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Add transcription for: week04 04 ik ribbon spine start.wav

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+ "text": " So now that we have our spine here, we could set it up the same way as we did in week one, where we kind of create bent-with-side attributes and connect them to this spine here. Or now that we have more joints, we could also potentially, you know, have a lower spine section, or attribute, and a mid-spine attribute, and then a top-spine attribute, for example, Controls maybe the top two or so, or maybe three. Here we go, those three. But this is still a forward kinematic spine, so it's moving from you know the root up to the top. I want to show you a different way of creating a spine, an IK spine where we have an independent hip controller and an independent chest controller and we can kind of translate them around and then also get stretchiness in the spine here and perhaps some squash and stretch as well. It's more than preservation. So let's look at that next. First we need a curve again. So we can either use the curve or we still have it in there or we can just create a new curve. So let's try to create a new curve here. We don't necessarily need the joints. We might as well just create a new curve like we did before, but since we have those joints we can actually use them and snap our curve points to that. So let's create a new curve. Surface, create CV, curve tool. Make sure that you're still in cubic and then I'll snap to every other joint here so that I end up with five points. So snapping using the V key, first one, second one, middle one, 75%, 100% and then let's hide those. So here we have our curve. Now what I'll do with that is I will set it the translation in X to 1, move it a little bit to the side, duplicate that curve, and the duplicate one I want to move with minus 1. So that I have 1 at minus 1, 1 at 1 in terms of X, and then I will create a loft between those two. So I'll go to surface loft, and here under the options we can use the reset all the settings. What's important here is that we are on nerfs, okay, output geometry nerfs, but that's a default and we'll loft a surface between those two curves and then we'll delete the history because at the moment it's still live so we can kind of move away those curves and the surface will react to it. We don't need that so we want to keep it light so let's delete the history, edit, delete, type history so that they're independent and then we can hide those two curves for now. And now we want to have our surface here, which basically has points exactly where we created them on the curve. And now what we want to do is we want to create a control for those points, a control for those points, and maybe also control for the middle points here as well. So let's create some joints and some controls for top, bottom, and middle. Let's go to joins first. Let's go to the join tool. And here what I want to do is I want to have it exactly on the top and exactly on the bottom and in the middle. So what I could potentially do is I can snap to these points here, if that works. It does. But now we're in object mode, so then we kind of have to go back and forth here, going into component mode again. So what we can do is if we want to see those points even in object mode, we can go to display NURBS CVs to turn those on and then they will always be visible even if we're in object mode until we turn it off again. And then we'll go back to our join tool, create one for the middle. And here I'm snapping to these points but you can see that there's none in the middle, but it doesn't matter because now we can just zero out the translation in X. Then it will be on that line here perfectly. Same thing here for this one, we'll just zero out the x value and I will create another one for the bottom and zero x out as well. Let's make them a little bit bigger. So I'll use the radius for that, setting them to 2. And then I'll also create some controls for those joins as well. I'll go for something simple here for circle. Later on I'll probably create boxes for those, but it will take a little while to create those boxes, so I'll probably do that at the end or record a separate video for that. So here, just position it and also zero out the x component. that, duplicate it, move it up, 0, dx component, duplicate it, move it up and 0, dx component. I'm not too worried that these are a little bit smaller. At the moment we can either resize them later or as I said, I probably will create some other type of shapes in the end and replace the existing shapes here. But for now I'll stick with those. I will freeze everything so do the usual stuff that we always do with controls. So freeze them all, then delete the history, then do color coding and naming. So color coding, object display, drawing overrides, setting them to yellow because they're going to be in the middle. Here we go. And then we'll name them. So the top one, because this is meant to, if we look at the character again, this is meant to control the chest area here. So let's call this mChestCTL and then the bottom one is going to be the hips area, so mHipsCTL and then the middle one we can probably call this mid-spine or spine mid CTL. And then I'll do the same naming on my joints here as well. So m hips, jnt, the bottom one, top one is m chest, jnt, and that one is m spine, mid jnt. And then we'll parent those joints under the appropriate controls. So hips goes hips, mid spine, mid spine, chest to chest. And we can also rename our surface if we want to to M spine surf for example. And now what we want to do is we want to deform those that surface here with those joints. So we'll pick our three joints one two three and we'll pick our surface as well. We'll go to skin smoothbind. Now if we move that around those controls then we can see we can use that to control that surface. If we don't want the mid spine section here, we only want the top and the bottom one, then we just can wait it a little bit differently. So we could, for example, go in here, go to Paint Wates, and if we set this to remove the color ramp here for a second, the chest, we could paint it to 100%. here all those points and then maybe the middle here too and then the hips could be those and on the bottom and those ones here 50% so if we set the value to 0.5 then we'll paint them with 50% on replace and that means that the chest is still going to have 50% left and 50% on the hips. Now with that waiting now you can see that we now have just two kind of two controls to move around and the middle one has no influence over it anymore, so we might as well just hide it for now. So this would be a different way of doing it. It depends on how many controls you really want here. Let's go with these two for now. And next we want to create some joints along that surface here that we can then weight our geometry to. So let's hide the joins that we already have. Set the visibility to zero on those guys. And let's also remove that display of these CVs again. So displayNerbsCVs, turn this off again. So everything still works. But now we want to distribute some joins here along that spine kind of similar or on the surface similar what we were doing before, where we kind of position them on the curve with the motion path. But here, because it's a surface, we have to do something slightly different. And we are using a surface instead of a curve, because now we also get twisting here as well. Not only with the curve, you only get kind of the position, but not really the twisting of it. So the best way or the easiest way is probably to create follicles along that surface. that we have a couple of different ways how we can do that. We can, the easiest is probably just to create some N here. So under Animation, N Dynamics, and in N here, there is a paint hair follicle. By default, I think it is set to 2020 density. Let's see if that's true, reset. That's our default here. We're probably not going to use a whole lot of these things. Maybe let's set it to NURBS curves. Doesn't really matter that much, we might as well. also set it to paint effects because we're going to delete that. All that anyway, we're only interested really in the follicles that it creates. So now if we brush over it, we should see that it's creating some follicles here and some hair. If we undo Control Z and instead we switch it to curves, then I think it doesn't create and it only creates some curves here. Okay. What we want is we want again nine follicles. So depending on how long you have to brush here for that, if you brush down here, you get a lot, obviously. Again, it's trying to create 20 by 20 or so. If you're setting these a little bit lower, be five or one, 20, see what we get here. Don't get anything anymore. Let's try five and 20. Or 20 and five, perhaps. See if that works better. That works maybe a little bit better. In any case, we do want to have nine. Now I have a little bit too many. I think I have 15, 16 here. But that's OK. We can delete the ones that we don't need. Then it created the hair system and nuclear solver for us. We don't need that. So let's delete those two, guys. And the hair follicles, that's what we want. And the hair output curves, we don't need those. So we can delete those as well. really only interested in those follicles here. And now we can make sure that we only have 9. The 1, 2, actually we can probably name them already. So let's call it mspine 0, 1, fall. Let me just step through them. 3, 4, 5, 6, 7, 2 more, 9. we go. Now we can delete the other ones that we don't need. Now at the moment these nine follicles they are attached to the curve but in the wrong position, but they will move along with that. But what we want is we want them kind of in one line and going from top to bottom. So what we can do with that, similar to what we did with the motion path in the attribute editor on the follicle shape, we have U and V values are not only in the attribute editor also in the channel box, if we come down here to the shape we have u and v values. So one is in one direction and u and the other one is in v so we have to figure out which one is which. If we take one of them and we put it to 0.5, 0.5, actually probably the middle one could already go to 0.5, 0.5. And then the first one, if we set that to 0. So it seems that u is the value here from top to bottom and v is the side waste motion. So we want to set all the values v's to 0.5 that are in the middle here. And then we have to distribute them kind of like with the motion path for the parameter u here. So first one should be 0. Then the second one should be 0.125. 0.25, 25%. 0.375. And then that's at 50%. And the next one goes, it's 0.0625. And then 0.75 is a 75%. And then that one would be at 0.75. And then at 1. So now we have to, again, distribute evenly. OK. Now what we can do is we can create joints and parent them under those follicle transforms. Actually, there are still some curves under here, so let's get rid of those. We don't need those anymore. Let's select all these empty groups here and delete all those. And then we'll create some joins and we will parent them under the follicles. So let's create joins. We have to switch it again to animation. join tool, create it somewhere. And then what I can do is, actually I'll duplicate it five times, hers or nine times, so I'll call this mSpine. One, JNT. Now we have to be a little bit careful because I think we already have spine joins with the name. So let's perhaps, Either we have to delete the ones that we already have created up here, or we have to rename one of them. Actually up here, so perhaps let's call those FK. We'll probably rename all of those to Spine FK. So I'll go in and I'll do search and replace names, and do spine replace with spine fk and the selected ones, apply and rename all of them. So now these are our spine fk joins and now these ones we can name spine. That's what we are going to skintune in the end. I'll just duplicate them nine times, change the names here, three, four, five. Okay, and then we can parent them under the appropriate follicles and then zero out the joints because then they're going to be in that space of the follicle, right, transform. Let's parent them first. 6 to 6, 7 to 7, 8 to 8, 9 to 9. Here we go, and I will select all the joints and zero out all the transforms. Not freeze but zero out. So zeroing out, rotation, that will bring them exactly where the follicles are to the same positions. We can take them if we want to and make them a little bit bigger here. Here we go. And now if we move that, now we can see that they're actually sticking here to the surface, the surface is doing, those joints are going to do. And now we can skin our mesh actually to those follicles here, or to those joints. So now if we for example go in and one thing that you can actually see here, I'm just noticing, is that they're not 100% evenly distributed. But now if we want to, we can come in here and adjust these U values here on the follow. It's a little bit, to make it a little bit more even, I'm not 100% sure why that wasn't done before. I wonder if the U and Vs are not even here on this could be. But we have a couple of different ways how we can solve that. we can either, you know, the easiest at that point at this point would probably be just to move those U and V values a little bit, maybe 0, 0, 0, 1, 1, 1 here, and kind of, you know, distribute them that way to make it a little bit more even, or another alternative would be kind of with the surface here. Let's try this. Unlock. It could be that we would have to rebuild the surface if we can. Wonder if that works now. Surface. Surface. It should be a rebuild somewhere. Rebuild surfaces. And then we can, well, it should already be set to you, I had to zero and one. Doesn't matter. You know, even if they're not 100% evened out, then I mean, it's probably better if there were. So I'll probably just fake it here and change these a little bit. One, one maybe. And then the top one should go a little bit higher. And this one should also go a little bit higher. Six, oops, seven, six. This one should go a little bit lower. Maybe even more. And here now we're just going to eyeball it, kind of, that it does look correct. See what we put here, 0.1, and then here should be 0.9. And then the third one was 0.21, so we need 79. The seventh. Okay, I think this is looking a little bit better now, a little bit more even. Let's make a quick stop here, and then we'll come back in a new video.",
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+ "text": " So now that we have our spine here, we could set it up the same way as we did in week one, where we kind of create bent-with-side attributes and connect them to this spine here. Or now that we have more joints, we could also potentially, you know, have a lower spine section, or attribute, and a mid-spine attribute, and then a top-spine attribute, for example, Controls maybe the top two or so, or maybe three. Here we go, those three. But this is still a forward kinematic spine, so it's moving from you know the root up to the top. I want to show you a different way of creating a spine, an IK spine where we have an independent hip controller and an independent chest controller and we can kind of translate them around and then also get stretchiness in the spine here and perhaps some squash and stretch as well. It's more than preservation. So let's look at that next. First we need a curve again. So we can either use the curve or we still have it in there or we can just create a new curve. So let's try to create a new curve here. We don't necessarily need the joints. We might as well just create a new curve like we did before, but since we have those joints we can actually use them and snap our curve points to that. So let's create a new curve. Surface, create CV, curve tool. Make sure that you're still in cubic and then I'll snap to every other joint here so that I end up with five points. So snapping using the V key, first one, second one, middle one, 75%, 100% and then let's hide those. So here we have our curve. Now what I'll do with that is I will set it the translation in X to 1, move it a little bit to the side, duplicate that curve, and the duplicate one I want to move with minus 1. So that I have 1 at minus 1, 1 at 1 in terms of X, and then I will create a loft between those two. So I'll go to surface loft, and here under the options we can use the reset all the settings. What's important here is that we are on nerfs, okay, output geometry nerfs, but that's a default and we'll loft a surface between those two curves and then we'll delete the history because at the moment it's still live so we can kind of move away those curves and the surface will react to it. We don't need that so we want to keep it light so let's delete the history, edit, delete, type history so that they're independent and then we can hide those two curves for now. And now we want to have our surface here, which basically has points exactly where we created them on the curve. And now what we want to do is we want to create a control for those points, a control for those points, and maybe also control for the middle points here as well. So let's create some joints and some controls for top, bottom, and middle. Let's go to joins first. Let's go to the join tool. And here what I want to do is I want to have it exactly on the top and exactly on the bottom and in the middle. So what I could potentially do is I can snap to these points here, if that works. It does. But now we're in object mode, so then we kind of have to go back and forth here, going into component mode again. So what we can do is if we want to see those points even in object mode, we can go to display NURBS CVs to turn those on and then they will always be visible even if we're in object mode until we turn it off again. And then we'll go back to our join tool, create one for the middle. And here I'm snapping to these points but you can see that there's none in the middle, but it doesn't matter because now we can just zero out the translation in X. Then it will be on that line here perfectly. Same thing here for this one, we'll just zero out the x value and I will create another one for the bottom and zero x out as well. Let's make them a little bit bigger. So I'll use the radius for that, setting them to 2. And then I'll also create some controls for those joins as well. I'll go for something simple here for circle. Later on I'll probably create boxes for those, but it will take a little while to create those boxes, so I'll probably do that at the end or record a separate video for that. So here, just position it and also zero out the x component. that, duplicate it, move it up, 0, dx component, duplicate it, move it up and 0, dx component. I'm not too worried that these are a little bit smaller. At the moment we can either resize them later or as I said, I probably will create some other type of shapes in the end and replace the existing shapes here. But for now I'll stick with those. I will freeze everything so do the usual stuff that we always do with controls. So freeze them all, then delete the history, then do color coding and naming. So color coding, object display, drawing overrides, setting them to yellow because they're going to be in the middle. Here we go. And then we'll name them. So the top one, because this is meant to, if we look at the character again, this is meant to control the chest area here. So let's call this mChestCTL and then the bottom one is going to be the hips area, so mHipsCTL and then the middle one we can probably call this mid-spine or spine mid CTL. And then I'll do the same naming on my joints here as well. So m hips, jnt, the bottom one, top one is m chest, jnt, and that one is m spine, mid jnt. And then we'll parent those joints under the appropriate controls. So hips goes hips, mid spine, mid spine, chest to chest. And we can also rename our surface if we want to to M spine surf for example. And now what we want to do is we want to deform those that surface here with those joints. So we'll pick our three joints one two three and we'll pick our surface as well. We'll go to skin smoothbind. Now if we move that around those controls then we can see we can use that to control that surface. If we don't want the mid spine section here, we only want the top and the bottom one, then we just can wait it a little bit differently. So we could, for example, go in here, go to Paint Wates, and if we set this to remove the color ramp here for a second, the chest, we could paint it to 100%. here all those points and then maybe the middle here too and then the hips could be those and on the bottom and those ones here 50% so if we set the value to 0.5 then we'll paint them with 50% on replace and that means that the chest is still going to have 50% left and 50% on the hips. Now with that waiting now you can see that we now have just two kind of two controls to move around and the middle one has no influence over it anymore, so we might as well just hide it for now. So this would be a different way of doing it. It depends on how many controls you really want here. Let's go with these two for now. And next we want to create some joints along that surface here that we can then weight our geometry to. So let's hide the joins that we already have. Set the visibility to zero on those guys. And let's also remove that display of these CVs again. So displayNerbsCVs, turn this off again. So everything still works. But now we want to distribute some joins here along that spine kind of similar or on the surface similar what we were doing before, where we kind of position them on the curve with the motion path. But here, because it's a surface, we have to do something slightly different. And we are using a surface instead of a curve, because now we also get twisting here as well. Not only with the curve, you only get kind of the position, but not really the twisting of it. So the best way or the easiest way is probably to create follicles along that surface. that we have a couple of different ways how we can do that. We can, the easiest is probably just to create some N here. So under Animation, N Dynamics, and in N here, there is a paint hair follicle. By default, I think it is set to 2020 density. Let's see if that's true, reset. That's our default here. We're probably not going to use a whole lot of these things. Maybe let's set it to NURBS curves. Doesn't really matter that much, we might as well. also set it to paint effects because we're going to delete that. All that anyway, we're only interested really in the follicles that it creates. So now if we brush over it, we should see that it's creating some follicles here and some hair. If we undo Control Z and instead we switch it to curves, then I think it doesn't create and it only creates some curves here. Okay. What we want is we want again nine follicles. So depending on how long you have to brush here for that, if you brush down here, you get a lot, obviously. Again, it's trying to create 20 by 20 or so. If you're setting these a little bit lower, be five or one, 20, see what we get here. Don't get anything anymore. Let's try five and 20. Or 20 and five, perhaps. See if that works better. That works maybe a little bit better. In any case, we do want to have nine. Now I have a little bit too many. I think I have 15, 16 here. But that's OK. We can delete the ones that we don't need. Then it created the hair system and nuclear solver for us. We don't need that. So let's delete those two, guys. And the hair follicles, that's what we want. And the hair output curves, we don't need those. So we can delete those as well. really only interested in those follicles here. And now we can make sure that we only have 9. The 1, 2, actually we can probably name them already. So let's call it mspine 0, 1, fall. Let me just step through them. 3, 4, 5, 6, 7, 2 more, 9. we go. Now we can delete the other ones that we don't need. Now at the moment these nine follicles they are attached to the curve but in the wrong position, but they will move along with that. But what we want is we want them kind of in one line and going from top to bottom. So what we can do with that, similar to what we did with the motion path in the attribute editor on the follicle shape, we have U and V values are not only in the attribute editor also in the channel box, if we come down here to the shape we have u and v values. So one is in one direction and u and the other one is in v so we have to figure out which one is which. If we take one of them and we put it to 0.5, 0.5, actually probably the middle one could already go to 0.5, 0.5. And then the first one, if we set that to 0. So it seems that u is the value here from top to bottom and v is the side waste motion. So we want to set all the values v's to 0.5 that are in the middle here. And then we have to distribute them kind of like with the motion path for the parameter u here. So first one should be 0. Then the second one should be 0.125. 0.25, 25%. 0.375. And then that's at 50%. And the next one goes, it's 0.0625. And then 0.75 is a 75%. And then that one would be at 0.75. And then at 1. So now we have to, again, distribute evenly. OK. Now what we can do is we can create joints and parent them under those follicle transforms. Actually, there are still some curves under here, so let's get rid of those. We don't need those anymore. Let's select all these empty groups here and delete all those. And then we'll create some joins and we will parent them under the follicles. So let's create joins. We have to switch it again to animation. join tool, create it somewhere. And then what I can do is, actually I'll duplicate it five times, hers or nine times, so I'll call this mSpine. One, JNT. Now we have to be a little bit careful because I think we already have spine joins with the name. So let's perhaps, Either we have to delete the ones that we already have created up here, or we have to rename one of them. Actually up here, so perhaps let's call those FK. We'll probably rename all of those to Spine FK. So I'll go in and I'll do search and replace names, and do spine replace with spine fk and the selected ones, apply and rename all of them. So now these are our spine fk joins and now these ones we can name spine. That's what we are going to skintune in the end. I'll just duplicate them nine times, change the names here, three, four, five. Okay, and then we can parent them under the appropriate follicles and then zero out the joints because then they're going to be in that space of the follicle, right, transform. Let's parent them first. 6 to 6, 7 to 7, 8 to 8, 9 to 9. Here we go, and I will select all the joints and zero out all the transforms. Not freeze but zero out. So zeroing out, rotation, that will bring them exactly where the follicles are to the same positions. We can take them if we want to and make them a little bit bigger here. Here we go. And now if we move that, now we can see that they're actually sticking here to the surface, the surface is doing, those joints are going to do. And now we can skin our mesh actually to those follicles here, or to those joints. So now if we for example go in and one thing that you can actually see here, I'm just noticing, is that they're not 100% evenly distributed. But now if we want to, we can come in here and adjust these U values here on the follow. It's a little bit, to make it a little bit more even, I'm not 100% sure why that wasn't done before. I wonder if the U and Vs are not even here on this could be. But we have a couple of different ways how we can solve that. we can either, you know, the easiest at that point at this point would probably be just to move those U and V values a little bit, maybe 0, 0, 0, 1, 1, 1 here, and kind of, you know, distribute them that way to make it a little bit more even, or another alternative would be kind of with the surface here. Let's try this. Unlock. It could be that we would have to rebuild the surface if we can. Wonder if that works now. Surface. Surface. It should be a rebuild somewhere. Rebuild surfaces. And then we can, well, it should already be set to you, I had to zero and one. Doesn't matter. You know, even if they're not 100% evened out, then I mean, it's probably better if there were. So I'll probably just fake it here and change these a little bit. One, one maybe. And then the top one should go a little bit higher. And this one should also go a little bit higher. Six, oops, seven, six. This one should go a little bit lower. Maybe even more. And here now we're just going to eyeball it, kind of, that it does look correct. See what we put here, 0.1, and then here should be 0.9. And then the third one was 0.21, so we need 79. The seventh. Okay, I think this is looking a little bit better now, a little bit more even. Let's make a quick stop here, and then we'll come back in a new video."
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