samfred2 commited on
Commit
9c0cd06
·
verified ·
1 Parent(s): 11aa94f

Add transcription for: frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 06 split knee doing the other side_frames.zip

Browse files
transcriptions/frames_zips/CGCircuit_RiggingCartoonRealistic_DownloadPirate.com.part3_week05 06 split knee doing the other side_frames_transcription.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "text": " So let's do it on the other side, or split knee setup one more time. So we'll create a new joint. And we'll parent it to the knee here of the blend joint. This guy. Select our joint, or is it? Down here. And then we select our plant mid, parent it in there and then we zero everything out so to bring it into the same space. And then we scale it up a little, make it easier to see. Then we duplicate it and parent the second one under first one and move it up. not 5, I think we had 2.5 wasn't it? 2.5 on the other side, so 2.5 here, duplicated again, parent join 3 and a boot join 2, and then we can put this minus 5 units down. Then we want to set it up so that when it goes up, that it rotates halfway, so at the moment it fully rotates with the lower joint. So what we did next is we took that partial joint here and instead parented one up under the root. So now it follows the root fully and not the other ones and now we can apply that 50% rotation here. So let's select that first joint and the blend mid. Bring those in into node editor or let's do it here. Blend mid to joint 1 and we add our multiplier in there to multiply it by 0.5. Then we go from our rotation to input 1. Can set our multiplier here to 0.5 and then we go from the output into the rotation of our partial joint. Okay. I will get the partial rotation here on this joint. Let's do the naming right away. Same thing we call this partial root, so I just copy the name from here and paste it onto the other side and change the name here to left, the top one, same thing. Did I make a mistake here with the name I guess? I'll be right leg. Right, okay. So then we can paste this name onto here. paste and change it to left. And then same thing for the lower one. Compate a partial join name, paste it under here to change this to be left also. And then we want to create our our joints here from the root to there and from the lower partial join to the end. I suggest again creating locators. Makes it easier to snap to. They almost on top of each other. It should be okay. And then, um, let's hide everything here, our whole rig for a sec. And create our joints here again, using snapping to the locators now. And another join chain from here to there. Then we create our IK handles from here to here and that was SC. So single chain solvers, right? And then we can take... actually now we don't need the locators anymore so we could right away delete them. And then we can take this IK handle, I believe we called it L, leg, lower, or upper, rather, upper, IK handle, and then L, leg, lower, IK handle. It's not so much important how you call these guys as long as long as it's kind of consistent, and as long as you can later on find it and remember what it was for, especially the side, and whether it's leg or arm. I guess that's what it boils down to. Okay, and then we have to do the parenting. So let's show the everything here. Then we said we're going to parent the IK handle to the first partial joint or the top partial joint rather. We parent a joint here to the lower partial joint. We parent this IK handle to the end of the blend hierarchy. So we see We have to find that first. Leg plant end. This is the right side though. So here is my left side and here is left plant end. So we take our IK handle and we use command to select this one and then parent it under here. And then the top one, top joint. We parent this one under the blend root. This one under blend root. Here we go. We have to do the naming here as well. If you don't remember, let's check on the other side how we call it. I think we call it lower root and end and upper. Okay, so this one would be obviously our leg upper, our leg upper root JNT, and the child should be our leg upper end JNT, so we don't need to skint to that. And then same thing for the lower, under those partial joints. So we have all the f2 joints, we have one left leg, let me make a mistake here again, with the side, here we go. It's a left leg, lower root, JNT, left leg, lower end JNT, because we only have two joints, that's why we only have a root and an end, and then it should work with our naming convention. Now we can hide these IK handles. We should probably test it first, but I think it will work. So let's hide them. Confident. Let's test this, and we can see it does, in fact, work. Obviously, now if we move it too far over, we need our IK handle up, but that's expected. but it seems to be working nicely. And we get our partial joints here and kind of that structure for maintaining our knee thickness here. We can kind of do a very extreme bend, which otherwise with these joints here, we wouldn't have been able to do. Okay, it seems to be working. then reset everything and try to skin or a GU again. Let's detach the skin and then run our commands here again. So that picks up the other side too. And now we only have lag in here. black blend should be deselected at the arm blend's day. Then I should fix that too. Command-Enter. Selecting the geo. Skin. Smoothbind. And let's check what we get. Yep. It's working on the knees here. The rest we can probably fix with skinning. OK. So that's good. And then for the arms, those should work again now too. And then here we are actually skinning to the blend joints directly without going that extra route with those split knee joints.",
3
+ "segments": [
4
+ {
5
+ "text": " So let's do it on the other side, or split knee setup one more time. So we'll create a new joint. And we'll parent it to the knee here of the blend joint. This guy. Select our joint, or is it? Down here. And then we select our plant mid, parent it in there and then we zero everything out so to bring it into the same space. And then we scale it up a little, make it easier to see. Then we duplicate it and parent the second one under first one and move it up. not 5, I think we had 2.5 wasn't it? 2.5 on the other side, so 2.5 here, duplicated again, parent join 3 and a boot join 2, and then we can put this minus 5 units down. Then we want to set it up so that when it goes up, that it rotates halfway, so at the moment it fully rotates with the lower joint. So what we did next is we took that partial joint here and instead parented one up under the root. So now it follows the root fully and not the other ones and now we can apply that 50% rotation here. So let's select that first joint and the blend mid. Bring those in into node editor or let's do it here. Blend mid to joint 1 and we add our multiplier in there to multiply it by 0.5. Then we go from our rotation to input 1. Can set our multiplier here to 0.5 and then we go from the output into the rotation of our partial joint. Okay. I will get the partial rotation here on this joint. Let's do the naming right away. Same thing we call this partial root, so I just copy the name from here and paste it onto the other side and change the name here to left, the top one, same thing. Did I make a mistake here with the name I guess? I'll be right leg. Right, okay. So then we can paste this name onto here. paste and change it to left. And then same thing for the lower one. Compate a partial join name, paste it under here to change this to be left also. And then we want to create our our joints here from the root to there and from the lower partial join to the end. I suggest again creating locators. Makes it easier to snap to. They almost on top of each other. It should be okay. And then, um, let's hide everything here, our whole rig for a sec. And create our joints here again, using snapping to the locators now. And another join chain from here to there. Then we create our IK handles from here to here and that was SC. So single chain solvers, right? And then we can take... actually now we don't need the locators anymore so we could right away delete them. And then we can take this IK handle, I believe we called it L, leg, lower, or upper, rather, upper, IK handle, and then L, leg, lower, IK handle. It's not so much important how you call these guys as long as long as it's kind of consistent, and as long as you can later on find it and remember what it was for, especially the side, and whether it's leg or arm. I guess that's what it boils down to. Okay, and then we have to do the parenting. So let's show the everything here. Then we said we're going to parent the IK handle to the first partial joint or the top partial joint rather. We parent a joint here to the lower partial joint. We parent this IK handle to the end of the blend hierarchy. So we see We have to find that first. Leg plant end. This is the right side though. So here is my left side and here is left plant end. So we take our IK handle and we use command to select this one and then parent it under here. And then the top one, top joint. We parent this one under the blend root. This one under blend root. Here we go. We have to do the naming here as well. If you don't remember, let's check on the other side how we call it. I think we call it lower root and end and upper. Okay, so this one would be obviously our leg upper, our leg upper root JNT, and the child should be our leg upper end JNT, so we don't need to skint to that. And then same thing for the lower, under those partial joints. So we have all the f2 joints, we have one left leg, let me make a mistake here again, with the side, here we go. It's a left leg, lower root, JNT, left leg, lower end JNT, because we only have two joints, that's why we only have a root and an end, and then it should work with our naming convention. Now we can hide these IK handles. We should probably test it first, but I think it will work. So let's hide them. Confident. Let's test this, and we can see it does, in fact, work. Obviously, now if we move it too far over, we need our IK handle up, but that's expected. but it seems to be working nicely. And we get our partial joints here and kind of that structure for maintaining our knee thickness here. We can kind of do a very extreme bend, which otherwise with these joints here, we wouldn't have been able to do. Okay, it seems to be working. then reset everything and try to skin or a GU again. Let's detach the skin and then run our commands here again. So that picks up the other side too. And now we only have lag in here. black blend should be deselected at the arm blend's day. Then I should fix that too. Command-Enter. Selecting the geo. Skin. Smoothbind. And let's check what we get. Yep. It's working on the knees here. The rest we can probably fix with skinning. OK. So that's good. And then for the arms, those should work again now too. And then here we are actually skinning to the blend joints directly without going that extra route with those split knee joints."
6
+ }
7
+ ]
8
+ }