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Add transcription for: week04 06 ik ribbon spine cleanup and skinning.wav

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transcriptions/week04 06 ik ribbon spine cleanup and skinning_transcription.json ADDED
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+ "text": " Let's quickly connect the IK spine here to the rest of the rig and also do a little bit of cleanup and try to do a skinning to see how it's actually working with the body and everything. Let's close all these guys down. Let's see what we have in the outline right here. A bunch of things. Can do a little bit of cleanup. So we definitely need to have the follicles which have our skinning joints underneath them which are constrained to the surface. So we also need the surface. We also need the controller. So we can probably group all these guys here, the controls with the joints that are driving the surface and then the joints under the follicles which are attached to the surface. We'll take all these guys, group them, and we can call this mSpineGroup. Not with a plus, but underscore. We probably don't need those curves anymore. Perhaps I'll keep them around for later. I'm not sure. Let's put them also in there. They're not connected to anything, but this is basically the two curves that we used to create the surface in the first place. So this is our spine rig here now, which again should work no matter where it is positioned. or actually we get some some double transformation here because we are when we're moving this whole group which is because we're also moving the spine surface around so we shouldn't be doing that. What we can do is because now the spine surface here is basically moved twice. It's moved once because it's a child of the group that we're moving so it's just moved because it's in the hierarchy and it's also moved again because the joints are moved because it the skinned. So if we don't want that double transformation to be happening, we can go onto the spine surface and under attribute editor on the transform node, there is the inherit transform. So if we turn it off, then it will actually stick to where it is. And the same thing goes for these follicles. Those follicles are moving because there are children of the group, but also because they are attached to the surface as well. So if we go under the hair system follicle, which has all these follicles under it, and we do the same thing here on this group which has turned inherit transformers off, then it will stick to the surface. Now everything will still work, but now we can actually also take the whole group and kind of move that around. And we're not getting any double deformations or transformations here anymore. Okay, and the spine will work in whatever position it is in. So now let's zero that out again, spine group here, bring it back to where we created it, And then we will parent all these other rig parts into it. Okay, so let's show the rig here again. And let's see how we have to set it up. So basically the spine should move with the torso, right? It should move with the body. So let's parent it under the body control. Up here, body. Let's hide the shapes. Okay, so now if we do that, we can see, okay, the spine is already moving with the body. what we want to do is we want to connect the arms or like the whole chest group that we had. We want to connect that with our chest control. So let's find our chest control, which is this one, and then we take our chest group. We can find it again. Chest group, here it is. So we parent a chest group under the chest control. So I have to find that in the body, chest control, the apparent chest group under chest control. And by doing that now, if we move the chest group, we can see that the spine is rotating, obviously, and translating, and also all of our top part here. Okay, let's hear that out again. And kind of similarly, if we now translate the body, we want our legs to follow as well. So we have to take our leg group here, or two legs that we have. And we want to parent that to the hips control under the spine. Hips. By doing that, now if we translate that, you can see now this is working as well. And we can rotate the hips and the spine kind of follows that. And then the next thing that we can do is we can now select all the joints. Make sure that we have the right ones and then skin all geometry too so that we can see it in action. So let's try to run our script again and we create it. Actually I don't have it anymore, but let's type it up again. Select minus r for replace all of our J and T's. That's what we had I think. And then what we had was deselecting any end joints, star end changes, and then deselecting any IK and any FK. You can probably spell like that, FK star and then IK star. So this now should also remove the IK joints that I still have in there. So the moment we can see our FK joins here are also selected if I run the top command here. But we don't want that because otherwise we get two spines in there, but we only want those ones that are on the surface now. So if I run this command, it should deselect all of those but only leave these individual ones on the surface here selected. So that seems to have worked. We can select our shio here, skin, and skin it, smooth bind, making sure that we are on selected joints and interactive as always. Hit apply. Let's see if this is working now. And it is. So we have HipsController here, Rotation and Translation. And then we have ChestController as well. Also, translation, or rotation and translation. Now, the weighting here isn't too great yet. We can probably improve that a little bit later on. But for now, the spine is working. And then we also have a midsection here, which we can use to kind of adjust the middle a little bit if we need to. Or we can remove that in terms of the weighting, as we saw in the previous class, just taking this surface here. And if we go to show Isolate View Selected, just waiting it a little bit differently. So let's try that real quick. So last thing here, paint weights. Then we need shaded mode. So we can see the black and white. Then if we paint that here again, replace all that to the chest and then hips. That's that and 50% in the middle. Value is 0.5. Okay, so now if we try that, go out of isolate, select mode, isolate view selected. Now the middle part shouldn't be doing anything anymore. Actually, it's still us. Why? Did something wrong here? Oh, I think I know why. Because here we actually do have a problem because it is, it also picked up these joints because we haven't renamed them yet. My bad. So let's detach the skin again and fix that. That's exactly the reason why we should always do the weights painting at the very end, because we can always kind of go in and detach the skinning and change stuff around, because if I run my script here, and you can see it also picked up these joins under these IK controls. But these joins really are only supposed to deform the surface, not the mesh, not the skin. So what we should maybe do to be safe here, should maybe rename those to IK or something like that, because those are for IK. So let's call this Hips IK, Joint, Mid-Spine, or Spine IK Mid. Actually, maybe let's rename those anyway. I'll call this here a spine IK up or top or something like that. And then on bottom, I call it bottom or low. Then we have low, mid, and up, perhaps. And important here is that we have the IK section in there. So now if we run our script again to select those joints, then those are not getting picked up anymore. Now it will work. If we now skin it again, smooth bind, then our joint here should in fact not have any control anymore and it doesn't. But we still have our hip section and rotation and we have our top section here. And you can also see that it will work a little bit better here with the chest too. I think it was really because we had skinned it to this part here before. So we have rotations and translations. And actually I forgot to remove the eyes here as well. So let's reset everything. And I would have to add that eyes here as well. we're not getting the eye joints, which will again give us a better starting position. So if we go in here, do it one more time. Skin detach. I think all those should still be 0, hopefully. Those ones are rotated. One last time, selecting the Geo skin smooth bind, setting it to reference again. So yeah, now it's working a little bit better with the head. You can rotate it, translate it, and so on and so forth.",
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+ "segments": [
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+ {
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+ "text": " Let's quickly connect the IK spine here to the rest of the rig and also do a little bit of cleanup and try to do a skinning to see how it's actually working with the body and everything. Let's close all these guys down. Let's see what we have in the outline right here. A bunch of things. Can do a little bit of cleanup. So we definitely need to have the follicles which have our skinning joints underneath them which are constrained to the surface. So we also need the surface. We also need the controller. So we can probably group all these guys here, the controls with the joints that are driving the surface and then the joints under the follicles which are attached to the surface. We'll take all these guys, group them, and we can call this mSpineGroup. Not with a plus, but underscore. We probably don't need those curves anymore. Perhaps I'll keep them around for later. I'm not sure. Let's put them also in there. They're not connected to anything, but this is basically the two curves that we used to create the surface in the first place. So this is our spine rig here now, which again should work no matter where it is positioned. or actually we get some some double transformation here because we are when we're moving this whole group which is because we're also moving the spine surface around so we shouldn't be doing that. What we can do is because now the spine surface here is basically moved twice. It's moved once because it's a child of the group that we're moving so it's just moved because it's in the hierarchy and it's also moved again because the joints are moved because it the skinned. So if we don't want that double transformation to be happening, we can go onto the spine surface and under attribute editor on the transform node, there is the inherit transform. So if we turn it off, then it will actually stick to where it is. And the same thing goes for these follicles. Those follicles are moving because there are children of the group, but also because they are attached to the surface as well. So if we go under the hair system follicle, which has all these follicles under it, and we do the same thing here on this group which has turned inherit transformers off, then it will stick to the surface. Now everything will still work, but now we can actually also take the whole group and kind of move that around. And we're not getting any double deformations or transformations here anymore. Okay, and the spine will work in whatever position it is in. So now let's zero that out again, spine group here, bring it back to where we created it, And then we will parent all these other rig parts into it. Okay, so let's show the rig here again. And let's see how we have to set it up. So basically the spine should move with the torso, right? It should move with the body. So let's parent it under the body control. Up here, body. Let's hide the shapes. Okay, so now if we do that, we can see, okay, the spine is already moving with the body. what we want to do is we want to connect the arms or like the whole chest group that we had. We want to connect that with our chest control. So let's find our chest control, which is this one, and then we take our chest group. We can find it again. Chest group, here it is. So we parent a chest group under the chest control. So I have to find that in the body, chest control, the apparent chest group under chest control. And by doing that now, if we move the chest group, we can see that the spine is rotating, obviously, and translating, and also all of our top part here. Okay, let's hear that out again. And kind of similarly, if we now translate the body, we want our legs to follow as well. So we have to take our leg group here, or two legs that we have. And we want to parent that to the hips control under the spine. Hips. By doing that, now if we translate that, you can see now this is working as well. And we can rotate the hips and the spine kind of follows that. And then the next thing that we can do is we can now select all the joints. Make sure that we have the right ones and then skin all geometry too so that we can see it in action. So let's try to run our script again and we create it. Actually I don't have it anymore, but let's type it up again. Select minus r for replace all of our J and T's. That's what we had I think. And then what we had was deselecting any end joints, star end changes, and then deselecting any IK and any FK. You can probably spell like that, FK star and then IK star. So this now should also remove the IK joints that I still have in there. So the moment we can see our FK joins here are also selected if I run the top command here. But we don't want that because otherwise we get two spines in there, but we only want those ones that are on the surface now. So if I run this command, it should deselect all of those but only leave these individual ones on the surface here selected. So that seems to have worked. We can select our shio here, skin, and skin it, smooth bind, making sure that we are on selected joints and interactive as always. Hit apply. Let's see if this is working now. And it is. So we have HipsController here, Rotation and Translation. And then we have ChestController as well. Also, translation, or rotation and translation. Now, the weighting here isn't too great yet. We can probably improve that a little bit later on. But for now, the spine is working. And then we also have a midsection here, which we can use to kind of adjust the middle a little bit if we need to. Or we can remove that in terms of the weighting, as we saw in the previous class, just taking this surface here. And if we go to show Isolate View Selected, just waiting it a little bit differently. So let's try that real quick. So last thing here, paint weights. Then we need shaded mode. So we can see the black and white. Then if we paint that here again, replace all that to the chest and then hips. That's that and 50% in the middle. Value is 0.5. Okay, so now if we try that, go out of isolate, select mode, isolate view selected. Now the middle part shouldn't be doing anything anymore. Actually, it's still us. Why? Did something wrong here? Oh, I think I know why. Because here we actually do have a problem because it is, it also picked up these joints because we haven't renamed them yet. My bad. So let's detach the skin again and fix that. That's exactly the reason why we should always do the weights painting at the very end, because we can always kind of go in and detach the skinning and change stuff around, because if I run my script here, and you can see it also picked up these joins under these IK controls. But these joins really are only supposed to deform the surface, not the mesh, not the skin. So what we should maybe do to be safe here, should maybe rename those to IK or something like that, because those are for IK. So let's call this Hips IK, Joint, Mid-Spine, or Spine IK Mid. Actually, maybe let's rename those anyway. I'll call this here a spine IK up or top or something like that. And then on bottom, I call it bottom or low. Then we have low, mid, and up, perhaps. And important here is that we have the IK section in there. So now if we run our script again to select those joints, then those are not getting picked up anymore. Now it will work. If we now skin it again, smooth bind, then our joint here should in fact not have any control anymore and it doesn't. But we still have our hip section and rotation and we have our top section here. And you can also see that it will work a little bit better here with the chest too. I think it was really because we had skinned it to this part here before. So we have rotations and translations. And actually I forgot to remove the eyes here as well. So let's reset everything. And I would have to add that eyes here as well. we're not getting the eye joints, which will again give us a better starting position. So if we go in here, do it one more time. Skin detach. I think all those should still be 0, hopefully. Those ones are rotated. One last time, selecting the Geo skin smooth bind, setting it to reference again. So yeah, now it's working a little bit better with the head. You can rotate it, translate it, and so on and so forth."
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+ }
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+ ]
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+ }