Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 8 - 1 Recap_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 8 - 1 Recap_frames_transcription.json
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"text": " Hey everyone, welcome back. So in this video I just wanted to recap where we're up to so far in the class and then I'm going to go over what we're going to cover in the following sessions for this week. So we have the beetle model here, this is our rigged asset here and I'm just going to go over some of the rig options that we have available to us and we're going to work and focus on animation this week. So this is all the parts of the rig that I'm going to make available to us when we're actually animating. So I just want to cover those briefly so we're all up to the same kind of point in the class. So we have our rig for the head. We have options to move the head and rotate the horns. We have body and also shell options as well as the root bone. And then we've got the leg IK so we can move our legs around and rotate those. I expose this bone which allows us to kind of orientate the foot as well from this point. And then we have the tendril eye case so we can move around our individual tendril parts here as well. And then we also have the wing rig as well. So for this one I didn't go into bone shapes really for the wing because it's got very specific sort of layout for that. So I wasn't really 100% sure the best way to actually cover that with like simple bone shapes. So I just left those as default bones. So that's fine. If you want to do that as well, I just wanted to showcase that. So yeah, so that's where we should be in the class. And then in this week, we're going to actually figure out the type of animation we want to create for this beetle and how we're going to approach that. And then we'll start working our way into the different areas of animation within Blender. So looking at the action editor, actually blocking out our animations and using the NLA editor and actually testing the renders and exporting stuff out. So that will be our week in terms of what we're going to cover.",
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{
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"text": " Hey everyone, welcome back. So in this video I just wanted to recap where we're up to so far in the class and then I'm going to go over what we're going to cover in the following sessions for this week. So we have the beetle model here, this is our rigged asset here and I'm just going to go over some of the rig options that we have available to us and we're going to work and focus on animation this week. So this is all the parts of the rig that I'm going to make available to us when we're actually animating. So I just want to cover those briefly so we're all up to the same kind of point in the class. So we have our rig for the head. We have options to move the head and rotate the horns. We have body and also shell options as well as the root bone. And then we've got the leg IK so we can move our legs around and rotate those. I expose this bone which allows us to kind of orientate the foot as well from this point. And then we have the tendril eye case so we can move around our individual tendril parts here as well. And then we also have the wing rig as well. So for this one I didn't go into bone shapes really for the wing because it's got very specific sort of layout for that. So I wasn't really 100% sure the best way to actually cover that with like simple bone shapes. So I just left those as default bones. So that's fine. If you want to do that as well, I just wanted to showcase that. So yeah, so that's where we should be in the class. And then in this week, we're going to actually figure out the type of animation we want to create for this beetle and how we're going to approach that. And then we'll start working our way into the different areas of animation within Blender. So looking at the action editor, actually blocking out our animations and using the NLA editor and actually testing the renders and exporting stuff out. So that will be our week in terms of what we're going to cover."
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}
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