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Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 06 dynamic meshes_frames.zip

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transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part5_week07 06 dynamic meshes_frames_transcription.json ADDED
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+ "text": " I want to do another video here and show you another example of what we can do with the soft bodies. Let's create a sphere. Try a simple example again. And we can also make a pulley object soft. So let's turn this into a soft body. Same settings as before. So if we reset this, we want to duplicate it and make the original soft. soft and we want to make the non-soft a goal. Apply and let's create our control again. it, the data history. Let's put an animation on it. it. Now obviously we have to take the copy. So the copy is the one that is going to be the goal and the other one has the dynamics under it so that's the dynamic one. So let's Let's call this goal Geo. Geo, the other one is the Dynamic Geo. Let's take the goal and turn it under the test control. Now if we move that, then we can see the sphere being dynamic. Let's make this a little bit longer at 50. So now the same thing applies where with the curve that we saw before. So we can now come onto the dynamic one, we can come onto the particles and here we have all these settings that we can change. So for example we can change the global weight, which is 0.5 by default. If we set it to 1 then it will fall 100%. But we can also change the gold smoothness at the moment. I haven't drawn it on the example of the curve, but here it's quite soft at the moment. Or smooth. If we set it to 1, it will be a lot stiffer. So we'll come to rest much quicker, less jiggle. And if we set it, and we can combine those two values, or these two values kind of influence each other. So if we set this to maybe 0.1. So you can see it's getting softer again. if we change the gold smoothness to 0.1. Now it will be very, very stiff. There will only be a very little amount of bounce. We set this to 5. Now it will be very, very slow. This probably doesn't make sense. But let's put this to 0.8. And we get more bounceiness. But it comes to a stop quicker, and so on and so forth. So it's really worth playing with these values and fine tuning them, tweaking them to see what you want to achieve. I'll set them back to whatever before and then I can look at something else here. So just like before, what we want is we probably want the global weight. Maybe let's say this was a character with a belly and we only want the belly to be for example, only the fat area. So we set the goal weight to 1. And if we do that, then it will just follow 100%. There will be no jiggle at all. But what we can now do is we can let's hide the goal here in the whole goal geo. On the dynamic geo, we can actually change our underparticles like we did on the curve before. We can change the weights on a per particle basis. Here for this, every point is basically a particle. Every vertex is a particle, so it will be a little bit painful having to setting all these points manually in the component editor, but we can actually paint that. So under soft, there is the paint soft body weights tool. Come in here, actually, I think we have to select a geo. Paint and then we can basically paint white is going to be one, so that's going to be 100% stiff, but if we paint it a little bit gray, that's going to be loose. So if we come in here and we paint with a value of zero, let's say, a few points here, and we smooth that, so we've flooded a couple of times. Now this black area will be bouncy. Let's try it out. This is obviously quite extreme here at the moment, but now we can play with these values a little bit. come in here and set that from 3 to 1. See what we get? OK, it's looking a little bit better. Still quite strong. So we have two ways of controlling that. We can either come in here and say, OK, that should not be black. That should maybe be 50% gray or so. So we can come in here with the scaling and maybe add a value of 0.5 globally here, and then there will be 50% gray. So that already made it a little bit better. So now we get quite a stiff behavior. So now we can come back here and make this a little bit softer again with our gold smoothness, just a 3. Okay, maybe two. Okay, that doesn't look too bad here. This still probably is pretty strong. The other way where we can also do, and this is in general probably a good idea, is that we add a way to kind of blend this off, with whether having dynamics or having no dynamics. And we could probably give animators control over these particle settings. So I guess if we set this to 0 here, then we're not getting any effect. But the other way that you can also do it is with a blend shape. I want to show you that. So we can take the goal and we can duplicate it and we can call the goal here Final Geo. And now what we do is we take the dynamic geo and we apply it into the final geo as a blend shape. I think because we have particles underneath that we cannot just take the geo and the final geo, we actually have to take the shape. So let's take the dynamic geo shape and the final geo and create a blend shape. Animation, create blend shape. And now we show the final GU and we hide the dynamic GU. And the dynamic GU has to be outside of the control. So now we have no jiggle here. If we come in here and we turn our blend shape on to 1, then we have jiggle. Okay. And now what we can do with that is we can actually define how much jiggle we want. So if we set this to 0.5 to blend shape, then we'll get 50% of the jiggle. If we set this to 0.2, then we get 20% of the jiggle lines on and so forth. So now we have added a control, how we can control the jiggle, and how we can kind of smoothly blend between the version without the jiggle, which is the final to you here, and the version with the jiggle via blend shape. We can obviously come in here and tweak that a little bit more. The dDynamics. mix. Actually we have to go back here to paint. It's paint with 0.9 and scaling the soft brush. And then smooth everything. See where we get from that. Okay, that might not be too bad. So this would be a way how you can add dynamics to your mesh directly, like for fat jiggle or something like that. If you don't want to have a muscle jiggle or underneath the surface, but the surface itself you want to add a little bit of life, then you can do that. The problem with any of those techniques, even if it's cloth or something like that, and by the way cloth would work in a very similar way where you would have your final, you know your deforming mesh and whether it is directly skinned or whether it is usually in companies they're doing geocaches, for example, adambicaches, and then they're running a cloth sim on that mesh, the deforming mesh, and then you can kind of apply that as a blend shape and paint the area where you want to have jiggle and where you don't want to have jiggle via the blend shape. So with Ncloth it would kind of like be the same workflow like this. But with any of these techniques, whether it's Ncloth or whether it's Dynamics, whether it's Particles like what we're doing here with soft bodies, you know, with all of that you have the issue that it's Dynamics, it's Particles. So you always have to simulate it on a per shot basis. And you also get the interactive playback here too, so if we were to kill these keyframes and we go into Solver and make this a little bit longer here, we go into Solvers and go interact the feedback. We can move this and we can see a jiggle, which is kind of like a cool effect for demoing it. whether it is so useful for animation is a different story. Because they have to always hit play after they've animated it. Well, first of all, look different than what they've animated it. They're like, very carefully animated it to get a certain shape or silhouette. And then you're applying dynamics on top of it. It will kind of destroy their silhouette. And plus, the other thing is it's quite hard to control. So you really have to think about, and the animators, they can't see it while they're animating, which all speaks for corrective shapes instead of simulation. But on the other hand, you get a lot of stuff for free, which will be really hard to produce otherwise. So I guess they both have their ups and downs. It's just a matter of what I want to say with this, is think for yourself if you really need it in your rig or not. If that's something that you have to have, or if that's something that you want to add, or if you might get away with a different solution that is more interactive for animators and doesn't require that every single shot needs to be simulated. And then the other question is, do you even see it? So I think I showed you the pig reel in the beginning of this course with the pig that I did for the small company in Germany. And there we were experimenting with soft bodies and we were experimenting with muscles and all of that. In the end, we decided not to use it. And I don't think that anybody saw that there were no muscles in there. So it's so subtle and especially with movement and motion blur and fur and all that stuff. Again, ask yourself, is it worth it putting that in or not?",
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+ "segments": [
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+ {
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+ "text": " I want to do another video here and show you another example of what we can do with the soft bodies. Let's create a sphere. Try a simple example again. And we can also make a pulley object soft. So let's turn this into a soft body. Same settings as before. So if we reset this, we want to duplicate it and make the original soft. soft and we want to make the non-soft a goal. Apply and let's create our control again. it, the data history. Let's put an animation on it. it. Now obviously we have to take the copy. So the copy is the one that is going to be the goal and the other one has the dynamics under it so that's the dynamic one. So let's Let's call this goal Geo. Geo, the other one is the Dynamic Geo. Let's take the goal and turn it under the test control. Now if we move that, then we can see the sphere being dynamic. Let's make this a little bit longer at 50. So now the same thing applies where with the curve that we saw before. So we can now come onto the dynamic one, we can come onto the particles and here we have all these settings that we can change. So for example we can change the global weight, which is 0.5 by default. If we set it to 1 then it will fall 100%. But we can also change the gold smoothness at the moment. I haven't drawn it on the example of the curve, but here it's quite soft at the moment. Or smooth. If we set it to 1, it will be a lot stiffer. So we'll come to rest much quicker, less jiggle. And if we set it, and we can combine those two values, or these two values kind of influence each other. So if we set this to maybe 0.1. So you can see it's getting softer again. if we change the gold smoothness to 0.1. Now it will be very, very stiff. There will only be a very little amount of bounce. We set this to 5. Now it will be very, very slow. This probably doesn't make sense. But let's put this to 0.8. And we get more bounceiness. But it comes to a stop quicker, and so on and so forth. So it's really worth playing with these values and fine tuning them, tweaking them to see what you want to achieve. I'll set them back to whatever before and then I can look at something else here. So just like before, what we want is we probably want the global weight. Maybe let's say this was a character with a belly and we only want the belly to be for example, only the fat area. So we set the goal weight to 1. And if we do that, then it will just follow 100%. There will be no jiggle at all. But what we can now do is we can let's hide the goal here in the whole goal geo. On the dynamic geo, we can actually change our underparticles like we did on the curve before. We can change the weights on a per particle basis. Here for this, every point is basically a particle. Every vertex is a particle, so it will be a little bit painful having to setting all these points manually in the component editor, but we can actually paint that. So under soft, there is the paint soft body weights tool. Come in here, actually, I think we have to select a geo. Paint and then we can basically paint white is going to be one, so that's going to be 100% stiff, but if we paint it a little bit gray, that's going to be loose. So if we come in here and we paint with a value of zero, let's say, a few points here, and we smooth that, so we've flooded a couple of times. Now this black area will be bouncy. Let's try it out. This is obviously quite extreme here at the moment, but now we can play with these values a little bit. come in here and set that from 3 to 1. See what we get? OK, it's looking a little bit better. Still quite strong. So we have two ways of controlling that. We can either come in here and say, OK, that should not be black. That should maybe be 50% gray or so. So we can come in here with the scaling and maybe add a value of 0.5 globally here, and then there will be 50% gray. So that already made it a little bit better. So now we get quite a stiff behavior. So now we can come back here and make this a little bit softer again with our gold smoothness, just a 3. Okay, maybe two. Okay, that doesn't look too bad here. This still probably is pretty strong. The other way where we can also do, and this is in general probably a good idea, is that we add a way to kind of blend this off, with whether having dynamics or having no dynamics. And we could probably give animators control over these particle settings. So I guess if we set this to 0 here, then we're not getting any effect. But the other way that you can also do it is with a blend shape. I want to show you that. So we can take the goal and we can duplicate it and we can call the goal here Final Geo. And now what we do is we take the dynamic geo and we apply it into the final geo as a blend shape. I think because we have particles underneath that we cannot just take the geo and the final geo, we actually have to take the shape. So let's take the dynamic geo shape and the final geo and create a blend shape. Animation, create blend shape. And now we show the final GU and we hide the dynamic GU. And the dynamic GU has to be outside of the control. So now we have no jiggle here. If we come in here and we turn our blend shape on to 1, then we have jiggle. Okay. And now what we can do with that is we can actually define how much jiggle we want. So if we set this to 0.5 to blend shape, then we'll get 50% of the jiggle. If we set this to 0.2, then we get 20% of the jiggle lines on and so forth. So now we have added a control, how we can control the jiggle, and how we can kind of smoothly blend between the version without the jiggle, which is the final to you here, and the version with the jiggle via blend shape. We can obviously come in here and tweak that a little bit more. The dDynamics. mix. Actually we have to go back here to paint. It's paint with 0.9 and scaling the soft brush. And then smooth everything. See where we get from that. Okay, that might not be too bad. So this would be a way how you can add dynamics to your mesh directly, like for fat jiggle or something like that. If you don't want to have a muscle jiggle or underneath the surface, but the surface itself you want to add a little bit of life, then you can do that. The problem with any of those techniques, even if it's cloth or something like that, and by the way cloth would work in a very similar way where you would have your final, you know your deforming mesh and whether it is directly skinned or whether it is usually in companies they're doing geocaches, for example, adambicaches, and then they're running a cloth sim on that mesh, the deforming mesh, and then you can kind of apply that as a blend shape and paint the area where you want to have jiggle and where you don't want to have jiggle via the blend shape. So with Ncloth it would kind of like be the same workflow like this. But with any of these techniques, whether it's Ncloth or whether it's Dynamics, whether it's Particles like what we're doing here with soft bodies, you know, with all of that you have the issue that it's Dynamics, it's Particles. So you always have to simulate it on a per shot basis. And you also get the interactive playback here too, so if we were to kill these keyframes and we go into Solver and make this a little bit longer here, we go into Solvers and go interact the feedback. We can move this and we can see a jiggle, which is kind of like a cool effect for demoing it. whether it is so useful for animation is a different story. Because they have to always hit play after they've animated it. Well, first of all, look different than what they've animated it. They're like, very carefully animated it to get a certain shape or silhouette. And then you're applying dynamics on top of it. It will kind of destroy their silhouette. And plus, the other thing is it's quite hard to control. So you really have to think about, and the animators, they can't see it while they're animating, which all speaks for corrective shapes instead of simulation. But on the other hand, you get a lot of stuff for free, which will be really hard to produce otherwise. So I guess they both have their ups and downs. It's just a matter of what I want to say with this, is think for yourself if you really need it in your rig or not. If that's something that you have to have, or if that's something that you want to add, or if you might get away with a different solution that is more interactive for animators and doesn't require that every single shot needs to be simulated. And then the other question is, do you even see it? So I think I showed you the pig reel in the beginning of this course with the pig that I did for the small company in Germany. And there we were experimenting with soft bodies and we were experimenting with muscles and all of that. In the end, we decided not to use it. And I don't think that anybody saw that there were no muscles in there. So it's so subtle and especially with movement and motion blur and fur and all that stuff. Again, ask yourself, is it worth it putting that in or not?"
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+ }