what we want to do is we want to connect the rotate X into the input value. and then the output value into the weight for the 130 out value into the weight of the 130 corrective. And then we want to remap it a little bit differently, so we want to say, okay, if this is 90, then the corrective shape should be 0, and if this is 130, then the corrective shape should be 1. So that really only fires on between 90 and 130, because before we have the other corrective firing on. So let's hide that one here. See how it looks like. So we have the first shape coming on in the range from 0 to 90. And then after that, we have the next shape coming on from 90 to 130. and then it just stays on. Actually, a little bit surprised that my elbow is still kind of pointy here. Maybe I made a mistake somewhere, let's double check. So that's what we sculpted. It does look a little bit rounder. Let's try this again. So we select the skin, then we select... I might have picked the wrong one. So let's select the skin, let's select the skin 2, and run that shape inverter again. I hit the play button here to run it. So this is my second one here. Let's try to delete this one. And let's go on to our blend shape. Actually, before we delete it, we should probably remove it. So let's select this one, select our skin. And let's go edit blend shape, remove. Let's try this again. Blend shape, remove. That should have removed the second one to 131. So now let's delete it now. Actually, we'll copy the name, delete it, and then paste the name on here. So this should be the correct one now. And then we can apply that as a blend shape to this one. So edit the form blend shape, add. Now we want to specify the node and hit Apply. Let's see if this works better now. Actually, it looks weird. I don't think that does the right thing here. It might have to do because we have to correct if you're already on. I wonder if that's the case. So let's undo this. If we have enough undoes. Let's delete it one more time. Let's try to set the blend chip to 0 and see if that actually helps. So I'll select the skin now. Select the skin to run the shape inverter. I think that looks different now, so I think that might work now. So then we copy the name from here to there. Change this to 130. And then we apply that as a blend shape to the skin. add blend shape, add, specify the node, apply. Now we can turn this on, and now if we turn that on, now it's actually doing the right thing. Here we go. So that was the problem that apparently that shape inverter doesn't turn off the existing blend shape. So now we can hide that one, and then we can connect through our remap again. I appreciate. I think we still have it in here. So this is a 9,230. And then we connect that in Output, Out Value, into the weight, 130 corrective. And now it should automatically come on. So let's see what we get now. So this looks more what I've modeled. We can hide that one, which is the one that I modeled. Here we go. We rotate this out. So here the first Blenshift fires on, and then the second Blenshift fires on. So we're getting a little bit more roundness here in the elbow. Here it's quite sharp, and then it's rounding off a little bit more. It's pushing in. And what we should probably do is delete the history on that 130 blend shape as well. Because once more, we have that CV shape inverted, unless we're planning on still making changes to the skin 2G. For example, if we want to push it out a little bit more, or do any type of other changes. Which I don't think I'll do here. So I'll just delete the history on that 130 corrective blend shape. OK. Then two more things that I wanted to show here is let's try to create a corrective for our foot, our toe roll here. All right. Here we have our partial joints and we try to sculpt it as good as we could. It's kind of not looking bad, but I think we can probably improve that a little bit more. So I'll go into my pose. Let's set this one back to zero. Break the connection here. And let's see if we can actually work with this. I'm not 100% sure just because we have kind of two things rotating. But let's see if that works. So I'll duplicate that out, then I model it in the pose. I'll bring it in here, isolate head selected objects, and now I sculpt it the way how I want it to look like. And here just once again we can use any type of modeling technique that we like. We can use soft selection, We can sculpt that a little bit if we wanted to. So we could actually come in and try to sculpt it. Here we don't have a lot of resolution. That probably doesn't make too much sense. But if we want to, we can come into Polygon, Smash, Sculpt Geometry Tool. And then try to smooth that out. And maybe pull it out a little bit. Actually here I think I'm modeling the other side too, so that's probably not a good idea. I think I have symmetry on. So let's turn it off. I think it's under stroke reflection, so let's turn it off that should work better now. So pulling it out, smoothing it, pulling it out some more. Smoothing it a bit. Probably this smooth is probably way too strong here. Let's say something like that here. Let's say this is my corrective. And once again, we select our skin, we select our sculpted mesh, and we run the CV Shape Inverter here. We have to be careful now, so I'll go in and on the skin, turn off my blend shape envelope to zero, just in case, and select those two things, and then run Shape Inverter. We should have gotten our inverted shape, so we can hide the one that we sculpted. and we can see what we got here. So this should basically be the offset that we need to apply as a blend shape. So then we apply that as the blend shape, but before we do, we rename this to be our foot mid, I think 70 degrees corrective BS. And we apply that into the first blend shape here the skin. So go back to the animation menu, edit the former blend shape, add, specify the null corrective shapes, should go in there. Select those again, apply, and then we have our corrective shape here. Now we have to turn the envelope on of course, so now we can see kind of the difference without the corrective blend shape just with the joins and with the corrective shape. This is the difference that it does, that it makes. So let's try to hook that up to... It's the lead to history on that. And let's try to hook that up to the rotation of that joint. Joint mid, rotate. So let's bring those into the hyper shade. Grab add selected. I'll create a remap node. So from the rotation X we'll go into the input value and then from the output value we go into the blend shape here, out value, interweight, our foot mid 70 corrective, and then we remap that from zero, actually minus 70 is the minimum and then zero is the neutral, and then we say it should be one when it's minus 70 and it should be zero when it's zero. So let's see if that works. So if we go to zero or towards zero we should see the blend shape being zero and if we turn it up towards 70 then the blend shape should be 1 here and we have it and if we're halfway through, if we're at 35 then we should see half of the blend shape on 0.5. all works. We can also test to see if it works if we are just rotating the toe, toe bend should also fire on and I think we can already see that it does. If we rotate these up to minus 70, we're essentially getting the same thing, right? Because this joint mid is now 70 and we should see our blend chip also at 1. and we do. So that works as well. Now the only thing that's left to do is bring it over to the other side so we can have kind of the same thing on that toe as well. And here we have to be a little bit careful also because obviously we have done a different technique here. Here we didn't use our partial joints, Here we used the influence objects, if you remember. But we can see, at least if we can try to bring those over. So what I'm going to do is I'm going to duplicate the skin one more time. But before I do, as I turn all my deformers' envelopes to zero, so the blend shape and the skin cluster to zero, so that nothing is deforming it, that basically is the neutral model. I'll duplicate it and call this neutral. that is nothing on. And then what I'm going to do is I'm going to use Epsom Mesh to flip these shapes over to the other side. So first I'm going to duplicate them all, then I'm going to rename them to be left side and remove the one from it. So here we have our left side at the moment. They look exactly like the right. So we have everything on the right But now what we want to do is we want to flip them over to the other side. So if I go to the elbow 90 and show just that, show you selected. So here we have the offset on the right side, but we want to bring it over to the left side instead. So what I'll use is I'll use a script called Epsymesh, A-B-S-Y-Mesh. You can also just download that if we come in here and type in absem mesh, or absem mesh Maya. We should be able to find that real quick. So here you can download it probably from anywhere. It's been around for quite a while. There's also tutorial here on Vimeo it seems like. But if you download it as just a script, not a plugin, and it's pretty handy, I'll open this here, I have it installed here already. So that allows us to mirror shapes, either mirror them or flip them without changing the topology or the point order. So the way how this works is we need a neutral model that we've created here. We selected as our base model, that needs to be symmetrical, and it checks if everything is correct, and then should print as asymmetrical. So it's probably a good idea to even run that and check that your model is symmetrical before you even start rigging, because a symmetrical model will make your life so much easier. So now we have loaded our base mesh in here on neutral, and then we can come and select our elbow 90 corrective and basically flip it over to the other side. So what we should be able to see is that it removes the offsets from here and applies it to that side. Let's try that flipping model. Takes a while to calculate. And we can see now we have it here, and we've removed it from here. And now we can go through all these shapes and kind of flip them over one by one. So I'll flip this one, flip selected. And then last, but not least, I'll do it also for this one here where I'll show this. side those. So here we can see, it might not work so well, but here you can see that we can also bring it over to the other side with flip selected, so it should remove it here and add it to the left side. And it did work. So now we have all the shapes mirrored and And now we can apply those shapes into our blend shape on the skin. So skeleton, or edit the form or rather, blend shape add, specified a node, we added to this one. And now we have our left side blend shapes in here as well. Then we can just connect in the same way and see what we get. Let's hide this one here. Also remove the isolate selected from there and see at the moment. Actually I had the skin cluster turned off, so therefore nothing is moving, so let's turn the envelope back on. hide the neutral. And here what we can see is there is no blend shape firing on. Also we have the blend shape still turned off so let's turn the envelope back on. But also this is not really firing but if we fire this on then we can see our bicep spulging happening. So let's connect those. That's the last thing here in this video. So I'll select my blend mid joint, bring it into a hyper shade, add this one, and then I want to connect it to the corrective shapes here. I had two more remap values, and I'll connect this in, rotate X into the input value, the first one into the input value of the second one. And then the first one is going to be the one for 90. So let's connect that in. Out value into weight 90. And then the second one is the one for 130. So we connect the out value from here into the weight 130. And then we remap this to be 0 to 90. If it's 0, it's zero if it's 90 it's one and then the second blend shape here should be from 90 to 130 oops 90 130 and then also it fires from zero to one and let's see what we get. Here's something seems to be not working right. This one works okay. Here something is a little Monkey. 100% for Y. Everything seems to be correct here. Oh, I think I know why. The reason is because here we had added all the setup already, while here on this side we did not. So even without any corrective shapes, we should see a difference here between right and left side. We turn the envelope of the blend chips off. see that those lines here are not really parallel, so we haven't added our partial joints on that side yet. Therefore, it doesn't really work. What we could do instead is we could take our skin 2, which I think was the 131 that we modeled, and flip that instead and then apply that as a blend shape. So let's try that real quick. Then it should look the same even without the partial joints. Not that we should necessarily do it. I think we should add the partial joints on the other side too, but I think it will take too long here to do it in the video now, so I might do that offline. Let's mirror this one over, so I'll duplicate it and call this right, actually left elbow 130 sculpt geo and the other one would be right 130 elbow sculpt to you. That one here was right elbow 90 sculpt. So we bring all of our sculpts together up there. I can take this duplicated and change this to left. I think that was wrong. I need my 90 sculpt. The right elbow 90 sculpt. Duplicate that. Let's change this to left. Here we go. So here we have the 90 sculpt and the 130 sculpt, and now we have to bring them over with the Epsom Mesh. So we select them. I'm not sure if we can select both actually at the same time. Let's try and then flip select it. It doesn't seem to work. So we have to do one by one. sounds like. Let's bring that over and let's bring that over. Flip. Okay, so now we have those two in here. Now we can use those to create our inverse shapes. So let's select the skin and then the left 90 and invert that command enter. Here we have it and then same thing skin and then the 130 one and we have the inverted version of the dose. And now we can rename that to BS, our corrective BS. We still have the old ones here so let's delete them and actually let's remove them from the blend shape first. So I'll select those two, actually those two here are elbows on the left side, like the skin and go remove, actually edit the form of blend shape, remove. It should have worked. Okay. And then we can rename those, actually delete those first. I'll copy the name for reuse and then I'll paste in the name that was 90 corrective. That was 130 corrective. And then we'll add those two into the skin as a new blend shape or add them to the existing blend shape. Apply. Let's hide all these shapes. And now if we apply the shapes, now it should look correct, even without those additional ones. So here you can see that is what we are looking for. Let's try to apply those and see if it works. Something still seems a little off. Actually rendering hyper shade. Those should still be connected. So we can connect this in here. Out value into weight 90 and the other one goes into the 131. value, weight, left, 130. Let's see if this works now. 90, and then 130. I think it is working. It looks a little bit funky here in between. On the other side I think it looks maybe a little bit better. And it does. And the reason for that is because here most of the deformation is actually coming from the joints. The corrective shape is actually just doing a very very small portion while here. It has to do more with the corrective shapes and we have linear motion as opposed to with partial joints, we would have rotation, rotation based deformation, so therefore it doesn't look so good. So you can already see maybe here with this I think that illustrates quite well the advantage of using partial joints and with a corrective on top as opposed to just using correctives without any joint deformation here. Although the result, like here for 90 and 130, should look exactly the same now on both sides. Put that to 130. Actually, I think this looks a little bit off. I'm not sure why that does smell. Let's see how it looks like for the leg first. So I'll remove that and have our left foot mid 70 corrective. I think we already applied it as a blend shape. Here we go. that's the difference and we apply it to the rotation of that joint. Graph. Now we need another remap value, node. Connect the rotation x to the input value. And then we go from the output into the weight left mid 70 corrective shape. And then we remap that from, I think it was minus 70 on the other one. Minus 70, then it should be 1. And if it's 0, then it should be 0. Let's see how this looks. Doesn't look too good, because probably that is exactly the difference that we were seeing between those two deformation techniques, partial joints versus influence objects. But we can see that this is kind of like the difference right now that is being applied. So here is the same thing. We should have probably rather taken the shape and duplicated that than taking the offsets or the deltas of the blend shape and flipping that over. This is obviously not an ideal setup. So we should really at the end make both sides the same, not having one side use one technique and the other side using another technique. I just wanted to use that as a minute to show you two different ways of doing more or less one the same thing. So I think I'll stop the recording here and I have one more topic for deformations and And that's probably the one that I would use, which is building a low-risk cage. Let's talk about it in the next video.",
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"text": " I wanted to create a little add-on video to the post-base deformations. First I want to actually complete here, modeling this... I think we had 160, 130 degrees corrective shape for that. And then I also want to add another corrective shape for the toes here, which we saw didn't look 100% good with just joints. So that's add-os. And then I also want to show you how we can bring it over to the other side so that we don't have to model it twice. We can actually mirror it over. So we have our skin 2 here and that's what we want to model now. So if this is 130 then we want maybe the biceps to come out a little bit more. Don't want to make it too masculine here. And then perhaps we want these points here to come out. out, so we're not getting such a sharp elbow. So let's see if we can... hold that a little bit differently. Maybe these two points could, um, backwards be something like that. And perhaps this could push in a little bit more. This one maybe also, and then here at that point, also pushing a bit. Okay, maybe something like that. little changes but I think it will help sell that pose. Okay. And we use our shape invert again so we select the skin first that has the skin cluster then we select our pose that we sculpted or our model then we run these two lines here as described in chatvernon's documentation for the CV shape inverter. Command-Enter. And we're getting an error, but it seems like we can just ignore that. So then we have our inverted shape, and then we can call this our elbow 130 corrective BS. Bs. Now we apply that into the same blend shape that we already have on our skin. So we select our elbow and then we select our skin geo. We already have our corrective blend shape with one currently in there. So then we apply the second one also. So we go Edit, Blend Shape, Add. We don't want to create a new one, we want to use the existing one, so we specify the node, and here we can just pick which one we want to add it to, so we want to add it to the corrective shapes, BSH. Hit Apply. Actually, from here to here. and apply now it worked. And then here we have our second one. So now we can kind of use the same technique if we go into the hyper shade. And we'll bring in the blend shape, so we have to select that first. We can either select it here and paste that name into the select by name field up there, and then it selects it and then we can say graph, add select to graph. either here or you use the same thing in the node editor. Or what we can also do is we can show turn that object only off that shows all the nodes here that we have and then we can see our corrective shapes or blend shapes are here in this area altogether. At the moment we only have one, but then we can, if this was for example, removed, clear graph, we're gonna just select it from here and drag it in there. So then we have our blend shape Now we want to connect from our joints rotation. So we select our joint, the blend one. Bring that in here. And then we have to probably go through a remap node. So let's create another one. And here what we want to do is we want to connect the rotate X into the input value. and then the output value into the weight for the 130 out value into the weight of the 130 corrective. And then we want to remap it a little bit differently, so we want to say, okay, if this is 90, then the corrective shape should be 0, and if this is 130, then the corrective shape should be 1. So that really only fires on between 90 and 130, because before we have the other corrective firing on. So let's hide that one here. See how it looks like. So we have the first shape coming on in the range from 0 to 90. And then after that, we have the next shape coming on from 90 to 130. and then it just stays on. Actually, a little bit surprised that my elbow is still kind of pointy here. Maybe I made a mistake somewhere, let's double check. So that's what we sculpted. It does look a little bit rounder. Let's try this again. So we select the skin, then we select... I might have picked the wrong one. So let's select the skin, let's select the skin 2, and run that shape inverter again. I hit the play button here to run it. So this is my second one here. Let's try to delete this one. And let's go on to our blend shape. Actually, before we delete it, we should probably remove it. So let's select this one, select our skin. And let's go edit blend shape, remove. Let's try this again. Blend shape, remove. That should have removed the second one to 131. So now let's delete it now. Actually, we'll copy the name, delete it, and then paste the name on here. So this should be the correct one now. And then we can apply that as a blend shape to this one. So edit the form blend shape, add. Now we want to specify the node and hit Apply. Let's see if this works better now. Actually, it looks weird. I don't think that does the right thing here. It might have to do because we have to correct if you're already on. I wonder if that's the case. So let's undo this. If we have enough undoes. Let's delete it one more time. Let's try to set the blend chip to 0 and see if that actually helps. So I'll select the skin now. Select the skin to run the shape inverter. I think that looks different now, so I think that might work now. So then we copy the name from here to there. Change this to 130. And then we apply that as a blend shape to the skin. add blend shape, add, specify the node, apply. Now we can turn this on, and now if we turn that on, now it's actually doing the right thing. Here we go. So that was the problem that apparently that shape inverter doesn't turn off the existing blend shape. So now we can hide that one, and then we can connect through our remap again. I appreciate. I think we still have it in here. So this is a 9,230. And then we connect that in Output, Out Value, into the weight, 130 corrective. And now it should automatically come on. So let's see what we get now. So this looks more what I've modeled. We can hide that one, which is the one that I modeled. Here we go. We rotate this out. So here the first Blenshift fires on, and then the second Blenshift fires on. So we're getting a little bit more roundness here in the elbow. Here it's quite sharp, and then it's rounding off a little bit more. It's pushing in. And what we should probably do is delete the history on that 130 blend shape as well. Because once more, we have that CV shape inverted, unless we're planning on still making changes to the skin 2G. For example, if we want to push it out a little bit more, or do any type of other changes. Which I don't think I'll do here. So I'll just delete the history on that 130 corrective blend shape. OK. Then two more things that I wanted to show here is let's try to create a corrective for our foot, our toe roll here. All right. Here we have our partial joints and we try to sculpt it as good as we could. It's kind of not looking bad, but I think we can probably improve that a little bit more. So I'll go into my pose. Let's set this one back to zero. Break the connection here. And let's see if we can actually work with this. I'm not 100% sure just because we have kind of two things rotating. But let's see if that works. So I'll duplicate that out, then I model it in the pose. I'll bring it in here, isolate head selected objects, and now I sculpt it the way how I want it to look like. And here just once again we can use any type of modeling technique that we like. We can use soft selection, We can sculpt that a little bit if we wanted to. So we could actually come in and try to sculpt it. Here we don't have a lot of resolution. That probably doesn't make too much sense. But if we want to, we can come into Polygon, Smash, Sculpt Geometry Tool. And then try to smooth that out. And maybe pull it out a little bit. Actually here I think I'm modeling the other side too, so that's probably not a good idea. I think I have symmetry on. So let's turn it off. I think it's under stroke reflection, so let's turn it off that should work better now. So pulling it out, smoothing it, pulling it out some more. Smoothing it a bit. Probably this smooth is probably way too strong here. Let's say something like that here. Let's say this is my corrective. And once again, we select our skin, we select our sculpted mesh, and we run the CV Shape Inverter here. We have to be careful now, so I'll go in and on the skin, turn off my blend shape envelope to zero, just in case, and select those two things, and then run Shape Inverter. We should have gotten our inverted shape, so we can hide the one that we sculpted. and we can see what we got here. So this should basically be the offset that we need to apply as a blend shape. So then we apply that as the blend shape, but before we do, we rename this to be our foot mid, I think 70 degrees corrective BS. And we apply that into the first blend shape here the skin. So go back to the animation menu, edit the former blend shape, add, specify the null corrective shapes, should go in there. Select those again, apply, and then we have our corrective shape here. Now we have to turn the envelope on of course, so now we can see kind of the difference without the corrective blend shape just with the joins and with the corrective shape. This is the difference that it does, that it makes. So let's try to hook that up to... It's the lead to history on that. And let's try to hook that up to the rotation of that joint. Joint mid, rotate. So let's bring those into the hyper shade. Grab add selected. I'll create a remap node. So from the rotation X we'll go into the input value and then from the output value we go into the blend shape here, out value, interweight, our foot mid 70 corrective, and then we remap that from zero, actually minus 70 is the minimum and then zero is the neutral, and then we say it should be one when it's minus 70 and it should be zero when it's zero. So let's see if that works. So if we go to zero or towards zero we should see the blend shape being zero and if we turn it up towards 70 then the blend shape should be 1 here and we have it and if we're halfway through, if we're at 35 then we should see half of the blend shape on 0.5. all works. We can also test to see if it works if we are just rotating the toe, toe bend should also fire on and I think we can already see that it does. If we rotate these up to minus 70, we're essentially getting the same thing, right? Because this joint mid is now 70 and we should see our blend chip also at 1. and we do. So that works as well. Now the only thing that's left to do is bring it over to the other side so we can have kind of the same thing on that toe as well. And here we have to be a little bit careful also because obviously we have done a different technique here. Here we didn't use our partial joints, Here we used the influence objects, if you remember. But we can see, at least if we can try to bring those over. So what I'm going to do is I'm going to duplicate the skin one more time. But before I do, as I turn all my deformers' envelopes to zero, so the blend shape and the skin cluster to zero, so that nothing is deforming it, that basically is the neutral model. I'll duplicate it and call this neutral. that is nothing on. And then what I'm going to do is I'm going to use Epsom Mesh to flip these shapes over to the other side. So first I'm going to duplicate them all, then I'm going to rename them to be left side and remove the one from it. So here we have our left side at the moment. They look exactly like the right. So we have everything on the right But now what we want to do is we want to flip them over to the other side. So if I go to the elbow 90 and show just that, show you selected. So here we have the offset on the right side, but we want to bring it over to the left side instead. So what I'll use is I'll use a script called Epsymesh, A-B-S-Y-Mesh. You can also just download that if we come in here and type in absem mesh, or absem mesh Maya. We should be able to find that real quick. So here you can download it probably from anywhere. It's been around for quite a while. There's also tutorial here on Vimeo it seems like. But if you download it as just a script, not a plugin, and it's pretty handy, I'll open this here, I have it installed here already. So that allows us to mirror shapes, either mirror them or flip them without changing the topology or the point order. So the way how this works is we need a neutral model that we've created here. We selected as our base model, that needs to be symmetrical, and it checks if everything is correct, and then should print as asymmetrical. So it's probably a good idea to even run that and check that your model is symmetrical before you even start rigging, because a symmetrical model will make your life so much easier. So now we have loaded our base mesh in here on neutral, and then we can come and select our elbow 90 corrective and basically flip it over to the other side. So what we should be able to see is that it removes the offsets from here and applies it to that side. Let's try that flipping model. Takes a while to calculate. And we can see now we have it here, and we've removed it from here. And now we can go through all these shapes and kind of flip them over one by one. So I'll flip this one, flip selected. And then last, but not least, I'll do it also for this one here where I'll show this. side those. So here we can see, it might not work so well, but here you can see that we can also bring it over to the other side with flip selected, so it should remove it here and add it to the left side. And it did work. So now we have all the shapes mirrored and And now we can apply those shapes into our blend shape on the skin. So skeleton, or edit the form or rather, blend shape add, specified a node, we added to this one. And now we have our left side blend shapes in here as well. Then we can just connect in the same way and see what we get. Let's hide this one here. Also remove the isolate selected from there and see at the moment. Actually I had the skin cluster turned off, so therefore nothing is moving, so let's turn the envelope back on. hide the neutral. And here what we can see is there is no blend shape firing on. Also we have the blend shape still turned off so let's turn the envelope back on. But also this is not really firing but if we fire this on then we can see our bicep spulging happening. So let's connect those. That's the last thing here in this video. So I'll select my blend mid joint, bring it into a hyper shade, add this one, and then I want to connect it to the corrective shapes here. I had two more remap values, and I'll connect this in, rotate X into the input value, the first one into the input value of the second one. And then the first one is going to be the one for 90. So let's connect that in. Out value into weight 90. And then the second one is the one for 130. So we connect the out value from here into the weight 130. And then we remap this to be 0 to 90. If it's 0, it's zero if it's 90 it's one and then the second blend shape here should be from 90 to 130 oops 90 130 and then also it fires from zero to one and let's see what we get. Here's something seems to be not working right. This one works okay. Here something is a little Monkey. 100% for Y. Everything seems to be correct here. Oh, I think I know why. The reason is because here we had added all the setup already, while here on this side we did not. So even without any corrective shapes, we should see a difference here between right and left side. We turn the envelope of the blend chips off. see that those lines here are not really parallel, so we haven't added our partial joints on that side yet. Therefore, it doesn't really work. What we could do instead is we could take our skin 2, which I think was the 131 that we modeled, and flip that instead and then apply that as a blend shape. So let's try that real quick. Then it should look the same even without the partial joints. Not that we should necessarily do it. I think we should add the partial joints on the other side too, but I think it will take too long here to do it in the video now, so I might do that offline. Let's mirror this one over, so I'll duplicate it and call this right, actually left elbow 130 sculpt geo and the other one would be right 130 elbow sculpt to you. That one here was right elbow 90 sculpt. So we bring all of our sculpts together up there. I can take this duplicated and change this to left. I think that was wrong. I need my 90 sculpt. The right elbow 90 sculpt. Duplicate that. Let's change this to left. Here we go. So here we have the 90 sculpt and the 130 sculpt, and now we have to bring them over with the Epsom Mesh. So we select them. I'm not sure if we can select both actually at the same time. Let's try and then flip select it. It doesn't seem to work. So we have to do one by one. sounds like. Let's bring that over and let's bring that over. Flip. Okay, so now we have those two in here. Now we can use those to create our inverse shapes. So let's select the skin and then the left 90 and invert that command enter. Here we have it and then same thing skin and then the 130 one and we have the inverted version of the dose. And now we can rename that to BS, our corrective BS. We still have the old ones here so let's delete them and actually let's remove them from the blend shape first. So I'll select those two, actually those two here are elbows on the left side, like the skin and go remove, actually edit the form of blend shape, remove. It should have worked. Okay. And then we can rename those, actually delete those first. I'll copy the name for reuse and then I'll paste in the name that was 90 corrective. That was 130 corrective. And then we'll add those two into the skin as a new blend shape or add them to the existing blend shape. Apply. Let's hide all these shapes. And now if we apply the shapes, now it should look correct, even without those additional ones. So here you can see that is what we are looking for. Let's try to apply those and see if it works. Something still seems a little off. Actually rendering hyper shade. Those should still be connected. So we can connect this in here. Out value into weight 90 and the other one goes into the 131. value, weight, left, 130. Let's see if this works now. 90, and then 130. I think it is working. It looks a little bit funky here in between. On the other side I think it looks maybe a little bit better. And it does. And the reason for that is because here most of the deformation is actually coming from the joints. The corrective shape is actually just doing a very very small portion while here. It has to do more with the corrective shapes and we have linear motion as opposed to with partial joints, we would have rotation, rotation based deformation, so therefore it doesn't look so good. So you can already see maybe here with this I think that illustrates quite well the advantage of using partial joints and with a corrective on top as opposed to just using correctives without any joint deformation here. Although the result, like here for 90 and 130, should look exactly the same now on both sides. Put that to 130. Actually, I think this looks a little bit off. I'm not sure why that does smell. Let's see how it looks like for the leg first. So I'll remove that and have our left foot mid 70 corrective. I think we already applied it as a blend shape. Here we go. that's the difference and we apply it to the rotation of that joint. Graph. Now we need another remap value, node. Connect the rotation x to the input value. And then we go from the output into the weight left mid 70 corrective shape. And then we remap that from, I think it was minus 70 on the other one. Minus 70, then it should be 1. And if it's 0, then it should be 0. Let's see how this looks. Doesn't look too good, because probably that is exactly the difference that we were seeing between those two deformation techniques, partial joints versus influence objects. But we can see that this is kind of like the difference right now that is being applied. So here is the same thing. We should have probably rather taken the shape and duplicated that than taking the offsets or the deltas of the blend shape and flipping that over. This is obviously not an ideal setup. So we should really at the end make both sides the same, not having one side use one technique and the other side using another technique. I just wanted to use that as a minute to show you two different ways of doing more or less one the same thing. So I think I'll stop the recording here and I have one more topic for deformations and And that's probably the one that I would use, which is building a low-risk cage. Let's talk about it in the next video."
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